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Returning 35 results for 'preserved allies and his comforts'.
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Backgrounds
Guildmasters’ Guide to Ravnica
vast, sprawling rubblebelts of broken terrain that civilized folk have long abandoned. You can find a suitable place for you and your allies to hide or rest in these areas. In addition, you can find
’t survive away from the comforts of the city.
4
Don’t tell me I’m not allowed to do something.
5
Laws are for people who are afraid to face their inner beasts.
6
I
Monsters
Mordenkainen Presents: Monsters of the Multiverse
advancement of just societies. For instance, in the Forgotten Realms, ki-rins rally mostly to Torm, although they also serve his allies Tyr and Ilmater. Ki-rins that serve good deities go wherever they
), a ki-rin can take one of the following lair actions, and it must finish a long rest before taking the chosen lair action again:
Create Comforts. The ki-rin conjures up one or more permanent objects
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
skilled allies.
Alien Minds
The lizardfolk’s reptilian nature comes through not only in their appearance, but also in how they think and act. Lizardfolk experience a more limited emotional life than
so on.
Pleasurable people and things make life easier for lizardfolk. Pleasurable things should be preserved and protected, sometimes at the cost of the lizardfolk’s own safety. The most
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
bodies safe and preserved, and resurrecting them when trouble has died down, sometimes years or decades later. Travelers from across the multiverse flood the city, whose establishments cater to a
diverse clientele. Taverns and inns are common, their taprooms shaped by the fantastical folk who own them—angels, githzerai, and a host of friendly monsters who scrape by in the City of Doors. No matter where a visitor is from, they can find familiar comforts in Sigil.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
bodies safe and preserved, and resurrecting them when trouble has died down, sometimes years or decades later. Travelers from across the multiverse flood the city, whose establishments cater to a
diverse clientele. Taverns and inns are common, their taprooms shaped by the fantastical folk who own them—angels, githzerai, and a host of friendly monsters who scrape by in the City of Doors. No matter where a visitor is from, they can find familiar comforts in Sigil.
Ranger
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
defense. This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who
in protecting the borderlands, or a significant change? What made you join up with a band of adventurers? Do you find it challenging to teach new allies the ways of the wild, or do you welcome the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
strokes. Ancient mysteries await discovery so they can influence the world and its people. Magic is built into the very fabric of the world. It pervades everyday life. It provides comforts and conveniences
and pulp adventure while adding a layer of noir intrigue. Stories don’t always end well, and there isn’t a perfect answer to every problem. The Last War turned old allies into bitter enemies and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
strokes. Ancient mysteries await discovery so they can influence the world and its people. Magic is built into the very fabric of the world. It pervades everyday life. It provides comforts and conveniences
and pulp adventure while adding a layer of noir intrigue. Stories don’t always end well, and there isn’t a perfect answer to every problem. The Last War turned old allies into bitter enemies and
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
animals and Humanoid allies. The total population of a steading typically includes eight to twelve adult giants, including a leader, and three to five younger giants. Sometimes a few ettins or ogres and as
source to learn about an ancient evil threatening the world is a steading of giants who preserved a detailed history of the evil’s previous appearance thousands of years ago. 3 Giants raided a village
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
animals and Humanoid allies. The total population of a steading typically includes eight to twelve adult giants, including a leader, and three to five younger giants. Sometimes a few ettins or ogres and as
source to learn about an ancient evil threatening the world is a steading of giants who preserved a detailed history of the evil’s previous appearance thousands of years ago. 3 Giants raided a village
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
comforts, including silk bedsheets, soft furs from exotic beasts, a bowl of fresh fruit, a censer of burning incense, and a cushioned wicker reading chair. Skrianna’s Diary. Skrianna keeps a diary in her
contains sixteen cloudy jars with preserved humanoid brains in them. The footlocker holds nine similar jars, all empty. Cephalossk hungers for fresh brains but subsists on preserved ones when no other
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. The adventurers see no other living creatures until their audience with Eseldra Yeth. All the servants and staff are undead, but the food and comforts of the fortress are of excellent quality and
them forever, without destroying their usefulness. You have the opportunity to discover their hiding places in your struggle against their cult allies. Together, we can remove them as a threat to us
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
leadership. The presence of Korvala comforts the other jackalweres. They admire her strength and guidance, and they defend her as fervently as they would Nidalia. The Amberdune jackalweres are not hostile
confidence in her allies and fear in her enemies. Though normally calm and composed, Korvala becomes angry and combative when recalling the struggles she and her pack have experienced, including Nidalia’s
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. The adventurers see no other living creatures until their audience with Eseldra Yeth. All the servants and staff are undead, but the food and comforts of the fortress are of excellent quality and
them forever, without destroying their usefulness. You have the opportunity to discover their hiding places in your struggle against their cult allies. Together, we can remove them as a threat to us
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
leadership. The presence of Korvala comforts the other jackalweres. They admire her strength and guidance, and they defend her as fervently as they would Nidalia. The Amberdune jackalweres are not hostile
confidence in her allies and fear in her enemies. Though normally calm and composed, Korvala becomes angry and combative when recalling the struggles she and her pack have experienced, including Nidalia’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
comforts, including silk bedsheets, soft furs from exotic beasts, a bowl of fresh fruit, a censer of burning incense, and a cushioned wicker reading chair. Skrianna’s Diary. Skrianna keeps a diary in her
contains sixteen cloudy jars with preserved humanoid brains in them. The footlocker holds nine similar jars, all empty. Cephalossk hungers for fresh brains but subsists on preserved ones when no other
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
wields a cherished silver greatsword that imparts special powers to its owner, and the knights are among the few githyanki who can not only travel psionically between planes, but can also take allies
along with them. Knights often emerge from planar travel astride the backs of red dragons, which have been serving the githyanki as allies ever since their time of enslavement under the mind flayers
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
wields a cherished silver greatsword that imparts special powers to its owner, and the knights are among the few githyanki who can not only travel psionically between planes, but can also take allies
along with them. Knights often emerge from planar travel astride the backs of red dragons, which have been serving the githyanki as allies ever since their time of enslavement under the mind flayers
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
from the earth — directly or indirectly. In areas where the influence of Elemental Evil takes hold, animals and monsters that live or burrow in the ground accept the cultists as allies. Creatures
cruel, an extreme narcissist who delights in surrounding himself with objects of beauty and luxurious comforts. Beneath this sneering self-assurance lies a bitter being who loathes himself and holds
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
from the earth — directly or indirectly. In areas where the influence of Elemental Evil takes hold, animals and monsters that live or burrow in the ground accept the cultists as allies. Creatures
cruel, an extreme narcissist who delights in surrounding himself with objects of beauty and luxurious comforts. Beneath this sneering self-assurance lies a bitter being who loathes himself and holds
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, selflessness, and truth, as well as to the advancement of just societies. For instance, in the Forgotten Realms, ki-rins rally mostly to Torm, although they also serve his allies Tyr and Ilmater. Ki
initiative count 20 (losing initiative ties), a ki-rin can take one of the following lair actions, and it must finish a long rest before taking the chosen lair action again: Create Comforts. The ki-rin
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, selflessness, and truth, as well as to the advancement of just societies. For instance, in the Forgotten Realms, ki-rins rally mostly to Torm, although they also serve his allies Tyr and Ilmater. Ki
initiative count 20 (losing initiative ties), a ki-rin can take one of the following lair actions, and it must finish a long rest before taking the chosen lair action again: Create Comforts. The ki-rin
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
challenge rating. Languages. Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn
the Monster Manual.) Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon. (See the kenku in the Monster Manual.) Rejuvenation. You might decide that dragons in
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
is a row of ten corpses frozen into a wall of ice: three Luskar warriors, a dwarf, and six Ice Hunters. The bodies have been preserved in the ice, making it impossible to tell how long they’ve been
hit points.) At that point, the match ends and each combatant’s allies can step in to provide healing and assistance. During the fight, a combatant forfeits if he or she gains assistance of any kind
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
is a row of ten corpses frozen into a wall of ice: three Luskar warriors, a dwarf, and six Ice Hunters. The bodies have been preserved in the ice, making it impossible to tell how long they’ve been
hit points.) At that point, the match ends and each combatant’s allies can step in to provide healing and assistance. During the fight, a combatant forfeits if he or she gains assistance of any kind
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
challenge rating. Languages. Most dragons prefer to speak Draconic but learn Common for dealing with allies and minions. But given their high Intelligence and long life span, dragons can easily learn
the Monster Manual.) Mimicry. Impersonating characters or their allies could be a fun trick for a crafty dragon. (See the kenku in the Monster Manual.) Rejuvenation. You might decide that dragons in
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
a collapsed wall. To the northwest, a door leads to a small balcony overlooking the patio. O10: Master Bedroom This bedroom is well preserved, with a four-poster bed, a desk, and a small chest. A
three officers fight to the death. The last remaining officer surrenders when their allies are defeated. Collecting Intelligence. The clerks know considerable information about the Dragon Army’s plans
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
a collapsed wall. To the northwest, a door leads to a small balcony overlooking the patio. O10: Master Bedroom This bedroom is well preserved, with a four-poster bed, a desk, and a small chest. A
three officers fight to the death. The last remaining officer surrenders when their allies are defeated. Collecting Intelligence. The clerks know considerable information about the Dragon Army’s plans
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
avoid making allies or enemies, they regularly offer their balanced perspectives to other factions as neutral advisors and mediators. Market Ward Locations Presented here are some noteworthy sites in
exercise fields and gymnastic equipment, the Great Gymnasium’s luxurious halls hold bountiful comforts: lemon-scented baths, refreshing saunas, and meditation rooms perfumed with rose. The facility is
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
avoid making allies or enemies, they regularly offer their balanced perspectives to other factions as neutral advisors and mediators. Market Ward Locations Presented here are some noteworthy sites in
exercise fields and gymnastic equipment, the Great Gymnasium’s luxurious halls hold bountiful comforts: lemon-scented baths, refreshing saunas, and meditation rooms perfumed with rose. The facility is
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
) patrol near the tower. They ignore creatures wearing Dragon Army armor but confront anyone else on the floating island. If the tower’s guards are attacked, this patrol arrives to aid their allies in
preserved holy water. Each font holds the equivalent of four flasks of holy water. T3: Tower Monitoring Two long consoles jut from the walls of this room, covered in levers, colored stones, and dull glass
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
) patrol near the tower. They ignore creatures wearing Dragon Army armor but confront anyone else on the floating island. If the tower’s guards are attacked, this patrol arrives to aid their allies in
preserved holy water. Each font holds the equivalent of four flasks of holy water. T3: Tower Monitoring Two long consoles jut from the walls of this room, covered in levers, colored stones, and dull glass
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
characters attack Isarr, any giant vultures circling overhead join the fight as Isarr’s allies. To pass the Test of Preservation, the party members must keep Aerix alive so that his family’s bloodline
is preserved. Killing Isarr before he kills Aerix is the only way to accomplish this goal. If the characters try to sneak Aerix out of the camp, Isarr follows their tracks and pursues the boy
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
characters attack Isarr, any giant vultures circling overhead join the fight as Isarr’s allies. To pass the Test of Preservation, the party members must keep Aerix alive so that his family’s bloodline
is preserved. Killing Isarr before he kills Aerix is the only way to accomplish this goal. If the characters try to sneak Aerix out of the camp, Isarr follows their tracks and pursues the boy
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
by mysterious magic on the Day of Mourning. The Mournland’s magic has preserved their bodies, which a character can determine by examining the corpses and succeeding on a DC 15 Intelligence (Arcana
thief and the thief’s allies, but they don’t pursue foes outside this area. L3: Cave Shack Rickety metal sheets separate the east end of this cave from the rest of the complex. Aggressive growling