Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'bullying brown diffusing construct rough'.
Other Suggestions:
building brown diffusing construct roughly
building brown diffusing construct rogue
bullying boon diffusing constructed rogue
bullying boon diffusing constructs rogue
building brown diffusing construct route
Earth Genasi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
“Yer late, elf!” came the rough edge of a familiar voice. Bruenor Battlehammer walked up the back of his dead foe, disregarding the fact that the heavy monster lay on top of his elven
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
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
your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant
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
’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Lower Tavick’s Landing Anyone who comes to Sharn by land enters through Lower Tavick’s Landing—and most travel on to the upper wards as quickly as possible. This rough ward caters to workers from the
called the Mourners—ostensibly vigilantes who protect their fellow Cyrans from harassment—engage in their own fair share of bullying and extortion.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Lower Tavick’s Landing Anyone who comes to Sharn by land enters through Lower Tavick’s Landing—and most travel on to the upper wards as quickly as possible. This rough ward caters to workers from the
called the Mourners—ostensibly vigilantes who protect their fellow Cyrans from harassment—engage in their own fair share of bullying and extortion.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Lower Tavick’s Landing Anyone who comes to Sharn by land enters through Lower Tavick’s Landing—and most travel on to the upper wards as quickly as possible. This rough ward caters to workers from the
called the Mourners—ostensibly vigilantes who protect their fellow Cyrans from harassment—engage in their own fair share of bullying and extortion.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
lizardfolk guards heading out on patrol and monsters potentially breaking free and running amok. When that happens, keep a rough idea of where those guards and monsters might be heading, and let the
thessalhydra and another creation of Moghadam’s known as the thessalheart construct. Thessalhydra When the characters first enter the temple, roll a d4. On a 1–2, the temple’s guardian thessalhydra is
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
lizardfolk guards heading out on patrol and monsters potentially breaking free and running amok. When that happens, keep a rough idea of where those guards and monsters might be heading, and let the
thessalhydra and another creation of Moghadam’s known as the thessalheart construct. Thessalhydra When the characters first enter the temple, roll a d4. On a 1–2, the temple’s guardian thessalhydra is
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
lizardfolk guards heading out on patrol and monsters potentially breaking free and running amok. When that happens, keep a rough idea of where those guards and monsters might be heading, and let the
thessalhydra and another creation of Moghadam’s known as the thessalheart construct. Thessalhydra When the characters first enter the temple, roll a d4. On a 1–2, the temple’s guardian thessalhydra is
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, with skin tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
and west walls appear to have been spared a rough looting. Amid the general havoc are scattered several trunks and a larger number of coffers.
Heaving Floor. The weight of the characters upon the
. Tapestries. The wall hangings, which depict weed-grown rocks and green and golden tan scenes of undersea life, are special, antimagic-treated creations made of green slime and brown mold (see “Dungeon
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
and west walls appear to have been spared a rough looting. Amid the general havoc are scattered several trunks and a larger number of coffers.
Heaving Floor. The weight of the characters upon the
. Tapestries. The wall hangings, which depict weed-grown rocks and green and golden tan scenes of undersea life, are special, antimagic-treated creations made of green slime and brown mold (see “Dungeon
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
and west walls appear to have been spared a rough looting. Amid the general havoc are scattered several trunks and a larger number of coffers.
Heaving Floor. The weight of the characters upon the
. Tapestries. The wall hangings, which depict weed-grown rocks and green and golden tan scenes of undersea life, are special, antimagic-treated creations made of green slime and brown mold (see “Dungeon
Magic Items
The Book of Many Things
02
Balance*
03
Beast
04
Book
05
Bridge
06
Campfire
07
Cavern
08
Celestial
09
Comet*
10
Construct
11
Corpse
12
Crossroads
13
, while leaving your hands free.
Celestial. You sprout a pair of softly luminescent, feathered wings from your back and gain a flying speed of 30 feet.
Construct. A homunculus appears in an
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Humanoid 1/2 Space eel Beast 1/2 Ssurran poisoner Monstrosity 1 Jammer leech Plant 1 Psurlon ringer Aberration 2 Aartuk starhorror Plant 2 Aartuk weedling Plant 2 Autognome Construct 2 Hadozee explorer
Humanoid 3 Githyanki buccaneer Humanoid 3 Neogi hatchling swarm Aberration 3 Neogi pirate Aberration 3 Plasmoid warrior Ooze 3 Solar dragon wyrmling Dragon 3 Ssurran defiler Monstrosity 4 Brown scavver
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Humanoid 1/2 Space eel Beast 1/2 Ssurran poisoner Monstrosity 1 Jammer leech Plant 1 Psurlon ringer Aberration 2 Aartuk starhorror Plant 2 Aartuk weedling Plant 2 Autognome Construct 2 Hadozee explorer
Humanoid 3 Githyanki buccaneer Humanoid 3 Neogi hatchling swarm Aberration 3 Neogi pirate Aberration 3 Plasmoid warrior Ooze 3 Solar dragon wyrmling Dragon 3 Ssurran defiler Monstrosity 4 Brown scavver
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Humanoid 1/2 Space eel Beast 1/2 Ssurran poisoner Monstrosity 1 Jammer leech Plant 1 Psurlon ringer Aberration 2 Aartuk starhorror Plant 2 Aartuk weedling Plant 2 Autognome Construct 2 Hadozee explorer
Humanoid 3 Githyanki buccaneer Humanoid 3 Neogi hatchling swarm Aberration 3 Neogi pirate Aberration 3 Plasmoid warrior Ooze 3 Solar dragon wyrmling Dragon 3 Ssurran defiler Monstrosity 4 Brown scavver
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Werebat Caves These dark, rough-hewn caves have rubble-strewn floors and 30-foot-high ceilings. In total, nineteen goblin werebats (see appendix A) dwell here. If combat breaks out anywhere in
brown bear’s pelt, and ten bleached human skulls. The chest at the south end of the cave holds a rusty steel gauntlet with fingers ending in claws, a boar’s tusk set with semiprecious stones (50 gp), a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Werebat Caves These dark, rough-hewn caves have rubble-strewn floors and 30-foot-high ceilings. In total, nineteen goblin werebats (see appendix A) dwell here. If combat breaks out anywhere in
brown bear’s pelt, and ten bleached human skulls. The chest at the south end of the cave holds a rusty steel gauntlet with fingers ending in claws, a boar’s tusk set with semiprecious stones (50 gp), a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
caldera drop away from the edge of the cone, making a 60-foot descent to the lava below. The rough rock of the caldera is not overly difficult to climb, but the area grows increasingly hot as
. Precipitation is almost nonexistent within 6 miles of the dragon’s lair, making the land parched and arid and most plant life withered and brown. Fiery Senses. The dragon can hear up to 30 feet through any open
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
caldera drop away from the edge of the cone, making a 60-foot descent to the lava below. The rough rock of the caldera is not overly difficult to climb, but the area grows increasingly hot as
. Precipitation is almost nonexistent within 6 miles of the dragon’s lair, making the land parched and arid and most plant life withered and brown. Fiery Senses. The dragon can hear up to 30 feet through any open
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
caldera drop away from the edge of the cone, making a 60-foot descent to the lava below. The rough rock of the caldera is not overly difficult to climb, but the area grows increasingly hot as
. Precipitation is almost nonexistent within 6 miles of the dragon’s lair, making the land parched and arid and most plant life withered and brown. Fiery Senses. The dragon can hear up to 30 feet through any open
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Werebat Caves These dark, rough-hewn caves have rubble-strewn floors and 30-foot-high ceilings. In total, nineteen goblin werebats (see appendix A) dwell here. If combat breaks out anywhere in
brown bear’s pelt, and ten bleached human skulls. The chest at the south end of the cave holds a rusty steel gauntlet with fingers ending in claws, a boar’s tusk set with semiprecious stones (50 gp), a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Hill Giant Hill giants are selfish brutes that hunt, forage, and raid in constant search of food. They blunder through hills and forests devouring what they can, bullying smaller creatures into
, congregating in steadings built of rough timber or in clusters of well-defended mud-and-wattle huts. Their skins are tan from lives spent lumbering up and down the hilly slopes and dozing beneath the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Hill Giant Hill giants are selfish brutes that hunt, forage, and raid in constant search of food. They blunder through hills and forests devouring what they can, bullying smaller creatures into
, congregating in steadings built of rough timber or in clusters of well-defended mud-and-wattle huts. Their skins are tan from lives spent lumbering up and down the hilly slopes and dozing beneath the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Hill Giant Hill giants are selfish brutes that hunt, forage, and raid in constant search of food. They blunder through hills and forests devouring what they can, bullying smaller creatures into
, congregating in steadings built of rough timber or in clusters of well-defended mud-and-wattle huts. Their skins are tan from lives spent lumbering up and down the hilly slopes and dozing beneath the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
room’s most prominent feature is the Steinfang, a 40-foot-long stalactite that hangs from the ceiling above the island. From a base 20 feet in diameter, it tapers to a rough point a few feet above the
golem. She animates the giant that stands closest to the character or characters she considers the most threatening, then orders the construct to attack them. The golem obeys Kayalithica’s commands; it
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
room’s most prominent feature is the Steinfang, a 40-foot-long stalactite that hangs from the ceiling above the island. From a base 20 feet in diameter, it tapers to a rough point a few feet above the
golem. She animates the giant that stands closest to the character or characters she considers the most threatening, then orders the construct to attack them. The golem obeys Kayalithica’s commands; it
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
room’s most prominent feature is the Steinfang, a 40-foot-long stalactite that hangs from the ceiling above the island. From a base 20 feet in diameter, it tapers to a rough point a few feet above the
golem. She animates the giant that stands closest to the character or characters she considers the most threatening, then orders the construct to attack them. The golem obeys Kayalithica’s commands; it
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
between as you approach the Rattle.
After about four miles, the trees give way to rocky hills of a golden-brown hue. The entrance of an old copper mine is blocked with boulders and serves as a
natural beauty of their surroundings. They sit in a rough circle, belching and laughing loudly. Two equally enormous flightless birds with axe-like beaks shift restlessly nearby.
Several of the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
between as you approach the Rattle.
After about four miles, the trees give way to rocky hills of a golden-brown hue. The entrance of an old copper mine is blocked with boulders and serves as a
natural beauty of their surroundings. They sit in a rough circle, belching and laughing loudly. Two equally enormous flightless birds with axe-like beaks shift restlessly nearby.
Several of the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
between as you approach the Rattle.
After about four miles, the trees give way to rocky hills of a golden-brown hue. The entrance of an old copper mine is blocked with boulders and serves as a
natural beauty of their surroundings. They sit in a rough circle, belching and laughing loudly. Two equally enormous flightless birds with axe-like beaks shift restlessly nearby.
Several of the






