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Returning 35 results for 'being bark diffusing clothing remain'.
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Monsters
Quests from the Infinite Staircase
which can grapple one target.A wolf-in-sheep’s-clothing is a predatory plant that resembles a tree stump. It hides in areas of thick vegetation and has a bark-like hide, eyestalks like vines or
required), but the lure must remain within 15 feet of the wolf-in-sheep’s-clothing, connected by nearly invisible filament-like tendrils.
Equipment
These items of warm, heavy clothing from the Gargan Steppe are made of spun gargath wool lined with coarse fur. When worn, these clothes allow you to remain comfortable in temperatures as low as -50 degrees Fahrenheit.
Monsters
The Wild Beyond the Witchlight
eyelashes. Underneath her makeup, her flesh is textured like rotten bark and infested with wood lice and fungus. The windup key sticking out of her back is a part of her body and no easier to remove than one
);{"diceNotation":"1d4","rollType":"damage","rollAction":"Tiny Claw","rollDamageType":"poison"} poison damage when she hits with a Claw attack. She has advantage on Dexterity (Stealth) checks, and disadvantage on Strength checks and Strength saving throws. Her statistics otherwise remain unchanged.
Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
, 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
more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Wolf-in-Sheep’s-Clothing A wolf-in-sheep’s-clothing is a predatory plant that resembles a tree stump. It hides in areas of thick vegetation and has a bark-like hide, eyestalks like vines or withered
, and shape of its lure to resemble a Tiny Beast or Tiny object. It can move the lure to reinforce the resemblance (no action required), but the lure must remain within 15 feet of the wolf-in-sheep’s-clothing, connected by nearly invisible filament-like tendrils.
Luca Bancone
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
to visitors and tugging at their clothing to get their attention. The vendors explain that while a piece of fruit might look ordinary, it has wondrous and (mostly) beneficial properties. When a
turns into a faerie dragon, as if by a True Polymorph spell that has a duration of 24 hours. 6 Regenerative bark covers the creature’s skin, granting the effects of a Barkskin spell for 24 hours. 7 The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
buildings of Good Mead remind folk that many of its original settlers were Chultan. Residents of Ten-Towns tend to remain indoors when they’re not working, since it’s so frightfully cold outside, which
gives each settlement a deathly quiet aspect. Most people who venture outdoors are bundled up in so much cold weather clothing as to be barely recognizable, and they don’t stand around long enough for
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the threat until they’ve disturbed the creatures by making noise or by pulling back the blankets under which they lay. Characters who are aware of the undead, or that want to remain undetected in
worn by sailors in the Turmish navy. Since they died suddenly from drowning, their clothing is only slightly worn from exposure to the briny depths. Any conflict in this area will also attract the attention of the drowned undead in area 7, who join the fight at the end of the second round.
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
other creatures, because such objects are more likely to be in good condition and thus more useful or valuable.
When they go after items that aren’t free for the taking, kobolds try to remain
, and can eat just about anything, including meat, fruit, tree bark, bone, leather, and eggshells (a newly hatched kobold’s first meal is usually its own shell). A hungry tribe leaves nothing
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
enter Castle Kalaman’s courtyard, read the following: Castle Kalaman’s courtyard is largely deserted, as most of the city’s defenders remain with the troops west of the city. Near the covered cloisters
and other clothing disguise their nature. Any character with a passive Wisdom (Perception) score of 16 or higher notices the knights’ armor is covered in spots of ash and rust, as if exceptionally old
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
mimics in disguise. They are magically compelled to remain in this room and adhere to creatures only when Granny Nightshade orders them to do so. The mimics are trained in nonlethal combat
grimy, old-fashioned shawl, and her skin looks like gnarled bark. A large iron key extends from her back, ticking rhythmically as it rotates.
“Sit down, children,” she says in a voice reminiscent of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Underneath her makeup, her flesh is textured like rotten bark and infested with wood lice and fungus. The windup key sticking out of her back is a part of her body and no easier to remove than one of her
. She has advantage on Dexterity (Stealth) checks, and disadvantage on Strength checks and Strength saving throws. Her statistics otherwise remain unchanged.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
kobolds (those on level 1) have been burned, but the level 2 huts and both guard towers remain. Anyone can determine from tracks that the cultists trekked away in small groups in all directions. A
to the west. A few raiders remain in the cave: the Wearer of Purple (Mondath), the “dragon-man” (Cyanwrath), the better warriors, and the “dragon-dogs” (kobolds). As long as the cultists pay well for
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
kobolds (those on level 1) have been burned, but the level 2 huts and both guard towers remain. Anyone can determine from tracks that the cultists trekked away in small groups in all directions. A
to the west. A few raiders remain in the cave: the Wearer of Purple (Mondath), the “dragon-man” (Cyanwrath), the better warriors, and the “dragon-dogs” (kobolds). As long as the cultists pay well for
Magic Items
The Book of Many Things
unoccupied space within 5 feet of your new form.
You remain transformed in this way for 2d12 days; nothing can alter your form while you’re under the effects of this card, but the Wish spell can end
additional cards to keep, returning the other to the deck. The magic of the card you keep takes effect immediately thereafter.
Tree. Your skin immediately becomes rough, like tree bark. Your base AC now
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Four goblins dressed in cold weather clothing stand guard atop each tower. The rampart battlements grant them half cover against attacks from outside the fort. They are supposed to be looking outward
-feathered ravens tear into the flesh of the desolate creature caged within. Underneath the bridge is a worg with a rider on its back. The rider, swathed in cold weather clothing, appears to be a rather fat
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, leafless tree. Its gnarled branches reach toward the clouds like twisted fingers, and its rough bark is pockmarked with large knots and beetle holes.
This house belonged to Mayor Lei Duvezin and her
and empty; the few that remain carry salted dried meats (still edible but not tasty), three bolts of common fabric (10 gp each), and two small casks of wine (25 gp each). A successful Wisdom
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
stilts. Each hut is 15 to 20 feet above the path of wooden planks that runs the length of the ledge below them. The huts’ interiors are lined with animal pelts and thick strips of bark. Each hut
creature can reach a hut by scaling the icy cliff, but doing this requires a successful DC 15 Strength (Athletics) check. K9. Main Keep Foyer Four goblins in cold weather clothing guard this drafty hall
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
principles of honor, courage, and justice. They adorn their armor and clothing with images of growing things — leaves, antlers, or flowers — to reflect their commitment to preserving life and light in the
of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
acquire the gems, during which time he insists that the cauldron remain in Easthaven’s Town Hall, under guard in area T17. The characters can either let four members of town militia (tribal warriors
messenger). After Prudence notifies him of the cauldron, Naerth sets into motion a plan to steal it. He dispatches three human thugs in cold weather clothing to meet with Prudence at the Town Hall as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
exile and chooses to remain in Shadowdusk Hold despite every instinct telling her to flee. Melissara is a human archmage, with these changes: Melissara is neutral. She speaks Common, Deep Speech, Draconic
armoire holds fine clothing and a wooden jewelry box containing a pair of matching gold bracelets (250 gp each), a gold-and-pearl necklace (1,250 gp), and the key to the strongbox in area 10b. 10b
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
clothing. Shae Lias, Upper Northedge The Veil of Flesh This studio deals in Aereni body art and alteration, such as tattoos and cosmetic transmutation. Shae Lias, Upper Northedge Coldflame Keep A garrison
remain in residence. High Hope, Middle Northedge Daca’s Watch A dwarf named Daca has been sitting on a pillar in Northedge for over a century, offering advice and encouragement. Though she doesn’t claim
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
cudgel at its side, its left hand raised as if in warning. The colossus to the right of the entrance is a young human male wearing similarly exotic clothing, the left half of its head cracked off and
the campsite—casualties from the cultists’ exploration. The guards are dead, having been dragged off and eaten by trolls living in the tunnels beneath the well. Those sewers remain largely intact, and
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
cudgel at its side, its left hand raised as if in warning. The colossus to the right of the entrance is a young human male wearing similarly exotic clothing, the left half of its head cracked off and
campsite — casualties from the cultists’ exploration. The guards are dead, having been dragged off and eaten by trolls living in the tunnels beneath the well. Those sewers remain largely intact, and the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
door.
The hut is an outhouse, currently empty. Many tracks lead to and from it. C3. Kennel and Sled Storage Six friendly sled dogs (use the wolf statistics) are housed inside this kennel. They bark
footlockers (where the cultists keep their cold weather clothing). A copper brazier full of hot coals is situated in the middle of the room. Protruding from the brazier’s base is a bellows that can be
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
remains on the sea. The crown does its best to make sure the roads are safe, but otherwise it is generally content to leave the monsters and vicious tribes of the wilds alone as long as they remain in
is perhaps the most dangerous location in the region. The trees remain standing, but they long ago lost their foliage and are little more than dead, rotting timbers projecting out of the mud
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
her wounds before the castle guards could reach her. The few guards who remain are demoralized, in shock, and at each other’s throats. 14a. Great Hall Half of the great hall lies buried under rubble
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
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, friendships, romances, teaching, or otherwise. Leonin women tend to remain part of their mothers’ prides, while males often leave to join new prides when they find partners. Councils of matriarchs
, largely comprised of tents capable of housing whole families. These temporary homes surround brightly colored pavilions, where craftspeople turn game into meals, clothing, and materials, honoring
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
elegant clothing and value elaborate ceremony and ritualized etiquette, and the Fey are quick to shun those who flout the Summer Court’s baroque rules. Fey Crossings Fey crossings are places of
the Feywild. On a successful save, the creature’s memories remain intact but are a little hazy. Any spell that can end a curse can restore the creature’s lost memories. Time Warp. While time seems to
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
they have clothing to wear while in humanoid form. They occasionally stash magic items of evil repute here until better hiding places can be found for them. Adventurers who come to the chalet
restoration spell, a remove curse spell, or any other magic that ends a curse, that character is no longer afflicted with wereraven lycanthropy but can choose to remain a member of the Scarlet Sash.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
leaves, fungus, bark, and powdered roots. A character who makes a successful DC 10 Intelligence (Nature) check identifies many common varieties of tree, shrub, and fungus, although all have a pronounced
texture of bark.
THE GULTHIAS TREE
A Gargantuan plant, the Gulthias Tree has AC 10 and 35 hit points. It is immune to necrotic, poison, psychic damage, and it has resistance to piercing damage. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
within easy reach, while the other two quite alert. The chamber has a rude table, a bench, two stools, and four cots. Torches light the place. Nine pegs on the walls hold clothing and six giants
two stone giants who have been working for King Snurre as engineers. The room, lit by torches, contains four cots, a large table, other furnishings, and pegs that hold clothing and two giants’ bags
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
to him.
Every day and night that the characters remain in Barovia, one or more of the vampire’s spies check on them and attempt to return to Strahd with a report. When a spy appears, characters who
. If they do notice it, the spy’s goal is usually escape, not combat. A secondary goal for a spy might be to acquire some physical object—a possession, an article of clothing, or even some part of a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
going up.
Between 1 p.m. and 5 p.m., Sythian’s students relax here. Three quasits lurk by the stuffed wolf and use their Invisibility action to remain unseen. They attack characters who try to break
breakfast. This room is otherwise identical to area C8. C10: Laundry Room The window of this room is opened a crack to let in fresh air. Damp towels and clothing hang on wooden racks, and a washtub with a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
now frozen and will remain so until the Everlasting Rime ends. On clear nights, moonlight shines through an opening in the ceiling and illuminates the pool. The minerals in the ice have turned it a
spines, humanoid skeletons in pieces, and bones of small animals and birds, along with scraps of clothing and armor and a few rusty weapons. Sitting among the bones in the middle of the cave is a frost






