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Returning 33 results for 'some of remind defend violent'.
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some of remain defense violence
some of remains defense violence
some of remain defeat violent
Monsters
Stranger Things: Welcome to the Hellfire Club
Paralyzed condition.Servant of Superstition
Spirits of vengeance bound to crude frames, scarecrows arise from folk magic, the prayers of desperate commoners, or possession by spirits that died with violent
work left undone. Scarecrows might serve those who created them or might defend a place, family, or community from threats—whether physical or to their way of life.PoisonFire
Monsters
Spelljammer: Adventures in Space
":"Longbow (bonus radiant)","rollDamageType":"radiant"} radiant damage.Astral elf warriors operate elven spelljamming ships and defend elven strongholds throughout the Astral Plane.
Astral Elves
dwell in the Silver Void. As other explorers have reached for the stars, astral elves have had to reckon with violent neighbors and strange visitors. Over the eons, astral elves have clashed with
Monsters
Planescape: Adventures in the Multiverse
it as an action.Farastus, also known as tarry demodands, are the least of the demodands. These violent Fiends ooze thick, sticky tar that sticks to anything it touches. Arrogant and cruel, farastus
jailers of the plane. Demodands viciously defend the few known portals that lead out of Carceri and ruthlessly torment other creatures trapped there.
Demodands that manage to leave Carceri know they
Shifter
Legacy
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Species
Mordenkainen Presents: Monsters of the Multiverse
’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.
Most shifters resemble a particular kind of lycanthrope. You can
typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and
Kalashtar
Legacy
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Species
Eberron: Rising from the Last War
manipulate the folk of Khorvaire to eliminate kalashtar whenever possible.
Many kalashtar defend themselves from the Dreaming Dark by focusing on devotion to the Path of Light. Others, though, seek
orphans might use their abilities for personal gain or otherwise act against the virtuous instincts of their quori spirits; this can cause internal conflicts and violent mood swings.
Kalashtar Names
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
is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
defend themselves from the Dreaming Dark by focusing on devotion to the Path of Light. Others, though, seek out the agents of the Dreaming Dark and oppose their plans, or protect the innocent however
they can. Still other kalashtar grow up isolated, knowing nothing about Dal Quor or the Dreaming Dark. Such orphans might use their abilities for personal gain or otherwise act against the virtuous instincts of their quori spirits; this can cause internal conflicts and violent mood swings.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, in oil. The community is small, but plots abound. A violent coup is always just around the corner. Whenever there’s a commotion anywhere in Downfall, bullywug courtiers clamor to find out what’s
. They will defend themselves and Downfall if they deem it necessary or politically advantageous. Bullywugs of the Soggy Court speak Bullywug, Common, and Sylvan. Use the Bullywug Names table and the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
kalashtar defend themselves from the Dreaming Dark by focusing on devotion to the Path of Light but some among the kalashtar seek out the agents of the Dreaming Dark and oppose their plans, or protect
against the virtuous instincts of their quori spirits; this can cause internal conflicts and violent mood swings.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Though they’re not violent by nature, lava children fiercely defend territory they claim as their own. Many intruders have been fooled by a lava child’s smile, believing themselves welcome when in
defend itself and forage on its own. Lava children eat meat, bones, paper, plants, and just about anything else not made of metal or stone. Cooked meat is their favorite. Lava Child
Medium humanoid
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
they defend the order and its members like lions protect their prides. They resent other revolutionary groups whose violent ways cause the people to distrust the Silent Roar by extension. Many Silent
. Brightguard Before Atash, the Brightguard was a fringe collective of devout protectors who vowed to defend Akharin Sangar from evil in the name of their deity, the Sunweaver. When the angel Atash—an
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. The Zhents aren’t happy about traveling overland with large amounts of gold. During attacks on the caravan, the thugs defend themselves first, and then their wagon and drover. They don’t leave the
, the thugs curtly remind them that they all have their orders. Commanded by Haeler Thommadur (male Tethyrian human veteran), the caravan sets out in good weather. It takes a minimum of three days for a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
gingwatzims defend Korvala’s office. Were they guarding something else as well? Characters who choose this violent path might never uncover the pack’s motives, but they can find the real Mazfroth’s Mighty
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
set the scene: A wall of storms surges and howls in the distance. The sunny, mild weather gives way immediately to rain and hail, violent winds, and electrical discharges. Passing in and out of the
characters don’t remember seeing the armor on their previous encounter at the inn, feel free to remind them. Also, if any character stole a suit of the armor and is wearing it now, it falls off the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Boromar family proper has a team of personal bodyguards called the Clawfoots, who are mostly fierce halfling warriors recently relocated from the Talenta Plains. They primarily defend Boromar holdings and
Droaam, has started launching violent raids against Boromar holdings over the last two years. A mobile organization using guerrilla tactics, Daask has managed to circumvent Boromar security and avoid
Compendium
- Sources->Dungeons & Dragons->Monster Manual
spirits that died with violent work left undone. Scarecrows might serve those who created them or might defend a place, family, or community from threats—whether physical or to their way of life.
Although
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-high cave.
Blood. Bloodstains on the floor hint at violent skirmishes that took place here in the past.
Descending Tunnel. A tunnel to the west slopes steeply downward to level 4, area 1.
House
Azrok hold it currently, and the hobgoblins’ orders are to defend it against drow incursions. The captain, Kliyuse the Skull Cleaver, has further instructions to direct adventurers northward to the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
might be hired as bodyguards for the oracles, who often deliver distressing (and perhaps incorrect) predictions to violent individuals. The Oracular Conflux Adventures table offers ideas for adventures
whirlwind obliterates all evidence of the reading.
2 Defend the shrine from a worshiper who is angry with an oracle for an incorrect prediction.
3 Convince an oracle to give a worshiper a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
nearest neighbor, the remote island of Tuern is host to violent folk who raid and pillage at will and seek to enslave any outlanders they capture on or near their island. They trust no magic of any
only real commodity of worth these isles have — which means that anyone thinking to simply sail up and pluck ivory from the shores of the Whalebones is sorely underestimating how furiously its inhabitants defend their property.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
violent winds merely changed direction, engulfing the mage before resuming their normal outward flow. When the winds reversed, they spat out Bedlam’s current gatekeeper: Cirrus the Silent, a chaotic neutral
gate-town. Bedlam Adventures d4 Adventure Hook 1 The winds puppeteer the contents of an armory in the Bleakheights. A goblin shopkeep pays the characters to defend their shop’s wind chimes from
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
go through half-hearted parodies of life, impeded by distraction and ennui. Despite this, even the most languorous Returned defend themselves if threatened and might be pressed into the service of
) bludgeoning damage.
Returned Palamnite Even death and the loss of their identities can’t erase the rage that inspires Returned palamnites. These Returned led violent lives, existences filled with such
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
can develop into violent, centuries-long feuds between planar entities. Some vendors stubbornly refuse traditional currencies, guffawing at the notion that gold, of all things, has any value at all
generally abstain from conflict, but they rally to defend their own when necessary. Transcendent Order. Headquartered in the Great Gymnasium, the Transcendent Order strives for harmony in all things
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
hobgoblins scour the swamp for the eggs of reptiles and birds, which they either eat or trade to the bullywugs of the Soggy Court (described later in the chapter). The hobgoblins are not violent
characters and defend themselves. Otherwise, they are harmless. They can’t leave the battlefield. A suit becomes inanimate and collapses in a heap if its helmet is removed, if it is reduced to 0 hit points
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
north and east of the North Wall mountains bordering Halruaa, Elfharrow isn’t a name bestowed by its residents, but rather the sobriquet that travelers use for this violent region. The tribes of
as the work of the Netherese, and remind their former trading partners of the long and mutually profitable relationships they previously enjoyed. To prove its good intentions, Sembia has “allowed
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
hobgoblins, a burrowshark named Nartham (see chapter 7), and Nartham’s bulette mount guard the Hall of the Gate. Nartham is a violent, short-tempered fellow. If the characters attempt to talk their way into
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
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Harpers, Darathra has sworn an oath to defend the town. She takes her duty very seriously. In addition to her gear, Darathra has an unarmored warhorse named Buster.
Ideal: “Good people should be given
, the Northshield House, and she doesn’t want to see it or her neighbors’ homes destroyed. She has no tolerance for monsters or bullies.
Ideal: “We live in a violent world, and sometimes violence is
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
this cave. The beds, fire pit, and utensils are all sized for Huge creatures. The fomorians are cruel, violent, and bored. When the giants notice the characters, they abandon their meal and attack. One
them here. The xorn are initially indifferent to the characters but defend themselves if attacked. Hungry Castaways. The xorn are discussing their plight when the characters arrive. The creatures are
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
insect rotates slowly on a spit.
Two fomorians inhabit this cave. The beds, fire pit, and utensils are all sized for Huge creatures. The fomorians are cruel, violent, and bored. When the giants
found their way to this cave through a planar rift that has since closed, stranding them here. The xorn are initially indifferent to the characters but defend themselves if attacked. Hungry Castaways
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
told at Summit Hall) and remind him of his heroic days, Renwick might be moved to help them. He doesn’t want to fight the cultists since he no longer has any wish to kill, but if persuaded to help, he
determined attackers. Six zombies guard this place, lying among the remains of the long-dead priests and monks who first built it. The creatures obey Renwick, who ordered them to defend the crypt against
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
bear stat block) live in the cave and claim the surrounding area as their territory. The adult bears are hostile toward strangers but not violent unless provoked. Suspicious of visitors, they warn
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->Guildmasters' Guide to Ravnica
encounter turns violent, Isperia refrains from using lethal force if possible, preferring to subdue a wrongdoing so that the legal system can mete out justice.
Isperia’s Traits Ideal: “The law
) temporary hit points.
[Tooltip Not Found]
Golgari Lairs Members of the Golgari Swarm have an intimate connection to their territory. When at least six Golgari defend their territory together
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
.” Dubhforgail is wicked and violent; if the characters anger her now or later, she snatches up her club and attacks. If treated to the cake from area P16, Dubhforgail settles down to eat it over the next 3 hours
frames, becoming four glasswork golems (see the accompanying stat block). These golems defend Kelek, returning to their windows after 10 minutes if they haven’t been destroyed by then. If the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
difficult on even the best of days. The forest is patrolled by wood elves, who defend the woods from poachers. Visitors who leave the inhabitants of the Misty Forest alone, and who build their campfires
violent history, plundered by pirates, enslaved by evil cults, set ablaze, overrun by sahuagin, and even raided by drow — yet it weathered every storm and until recently showed glimmers of renewed