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Returning 35 results for 'before breeze diffusing clothing refer'.
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before bronze defusing clothing refer
Darkling
Legacy
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Monsters
Volo's Guide to Monsters
that she cursed every member of his house. Other fey refer to the descendants of Dubh Catha's house as the dubh sith-or, in Common, "darklings." Darklings most often settle in secluded caverns and
, and doing so wizens the creature, much like the effect of rapid aging. For this reason, darklings cover every part of their body with clothing when exposure to light is a risk. The light a darkling
Spells
Elemental Evil Player's Companion
up to 10 feet away from you. It isn’t pushed with enough force to cause damage.
You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Darkling Elder
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
call him Dubh Catha ("Dark Crow" in Common). So great was the Summer Queen's wrath that she cursed every member of his house. Other fey refer to the descendants of Dubh Catha's house as the dubh sith-or
part of their body with clothing when exposure to light is a risk. The light a darkling absorbs over the course of its lifetime explodes outward when the darkling dies, incinerating the creature and
Air Genasi
Legacy
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Species
Elemental Evil Player's Companion
typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.
races
The snowborn are a young species, and have existed for less than fifty years. They first appeared during a notably long and cold winter, which snowborn commonly refer to as “The First Flurry
-like limbs, and they can harden into ice to protect themselves. Despite their coal eyes and carrot noses, they perceive the world as keenly as any other species. Snowborn enjoy using clothing as self
Monsters
Mordenkainen Presents: Monsters of the Multiverse
violet eyes. In a breeze or when aloft, the creature’s scales and hair appear to blaze with a holy, golden fire.
Beyond their coloration, ki-rins vary in appearance based on the deity each one
made of soft, plant-based material—including manufactured objects like pillows, rope, blankets, and clothing—that can collectively fill no more than a 20-foot cube. The objects materialize
Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and
, bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to ripple in a breeze.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to billow impressively in a breeze.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to billow impressively in a breeze.
compendium
- Sources->Dungeons & Dragons->One-Shot Wonders: Holiday Adventure Pack
Snowborn The snowborn are a young species, and have existed for less than fifty years. They first appeared during a notably long and cold winter, which snowborn commonly refer to as ’The First
limbs, and they can harden into ice to protect themselves. Despite their coal eyes and carrot noses, they perceive the world as keenly as any other species. Snowborn enjoy using clothing as self
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
history, but the stories call him Dubh Catha (“Dark Crow” in Common), and other Fey refer to the house’s descendants as dubh sith—“darklings.” Darklings dwell in secluded caverns and chambers beneath
creature, much like the effect of rapid aging. For this reason, darklings cover their entire bodies with clothing when exposure to light is a risk. The light darklings absorb over the course of their
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
these apartments. They are richly appointed with pillows and tiger-skin rugs. 12. Master Suite The merchant prince’s suite is the most opulent room in the palace. A pleasant breeze blows through large
small, private bath and a walk-in closet filled with expensive clothing, mirrors, combs, and so forth. Treasure. The suite contains personal items equivalent to two rolls on the “Gems or Art Objects
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Life in Shankhabhumi Outsiders often refer to the people of Shankhabhumi collectively as “riverlanders,” but the folk of the three city-states call themselves Sagorpuri, Ashwadhatuj, or Tippuri, and
claim to have little in common with one another. However, that’s an exaggeration; the people of Shankhabhumi share unifying traits and experiences. Clothing and Accoutrements The folk of Shankhabhumi
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
clothing are stationed on the roof of each tower. R10. Armory This room contains wooden racks and chests filled with nonmagical weaponry. The inventory includes twenty halberds, fifteen longswords, fifteen
its prison cells (area R17). The guards refer to this corridor as the hexagon because of its shape. R16. Panopticon The continual flame spells that light this area can be dimmed from the surveillance hub (area R18). The hall is dimly lit at night.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Thornhold West of the High Road and hard to the coast near the Mere of Dead Men lies what humans refer to as Thornhold. Once the keep of a petty warlord of the Margaster family of Waterdeep, it was
Stoneshaft clan, and because tunnels from their home connect to the castle, they refer to the place as Stoneshaft Hold; they use “Thornhold” only when a non-dwarf in a conversation is confused and an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
) dress in common clothing when outside the tower. Inside the structure, they wear fur-lined robes to stay warm. They refer to the tower as the House of Tyranny, and black prints of their right hands
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
history, but the stories call him Dubh Catha (“Dark Crow” in Common), and other Fey refer to the house’s descendants as dubh sith—“darklings.” Darklings dwell in secluded caverns and chambers beneath the
creature, much like the effect of rapid aging. For this reason, darklings cover their entire bodies with clothing when exposure to light is a risk. The light darklings absorb over the course of their lives
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
room’s centerpiece is a large bed, its ornate headboard sculpted with images of roses and foxes. Four wardrobes stand against the walls; each contains a season’s worth of women’s clothing, all in the
flag waves in the breeze atop a 30-foot-high wooden flagpole that rises from the northeast corner. The flag depicts the stylized head of a golden fox with a rose clenched in its teeth, on a purple background.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Every building sports baskets and clay urns of colorful flowers or is draped in leafy, flowering vines. Minstrels in bright clothing adorned with feathers and shells perform on street corners
bamboo or thatch walls with enormous windows to let in the breeze, under broad thatched or tiled eaves. All buildings are richly decorated with paint, ivy, and vivid flowers. Some are painted in
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
gentle breeze in the room, for any character floating among the many-hued columns will begin drifting toward the northwest or northeast corner of the room. From the entry an observant character with
this devil face is teleported to area 27A. Charred Remains. Strewn near the southeast corner is a heap of charred bones and skulls, plus the crisped and blackened remains of clothing and gear, arms
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the Summer Queen’s wrath that she cursed every member of his house. Other fey refer to the descendants of Dubh Catha’s house as the dubh sith — or, in Common, “darklings.” Darklings most often settle
darkling’s body to absorb light, and doing so wizens the creature, much like the effect of rapid aging. For this reason, darklings cover every part of their body with clothing when exposure to light is a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
characters to share how “the system” has wronged them and offer a potion of healing if a character has need. 3 A silent green slaad insistently tries to take a character’s flashiest article of clothing
chambers at the edge of the Inverse (depicted on map 5.1). It takes 30 minutes to find the lair if the characters know the way. Refer to the “Finding Beltha” section if the characters don’t know where to go
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
-shaped coppery horn just above and between its luminous violet eyes. In a breeze or when aloft, the creature’s scales and hair appear to blaze with a holy, golden fire. Beyond their coloration, ki-rins
conjures up one or more permanent objects made of soft, plant-based material—including manufactured objects like pillows, rope, blankets, and clothing—that can collectively fill no more than a 20-foot
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
mane and tail, coppery cloven hooves, and a spiral-shaped coppery horn just above and between its luminous violet eyes. In a breeze or when aloft, the creature’s scales and hair can create the
, rope, blankets, and clothing — to fill a cube 20 feet on a side. The second version permanently creates enough objects made of wood, or similarly hard plant-based material, to fill a cube 10 feet on a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
clothing — plain, dun-colored robes and sandals. Two of the clothing piles also include golden masks in the shape of scowling gargoyle faces. There are no other furnishings. A single window looks toward
. He sends for a pair of Sacred Stone monks from area M7, who take all the characters’ equipment and clothing and provide them with Sacred Stone monk robes. If the characters accede to this, they are
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
) score of 15 or higher detect a cool, fresh breeze from the east. P14e. The words “Knock First” have been carved in Common into a heavy plank door. The bandits in the room beyond (see area P16) wrote
this to try to dupe intruders into announcing their presence. P14f. A cool, fresh breeze flows out from under the door, and a character listening at the door hears tumbling torrents of water. P14g
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, rasp, and moan as a breeze turns them around and around. Debris, including tattered clothing and broken weapons, is scattered against the walls.
This gruesome display is the work of a nycaloth that
are apparent, and the smell of death is fainter than one would expect. At the back of the cave, within ten feet of the drow, a breeze whistles through three tiny fissures in the rock.
The fissures
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
become iridescent glass or semiliquid sludge. Trees in one place turned to crystalline onyx; the flowers in another place begin eerily buzzing when touched by a breeze. Nothing in the Mournland is as
forest have been turned to objects of glossy white stone with blood-red flecks. 4 The battlefield before the characters contains no bodies, only the clothing and weapons of thousands of missing soldiers
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
satchel hidden in the cistern contains a potion of healing, a potion of invisibility, 50 gp, and a clean set of ordinary travel clothing. This is Glasstaff’s emergency kit. R2: Barrack Most of the
bones and scraps of clothing, but see “Treasure” below. Development. Fighting in this room alerts the Redbrands in area R5 that trouble is on the way. Treasure. A jeweled gold bracelet worth 140 gp
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. B47: Treasure Room A subterranean breeze stirs in this room. A large, padlocked chest sits near the north wall. Behind it hangs a tapestry of a desert scene.
The tapestry behind the chest is a hostile
mimic. Characters who have a passive Wisdom (Perception) score of 14 or higher notice that despite the breeze, the tapestry remains unnaturally still. As an action, a character can open the padlocked
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
of days but can’t leave: one passage from this room ends at a deep chasm and the other leads to the flying monsters’ lair. They’ve been trying to weave their clothing into a rope to traverse the
; he’s interested only in hunting safely. The grells respect their behir neighbor, which they refer to as a Great Eater. The grells don’t involve themselves in a fight between the characters and the behir
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
the tower’s flat rooftop, which is lined with battlements. Three Lords’ Alliance guards (veterans) in cold-weather clothing are stationed on the roof of each tower. R10: Armory This room contains
prison cells (area R17). The guards refer to this corridor as “the hexagon” because of its shape. R16: Panopticon This hexagonal chamber is a large open space at the center of the prison. Cells line the






