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Returning 35 results for 'bodies bringing diffusing color recent'.
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Monsters
Planescape: Adventures in the Multiverse
evil and goodWhen modrons act against the will of Primus, nonatons are charged with bringing those rogue units into line. These inspectors also interrogate captured trespassers of Mechanus. Nonatons
have wormlike bodies studded with nine mechanical arms.
Modrons
Constructed on the plane of Mechanus, modrons are partially mechanical beings that belong to a strict hierarchy. Each modron
Monsters
Spelljammer: Adventures in Space
scavvers are 15 feet long. Their coloration resembles that of Wildspace itself: white spots (representing stars) sprinkled amid dark patches and patterns of color. They fearlessly invade the air envelopes
refuse. They can enter the air envelopes of these bodies, so that as their “host” moves (often at high speed), the scavvers keep pace. The lesser varieties—brown and gray&mdash
Monsters
Spelljammer: Adventures in Space
two pairs of arms. Because their bodies are encased in protective chitin, they tend to eschew armor. Although thri-kreen don’t need to sleep, they do require periods of inactivity to revitalize
-kreen stat block appears in the Monster Manual. This section provides a few more options.Chameleon Carapace. The thri-kreen changes the color of its carapace to match the color and texture of its
Monsters
Spelljammer: Adventures in Space
features and two pairs of arms. Because their bodies are encased in protective chitin, they tend to eschew armor. Although thri-kreen don’t need to sleep, they do require periods of inactivity to
generic thri-kreen stat block appears in the Monster Manual. This section provides a few more options.Chameleon Carapace. The thri-kreen changes the color of its carapace to match the color and
Monsters
Spelljammer: Adventures in Space
creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.Brown scavvers are 10 feet long and range in color from sun-dappled brownish gold to dark
always aggressive; often they trail behind larger creatures as well as ships and asteroids, living off droppings and discarded refuse. They can enter the air envelopes of these bodies, so that as
Monsters
Fizban's Treasury of Dragons
; scales are dull yellow-orange and have a cloudy or filmy look. As they age, their scales harden and clarify, becoming translucent and faceted, and ranging from bright yellow to rich amber in color
. Their bodies are wider at the haunches, tapering in a wedge shape toward the head, and their wings are shaped to propel them through both air and water. A topaz dragon’s psionic power manifests
races
Acquisitions Incorporated
turned the color of jade and their blood began to flow black. Their ears grew pointed, and they gained a limited form of telepathy — but at the cost of forgetting their history. The underground homes
the color of any verdan’s hair, skin, and eyes can transform from their original jade tones to pale white, deep ebon, or any other shade in between. A verdan’s ears also undergo numerous
Dragonborn
Legacy
This doesn't reflect the latest rules and lore.
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races
Basic Rules (2014)
colors of their dragon kin, but generations of interbreeding have created a more uniform appearance. Their small, fine scales are usually brass or bronze in color, sometimes ranging to scarlet, rust
than life itself. Dragonborn owe their devotion and respect to their clan above all else, even the gods. Each dragonborn’s conduct reflects on the honor of his or her clan, and bringing dishonor
Monsters
Fizban's Treasury of Dragons
-orange and have a cloudy or filmy look. As they age, their scales harden and clarify, becoming translucent and faceted, and ranging from bright yellow to rich amber in color. Their bodies are wider at the
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Adventure Hook
1
A pirate ship is found floating on the open sea, the bodies of the crew completely desiccated. The only clue to what happened is a single topaz dragon scale on the deck
races
Spelljammer: Adventures in Space
grasp and manipulate weapons and tools. Although most plasmoids are translucent gray, they can alter their color and translucence by absorbing dyes through their pores.
Plasmoids don’t have
internal organs of the usual sort. Their bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves. These nerves enable a plasmoid to detect light, heat, texture, sound, pain, and
Monsters
Fizban's Treasury of Dragons
restriction.
4
An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks before swapping back.
5
dragon’s presence, and glow with a soft inner light. The older the dragon, the deeper the purple color of the crystals.
Amethyst Dragon Lair Features
The amethyst dragon lair shown in map 5.1
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
crimson moonlight, kidnapping the Blue Fire Wardens she hates so deeply, and bringing them here to be slain, thereby completing her revenge. Thanks to her recent acquisition of a piece of the Rod of Seven Parts, Teremini has commenced her plan. Alexandre Honoré Teremini Nightsedge
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
crimson moonlight, kidnapping the Blue Fire Wardens she hates so deeply, and bringing them here to be slain, thereby completing her revenge. Thanks to her recent acquisition of a piece of the Rod of Seven Parts, Teremini has commenced her plan. Alexandre Honoré Teremini Nightsedge
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
crimson moonlight, kidnapping the Blue Fire Wardens she hates so deeply, and bringing them here to be slain, thereby completing her revenge. Thanks to her recent acquisition of a piece of the Rod of Seven Parts, Teremini has commenced her plan. Alexandre Honoré Teremini Nightsedge
Monsters
Fizban's Treasury of Dragons
negotiate an end to the restriction.
4
An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks
the dragon, the deeper the purple color of the crystals.
Amethyst Dragon Lair Features
The amethyst dragon lair shown in map 5.1 is set beneath a mountain ridge between two deep tarns, with streams
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Arthagast Ulbrinter, a Masked Lord of Waterdeep and husband of Remi Haventree of the Harpers. News of Arthagast’s recent murder has spread across the Sword Coast, and has galvanized opposition to the cult in
Waterdeep. In her grief, Remi Haventree has sworn to destroy the cult and the threat it presents to the Sword Coast. She has been instrumental in bringing the factions together for this Council of Waterdeep, setting up the potential for alliances that the adventurers must now complete.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Arthagast Ulbrinter, a Masked Lord of Waterdeep and husband of Remi Haventree of the Harpers. News of Arthagast’s recent murder has spread across the Sword Coast, and has galvanized opposition to the cult in
Waterdeep. In her grief, Remi Haventree has sworn to destroy the cult and the threat it presents to the Sword Coast. She has been instrumental in bringing the factions together for this Council of Waterdeep, setting up the potential for alliances that the adventurers must now complete.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Arthagast Ulbrinter, a Masked Lord of Waterdeep and husband of Remi Haventree of the Harpers. News of Arthagast’s recent murder has spread across the Sword Coast, and has galvanized opposition to the cult in
Waterdeep. In her grief, Remi Haventree has sworn to destroy the cult and the threat it presents to the Sword Coast. She has been instrumental in bringing the factions together for this Council of Waterdeep, setting up the potential for alliances that the adventurers must now complete.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Arthagast Ulbrinter, a Masked Lord of Waterdeep and husband of Remi Haventree of the Harpers. News of Arthagast’s recent murder has spread across the Sword Coast, and has galvanized opposition to the cult in
Waterdeep. In her grief, Remi Haventree has sworn to destroy the cult and the threat it presents to the Sword Coast. She has been instrumental in bringing the factions together for this Council of Waterdeep, setting up the potential for alliances that the adventurers must now complete.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Arthagast Ulbrinter, a Masked Lord of Waterdeep and husband of Remi Haventree of the Harpers. News of Arthagast’s recent murder has spread across the Sword Coast, and has galvanized opposition to the cult in
Waterdeep. In her grief, Remi Haventree has sworn to destroy the cult and the threat it presents to the Sword Coast. She has been instrumental in bringing the factions together for this Council of Waterdeep, setting up the potential for alliances that the adventurers must now complete.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Arthagast Ulbrinter, a Masked Lord of Waterdeep and husband of Remi Haventree of the Harpers. News of Arthagast’s recent murder has spread across the Sword Coast, and has galvanized opposition to the cult in
Waterdeep. In her grief, Remi Haventree has sworn to destroy the cult and the threat it presents to the Sword Coast. She has been instrumental in bringing the factions together for this Council of Waterdeep, setting up the potential for alliances that the adventurers must now complete.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
to grasp and manipulate weapons and tools. Although most plasmoids are translucent gray, they can alter their color and translucence by absorbing dyes through their pores. Plasmoids don’t have
internal organs of the usual sort. Their bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves. These nerves enable a plasmoid to detect light, heat, texture, sound, pain, and
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
to grasp and manipulate weapons and tools. Although most plasmoids are translucent gray, they can alter their color and translucence by absorbing dyes through their pores. Plasmoids don’t have
internal organs of the usual sort. Their bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves. These nerves enable a plasmoid to detect light, heat, texture, sound, pain, and
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
ranging from bright yellow to rich amber in color. Their bodies are wider at the haunches, tapering in a wedge shape toward the head, and their wings are shaped to propel them through both air and
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
ranging from bright yellow to rich amber in color. Their bodies are wider at the haunches, tapering in a wedge shape toward the head, and their wings are shaped to propel them through both air and
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
to grasp and manipulate weapons and tools. Although most plasmoids are translucent gray, they can alter their color and translucence by absorbing dyes through their pores. Plasmoids don’t have
internal organs of the usual sort. Their bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves. These nerves enable a plasmoid to detect light, heat, texture, sound, pain, and
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
suns, worlds, moons, asteroids, comets, or other bodies. This neighborhood of celestial and planetary bodies is called a Wildspace system. In Wildspace, the Material Plane and the Astral Plane overlap
petrified hulks of dead gods and swirling pools of color that serve as portals to other planes of existence. (For more information about color pools, see the Dungeon Master’s Guide.) Much in the way that
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
suns, worlds, moons, asteroids, comets, or other bodies. This neighborhood of celestial and planetary bodies is called a Wildspace system. In Wildspace, the Material Plane and the Astral Plane overlap
petrified hulks of dead gods and swirling pools of color that serve as portals to other planes of existence. (For more information about color pools, see the Dungeon Master’s Guide.) Much in the way that
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
ranging from bright yellow to rich amber in color. Their bodies are wider at the haunches, tapering in a wedge shape toward the head, and their wings are shaped to propel them through both air and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
petrified corpse of a dead god or other chunks of rock drifting forever in the silvery void. Much more commonplace are color pools—magical pools of colored light that flicker like radiant, spinning coins
is to think about it. As long as the destination is somewhere in the Astral Plane (or in Wildspace, as described below)—such as “the nearest githyanki outpost,” “the nearest color pool leading to the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
petrified corpse of a dead god or other chunks of rock drifting forever in the silvery void. Much more commonplace are color pools—magical pools of colored light that flicker like radiant, spinning coins
is to think about it. As long as the destination is somewhere in the Astral Plane (or in Wildspace, as described below)—such as “the nearest githyanki outpost,” “the nearest color pool leading to the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
suns, worlds, moons, asteroids, comets, or other bodies. This neighborhood of celestial and planetary bodies is called a Wildspace system. In Wildspace, the Material Plane and the Astral Plane overlap
petrified hulks of dead gods and swirling pools of color that serve as portals to other planes of existence. (For more information about color pools, see the Dungeon Master’s Guide.) Much in the way that
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
there are few such places in the North. A small community was growing near the Kingdom of Many Arrows, but the recent war with the orcs of that realm caused this burgeoning population to disperse
city, whether they were born there, arrived overland from elsewhere on the continent, or entered the city by way of ships bringing trade.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
petrified corpse of a dead god or other chunks of rock drifting forever in the silvery void. Much more commonplace are color pools—magical pools of colored light that flicker like radiant, spinning coins
is to think about it. As long as the destination is somewhere in the Astral Plane (or in Wildspace, as described below)—such as “the nearest githyanki outpost,” “the nearest color pool leading to the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
there are few such places in the North. A small community was growing near the Kingdom of Many Arrows, but the recent war with the orcs of that realm caused this burgeoning population to disperse
city, whether they were born there, arrived overland from elsewhere on the continent, or entered the city by way of ships bringing trade.






