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Returning 35 results for 'being beauty diffusing covering rules'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
Frost.First Form
In her first form, Auril appears as a hunched, 7-foot-tall biped with the head of a snowy owl, black talons, cloven hooves, and grayish-white wolf fur covering her body from the neck down
clutches, preserving them against the ravages of time. She hoards beauty in all forms, from art objects and flowers to skilled artisans and their wondrous works, freezing them in magical ice for her
Species
Mordenkainen Presents: Monsters of the Multiverse
Eladrin are elves of the Feywild, a realm of perilous beauty and boundless magic. Using that magic, eladrin can step from one place to another in the blink of an eye, and each eladrin resonates with
Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character
Species
Mordenkainen Presents: Monsters of the Multiverse
Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, sea elves navigated the currents and explored the
Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
in which adventurers interact with the environment in such places. The Dungeon Master’s Guide has rules covering more unusual situations.
The Environment By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
in which adventurers interact with the environment in such places. The Dungeon Master’s Guide has rules covering more unusual situations.
The Environment By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
in which adventurers interact with the environment in such places. The Dungeon Master’s Guide has rules covering more unusual situations.
The Environment By its nature, adventuring involves delving into places that are dark, dangerous, and full of mysteries to be explored. The rules in this section cover some of the most important ways
Monsters
Fizban's Treasury of Dragons
without the boredom. (Chaotic)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks table offers
above to build their lairs. Then, like gem cutters seeking the perfect diamond, they spend much of their lives refining, polishing, and enhancing the beauty of their lairs.
Crystal dragons&rsquo
Monsters
Fizban's Treasury of Dragons
is learning, but without the boredom. (Chaotic)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks
, and enhancing the beauty of their lairs.
Crystal dragons’ lairs are often found in polar expanses, dizzying mountain peaks, and glacial floes. Some resemble icy palaces, with numerous balconies
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
compare the total to a target number. This chapter focuses on how to use ability checks and saving throws, covering the fundamental activities that creatures attempt in the game. Rules for attack rolls appear in chapter 9, “Combat.”
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
compare the total to a target number. This chapter focuses on how to use ability checks and saving throws, covering the fundamental activities that creatures attempt in the game. Rules for attack rolls appear in chapter 9, “Combat.”
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
compare the total to a target number. This chapter focuses on how to use ability checks and saving throws, covering the fundamental activities that creatures attempt in the game. Rules for attack rolls appear in chapter 9, “Combat.”
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
throughout. In some tunnels and caves, fungi growths obstruct passage. Characters either have to climb or hack their way through the fungal growth. In other places, the fungus covering the floor is
soft enough that characters can sink into it with no warning. Use the quicksand rules in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide for such areas. Creatures that fail to escape become food for Araumycos.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
throughout. In some tunnels and caves, fungi growths obstruct passage. Characters either have to climb or hack their way through the fungal growth. In other places, the fungus covering the floor is
soft enough that characters can sink into it with no warning. Use the quicksand rules in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide for such areas. Creatures that fail to escape become food for Araumycos.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
throughout. In some tunnels and caves, fungi growths obstruct passage. Characters either have to climb or hack their way through the fungal growth. In other places, the fungus covering the floor is
soft enough that characters can sink into it with no warning. Use the quicksand rules in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide for such areas. Creatures that fail to escape become food for Araumycos.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
peer into this room through the portcullis, use this description instead: Muffled sobs and moans rise from four pits with circular iron grates covering them. A chain hooked to each grate stretches
are flooded to a depth of 3 feet. Covering each pit is a 600-pound circular iron grate that requires one or more characters with a combined Strength score of at least 20 to lift. Alternatively, a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
managed to loot several rooms. But a combination of traps and unexpected monsters has diminished their numbers and dimmed their enthusiasm. Skella is obsessed by artistry and beauty, in stark
stole from Azrok, the hobgoblin warlord who rules Stromkuhldur on level 3 of Undermountain (see “Legion of Azrok”). Returning this dagger to Azrok completes a side quest.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
managed to loot several rooms. But a combination of traps and unexpected monsters has diminished their numbers and dimmed their enthusiasm. Skella is obsessed by artistry and beauty, in stark
stole from Azrok, the hobgoblin warlord who rules Stromkuhldur on level 3 of Undermountain (see “Legion of Azrok”). Returning this dagger to Azrok completes a side quest.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
managed to loot several rooms. But a combination of traps and unexpected monsters has diminished their numbers and dimmed their enthusiasm. Skella is obsessed by artistry and beauty, in stark
stole from Azrok, the hobgoblin warlord who rules Stromkuhldur on level 3 of Undermountain (see “Legion of Azrok”). Returning this dagger to Azrok completes a side quest.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
peer into this room through the portcullis, use this description instead: Muffled sobs and moans rise from four pits with circular iron grates covering them. A chain hooked to each grate stretches
are flooded to a depth of 3 feet. Covering each pit is a 600-pound circular iron grate that requires one or more characters with a combined Strength score of at least 20 to lift. Alternatively, a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
peer into this room through the portcullis, use this description instead: Muffled sobs and moans rise from four pits with circular iron grates covering them. A chain hooked to each grate stretches
are flooded to a depth of 3 feet. Covering each pit is a 600-pound circular iron grate that requires one or more characters with a combined Strength score of at least 20 to lift. Alternatively, a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Sea Hag Sea hags live in dismal and polluted underwater lairs, surrounded by merrow and other aquatic monsters. Beauty drives a sea hag to fits of anger. When confronted with something beautiful, the
hags are by far the ugliest of all hags, with slimy scales covering their pallid skin. A sea hag’s hair resembles seaweed and covers her emaciated body, and her glassy eyes seem as lifeless as a doll’s
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
peoples can accomplish with the proper guidance.
Blue Dragon Ideals d6 Ideal
1 Order. Life is best when everyone is part of a hierarchy and rules are clear and consistent. (Lawful)
2
Humor. Lesser beings exist to be my playthings, and I excel at finding ways to toy with them. (Evil)
3 Taste. I value my possessions for more than just their beauty and consider gauche displays
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
peoples can accomplish with the proper guidance.
Blue Dragon Ideals d6 Ideal
1 Order. Life is best when everyone is part of a hierarchy and rules are clear and consistent. (Lawful)
2
Humor. Lesser beings exist to be my playthings, and I excel at finding ways to toy with them. (Evil)
3 Taste. I value my possessions for more than just their beauty and consider gauche displays
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Sea Hag Sea hags live in dismal and polluted underwater lairs, surrounded by merrow and other aquatic monsters. Beauty drives a sea hag to fits of anger. When confronted with something beautiful, the
hags are by far the ugliest of all hags, with slimy scales covering their pallid skin. A sea hag’s hair resembles seaweed and covers her emaciated body, and her glassy eyes seem as lifeless as a doll’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Sea Hag Sea hags live in dismal and polluted underwater lairs, surrounded by merrow and other aquatic monsters. Beauty drives a sea hag to fits of anger. When confronted with something beautiful, the
hags are by far the ugliest of all hags, with slimy scales covering their pallid skin. A sea hag’s hair resembles seaweed and covers her emaciated body, and her glassy eyes seem as lifeless as a doll’s
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
peoples can accomplish with the proper guidance.
Blue Dragon Ideals d6 Ideal
1 Order. Life is best when everyone is part of a hierarchy and rules are clear and consistent. (Lawful)
2
Humor. Lesser beings exist to be my playthings, and I excel at finding ways to toy with them. (Evil)
3 Taste. I value my possessions for more than just their beauty and consider gauche displays
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. The course is 480 feet long. Racing Rules. The race is divided into 6-second rounds. Once the race begins, the snails move along the track at remarkable speed, each one covering 80 feet per round by
1 step (see “Tracking Mood” earlier in the chapter). If anyone breaks the rules, the mood lowers by 1 step. Snails and Pixies Each of the eight giant snails (see appendix C) is assigned a crew of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. The course is 480 feet long. Racing Rules. The race is divided into 6-second rounds. Once the race begins, the snails move along the track at remarkable speed, each one covering 80 feet per round by
1 step (see “Tracking Mood” earlier in the chapter). If anyone breaks the rules, the mood lowers by 1 step. Snails and Pixies Each of the eight giant snails (see appendix C) is assigned a crew of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. The course is 480 feet long. Racing Rules. The race is divided into 6-second rounds. Once the race begins, the snails move along the track at remarkable speed, each one covering 80 feet per round by
1 step (see “Tracking Mood” earlier in the chapter). If anyone breaks the rules, the mood lowers by 1 step. Snails and Pixies Each of the eight giant snails (see appendix C) is assigned a crew of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
a life-threatening situation. The following rules determine how far a character or monster can move in a minute, an hour, or a day. Travel Pace While traveling, a group of adventurers can move at a
short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
a life-threatening situation. The following rules determine how far a character or monster can move in a minute, an hour, or a day. Travel Pace While traveling, a group of adventurers can move at a
short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
a life-threatening situation. The following rules determine how far a character or monster can move in a minute, an hour, or a day. Travel Pace While traveling, a group of adventurers can move at a
short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Golgari domain retains its grandeur, a mysterious and wondrous kingdom. The rare visitors who stumble into it are awed by its beauty and its aura of ancient power. Palatial architecture fills cavernous
beauty. DARK ELVES OF THE GOLGARI
Also called the elves of shadow, the Devkarin are one of the three branches of Ravnica’s elf race. Like other elves, the Devkarin are adept spellcasters, counting
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Golgari domain retains its grandeur, a mysterious and wondrous kingdom. The rare visitors who stumble into it are awed by its beauty and its aura of ancient power. Palatial architecture fills cavernous
beauty. DARK ELVES OF THE GOLGARI
Also called the elves of shadow, the Devkarin are one of the three branches of Ravnica’s elf race. Like other elves, the Devkarin are adept spellcasters, counting
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a life-threatening situation. The following rules determine how far a character or monster can move in a minute, an hour, or a day. Travel Pace While traveling, a group of adventurers can move at a
character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. If fresh mounts are available every 8 to 10 miles, characters can cover larger distances at this pace






