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Returning 35 results for 'brown being diffusing century ruins'.
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Monsters
Curse of Strahd
live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish outside their homes and fiercely
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
Backgrounds
Tomb of Annihilation
An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains — their bones, their ruins, their surviving masterworks, and their tombs. Those who
and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you. Roll on the
Human
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Basic Rules (2014)
dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.
Variety in All Things
Humans are the most
members, can be used as inspiration no matter which world your human is in.
Calishite
Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes. They&rsquo
races
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
spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a
Backgrounds
Sword Coast Adventurer's Guide
again in ruins, Dove Falconhand decided to reform the group with the primary goal of building alliances and friendship between the civilized races of the world and goodly people in order to combat evil
honest.
Knights of the Silver Chalice. The Knights of the Silver Chalice was formed by edict of the demigod Siamorphe in Waterdeep a century ago. Siamorphe’s ethos is the nobility’s right
races
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
work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an
Monsters
Fizban's Treasury of Dragons
.
Emerald Dragon Lairs
Emerald dragons make their lairs in caves and subterranean ruins, favoring locations that have been abandoned—and ideally forgotten—by other creatures. They are most
, or crumbling ruins designed to disorient intruders. Circuitous routes within the lair provide the dragon with numerous ways to evade pursuit, while strategically designed choke points allow them to
Monsters
Fizban's Treasury of Dragons
for a history of the gods the dragon is compiling.
Emerald Dragon Lairs
Emerald dragons make their lairs in caves and subterranean ruins, favoring locations that have been abandoned&mdash
’s lair is a maze of twisting tunnels, interconnected caverns, or crumbling ruins designed to disorient intruders. Circuitous routes within the lair provide the dragon with numerous ways to evade
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Mezro Nothing about this Chultan city is what it seems. By all accounts, Mezro was destroyed by the Spellplague, and its ruins indicate as much. In truth, the city’s immortal defenders — the barae
— used their god-given magic to transport the entire city to a paradise (a magically constructed demiplane, far from prying eyes). Empty ruins were left behind to create the impression that Mezro had
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Mezro Nothing about this Chultan city is what it seems. By all accounts, Mezro was destroyed by the Spellplague, and its ruins indicate as much. In truth, the city’s immortal defenders — the barae
— used their god-given magic to transport the entire city to a paradise (a magically constructed demiplane, far from prying eyes). Empty ruins were left behind to create the impression that Mezro had
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Mezro Nothing about this Chultan city is what it seems. By all accounts, Mezro was destroyed by the Spellplague, and its ruins indicate as much. In truth, the city’s immortal defenders — the barae
— used their god-given magic to transport the entire city to a paradise (a magically constructed demiplane, far from prying eyes). Empty ruins were left behind to create the impression that Mezro had
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
early days of the Last War, they declared their independence and the sovereignty of the Mror Holds. That declaration was less than a century ago and that makes it fresh in the mind of many dwarves
were reborn as merchant princes. And along the way they made a remarkable discovery: ruins of an ancient dwarven empire. This forgotten realm was destroyed by the daelkyr and its vast halls are held
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
early days of the Last War, they declared their independence and the sovereignty of the Mror Holds. That declaration was less than a century ago and that makes it fresh in the mind of many dwarves
were reborn as merchant princes. And along the way they made a remarkable discovery: ruins of an ancient dwarven empire. This forgotten realm was destroyed by the daelkyr and its vast halls are held
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
early days of the Last War, they declared their independence and the sovereignty of the Mror Holds. That declaration was less than a century ago and that makes it fresh in the mind of many dwarves
were reborn as merchant princes. And along the way they made a remarkable discovery: ruins of an ancient dwarven empire. This forgotten realm was destroyed by the daelkyr and its vast halls are held
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
adventurers of an earlier century who dealt with one of the previous manifestations of Elemental Evil in this spot, but fell into ruin over time. They guard hidden accesses to the dungeons beneath the
sprawling surface ruins of the temple. Rivergard Keep lies on the bank of the nearby Imeryds Run. The missing delegation that serves as the adventure’s initial spur to action instead hails from the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
adventurers of an earlier century who dealt with one of the previous manifestations of Elemental Evil in this spot, but fell into ruin over time. They guard hidden accesses to the dungeons beneath the
sprawling surface ruins of the temple. Rivergard Keep lies on the bank of the nearby Imeryds Run. The missing delegation that serves as the adventure’s initial spur to action instead hails from the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
adventurers of an earlier century who dealt with one of the previous manifestations of Elemental Evil in this spot, but fell into ruin over time. They guard hidden accesses to the dungeons beneath the
sprawling surface ruins of the temple. Rivergard Keep lies on the bank of the nearby Imeryds Run. The missing delegation that serves as the adventure’s initial spur to action instead hails from the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
characters can learn the following about their next destination: Ruins of War. The Mournland is a ruined wasteland. Before the Last War—a global conflict waged across the continent of Khorvaire for over a
century—the Mournland was the nation of Cyre. An apocalyptic event called the Day of Mourning destroyed Cyre and transformed the region. Remnants of the Last War’s battlefields, such as the fire-spewing
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
characters can learn the following about their next destination: Ruins of War. The Mournland is a ruined wasteland. Before the Last War—a global conflict waged across the continent of Khorvaire for over a
century—the Mournland was the nation of Cyre. An apocalyptic event called the Day of Mourning destroyed Cyre and transformed the region. Remnants of the Last War’s battlefields, such as the fire-spewing
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Dangwaru (The Typhoon Palace) The Typhoon Palace (see map 3) has stood for almost a century. If the characters are of 3rd level or lower, they will need to rest and recuperate between palace
built, but the tortles of the island know the following bits of lore about Dangwaru and its original inhabitants: Almost a century ago, a storm caused a ship to crash near High Horn. After pulling
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Dangwaru (The Typhoon Palace) The Typhoon Palace (see map 3) has stood for almost a century. If the characters are of 3rd level or lower, they will need to rest and recuperate between palace
built, but the tortles of the island know the following bits of lore about Dangwaru and its original inhabitants: Almost a century ago, a storm caused a ship to crash near High Horn. After pulling
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
characters can learn the following about their next destination: Ruins of War. The Mournland is a ruined wasteland. Before the Last War—a global conflict waged across the continent of Khorvaire for over a
century—the Mournland was the nation of Cyre. An apocalyptic event called the Day of Mourning destroyed Cyre and transformed the region. Remnants of the Last War’s battlefields, such as the fire-spewing
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Dangwaru (The Typhoon Palace) The Typhoon Palace (see map 3) has stood for almost a century. If the characters are of 3rd level or lower, they will need to rest and recuperate between palace
built, but the tortles of the island know the following bits of lore about Dangwaru and its original inhabitants: Almost a century ago, a storm caused a ship to crash near High Horn. After pulling
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
legend, and the heroes were remembered only as fables. As the citadel eroded to ruins, the tomb below it was all but forgotten. About a century ago, a group of explorers found the ruins of the citadel
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
legend, and the heroes were remembered only as fables. As the citadel eroded to ruins, the tomb below it was all but forgotten. About a century ago, a group of explorers found the ruins of the citadel
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
legend, and the heroes were remembered only as fables. As the citadel eroded to ruins, the tomb below it was all but forgotten. About a century ago, a group of explorers found the ruins of the citadel
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Chapter 2: Welcome To Khorvaire Just one century ago, Galifar was synonymous with Khorvaire. This map showed one great nation, harmonious and united. Perhaps that’s overstating things. Humanity
, Morgrave Historian
Xen’drik is a land of ruins and mysteries. The dragons of Argonnessen have no love for lesser creatures. The psychic tyrants of Sarlona maintain strict control over their borders and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Chapter 2: Welcome To Khorvaire Just one century ago, Galifar was synonymous with Khorvaire. This map showed one great nation, harmonious and united. Perhaps that’s overstating things. Humanity
, Morgrave Historian
Xen’drik is a land of ruins and mysteries. The dragons of Argonnessen have no love for lesser creatures. The psychic tyrants of Sarlona maintain strict control over their borders and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Chapter 2: Welcome To Khorvaire Just one century ago, Galifar was synonymous with Khorvaire. This map showed one great nation, harmonious and united. Perhaps that’s overstating things. Humanity
, Morgrave Historian
Xen’drik is a land of ruins and mysteries. The dragons of Argonnessen have no love for lesser creatures. The psychic tyrants of Sarlona maintain strict control over their borders and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bones.” Most locals have no idea of how right they are. While some truly ancient ruins in this area go back to the days of the first great elf kingdoms, none of these figure into the story of this
Bridge (described later in this chapter) and the crumbling ruins known as the Halls of the Hunting Axe. The realm of Besilmer was something rare: a dwarven kingdom built on the surface, with its
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bones.” Most locals have no idea of how right they are. While some truly ancient ruins in this area go back to the days of the first great elf kingdoms, none of these figure into the story of this
Bridge (described later in this chapter) and the crumbling ruins known as the Halls of the Hunting Axe. The realm of Besilmer was something rare: a dwarven kingdom built on the surface, with its
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bones.” Most locals have no idea of how right they are. While some truly ancient ruins in this area go back to the days of the first great elf kingdoms, none of these figure into the story of this
Bridge (described later in this chapter) and the crumbling ruins known as the Halls of the Hunting Axe. The realm of Besilmer was something rare: a dwarven kingdom built on the surface, with its
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->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






