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Returning 23 results for 'some of ranges defend vaguely'.
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Monsters
Planescape: Adventures in the Multiverse
balance between the planes through martial force. They vigilantly defend the Spire and fight at the command of Aurumach Rilmani;aurumachs to protect the neutrality of the multiverse. Ferrumachs gleam
living metal that ranges in appearance from cold iron to brilliant gold. Most have smooth faces with few features, and their extraordinary anatomies often act in defiance of natural forces.Psychic
Halfling
Legacy
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Species
Basic Rules (2014)
. They are inclined to be stout, weighing between 40 and 45 pounds.
Halflings’ skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have
protecting their own lands, they protect us as well.”
Exploring Opportunities
Halflings usually set out on the adventurer’s path to defend their communities, support their friends, or explore a
Species
Mordenkainen Presents: Monsters of the Multiverse
dangerous those dragons can be and help others defend against draconic destruction.
Whatever their relationship to dragons, kobold scales tend to be rust colored, although the occasional kobold sports
live longer than a century, that fact is mentioned in the race’s description.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight
Compendium
- Sources->Dungeons & Dragons->Monster Manual
are masterfully sculpted to resemble living beings, others have only vaguely humanlike forms. Hinchel Or
These golems obey their creators’ orders and protect what their makers value most. Some
Clay Golem Follows Orders To...
1 Block the path of anyone who enters a site with a weapon drawn.
2 Defend any member of their creator’s family or community who is threatened in its
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
.
Halflings’ skin ranges from tan to pale with a ruddy cast, and their hair is usually brown or sandy brown and wavy. They have brown or hazel eyes. Halfling men often sport long sideburns, but beards are
maintaining no permanent home. Exploring Opportunities Halflings usually set out on the adventurer’s path to defend their communities, support their friends, or explore a wide and wonder-filled world. For
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
horse riders of Baklunish descent who dwell on the steppes north of the Yatil Mountains and Lake Quag. The climate in the steppes and pine forests ranges from cool to frigid. Both peoples maintain
is often required to defend against retaliation by neighboring states for the bandit lords’ aggression. At least one of the bandit lords, Renfus the Mottled (ruler of Stoink), is wholly in the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
centaurs—the Lagonna and the Pheres—roam the hills and grasslands between the three poleis. The leonin hunt in the valley of Oreskos, nestled between the two mountain ranges. Satyrs dwell in a smaller
the gods and so prove impossible to map.
As a result, Map 3.1 serves largely as a vaguely agreed upon arrangement of locations, fuzzy borders, and general distances. While the scale and placement
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Spindle Cavern If the characters follow the tracks into the cave, read: The fifteen-foot-wide passage opens into a large, rough chamber with a sunken floor. A misshapen, vaguely oblong lump of metal
characters to claim the meteorite under their watch. If combat erupts, the spectators defend the meteorite, the gazers scatter and flee in terror, and the cyclopean ogre wearily defends itself and its lair.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
tunnels their roads, and underground streams their waterways. Isolated mountain ranges are their continents, with the vast spans of land between seen as oceans that the stone giants only rarely cross
defend its home or attack its enemies. However, even in combat, artistry is key. A stone giant hurling a rock performs not just a feat of brute strength but also one of stunning athleticism and poise
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
red fungus that vaguely resembles a human brain and puff the spores around the leader’s head. The treatment is keeping the leader alive for now, but it is a losing battle. Sinensa’s only hope is for the
blight to end. The adults zealously defend their leader, immediately attacking intruders who aren’t accompanied by other myconids. Treasure. If the characters bring the glowing red fungus, called a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
narrow tunnel leading east toward areas H16 and H22. A cave to the southwest has an uneven ceiling that ranges in height from 15 to 30 feet. A wraith named Drakareth haunts this cave, northwest of
dead-end cave contains a half dozen mounds of snow that rise up and assume vaguely bipedel forms. Wide smiles appear on their otherwise featureless heads.
These creatures are six snow golems (see
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
activity outside, two duergar take light crossbows (+2 to hit, 1d8 piercing damage) and post themselves at the arrow slits. The other three prepare to defend the room’s only entrance. B6. Yarsha’s
(see chapter 7 for both) dwell here. In addition to normal gear, Yarsha carries a potion of greater healing, and the guards have light crossbows (+3 to hit, 1d8 piercing damage) if they need to defend
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ranges, beautiful alpine slopes and valleys, and fertile farmland make the Silver Marches a tempting place to live. At the same time, monsters abound here. Orcs and giants inhabit the mountains
passage between two mountain ranges and then southward to Sundabar. Silverymoon Pass has seen little traffic since Sundabar was overrun during the War of the Silver Marches. The rotted corpses of hundreds
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cathedral of the Cleansing Flame. Middle Central Sword Point This garrison district houses the forces that police and defend Central Plateau, including the Sharn Watch and a detachment of the royal army
and aristocratic estates. Upper Northedge Oak Towers A residential district where housing ranges from comfortable to aristocratic. Construction in Oak Towers uses materials and styles drawn from Aerenal
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
robes for Ythryn’s elite. Characters who enter the store spot the spiders immediately. The spiders defend themselves if attacked but are otherwise nonthreatening. In the center of the interior, crystal
mountain ranges, deserts, and forested streams, all now draped in ice. At the heart of this mixture of landscapes stands the machine that brought the menagerie’s creatures into existence. Chimeric Creator
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
offspring here while it hunts. The baby aurumvoraxes use the badger stat block. They are indifferent toward the characters but defend themselves if necessary. When the aurumvoraxes notice the characters, they
of each variety) blend in with the strange and vibrant plants throughout the area. The horrid plants are hostile toward the characters. S54: Climate Control Room (Green) A sleek machine, vaguely desk
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
bridges rises in the distance. A cloud of spores falls gently from the sky, covering everything in a fine layer of the substance.
A tall creature beckons with a smile. Her body’s top half vaguely
, and fungi. He lurks at the back of the cave, awaiting Xanthoria’s command before stepping out of the shadows. Additionally, nearby lurks the rotting husk of an infected treant ready to defend its
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
scare off the characters. The ettercaps lack the courage to fight anything bigger than a pixie, but they defend themselves if attacked. An ettercap reduced to 22 hit points or fewer tries to flee by
. The hand clutches a crown made of silver needles. Below the hand, under the surface, a school of shimmering black fish takes on a vaguely humanoid form.
A fey spirit is bound to the lake. Underwater
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Hrakhamar. To defend their trove, the dwarves stockpiled weapons and armor in this chamber. The firenewts haven’t bothered most of it; they prefer their own weapons over heavier dwarven designs, and
of iron, copper, gold, and silver, crudely hammered together into a form suggesting something vaguely humanoid but also fiery. Four firenewts worship before it.
The worshipers are two firenewt
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to be the easternmost extent of the Spine of the World, rather than being mountain ranges in their own right. The difference is academic, since all three areas have soaring peaks, permanent snowpack
purposes: they defend Luskan against seafaring enemies, they conduct legitimate sea trade up and down the Sword Coast, and they raid and plunder the island kingdoms to the west (and the occasional settlement
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
peacefully and succeeds on a DC 15 Charisma (Persuasion) check, Vuuthramis overcomes her reticence. Otherwise, she darts away, only to return later. Capricious River. The river ranges from 10 to 20 feet in
the central oak. The barkburrs attack any creature that comes within 20 feet of the tree. The Gardener doesn’t punish creatures that defend themselves against the barkburrs, knowing more barkburrs
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
present to defend the town, the frost giant raiders force hundreds of townsfolk to take refuge in the mines. The giants pile boulders in front of the mine entrances to trap the townsfolk inside, then loot
mountain ranges: the Spine of the World and the Ice Spires. The trees are more stunted and sparse as the altitude increases to the north. Moonwood This dense coniferous forest north of the Evermoors seems
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
other tribe members here are too young, too old, or too cowardly to defend themselves; they flee if combat breaks out and are worth no XP. Even the kobolds capable of fighting run away if they are
shooting at the hair-and-fur-filled burlap dummies that look vaguely like humans and elves. The rest of the time they drink too much goblin wine. When fighting, the goblins try to use the 3-foot-high wall