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Returning 35 results for 'clothing wilds rolling'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
shards of broken glass.
Faerie borrowers often adorn themselves with purloined trophies: stolen keys and needles filed into swords, and buttons and scraps of paper fashioned into clothing. Though
pixies. Unpredictable, unreliable, and amoral, they lurk in the wilds and harass travelers they perceive as intruders.
OUPHES
Ouphes are curious creatures found throughout the wilds of Eldraine
Species
Spelljammer: Adventures in Space
vibrations. Plasmoids can stiffen the outer layers of their bodies to maintain a humanlike shape, so they can wear clothing and accessories. They speak by forcing air out of tubular cavities that
different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
The “Quick Build&rdquo
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Running This Chapter This chapter takes place in the wilds surrounding Phandalin, a region known as the Triboar Trail. The area is composed of foothills and rolling, sparsely wooded plains that
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Running This Chapter This chapter takes place in the wilds surrounding Phandalin, a region known as the Triboar Trail. The area is composed of foothills and rolling, sparsely wooded plains that
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
shape, size, and color drawn from a spectrum of nations and cultures. In the largest cities, almost anything imaginable is offered for sale, from exotic spices and luxurious clothing to wicker
life and death in a dungeon or the untamed wilds. This chapter details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that the worlds of D&D present.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
shape, size, and color drawn from a spectrum of nations and cultures. In the largest cities, almost anything imaginable is offered for sale, from exotic spices and luxurious clothing to wicker
life and death in a dungeon or the untamed wilds. This chapter details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that the worlds of D&D present.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
(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
are away from the shore, you can randomly determine the lake’s depth in any given location by rolling a d20 and multiplying the die roll by 10 feet. Conversely, you can just assume the lake is 100 feet deep where the characters are.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
(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
are away from the shore, you can randomly determine the lake’s depth in any given location by rolling a d20 and multiplying the die roll by 10 feet. Conversely, you can just assume the lake is 100 feet deep where the characters are.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
every shape, size, and color drawn from a spectrum of nations and cultures. In the largest cities, almost anything imaginable is offered for sale, from exotic spices and luxurious clothing to wicker
life and death in a dungeon or the untamed wilds. This section details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that the worlds of D&D present
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
every shape, size, and color drawn from a spectrum of nations and cultures. In the largest cities, almost anything imaginable is offered for sale, from exotic spices and luxurious clothing to wicker
life and death in a dungeon or the untamed wilds. This section details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that the worlds of D&D present
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Wilderness Encounters Klaus Pillon The Triboar Trail is full of dangers, including hungry owlbears The wilds of the Triboar Trail are not especially safe. As the heroes travel throughout this area
, they might stumble across hungry animals, greedy bandits, or vicious monsters. Check for random wilderness encounters once during the day and once at night by rolling a d20. On a roll of 17–20, an
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Wilderness Encounters Klaus Pillon The Triboar Trail is full of dangers, including hungry owlbears The wilds of the Triboar Trail are not especially safe. As the heroes travel throughout this area
, they might stumble across hungry animals, greedy bandits, or vicious monsters. Check for random wilderness encounters once during the day and once at night by rolling a d20. On a roll of 17–20, an
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
to humans. Alignment. Changelings tend toward pragmatic neutrality, and few changelings embrace evil. Size. Your size is Medium. To set your height and weight randomly, start with rolling a size
, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait. You stay in the new form until you use an action to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
height and weight randomly, start with rolling a size modifier: Size modifier = 2d4 Height = 5 feet + 1 inch + your size modifier in inches Weight in pounds = 115 + (2d4 × your size modifier) Speed. Your
duplicate the appearance of a creature you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait. You
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
height and weight randomly, start with rolling a size modifier: Size modifier = 2d4 Height = 5 feet + 1 inch + your size modifier in inches Weight in pounds = 115 + (2d4 × your size modifier) Speed. Your
duplicate the appearance of a creature you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait. You
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
to humans. Alignment. Changelings tend toward pragmatic neutrality, and few changelings embrace evil. Size. Your size is Medium. To set your height and weight randomly, start with rolling a size
, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait. You stay in the new form until you use an action to
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
Faeries The faeries of Eldraine are winged, elfin creatures similar to sprites or pixies. Unpredictable, unreliable, and amoral, they lurk in the wilds and harass travelers they perceive as intruders
. OUPHES
Ouphes are curious creatures found throughout the wilds of Eldraine. While often seen as foolish, ouphes are magically connected to the natural world and know more about the secret lives of
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
Faeries The faeries of Eldraine are winged, elfin creatures similar to sprites or pixies. Unpredictable, unreliable, and amoral, they lurk in the wilds and harass travelers they perceive as intruders
. OUPHES
Ouphes are curious creatures found throughout the wilds of Eldraine. While often seen as foolish, ouphes are magically connected to the natural world and know more about the secret lives of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
signature tokens. Nexus features help others recognize a character no matter which incarnation is being played. Have players determine a nexus feature by creating their own or rolling on the Nexus
Features table. Nexus Features d4 Nexus Feature 1 A notable scar or birthmark 2 A distinctive symbol or piece of clothing 3 A signature weapon or piece of armor 4 A particular type of makeup or
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
signature tokens. Nexus features help others recognize a character no matter which incarnation is being played. Have players determine a nexus feature by creating their own or rolling on the Nexus
Features table. Nexus Features d4 Nexus Feature 1 A notable scar or birthmark 2 A distinctive symbol or piece of clothing 3 A signature weapon or piece of armor 4 A particular type of makeup or
Compendium
- Sources->Dungeons & Dragons->Monster Manual
of Lamordia
Flesh Golem Characteristics 1d6 The Flesh Golem Has...
1 Animal parts among its humanlike pieces.
2 A disguise of makeup and heavy clothing.
3 Missing parts and
(Persuasion) check; the golem must be able to hear its creator. If this check succeeds, the golem ceases being berserk until the start of its next turn, at which point it resumes rolling for the Berserk
Compendium
- Sources->Dungeons & Dragons->Monster Manual
of Lamordia
Flesh Golem Characteristics 1d6 The Flesh Golem Has...
1 Animal parts among its humanlike pieces.
2 A disguise of makeup and heavy clothing.
3 Missing parts and
(Persuasion) check; the golem must be able to hear its creator. If this check succeeds, the golem ceases being berserk until the start of its next turn, at which point it resumes rolling for the Berserk
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
remains on the sea. The crown does its best to make sure the roads are safe, but otherwise it is generally content to leave the monsters and vicious tribes of the wilds alone as long as they remain in
beside their mistress. Random Encounters. The Dreadwood Random Encounters table provides ideas for the sort of encounters that can take place here. Check for an encounter once per day by rolling a d20. On
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
remains on the sea. The crown does its best to make sure the roads are safe, but otherwise it is generally content to leave the monsters and vicious tribes of the wilds alone as long as they remain in
beside their mistress. Random Encounters. The Dreadwood Random Encounters table provides ideas for the sort of encounters that can take place here. Check for an encounter once per day by rolling a d20. On
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
creature can reach a hut by scaling the icy cliff, but doing this requires a successful DC 15 Strength (Athletics) check. K9. Main Keep Foyer Four goblins in cold weather clothing guard this drafty hall
-square room features two wooden shelves that hold half-dismantled objects and other junk. In the middle of the room, an odd-looking goblin in cold weather clothing stands next to a metallic, egg-shaped
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
creature can reach a hut by scaling the icy cliff, but doing this requires a successful DC 15 Strength (Athletics) check. K9. Main Keep Foyer Four goblins in cold weather clothing guard this drafty hall
-square room features two wooden shelves that hold half-dismantled objects and other junk. In the middle of the room, an odd-looking goblin in cold weather clothing stands next to a metallic, egg-shaped
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. The familiar sounds of a harbor — creaking ropes, slapping waves, heavy barrels rolling across cobblestones — mingle with voices shouting and cursing in an unfamiliar language filled with clicks
. Every building sports baskets and clay urns of colorful flowers or is draped in leafy, flowering vines. Minstrels in bright clothing adorned with feathers and shells perform on street corners
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. The familiar sounds of a harbor — creaking ropes, slapping waves, heavy barrels rolling across cobblestones — mingle with voices shouting and cursing in an unfamiliar language filled with clicks
. Every building sports baskets and clay urns of colorful flowers or is draped in leafy, flowering vines. Minstrels in bright clothing adorned with feathers and shells perform on street corners
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
in the deep, tritons wear little clothing unless armored for battle. They fashion most of their clothes and other items from materials found in the ocean: coral, seaweed, shells, bone, sea urchin
. Your size is Medium. Here’s how to determine your height and weight randomly, starting with rolling a size modifier: Size modifier = 2d10 Height = 4 feet + 6 inches + your size modifier in inches Weight
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Finding Torg’s You can randomly determine the location of the merchant company by rolling a d10 and consulting the Starting Town table (see "Starting Town"). Roll again if the result is the
Coast, but wears no armor or cold weather clothing and doesn’t appear to be armed. His most striking feature is his eyes, which are as blue as a frozen lake. The best way to deal with Sephek is to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
in the deep, tritons wear little clothing unless armored for battle. They fashion most of their clothes and other items from materials found in the ocean: coral, seaweed, shells, bone, sea urchin
. Your size is Medium. Here’s how to determine your height and weight randomly, starting with rolling a size modifier: Size modifier = 2d10 Height = 4 feet + 6 inches + your size modifier in inches Weight
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Finding Torg’s You can randomly determine the location of the merchant company by rolling a d10 and consulting the Starting Town table (see "Starting Town"). Roll again if the result is the
Coast, but wears no armor or cold weather clothing and doesn’t appear to be armed. His most striking feature is his eyes, which are as blue as a frozen lake. The best way to deal with Sephek is to
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
region. Consider rolling on the Blessed Radiance Effects table when the following circumstances occur in the region: A creature succeeds on a saving throw compelled by the abilities of a fiend or an
inspire life to propagate along alien paths. Consider rolling on the Far Realm Effects table when the following circumstances occur in a region touched by the Far Realm: A warlock whose Otherworldly
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
werebear assumes hybrid form and greets them in a friendly manner. It has no clothing or manufactured weapons nearby, so it prefers its hybrid form over its true goliath form. The werebear is happy to
dim light in a 10-foot radius.
Humans To withstand the extremely cold temperatures and vicious winds, humans of the Far North must wrap themselves in cold weather clothing, exposing as little of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
region. Consider rolling on the Blessed Radiance Effects table when the following circumstances occur in the region: A creature succeeds on a saving throw compelled by the abilities of a fiend or an
inspire life to propagate along alien paths. Consider rolling on the Far Realm Effects table when the following circumstances occur in a region touched by the Far Realm: A warlock whose Otherworldly