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Returning 35 results for 'before brown driven ceiling run'.
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Monsters
Journeys through the Radiant Citadel
similar to the humans of Djaynai, but their brown skin is often tinged shades of gray, and eel-like fins run along their arms and legs.
Monsters
Icewind Dale: Rime of the Frostmaiden
solid surface, such as a wall, ceiling, or floor. If it has no surface to attach to, the living spell is destroyed (see “Planar Destruction” below).
Extradimensional Chamber. When the living spell
, an unfurnished stone chamber 30 feet in every dimension. A creature too big to fit in this space succeeds on the saving throw automatically. Creatures in the chamber never run out of breathable air
Monsters
Dragonlance: Shadow of the Dragon Queen
target.Anhkoloxes are vicious undead creatures created from the bones of bears and other beasts. Their barbed bones grind and crack, often moving in seemingly impossible ways. Anhkoloxes are driven by
territorial instinct and a predatory urge to hunt and devour living prey. They run on all fours and rear up onto their hind legs when they corner their quarry. When they strike, they wallop foes about
Monsters
The Wild Beyond the Witchlight
within 10 feet of Bavlorna uses at least 10 feet of movement to run in place counterclockwise, Bavlorna is overcome by a fit of sneezing and can’t cast spells until the end of her next turn. In
moment, is all that matters.”
Bond. “I’m safe in my cottage. Why should I leave it when I can make others come to me?"
Flaw. “Watching someone run widdershins makes me sneeze
Monsters
Mordenkainen's Fiendish Folio Volume 1
attempts to hunt them down and fashion cloaks and other material from their skin. Such experiments have yet to yield a functional magic item, and the jermlaine's hatred of outsiders is driven in part by
Underdark passages, hiding the entrances to keep intruders out and set up their ambushes. The jermlaine create passages in the floor, along the walls, and in the upper part of the ceiling. When they attack
Monsters
Keys from the Golden Vault
. Black and gray smoke and shadows coil down her left arm, ending in runes on the fingers of her left hand.
Knotwork. Purple and blue knotwork and runes run down her right arm, across the back of her right
hand, and down the length of each finger. The runes on her fingers, known as the keystone tattoo, form the key to the vault in Gauntlgrym.
Mountain. Silver and brown mountain peaks cover her chest
Human
Legacy
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Species
Basic Rules (2014)
head on the ceiling—good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something.”
Lasting Institutions
Where a
members, can be used as inspiration no matter which world your human is in.
Calishite
Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes. They&rsquo
Dwarf
Legacy
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Species
Basic Rules (2014)
human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.
Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most
common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male
Urchin
Legacy
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Backgrounds
Player’s Handbook (2014)
shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better
will run away from a fight.
2
Gold seems like a lot of money to me, and I’ll do just about anything for more of it.
3
I will never fully trust anyone other than myself.
4
I&rsquo
Shifter
Legacy
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Species
Eberron: Rising from the Last War
personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit might be drawn to find and protect a pack. When a shifter fully embraces this beast
bear or boar: stoic, stubborn, and thick-skinned.
Longtooth shifters typically have lupine traits and prefer to run with a pack.
Swiftstride are often predatory and feline, but a swiftstride could
Backgrounds
Baldur’s Gate: Descent into Avernus
Guild took over your family business, ran it into the ground, and burned the building for insurance money. You were driven into crime yourself, but you’ll never work for the Guild. You take
; but what you learn you pass on to the Guild.
4
The inequality of Baldur’s Gate has driven you to take matters into your own hands. You steal from patriars and rich Lower City residents
Backgrounds
Baldur’s Gate: Descent into Avernus
of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life &mdash
important person, and I’m wanted for it.
6
No one else should have to endure the hardships I’ve been through.
d6
Flaw
1
If I’m outnumbered, I will run away
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, ending at an archway beyond which lies a shallow cave. Characters who have a light source can see brown mold covering the walls, floor, and ceiling around the archway and the cave beyond. Growing
W15. Brown Mold If the characters open the secret door, read: It takes some effort to push open the secret door, and you are greeted by a blast of cold air. A dark tunnel stretches for fifteen feet
Kobold
Legacy
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Species
Volo's Guide to Monsters
other useful items, but if they are at risk of discovery, they run away rather than attack anyone in the house. By fleeing before they can be seen or identified, they avoid getting into a situation
; animosity, gnomes tend to avoid or abandon settlements that have a severe infestation of kobolds, and conversely kobolds are usually driven out of communities that have a large gnome population
Monsters
Curse of Strahd
.
Stake to the Heart. If a piercing weapon made of wood is driven into his heart while he is incapacitated in his coffin, he is paralyzed until the stake is removed.
Sunlight Hypersensitivity. While
intelligently and do everything you can to make him a terrifying and cunning adversary for the player characters.
When you run an encounter with Strahd, keep the following facts in mind:
Strahd
Aarakocra
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Species
Elemental Evil Player's Companion
brightly colored, with feathers of red, orange, or yellow. Females have more subdued colors, usually brown or gray. Their heads complete the avian appearance, being something like a parrot or eagle with
lies on the slopes of the Star Mounts’ southernmost mountains. At the headwaters of the Unicorn Run, the Last Aerie is home to several dozen aarakocra. Recently, aarakocra elders detected
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
is home to treants of gigantic size, stags with antlers as wide across as a wagon, brown bears bigger than large sheds, owlbears, wolves, and unicorns. Woodcutters and even outlaws on the run dare
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
emerging through the floor of a large cavern. The ceiling arches sixty feet overhead, bristling with stalactites that drip water onto stalagmites rising from the uneven and broken floor. Here and there
between the stalagmites, several statues of winged humanoids are set in poses of suffering and anguish. Some cover their faces, while others claw at them. Others reach toward the ceiling, their faces
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K8. Great Entry Cobwebs stretch between the columns that support the vaulted ceiling of a great, dusty hall dimly lit by sputtering torches in iron sconces. The torches cast odd shadows across the
faces of eight stone gargoyles squatting motionlessly on the rim of the domed ceiling. Cracked and faded ceiling frescoes are covered by decay. Double doors of bronze stand closed to the east. To the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Fungus Forest Fungi. Mossy paths run between patches of stout trillimac and a forest of towering zurkhwood whose caps scrape the 40-foot-high ceiling.
Clearings. Throughout the cavern are small
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
15. Boiling Lake This boiling lake is several hundred feet deep, extending down to the red-hot rock below, and reaching nearly to the ceiling of the cavern it occupies, 50 feet above the level of the
sunken ledge described in area 17. It is fed by an underground stream that enters from the northwest at a depth 100 feet below that of the ledge. Its run-off flows through a channel to the east
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Hall of Heroes Statues. Life-size granite statues of human warriors, facing inward, stand atop two rows of pedestals that run through the hall.
Web-Covered Ceiling. The ceiling of this long
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Faerûn. Smaller communities are found in the Smoking Mountains, in the Giant’s Run Mountains, and the Western Heartlands. Because they have not endured the same cycle of invasion and displacement
traits of hill dwarves in the Player’s Handbook. They are stocky and muscular, averaging about 4 feet tall, with brown skin, black or brown hair, and brown or hazel eyes, with green eyes rare (and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. The moaning is only the wind. Characters who examine the ceiling can, with a successful DC 20 Wisdom (Perception) check, spot pulleys and a rope that run the full length of the corridor along the
K27. King’s Hall This twenty-foot-high hall has a dark, vaulted ceiling draped with cobwebs. A low moan seems to travel the length of the corridor as it rises and falls, intoning sadness and despair
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
argument that’s on the verge of coming to blows.
Beds. Four stone-framed beds line the south wall.
Secret Trapdoor. A secret trapdoor in the 30-foot-high ceiling leads to area 23. The trapdoor is a
set with six red-brown carnelians (50 gp each) and four ambers (100 gp each). Vlaadric’s plate armor is set with eight chalcedonies (50 gp each) and two aquamarines (500 gp each).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Equipment. Thirty straw dummies shaped like illithids are arranged throughout the cavern. Racks of ropes and weights line the walls.
Secret Trapdoor. A secret trapdoor in the 30-foot-high ceiling
practice. Each is a Medium object with AC 10, 10 hit points, immunity to poison and psychic damage, and vulnerability to fire damage. Treasure Saziq’s plate armor is set with eight red-brown carnelians (50
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Alarm System Sloped Roof. The ceiling is 30 feet high at the northwest end of the cave and gradually slopes down to 20 feet high as the cavern narrows into a passage that leads to area 10
.
Tripwires. The uneven rock floor is dotted with small stalagmites, between which run nearly invisible trip wires made of webbing. These web strands set off hidden rockfall traps.
The driders in area 10
Monsters
Fizban's Treasury of Dragons
dragon’s psionic power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back
from the ceiling, giving the place a warm, cozy glow. (The lanterns might be magical or maintained by minions.) The floors are covered with plush sand-colored carpets.
Hoard Chamber. A small chamber in
Monsters
Fizban's Treasury of Dragons
power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back, dancing and shifting with
state but are hung with the dragon’s collection of nautical paintings, mirrors, and sun-colored tapestries. Numerous gold-and-glass hanging lanterns are suspended from the ceiling, giving the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Adventure Structure Much of the adventure’s action is driven by the clash between the adventurers’ decisions and Strahd’s goals, and the adventurers and the vampire are all caught in strands of fate
that are represented by a special card reading detailed in chapter 1, “Into the Mists.” Before you run the adventure, you need to conduct that reading to determine the location of several items that
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
bones of many animals (including bullywugs) litter the floor. The spiders nestle among the deep shadows between ceiling beams, and they have advantage on Dexterity (Stealth) checks while hidden in
their recesses. A trapdoor is closed across the steps from area 2K and jammed shut with two iron spikes driven between the door and the frame. See the description of area 2K for notes about opening the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
bones of many animals (including bullywugs) litter the floor. The spiders nestle among the deep shadows between ceiling beams, and they have advantage on Dexterity (Stealth) checks while hidden in
their recesses. A trapdoor is closed across the steps from area 2K and jammed shut with two iron spikes driven between the door and the frame. See the description of area 2K for notes about opening the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
9. Fountain of Evil Foul water from the Darklake spills into this cave, forming a pool. See the “Whorlstone Tunnels: General Features” sidebar for the effects of drinking foul water. The ceiling in
this cave is 80 feet high. The chamber splits into two paths surrounding a large pool, filled by water trickling from stalactites along the ceiling. The western path forms a ramp above the pool’s
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
lintels run the length of the passage. The corridor abruptly widens to a cube fifteen feet on a side with a corrugated floor. In the ceiling of this area, a bronze, circular trapdoor is set. The cover is
51. Wind Tunnel This five-foot-diameter passage is dry and dusty, and it shows no sign of having been used for ages. Near the top of the corridor walls, about three feet from the ceiling, stone
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
takes shape. The beast within is a pool of powerful instincts, and its influence is revealed by a shifter’s personality: a feline shifter may be cool and distant, driven by predatory instincts, while
shifter’s subrace. Four subraces are especially common: Beasthide often signifies the bear or boar: stoic, stubborn and thick-skinned. Longtooth shifters typically have lupine traits and prefer to run






