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Returning 35 results for 'brown before dangers continues remove'.
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Ancient Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
continues down its spine, reaching full height just behind the skull.The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic
described above. The plants remove themselves from the dragon’s path.
Rodents and birds within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large
Adult Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. A green dragon is recognized by the crest that begins near its eyes and continues down
above. The plants remove themselves from the dragon’s path.
Rodents and birds within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large game are
Monsters
Princes of the Apocalypse
location. At first, effects are minor — grass turns brown, animals become listless, work and travel become very tiring. The longer Imix remains, the worse the heat becomes; after 5 days, crops
":"Wildfire","rollDamageType":"fire"} fire damage. A wildfire continues to threaten the characters for 1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Wildfire Rounds"} rounds or until they
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Dangers in Baldur’s Gate Crime is a powerful force in the city. Fearsome creatures hunt along cobbled streets, and the worship of evil deities continues to rise.
Monsters
Divine Contention
the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.
A small wooded region near Westbridge hides many old dwarven ruins and the extensive
plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path.
Rodents and birds within 1 mile of the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Dangers in Baldur’s Gate Crime is a powerful force in the city. Fearsome creatures hunt along cobbled streets, and the worship of evil deities continues to rise.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Dangers in Baldur’s Gate Crime is a powerful force in the city. Fearsome creatures hunt along cobbled streets, and the worship of evil deities continues to rise.
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Dangers in Baldur’s Gate Crime is a powerful force in the city. Fearsome creatures hunt along cobbled streets, and the worship of evil deities continues to rise.
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Dangers in Baldur’s Gate Crime is a powerful force in the city. Fearsome creatures hunt along cobbled streets, and the worship of evil deities continues to rise.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Dangers in Baldur’s Gate Crime is a powerful force in the city. Fearsome creatures hunt along cobbled streets, and the worship of evil deities continues to rise.
magic-items
Forgotten Realms: Adventures in Faerûn
dying essence. Myrkul has since returned to become one of the Dead Three, and the Crown of Horns continues to further his gruesome will by seeking out mortal agents and gradually transforming them into
the curse to you. Only a Wish spell or the will of Myrkul can remove this curse. As long as you remain cursed, the following properties apply to you:
Bound. You are unwilling to part with the crown
Compendium
- Sources->Dungeons & Dragons->Rrakkma
the wax and cloth strips to remove all hair from their bodies before scrubbing themselves vigorously (sometimes to the point of bleeding) with the pumice stones. A successful DC 15 Wisdom (Medicine) check confirms that the 'dry brown flecks' are blood.
collection of pumice stones, some of them covered with dried brown flecks, rest within large metal bowls next to the porcelain vat. This was a purification chamber. Priests would strip naked and use
Compendium
- Sources->Dungeons & Dragons->Rrakkma
the wax and cloth strips to remove all hair from their bodies before scrubbing themselves vigorously (sometimes to the point of bleeding) with the pumice stones. A successful DC 15 Wisdom (Medicine) check confirms that the 'dry brown flecks' are blood.
collection of pumice stones, some of them covered with dried brown flecks, rest within large metal bowls next to the porcelain vat. This was a purification chamber. Priests would strip naked and use
Compendium
- Sources->Dungeons & Dragons->Rrakkma
the wax and cloth strips to remove all hair from their bodies before scrubbing themselves vigorously (sometimes to the point of bleeding) with the pumice stones. A successful DC 15 Wisdom (Medicine) check confirms that the 'dry brown flecks' are blood.
collection of pumice stones, some of them covered with dried brown flecks, rest within large metal bowls next to the porcelain vat. This was a purification chamber. Priests would strip naked and use
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
being a starting point for incredible adventures. Historically, Saltmarsh and the dangers facing its people provided a widening sphere of adventure, with increasingly dire threats drawing heroes to
explore more of the coast of the Azure Sea. Ghosts of Saltmarsh continues that tradition, presenting a portion of the coastal lands of Keoland, a kingdom in the Greyhawk setting. Each adventure notes where
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
being a starting point for incredible adventures. Historically, Saltmarsh and the dangers facing its people provided a widening sphere of adventure, with increasingly dire threats drawing heroes to
explore more of the coast of the Azure Sea. Ghosts of Saltmarsh continues that tradition, presenting a portion of the coastal lands of Keoland, a kingdom in the Greyhawk setting. Each adventure notes where
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
being a starting point for incredible adventures. Historically, Saltmarsh and the dangers facing its people provided a widening sphere of adventure, with increasingly dire threats drawing heroes to
explore more of the coast of the Azure Sea. Ghosts of Saltmarsh continues that tradition, presenting a portion of the coastal lands of Keoland, a kingdom in the Greyhawk setting. Each adventure notes where
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Dungeon Hazards The hazards described here are but a few examples of the environmental dangers found underground and in other dark places. Dungeon hazards are functionally similar to traps, which are
the chapter (the table also appears in chapter 8). Brown Mold Brown mold feeds on warmth, drawing heat from anything around it. A patch of brown mold typically covers a 10-foot square, and the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Dungeon Hazards The hazards described here are but a few examples of the environmental dangers found underground and in other dark places. Dungeon hazards are functionally similar to traps, which are
the chapter (the table also appears in chapter 8). Brown Mold Brown mold feeds on warmth, drawing heat from anything around it. A patch of brown mold typically covers a 10-foot square, and the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Dungeon Hazards The hazards described here are but a few examples of the environmental dangers found underground and in other dark places. Dungeon hazards are functionally similar to traps, which are
the chapter (the table also appears in chapter 8). Brown Mold Brown mold feeds on warmth, drawing heat from anything around it. A patch of brown mold typically covers a 10-foot square, and the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
strongholds and settlements deep in the forests. Today, most wood elves stand guard over the ruins of the past, believing it their duty to preserve their fallen glory as an object lesson of the dangers of
variety of folk. Wood elves in Faerûn have the racial traits of wood elves in the Player’s Handbook. They have tan or coppery skin, with hair of wood brown, golden blond, black, or a shining metallic
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
strongholds and settlements deep in the forests. Today, most wood elves stand guard over the ruins of the past, believing it their duty to preserve their fallen glory as an object lesson of the dangers of
variety of folk. Wood elves in Faerûn have the racial traits of wood elves in the Player’s Handbook. They have tan or coppery skin, with hair of wood brown, golden blond, black, or a shining metallic
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-foot-tall pillar of ice with a horned, pale-skinned, humanoid figure trapped inside it. The pillar is wrapped in black chains, and the wall behind it is covered with brown fungus.
The figure in the
frozen at all times by the 10-foot-square patch of brown mold growing on the wall behind it (see “Brown Mold” in the Dungeon Master’s Guide). Any creature that touches the pillar of ice is close enough
Compendium
- Sources->Dungeons & Dragons->Monster Manual
on or choose a result from the Roper Hazards table to inspire what dangers ropers employ when ambushing prey.
Roper Hazards 1d8 The Roper Drags Prey Through... 1 Areas that trigger traps. 2
Caverns filled with smoke or gas. 3 Dead magic* or wild magic* zones. 4 The lair of a creature it is trying to bait out. 5 A nest of rats, insects, or other vermin. 6 Patches of brown mold* or green
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-foot-tall pillar of ice with a horned, pale-skinned, humanoid figure trapped inside it. The pillar is wrapped in black chains, and the wall behind it is covered with brown fungus.
The figure in the
frozen at all times by the 10-foot-square patch of brown mold growing on the wall behind it (see “Brown Mold” in the Dungeon Master’s Guide). Any creature that touches the pillar of ice is close enough
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
strongholds and settlements deep in the forests. Today, most wood elves stand guard over the ruins of the past, believing it their duty to preserve their fallen glory as an object lesson of the dangers of
variety of folk. Wood elves in Faerûn have the racial traits of wood elves in the Player’s Handbook. They have tan or coppery skin, with hair of wood brown, golden blond, black, or a shining metallic
Compendium
- Sources->Dungeons & Dragons->Monster Manual
on or choose a result from the Roper Hazards table to inspire what dangers ropers employ when ambushing prey.
Roper Hazards 1d8 The Roper Drags Prey Through... 1 Areas that trigger traps. 2
Caverns filled with smoke or gas. 3 Dead magic* or wild magic* zones. 4 The lair of a creature it is trying to bait out. 5 A nest of rats, insects, or other vermin. 6 Patches of brown mold* or green
Compendium
- Sources->Dungeons & Dragons->Monster Manual
on or choose a result from the Roper Hazards table to inspire what dangers ropers employ when ambushing prey.
Roper Hazards 1d8 The Roper Drags Prey Through... 1 Areas that trigger traps. 2
Caverns filled with smoke or gas. 3 Dead magic* or wild magic* zones. 4 The lair of a creature it is trying to bait out. 5 A nest of rats, insects, or other vermin. 6 Patches of brown mold* or green
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-foot-tall pillar of ice with a horned, pale-skinned, humanoid figure trapped inside it. The pillar is wrapped in black chains, and the wall behind it is covered with brown fungus.
The figure in the
frozen at all times by the 10-foot-square patch of brown mold growing on the wall behind it (see “Brown Mold” in the Dungeon Master’s Guide). Any creature that touches the pillar of ice is close enough
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
Welcome to Dragon’s Rest Jenn Ravenna The adventure continues at a tiny cloister on Stormwreck Isle called Dragon’s Rest, a haven where world-weary people come to seek peace, reconciliation, and
enlightenment. There, the characters learn about the dangers facing Stormwreck Isle. Each character has a specific reason for coming to the cloister, as shown on the character sheets. You can also let
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
d10 Wash Effect 1–3 The Wash is low. Canyons are dry. 4–6 The Wash is high. It fills the canyons. 7–10 The Wash remains at the same level as the previous day. Dangers of the Wash When the Wash fills
saving throw as they’re smashed by large chunks of debris. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The water level continues to rise and move this way for 2d4 rounds, then stops.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
d10 Wash Effect 1–3 The Wash is low. Canyons are dry. 4–6 The Wash is high. It fills the canyons. 7–10 The Wash remains at the same level as the previous day. Dangers of the Wash When the Wash fills
saving throw as they’re smashed by large chunks of debris. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The water level continues to rise and move this way for 2d4 rounds, then stops.
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
Welcome to Dragon’s Rest Jenn Ravenna The adventure continues at a tiny cloister on Stormwreck Isle called Dragon’s Rest, a haven where world-weary people come to seek peace, reconciliation, and
enlightenment. There, the characters learn about the dangers facing Stormwreck Isle. Each character has a specific reason for coming to the cloister, as shown on the character sheets. You can also let
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
entrance was protected by a great seal or doorway and that only Dumathoin’s priests would know the secret to unlock it.”
Examining the map further, Gwyn points at Gibbet Crossing and continues: “Gibbet
. Gibbet Crossing is more distant, and its dangers are unknown. Ultimately, the characters can choose their course of action.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
d10 Wash Effect 1–3 The Wash is low. Canyons are dry. 4–6 The Wash is high. It fills the canyons. 7–10 The Wash remains at the same level as the previous day. Dangers of the Wash When the Wash fills
saving throw as they’re smashed by large chunks of debris. A creature takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one. The water level continues to rise and move this way for 2d4 rounds, then stops.