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Returning 35 results for 'brown building diffusing certain river'.
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Monsters
Keys from the Golden Vault
knocked prone.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.Readiness
. When a creature Prisoner 13 can see within 60 feet of herself ends its turn, Prisoner 13 makes one Tattooed Strike attack or uses River Tattoo. She can then move up to her speed without provoking
Conjure Animals
Legacy
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Spells
Basic Rules (2014)
actions.
The GM has the creatures' statistics. Sample creatures can be found below.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one of the summoning
Sea Horse, Giant Wasp, Reef Shark, Warhorse
1
Brown Bear, Dire Wolf, Giant Eagle, Giant Hyena, Giant Octopus, Giant Spider, Giant Toad, Giant Vulture, Lion, Tiger
2
Giant Boar, Giant Constrictor Snake, Giant Elk, Hunter Shark, Plesiosaurus, Polar Bear, Rhinoceros, Saber-toothed Tiger
Dwarf
Legacy
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Species
Basic Rules (2014)
common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male
human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.
Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
, they use local settlements—and any competent visitors—as pawns in their struggle.
4
An ancient deep dragon has put the folk of a city to work building the dragon a metropolis to rule
underground river. Whatever the setup, a deep dragon festoons the narrow, twisting passages between the lair’s fungal walls with magical and mundane traps. A typical lair has the following
Backgrounds
Baldur’s Gate: Descent into Avernus
the port, and even the Outer City’s rhythms are dominated by the ebb and flow of river trade. Because sailors are as fundamental and ubiquitous to Baldur’s Gate as the cobbles on its streets
you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route
Backgrounds
Sword Coast Adventurer's Guide
You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question a vital and honorable
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
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
, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds
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
, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
nature. People. Siabsungkoh is a cosmopolitan area inhabited mainly by humans with dark, wavy-to-curly hair, brown eyes, and skin tones varying from medium tan to deep brown. Alongside humans
, dragonborn, gnomes, kobolds, and orcs number among the land’s most populous residents. Languages. Maynah, which translates to “river tongue,” is the native language of Siabsungkoh. Most locals also speak Common and Draconic. Map 2.3: siabsungkohView Player Version
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Features Those familiar with Shankhabhumi know the following details: Hallmarks. This region is known for its isolated city-states separated by tangled swamps, and for the capricious river spirits
that rule its waters. People. Urban society is a mix of humans, halflings, elves, and dwarves. Skin tones in Shankhabhumi span shades of brown, and people have uniformly dark hair that ranges from wavy to very curly. Languages. The folk of Shankhabhumi speak Common and Shankhi, the regional tongue.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.
weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk. Dwarven skin ranges from deep brown to a paler hue tinged
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.
weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk. Dwarven skin ranges from deep brown to a paler hue tinged
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
a narrow river. A ten-foot-high log palisade surrounds the compound, whose main building is a two-story stone-and-wood affair with a high-pitched roof, gables, window shutters, and a stone chimney
Arrival The following description assumes that the characters approach the lodge from the west side of the river: A thin fog surrounds a fortified compound standing in a clearing on the east side of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
22. Mess Hall The cultists cooked meals and ate here before a hunt. The werebats have thoroughly looted the building, leaving its stone doors ajar. This structure has lighting and plumbing (see the
against the south wall. The dwarf appears to be covered in brown fur (actually brown mold).
Hooks and Chains. Rusty meat hooks and chains dangle from the rafters.
The statue is a dwarf who was petrified
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Agile Hand Guildhouse The Agile Hand’s guildhouse is situated at the end of a winding, cobbled street that runs parallel to a small river. The back of the stables faces a grassy embankment scattered
with mulberry trees. The guildhouse is a wooden complex consisting of a main building with an adjoining tower and basement, as well as a livery area that includes stables, an office, and quarters for paying visitors.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
River Styx The River Styx courses through the Lower Planes, frustrating every attempt to map it or predict its course. Getting lost while sailing the Styx isn’t the only danger the river presents
. Simply tasting or touching its waters can shatter a creature’s intellect and personality, as well as strip away its memories. Certain fiends are immune to the river’s effects, but most creatures have no
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
mansion has brass or bronze fixtures and doors of ironbound oak. The furniture is all of deep brown wood, and most of the rooms are illuminated by oil lamps. Outside, a swirling indigo miasma hovers
20 feet from the building on all sides. A creature that enters the miasma feels increasingly uneasy during the first minute of exposure. If it remains in the miasma, it gains 1 level of exhaustion for every minute it spends there.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Arrival If the characters follow the river from Falcon’s Hunting Lodge, they arrive from the east. If they come straight from Phandalin, they approach from the south. When they arrive, read the
following boxed text aloud: The logging camp spreads along the south shore of the river, where a dozen tents are arranged on a sandy beach. Near a dock stands a cabin with logs stacked under an awning
Backgrounds
Guildmasters’ Guide to Ravnica
spellcasting, forming spirals that reflect the mathematical perfection of nature.
Suggested Characteristics
The bizarre science of the Simic Combine attracts a certain type of personality and encompasses
1
I helped create a krasis that I love like a pet and would carry with me everywhere … except it’s the size of a building, and it might eat me.
2
In my laboratory, I
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
direction, don’t read the first sentence. The trail hugs the river for several miles. The dirt and grass soon turn to marsh as the trail dissolves into spongy earth pockmarked with stands of tall reeds and
thinner on the far side of the river, where a light flashes amid a dark ring of standing stones.
The river ranges in depth but is never more than 10 feet deep. Muriel Vinshaw, a wereraven in human
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
rise from hidden springs (usually clean and drinkable), then flow down to join the Dessarin River, which bisects the hills. Most locals only think of the wilder, higher hills west of the river when they
become homes to bandits and monsters. Those who quarry the Sumber Hills for building stones and gravel often trade tales of finding gemstones and rich veins of ore in the hills — but for the most part
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
ceilings, the third floor has 8-foot-high ceilings, and the attic has 13-foot-high ceilings. Haunted Doors When Strahd enters the house later in this chapter, certain doors marked on the map become
the characters arrive. The cultists take oil lamps into the ritual chamber (area D38) when they gather there. The Mists When the characters enter Death House, the Mists surround the building and prevent
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Members Only Difficulty: Medium A secret club, cultist meeting, or thieves’ guild requires a password to enter. In this puzzle, those who guard a certain door are so secretive that they change the
, “Six.” The figure replies, “Three.” The guard then opens the door, allowing the figure to enter.
This building seems to have only one entrance: the oak door with a small slide window. A guard opens the window and speaks a seemingly random number to anyone who knocks on the door.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Example Hazards Hazards are presented in alphabetical order. Brown Mold Deadly Hazard (Levels 5–10) or Nuisance Hazard (Levels 11–16) Brown mold resembles a furry, light-brown carpet. This fungus
feeds on warmth, drawing heat from anything around itself. One patch of brown mold covers a 10-foot square, and the temperature within 30 feet of it is always frigid. When a creature enters a space
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
associate with different houses but have a common purpose. (See the “Building a Party” section below for suggestions on bringing together a party from different houses.) If the characters work for a single
Agent and various house heir backgrounds in chapter 2 suit characters in this campaign, giving them benefits and capabilities related to their house affiliation. Certain other backgrounds can reflect
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
L3. Hall of Knowledge This grand wooden building is constructed around ancient stone walls of a structure forgotten by time. Its red-lacquered double door, which is locked, bears a carving of a lotus
, “Please, let me die.”
The 145-year-old shield dwarf held captive in the southwest corner of the building is named Kharbek. They use the scout stat block with these changes: Kharbek speaks Common
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
dangerous, but the people who dwell here have long flourished. Valachan hosts the Trial of Hearts, a battle royale conducted during certain full moons by the land’s greatest hunter, Chakuna. Any wild plant
. VALACHANI CHARACTERS
Characters from Valachan typically hail from small, rain forest communities. The domain’s people are predominantly humans with dark hair and a range of warm, brown skin tones. Some
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
two stone walkways raised atop 20-foot-high marble columns.
Bridge. A stone bridge on the platform spans the river to the east. (See area 10 for more information on the bridge.)
Building. A mossy
staircase climbs the south wall to the top of the platform. There stands a 15-foot-high stone building with a commanding view of the river and stone doors set into its north, west, and south walls. A
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
toothpicks. A frantic man whose brown hair whips in an unfelt wind tries in vain to free his leg from a collapsed beam. A dark-haired woman slumps over the bar, unmoving, while panicked cries and
Commoner), lies limp across the bar. A Corsair smashed an empty bottle over Nelida’s head. She is uninjured but has the Unconscious condition. A character can carry Nelida out of the building; once
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
construction evident even in the broken remains of the building, the place carries the unmistakable air of anguish and torment. Map 4.7: Demon Ruin View Player Version Demon Ruin Adventures The Demon
river of black lava that runs through the demon ruin, which is the only place where the item can be truly destroyed. 4 Gather obsidian shards from the ruin as components for a rare spell.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
with certain weapons or tools, proficiency in one or more skills, or the ability to use minor spells. These traits sometimes dovetail with the capabilities of certain classes (see step 2). For example
them later.
Record the traits granted by your race on your character sheet. Be sure to note your starting languages and your base speed as well.
BUILDING BRUENOR, STEP 1
Bob is sitting down to
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
numbers more than people or the out-of-doors; some say he hasn’t gone outside certain chambers of the Quandrix campus in years. Imbraham wants nothing more than to crack the mysteries of the world through
are thrilling sights on campus. Ruxa, Patient Professor Ruxa (neutral good Quandrix professor of substance) looks like a bipedal brown bear and knows that wild new theories, though exciting, are
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
arrive, Bag of Nails is hiding in a ruined building on the east bank of the river, 150 feet from the fallen tree. To spot him, a character must succeed on a DC 22 Wisdom (Perception) check. When a
7. Fallen Tree A fallen tree bridges the river ahead. Its trunk is wider than a man and stretches more than 100 feet. On both banks lie ruined buildings.
An elderly tabaxi hunter named Bag of Nails
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
businesses that the gnolls have set ablaze. The buildings’ supplies were taken by fleeing townsfolk or ransacked by Yeenoghu’s horde. Each building is one or two stories tall (DM’s choice) and 10 feet
high per story. The interior rooms of the buildings have 9-foot-high ceilings with 8-foot-high doorways connecting them. A character can climb the walls of a building without equipment by succeeding on
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
character’s race grants particular racial traits, such as special senses, proficiency with certain weapons or tools, proficiency in one or more skills, or the ability to use minor spells. These traits
sometimes dovetail with the capabilities of certain classes (see step 2). For example, the racial traits of lightfoot halflings make them exceptional rogues, and high elves tend to be powerful






