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Returning 35 results for 'clothing center'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
made of soft, plant-based material—including manufactured objects like pillows, rope, blankets, and clothing—that can collectively fill no more than a 20-foot cube. The objects materialize
lair. The spell’s point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn’t need to maintain a clear path to the sky or to concentrate for the
Ki-rin
Legacy
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Monsters
Volo's Guide to Monsters
, pillows, rope, blankets, and clothing — to fill a cube 20 feet on a side. The second version permanently creates enough objects made of wood, or similarly hard plant-based material, to fill a cube
while it is within 3 miles of its lair. The spell's point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn't need to maintain a clear path to the sky or to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the center of each boat. The lake is covered in ice floes, which make travel dangerous. As the characters row out from Bremen, their boats must steer around 1d4 + 1 ice floes. Any character who
(see “Frigid Water”). Even after the character gets out of the frigid water, the effects persist until the wet clothing is dried out or replaced with warm, dry clothing. Water Depth Once the characters
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
O3. Bedroom The night hags Bella Sunbane and Offalia Wormwiggle are here, unless they have been drawn elsewhere. Dancing around a thick wooden gear shaft in the center of this cramped, circular room
crates, stacked one atop another, with small doors set into them. Next to the closet is a heap of discarded clothing. A ladder climbs to a wooden trapdoor in the nine-foot-high ceiling. A moldy bed
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
chasm.
The chasm fully circles an isolated plateau of rock at its center. More ruins rise atop this plateau, including sections of walls held together by the roots of stunted trees. On the near side
life (hunting, worship, warfare, and so forth, with humanoid figures dressed in archaic styles of clothing). Graven lines (representing silver wires) are seen throughout the image. Any character who
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
adornments in this chamber would be more at home in a drow city. Spider-themed tapestries, fine zurkhwood furniture, and racks of expensive clothing fill the area, all of it old and rotted. At the
center of the chamber, a female drow sits upon a zurkhwood throne. She stands, eyes closed and arms crossed as if in meditation or prayer. Then her white hair writhes, and you see it is formed of pale
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
meets. Tall and broad with shoulder-length locs, she’s known for bright-colored clothing meant to catch the eye of potential business partners. She’s a shrewd negotiator, thanks in no small part to
center stage.” Ideal. “Trades are like people—uniquely beautiful if appreciated properly.” Bond. “Every deal is a promise, and I always keep my promises.” Flaw. “It’s okay if you lose, as long as I’m
Magic Items
Infernal Machine Rebuild
you. You have disadvantage on Wisdom (Animal Handling) checks.
03
One weapon or item you carry of your choice gains a walking speed of 30 feet and goes where you tell it.
Your armor and clothing
green, and you must drink a half gallon of fresh water every 4 hours or take 1d4 necrotic damage.
32
You know whether creatures within 15 feet of you are lying, as if you were the center of a zone
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stall to the open air.
The round room in the center of the spire serves as a storeroom. It is filled with supplies. Any gear from the Player’s Handbook you want the characters to have can be found
-foot-wide path in the center of the hall. Each creature in this area must succeed on a DC 10 Dexterity saving throw or take 3d6 bludgeoning damage. Those who fail the save by 5 or more are swept along
Compendium
- Sources->Dungeons & Dragons->Divine Contention
aloud: This simple, spotless cabin has a bare desk and chair built into the floor at the center of the room. A twin bed at the back of the room is covered in plain white sheets.
A character who
searches the bed finds a concealed drawer in the bed frame, beneath the sheets. Inside the drawer are Deloz’s neatly folded clothing and a potion of water breathing T5. Crystal Chamber The door to
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
tangles of colorful yarn. Several fuzzy, kitten-sized blue caterpillars drowse on her, nestled in her clothing and hair. The gnome peers up and says, “Welcome! I am Madam Kulp. Are you here to play
hide-and-seek with my gentle friends?”
Madam Kulp is an elderly gnome woman (neutral noble). If the characters accept her challenge, she hops up and opens a trapdoor at the center of the tent. A ladder
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Damp mold covers portions of the walls and ceiling in this large bedroom, and rubbish is strewn liberally around the floor. In the center is a single mattress that has been badly torn, from which
stuffing protrudes. Under the window sits a large wooden chest, the timbers split and its lid closed.
The chest is not locked and opens easily. Inside is a pile of moldy, ragged clothing in styles that
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
larger ones lying on the floor in the center of the chamber. Those four are made of stone, and the northern two have likeness of fire giants carved into their lids, while the southern two are blank. Of
within easy reach, while the other two quite alert. The chamber has a rude table, a bench, two stools, and four cots. Torches light the place. Nine pegs on the walls hold clothing and six giants
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
expertise, peddling empty assurances from the center of a web of credit, gossip, and desperate debtors. Castle Avernus,
frozen at the moment of its destruction Bubbly and fantastically vain, Madame
hateful spirits walk the streets then. Using Madame Eris. Madame Eris is a human noble. Her body is permanently invisible, but her cosmetics and clothing aren’t. It takes her at least 10 minutes and copious
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Four goblins dressed in cold weather clothing stand guard atop each tower. The rampart battlements grant them half cover against attacks from outside the fort. They are supposed to be looking outward
-feathered ravens tear into the flesh of the desolate creature caged within. Underneath the bridge is a worg with a rider on its back. The rider, swathed in cold weather clothing, appears to be a rather fat
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
(for a total of 2,000 pp). Each vase weighs 15 pounds. P68: The Pharaoh’s Tomb A grand sarcophagus lies in the center of this room, with a golden staff set across it. In the center of the north wall
is the true tomb of Amun Sa. Inside the ornate sarcophagus lies the pharaoh’s mummified body, dressed in time-worn ceremonial clothing. Hieroglyphs. If translated (see the “Pyramid Features” section
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Artista DeSlop—Court Ceiling Painter The domed ceiling of this crypt is painted with an image of imps holding bouquets of colorful flowers. A skeleton draped in rags lies atop a marble slab in the center
the Incredible): Purveyor of antiques and imports A skeleton draped in rags lies atop a marble slab in the center of the crypt. Piled all around it, covering the floor, are heaps of old baskets
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
shoots. In summer, Yongjing’s courtyard gardens are filled to bursting with oranges, lychees, plums, and peaches. Fashion and Society Clothing in Yongjing favors loose and flowing styles—and the
. Grand Dynasty Yongjing is the governmental center of the flourishing Xing dynasty. At the top sits the White Jade Emperor, the third since the rise of the Xing dynasty. Like nearly all the previous
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
this devil face is teleported to area 27A. Charred Remains. Strewn near the southeast corner is a heap of charred bones and skulls, plus the crisped and blackened remains of clothing and gear, arms
and armor—a thoroughly awful and frightening sight. A character who comes close enough to examine the remains will find a huge, glowing orange gem at the center of the destruction. Cursed Gem. The gem
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
center, forward of the mast, a jolly boat is lashed to the deck with ropes.
Aft of the mast is a hatch to the belowdecks area and a rope ladder climbing to a crow’s nest above.
Two human figures
a crew member (bandit). 2. Forecastle A massive shape in the center of the deck area must be the ship’s capstan. From it, the anchor chain runs down the chain vent to port of the prow.
Standing near
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
stands in one corner of the dining hall. N3d. Preparation Room White sheets cover two plain wooden tables in the center of this room. Neatly arranged atop one table is a complete set of polished
). The trunks contain the staff’s clothing and uniforms. N3g. Kitchen A cook wearing a white apron over a black smock busies himself in this warm, well-appointed kitchen. A staircase in one corner
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
kids simply having fun. 4. Barracks Two soundly sleeping, loudly snoring hill giants occupy two of the ten beds in the barracks. Typical giant clothing hangs from the walls, and a couple of torches
. The room has a bed, a small table, a chair, a stool, two chests, and a coffer, plus rugs, hides, and the like. The chests contain only clothing, since she is wearing her jewelry at the banquet
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
center of a forest clearing. Bright green grass and colorful wildflowers blanket the ground. The toadstools range from the size of a finger to as large as a chair.
Five figures sit on the largest
toadstools. All are diminutive, jovial creatures—no more than three feet tall—wearing dapper, red clothing with gleaming buttons and buckles. Each wears a different style hat and regards you with
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
that lies at its center, this district is dedicated to wealth and finance. Moneychangers, banks, and grand vaults are found here, in addition to the estates of powerful merchants. Upper Central
sacred grove. Upper Dura Overlook Overlook is noteworthy for its kalashtar community, which maintains a community center, a shrine devoted to the Path of Light, and a few restaurants serving Sarlonan
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
power is rumored to come from pacts with archdevils Nyrond, the Kingdom of King Dunstan I (human) Center of resistance to the Great Kingdom Onnwal The Raven of Onnwal, Zyl Grayshadow (dwarf
Central Flanaess. Typical clothing in the Eastern Flanaess is a tunic of varying length, often worn with trousers, with a cape or cloak. The fabrics of the east are often patterned with checks or plaids
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
wall for secret doors finds it automatically. T4. Coat Closet This is the speaker’s personal coat closet. A full set of cold weather clothing is stored in the wooden trunk. T5. Privy This room contains a
lanterns cast a gentle glow upon a tall, black object in the center of this room. Although one could easily mistake it for a statue, this object is actually the figurehead of a ship and is carved in
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
arches. At the room’s center stands a raised stone dais bearing an ominous statue. A double door, a smaller door, and a stairwell stand at the east end of the room.
A fissure has opened in the wall
preserved Humanoid corpse 10 Humanoid skeleton wearing +2 leather armor. The crypt is empty if this result is rolled a second time. S4: Chemosh’s Shrine In the center of the crypt, a dais bears a statue of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
, north, and east walls. Each depicts an armed dwarf. The eastern and western ones carry axes and shields. The center statue is armed with two axes. The ceiling rises in a dome almost thirty feet above
hall, and center of authority. Its ceiling is 30 feet high, and the sconces are 10 feet above the floor. The throne is unremarkable: a short bench of stone that might have been decorated at some point
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
footlockers (where the cultists keep their cold weather clothing). A copper brazier full of hot coals is situated in the middle of the room. Protruding from the brazier’s base is a bellows that can be
into place or retract it. This once-grand hall is dimly lit by chandeliers that are missing most of their candles. Three long tables in the center of the hall are littered with dirty dishes, which a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
The gate-town’s only road ends in the center of a pit in a circular courtyard where a bottomless well bubbles with thick, black gunk. Creatures who enter the squelching reservoir, known as the Wishless
disadvantage. Wasting Pigments. Hopeless leeches the color from its inhabitants. Creatures’ skin, scales, and fur fade to gray, and nonmagical clothing and equipment exhibit ashen tones. CoupleOfKooks
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
cruelty. Gruk-Gruk B4: Prison Yard Huge blocks of rough basalt lie scattered about the center of this spacious yard, where ten armored duergar oversee a large number of haggard prisoners. The prisoners
: Upper Yard The large, horseshoe-shaped upper yard wraps around the harbor in its center. Sturdy wooden cranes to the west overlook the quay below, while the eastern side houses small outbuildings
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
near the center of the cavern. Treasure. Loose coins amounting to 500 gp, spilled from a rotted sack, are scattered around the frost giant skeletons. Note that the monsters at area 4B will attack any
in the center of the main cavern. 5. Entrance Cavern Hidden by a camouflaged boulder from prying eyes, this chamber is the actual entrance to the jarl’s complex. It is always guarded by a frost giant
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
completed her transformation into a lichen lich, she had no more need of it. At the back of the cave lurks a strange bundle of white poison ivy with a single bulbous eye in the center (use the death tyrant
vines by attacking their root in the center of the room. Treat the root as an immobile, Medium object with AC 15 and 100 hit points. When the root is reduced to 0 hit points, the vines release spores
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
about eight inches in diameter. The sphere seems to contain swirling smoke. Battered armor, damaged weapons, and tattered clothing are strewn around the chamber, but the floor within ten feet of the
other corpses are scattered on the floor. Some have been picked down to bone, their clothing and armor discarded nearby, while others have hardly been touched.
The walls are uneven, with small ledges
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, rope, blankets, and clothing — to fill a cube 20 feet on a side. The second version permanently creates enough objects made of wood, or similarly hard plant-based material, to fill a cube 10 feet on a
3 miles of its lair. The spell’s point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn’t need to maintain a clear path to the sky or to concentrate for the






