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Returning 35 results for 'blocking brown diffusing content rolling'.
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Magic Items
Dungeon Master’s Guide
the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag’s color. See the Monster Manual for the
Owl
3
Mastiff
4
Goat
5
Giant Goat
6
Giant Boar
7
Lion
8
Brown Bear
Tan Bag of Tricks
1d8
Creature
1
Jackal
2
Ape
3
Baboon
4
Axe Beak
5
Black Bear
6
Giant Weasel
7
Giant Hyena
8
Tiger
Magic Items
Dungeon Master’s Guide
other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum range is normally less than 120 feet, it
are picked off, the leaves turn brown and fall off after 24 hours.
78–82
Nothing happens at the chosen point of origin. Instead, a burst of colorful, shimmering light extends from you in a
Monsters
Spelljammer: Adventures in Space
. While most other scavvers are content to feed on kitchen scraps, a void scavver goes after the cook.
A void scavver can emit an invisible ray from its eye that causes its target to feel fear even
of these bodies, so that as their “host” moves (often at high speed), the scavvers keep pace. The lesser varieties—brown and gray—rarely rise above the level of nuisances. The
Bag of Tricks
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the
Creature
1
Rat
2
Owl
3
Mastiff
4
Goat
5
Giant goat
6
Giant boar
7
Lion
8
Brown bear
Tan Bag of Tricks
d8
Creature
1
Monsters
Curse of Strahd
Extraordinary Feature. The mongrelfolk has one of the following extraordinary features, determined randomly by rolling a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Extraordinary
fond of camouflage, attaching leaves and twigs to their cloaks, making brown paint to cover their skin, and weaving grass nets under which they can hide. They use such camouflage while hunting in the
Zuggtmoy
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of madness (determined by rolling on the Madness
mushrooms of pale yellow and rancid brown. These massive fungi are some of the largest in existence. They are surrounded by a field of acidic puffballs and poisonous vapors. The mushrooms themselves are all
Species
Mordenkainen Presents: Monsters of the Multiverse
taper to sharp talons. Feathers cover their bodies—usually red, orange, yellow, brown, or gray. Their heads are also avian, often resembling those of parrots or eagles.
Creating Your Character
regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to
Species
Mordenkainen Presents: Monsters of the Multiverse
ages passed, githzerai explorers ranged out to other planes and worlds of the multiverse.
Githzerai are generally slender, with speckled skin in shades of yellow, green, or brown. Eons of cultivating
method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
d20 Snake Body Shape 1–5 Thick 6–15 Normal 16–20 Sleek Yuan-ti Humanoid Skin Color d20 Humanoid Skin Color 1–4 Dark brown 5 Green-brown 6–9 Light brown 10–15 Medium brown 16 Pale brown 17–18
Red-brown 19–20 Yellow-brown Yuan-ti Scale Color d100 Scale Color 01–06 Black 07–12 Black and brown 13–18 Black and green 19–23 Black and red 24–26 Black and white 27–30 Black and yellow 31–36 Black
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag’s color
Creature 1 Weasel 2 Giant Rat 3 Badger 4 Boar 5 Panther 6 Giant Badger 7 Dire Wolf 8 Giant Elk Rust Bag of Tricks 1d8 Creature 1 Rat 2 Owl 3 Mastiff 4 Goat 5 Giant Goat 6 Giant Boar 7 Lion 8 Brown
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
than a couple of days leads to frayed tempers and brawling. Use the following table to determine the mood around the village, rolling once every few days or choosing as you see fit. Saltmarsh Mood
Typical Catch. Overall, the fishers are content with their recent results. Here and there, crews boast of good pickings or bemoan their poor haul.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag’s color
Creature 1 Weasel 2 Giant Rat 3 Badger 4 Boar 5 Panther 6 Giant Badger 7 Dire Wolf 8 Giant Elk Rust Bag of Tricks 1d8 Creature 1 Rat 2 Owl 3 Mastiff 4 Goat 5 Giant Goat 6 Giant Boar 7 Lion 8 Brown
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and
Goat 5 Giant goat 6 Giant boar 7 Lion 8 Brown bear Tan Bag of Tricks d8 Creature 1 Jackal 2 Ape 3 Baboon 4 Axe beak 5 Black bear 6 Giant weasel 7 Giant hyena 8 Tiger
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and
4 Goat 5 Giant goat 6 Giant boar 7 Lion 8 Brown bear Tan Bag of Tricks d8 Creature 1 Jackal 2 Ape 3 Baboon 4 Axe beak 5 Black bear 6 Giant weasel 7 Giant hyena 8 Tiger
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
encounter nothing of interest” is okay, but far less evocative and memorable than, “A light rain dampens the rolling plains as you travel north. Around midday, you break for lunch under a lonely tree
. In another, sunlight streams through the leaves above and flower-laden vines twine up every trunk. Signs of corruption — rotting wood, foul-smelling water, and rocks covered with slimy brown moss — can
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum
. Unless they are picked off, the leaves turn brown and fall off after 24 hours. 78–82 Nothing happens at the chosen point of origin. Instead, a burst of colorful, shimmering light extends from you in a 30
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell’s maximum
. Unless they are picked off, the leaves turn brown and fall off after 24 hours. 78–82 Nothing happens at the chosen point of origin. Instead, a burst of colorful, shimmering light extends from you in a 30
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
thin dwarves. They are fond of camouflage, attaching leaves and twigs to their cloaks, making brown paint to cover their skin, and weaving grass nets under which they can hide. They use such
rolling a d20 or chosen by the DM:
1–3: Amphibious. The mongrelfolk can breathe air and water.
4–9: Darkvision. The mongrelfolk has darkvision out to a range of 60 feet.
10: Flight. The
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
tries to speak or write about these forbidden topics, she painfully coughs up brown tree sap, or mushrooms blister on her fingers until she ceases her attempts. The carousel’s wooden unicorns, however
“Pride goes before a fall.” Fall’s name tag is complete, but Pride’s name tag reads PR _ _ _. Third Pair. These unicorns’ names are Stone and Moss, from the proverb “A rolling stone gathers no moss
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
beside their mistress. Random Encounters. The Dreadwood Random Encounters table provides ideas for the sort of encounters that can take place here. Check for an encounter once per day by rolling a d20. On
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
to the brown mold growing on the other side of it. Statues. The six statues pushed into the corners are two dwarves, a drow, two quaggoths, and a basilisk that saw its own reflection. Each is
table. A moldy brown crust has formed on the water in one corner.
A 10-foot-wide patch of mold to the south is brown mold (see the Dungeon Hazards section of the Dungeon Master’s Guide) and has
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
grease to get it rolling again. The old brake looks solid, but each time it’s used, it has a 10 percent chance to fail utterly. This risk is recognized by someone who inspects the brake and makes a
small reptilian humanoids guard this room, the walls of which have niches carved into them. Each niche is lined with moss and holds a brown egg the size of a small orange.
Seven kobolds guard this room
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
the foyer by rolling once on the Gala Guests table. Ice Mephits. Six ice mephits are disguised as ice decorations along the perimeter of the room. The mephits attack anyone who starts a fight in this
jewels.
A 20-foot-high balcony (area P9) overlooks the ballroom floor. Guests. At any given time during the gala, 2d6 × 2 nobles dance here. You can add a named guest to the ballroom by rolling once on
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
incorporeal types such as wraiths, specters, and ghosts. These restless spirits seem content to remain in the forest and rarely trouble travelers who stay away from their territory. Waterdeep The City
750 gp and weighing 50 pounds). Among the furnishings in their bedchamber is an alabaster chest containing 800 pp and 1d3 magic items, determined by rolling on Magic Item Table F in chapter 7 of the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
beneath the forest canopy. Growths of green, brown, and gray lichen cover the cave mouth, and a small stream flows deeper into the yawning darkness.
The character who has the highest passive Wisdom
poison damage. Every time the mycelium takes damage, a random effect occurs as determined by rolling on the Mycelium Effects table. Mycelium Effects d6 Effect 1–2 The mycelium lashes out and makes
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
remaining) are fighting off an attacking force of Zhents consisting of three thugs (each with 20 hit points remaining). The Zhents are trying to get to area G16, but the guards are blocking them. If the
bunk beds for the junior staff. A total of nine maids, cooks, and valets (commoners) are holed up here, waiting for someone to rescue them. They are armed with improvised weapons (rolling pins, mops, brooms, and the like) that are treated as clubs.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
himself to the attic (area N3t), where he is content to avoid the unwanted attention of his mother and the disapproving glares of his father. Years ago, Victor found an old spellbook in the mansion’s
reeks of pipe smoke, and mounted on the east wall is the head of an angry-looking brown bear. The mounted bear’s head is meant to unnerve visitors. It serves as a subtle warning not to antagonize the
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
, and the power of the sun. She wears a sun mask and is one-half of an acrobatic duo called the Selenelion twins, alongside Gleam, her shy twin. Glister is content to remain Endelyn’s “guest” in
.”
Thinnings the Butler
CHAPTER 5: PALACE OF HEART’S DESIRE
Zybilna’s butler appears as a lanky man clad in faded brown clothes. Thinnings longs to see Prismeer’s archfey freed from temporal stasis
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, grace, and the power of the sun. She wears a sun mask and is one-half of an acrobatic duo called the Selenelion twins, alongside Gleam, her shy twin. Glister is content to remain Endelyn’s “guest” in
.”
Thinnings the Butler
CHAPTER 5: PALACE OF HEART’S DESIRE
Zybilna’s butler appears as a lanky man clad in faded brown clothes. Thinnings longs to see Prismeer’s archfey freed from temporal
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
lid frozen shut. Dealing 5 damage or more to the lid forces it open. The chest contains 1,500 sp, 450 gp, and 1d3 magic items, determined by rolling on Magic Item Table C in chapter 7 of the Dungeon
gains the benefit of Grandfather Tree’s bless spell. It disappears after 1 hour, or when it drops to 0 hit points, or when it is dispelled (DC 15). Avenging Animals d4 Animal(s) 1 2 brown bears 2 2
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
predators that dwell within the lake itself. The lake slopes sharply from its shores to a depth of 100 feet. Four chuuls lurk near the lake bed, 90 feet below the surface. They’re content to creep along
gp and 700 sp. L17: Boulder Heap Small, rounded boulders are carefully stacked here, blocking the entrance to a wide tunnel.
The boulders are obviously not a natural formation. Chossos (see area
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
slopes sharply from its shores to a depth of 100 feet. Four chuuls lurk near the lakebed, 90 feet below the surface. They’re content to creep along the lightless depths and prey on cave fish unless
a Periapt of Proof against Poison left over from an unlucky explorer the behir digested. L16: Boulder Heap Small, rounded boulders are carefully stacked here, blocking the entrance to a wide tunnel
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
succumbed to its enchantment. As a result, she has no desire to keep a treasure hoard. She’s content to swim and frolic in the river, occasionally venturing onto its banks. Vuuthramis cautiously observes
the northern edge of the garden overlooks a swath of wildflower-stippled grassland.
A mated pair of awakened brown bears (see the “Awakened Animals” section) and their awakened cub (use the black
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
with a pastoral scene of grain fields and rolling hills, worn and pitted by the centuries. A large, dimly lit hall waits beyond the broken gates. Arrow slits are carved into the west and east walls
of several small rooms linked by low archways. Brown curtains offer some amount of privacy for the different rooms, and martial displays cover the walls — shields and crossed swords, tattered banners
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
who spends at least 10 minutes searching a garden terrace for treasure inevitably stumbles upon a hidden creature or exotic plant, determined by rolling a d20 and consulting the Garden Discoveries
mezzanine level. The 20-foot-deep pit contains 1d4 + 2 inches of rainwater and is home to two swarms of poisonous snakes. The swarms are content to remain in the pit and attack any creature that






