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Returning 28 results for 'border brown diffusing crafting reside'.
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Species
Eberron: Forge of the Artificer
With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face may reveal an aspect of
might change clothes. However, many changelings develop identities with more depth, crafting a persona complete with history and beliefs to go with each shape. A changeling adventurer might have
Changeling
Legacy
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Species
Eberron: Rising from the Last War
changelings with suspicion.
A Hidden People
Wherever humans live, changelings reside also; the question is whether their presence is known.
Changelings are born to one of three paths. A few are raised
specific purpose and then might never be used again. However, many changelings develop identities that have more depth. They build an identity over time, crafting a persona with a history and beliefs. This
Species
Mordenkainen Presents: Monsters of the Multiverse
With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For
changelings develop identities that have more depth, crafting whole personas complete with histories and beliefs. A changeling adventurer might have personas for many situations, including negotiation
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
throughout the plane are curtains of vaporous color, and passing through a curtain leads a traveler to a region of the Border Ethereal connected to a specific Inner Plane, the Material Plane, the Feywild
, or the Shadowfell. The color of the curtain indicates the plane whose Border Ethereal the curtain conceals; see the Ethereal Curtains table. Ethereal Curtains d8 Plane Color of Curtain 1
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, the border realm between the Elemental Planes of Earth and Water. This ooze is a thick, viscid brown effluvium with streaks of orange, green, yellow, and black. It smells like rotten eggs and sticks to
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
honored dead. People. The inhabitants of San Citlán typically have skin of light to medium brown, black hair, and dark eyes. Humans and dwarves are the most common folk in the city. A small number of
intelligent Undead known as olvidados (detailed below) also reside here and are fully accepted as citizens. Languages. The language of San Citlán is Citlanés, which is related to Tletlahtolli (the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth. A male hobgoblin might have a large blue or red nose, which
authority through draconian measures. Hobgoblins train to fight with a variety of weapons, and have great skill at crafting arms, armor, siege engines, and other military devices. Organized and disciplined
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
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
considered lucky). Males grow full beards that they keep oiled and well groomed, and both genders wear their hair long and often elaborately braided. Gold dwarves are best known for crafting beautiful objects
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Changeling With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a
develop identities that have more depth, crafting whole personas complete with histories and beliefs. A changeling adventurer might have personas for many situations, including negotiation
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
entrance to his halls, and went to reside in his final haunt, while his soul roamed strange planes unknown to even the wisest of sages. If the characters gain access to the innermost part of the tomb
border of the Duchy of Geoff
Somewhere in the Vast Swamp south of Sunndi
On an island beyond the realm of the Sea Barons Other settings offer choices that are just as varied.
Dragonlance. The
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Changeling With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face may reveal an
others might change clothes. However, many changelings develop identities with more depth, crafting a persona complete with history and beliefs to go with each shape. A changeling adventurer might have
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
uses magic on fields near the border of the forest, creating animated plants to drive off farmers.
5 A scout has taken to hunting and eating sapient beings. What could have caused this gruesome
1 Dryad MM
1 Nyxborn brown bear* MM
2 Nyxborn saber-toothed tiger* MM
2 Satyr thornbearer MOoT
3 Archer VGtM
5 Shambling mound MM
5 Unicorn* MM
9
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
regions or nations that border the North, while others are prevalent in parts of the world far from the Sword Coast. Arkaiun Short in stature with tan skin and dark hair, the Arkaiuns dwell primarily in
blond or dark hair and olive complexions. Black, brown, and green eyes are the most common. Halruaan Names: (Male) Aldym, Chand, Meleghost, Presmer, Sandrue, Uregaunt; (female) Aithe, Chalan, Oloma
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
beggars, and sneaky thieves. The Low City has a preponderance of taverns, inns, alehouses, shops, and crafting establishments and an equally staggering number of vacant buildings. Docks Most ships
residents reside in or near Gifftown, gathering in taverns to swap stories of their accomplishments. Gunshots ring out from time to time as giff challenge one another to games of marksmanship.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
simple and mundane to the exotic and bizarre. Since Infernal Rapture exists in a demiplane, it doesn’t technically reside in the Nine Hells. If someone wanted to meet with creatures unable or unwilling
bold escape from Bel’s Forge. They operate as indentured servants, maintaining Mahadi’s infernal war machines while also crafting wares for sale to visitors. From time to time, Mahadi sends them abroad
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
clouds anymore, but most do reside atop high mountains, inside or even above a near-perpetual cloud layer. A select few — those at the apex of the clan’s ordning — claim the last of the ancient cloud
weight of the stone above them and enable the giants to harness the heat of rivers of magma to power their forges. A fire giant’s prowess in the occupations of crafting determines its place in the ordning
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the former lair of a fearsome predator, the characters can potentially gather useful material for crafting among the bones. When the party enters a boneyard, roll a d20 and consult the table to
of green slime 4–5 Patch of yellow mold 6 Patch of brown mold Steam Vent A hot steam vent erupts beneath a random party member, who must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) fire
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
skeletons guard this curved hallway. Beyond them, heavy, round metal doors seal five doorways. A brown stain covers the ground in front of the northernmost door.
The two minotaur skeletons attack
belongings, including his leather armor, a Potion of Healing (greater), a Spell Scroll of Stoneskin, and a brilliant-blue cloak emblazoned with the holy symbol of Habbakuk. V13: Ruined Vault Fuzzy brown
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, along with anyone else with calloused hands or a passion for crafting. Locals are hardworking folk who can churn ingots from ore, press diamonds from coal, and turn a lump of nothing into something
Mortuary, which used to reside in the ward, have been bitten off by the neighboring Lady’s and Hive Wards, respectively. Still, the Lower Ward remains a necessary industrial powerhouse in the City of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
maintain strongholds along the border with Ket, most of their energy is spent defending against giants and dragons in the western mountains. The Watchers are sworn to an ascetic and disciplined code
guise, appearing as a dirt-covered farmer, a wanderer robed in brown and green, or an elderly tinker. And of the many quasi-deities that appear on Oerth, most prominent among them is Iuz, a demigod
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
him and gives him the bottle. Ignis then sits on the table by the fire and, heating bits of spare metal, goes about crafting what appears to be a homemade sword. Unless drawn by strange noises or her
off, the beans are dark brown and have a rich chocolate scent. They have the same magical aura as the trees. Kaga will pay the party 2,500 gp for the magical cocoa beans. Ignis won’t stop the party from
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
before exiting at area 2 on map 6.7. 2. Ettin Guards’ Chamber Four ettins reside here when they are not on duty near the main entrance to the grand hall (map 6.5, area 2). Two are asleep, their weapons
polished floor of red and black hornblende seems to flow between the thin pillars of obsidian that border this area. Each of these pillars radiates an aura of mild fear in a 2-foot radius, and if one is
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. Intrigue and treachery abound, blanketed behind the sumptuous veils of high society: masked balls, gambling houses, and private banquets. The Lady of Pain doesn’t reside in the ward that bears her name, but
the Armory, a foreboding stronghold at the ward’s border with the Lower Ward. Deliberately grown razorvine creeps along the structure’s bladed balconies and lower walls, deterring thieves who seek to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
. To the edge of the niche are two large nests made of hair, dry fungus, and refuse.
Creature. Balsag the bugbear and his two giant rat “hounds,” named Grip and Fang, reside in a natural stone
human woman in a robe fit for a noble; and a middle-aged, bearded human male wearing a hooded brown robe and armed with a staff and sickle. The younger humans have black eyes and gray skin with the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
outcropping runs along the northern border of the garden. A small ravine cuts into the rocks, its floor scorched free of vegetation and dusted with ash.
Gorguth the chimera drank from the Fountain All Heal
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->Storm King's Thunder
to form the west border of the Silver Marches. Mithral Hall, one of the strongest dwarfholds of the North, lies deep within the Frost Hills, as do various Uthgardt encampments. Gauntlgrym Once a great
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
irradiated hydroponic cultures of the mold that claimed the ship’s crew and passengers. Their mottled, gray-brown coloration allows them to use their Plant Camouflage trait to blend in with the fungus
pocket inside each room. The rooms otherwise contain nothing of value. S16b: Elders’ Quarters. A vegepygmy moldmaker and five vegepygmy scavengers reside in this spacious former lounge. These
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
nor occupants. Trophy Heads. The trophy heads are as follows, from north to south: West wall: giant crayfish, carrion crawler, hippopotamus, hobgoblin, sahuagin East wall: brown bear, lion, shark
example, the guards in area 32 have beaten a fighting retreat here), twolizardfolk commoners (see appendix C) reside here, playing a game at the table. These lizardfolk try to avoid a fight, preferring to






