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Returning 30 results for 'defending inner are brown'.
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Human
Legacy
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Species
Basic Rules (2014)
tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan descent dominate the central lands of Faerûn, around the Inner Sea.
Chondathan Names: (Male) Darvin
the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Mulan are most prominent, nobles
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, Lackman, Stormwind, Windrivver Mulan Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges
. Calishite Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes. They’re found primarily in southwest Faerûn. Calishite Names: (Male) Aseir, Bardeid
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, Lackman, Stormwind, Windrivver Mulan Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges
. Calishite Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes. They’re found primarily in southwest Faerûn. Calishite Names: (Male) Aseir, Bardeid
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. Inner Forest A thorough exploration of this part of the forest reveals several items of note: Litter. The forest is strewn with rusty weapons, burnt torch stubs, empty bottles, and other worthless
, each of which has been the recipient of an awaken spell: four awakened trees, an awakened brown bear, two awakened elks, and three awakened giant wasps. These creatures are loyal servants of the archdruid.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
throughout the plane are curtains of vaporous color, and passing through a curtain leads a traveler to a region of the Border Ethereal connected to a specific Inner Plane, the Material Plane, the Feywild
Material Plane Bright turquoise 2 Shadowfell Dusky gray 3 Feywild Opalescent white 4 Plane of Air Pale blue 5 Plane of Earth Reddish-brown 6 Plane of Fire Orange 7 Plane of Water Green 8 Elemental Chaos
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
corrupted cave. Ignore the secret door and the inner chambers behind it. Close off the tunnels leading off the map to the south, east, and north. The characters enter the cave in the southwest, following
entrance and quick to respond to the shriekers’ cry are four Bullywug Warriors who have fungal growths on them. Berserk Bear. In a side cave to the southeast is a Brown Bear that drank from the stream
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the cornices and gaze down protectively; these seemingly inert statues are stone golems charged with defending the temple. If called to service, they glide gently to the ground using a programmed
, griffons, and wyverns as well. Emerald Door The Emerald Door—the main point of access to the Inner Ward—stands at the western end of the Court of Air. It is fifteen feet tall and made of a translucent
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
marches, defending their seats from challengers advocating similar platforms of goodliness and law. Nevertheless, even exemplars of decency have sinister secrets, and the Spotless Seven aren’t as clean
each resident’s appearance reflect their inner beauty. Creatures that stumble through the parlor’s hexagonal black door a disheveled mess emerge exquisite and graceful. For a premium rejuvenating
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
open to clan members but forbidden to all outsiders. Even dwarves from other clans are granted access to such a place only after earning the trust of their hosts. These inner precincts hold the stuff of
clan and stronghold are inextricably tied together — if one comes undone, the other fails as well. As such, defending the stronghold is a concern that the dwarves address even in the earliest stages
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Skull Dunes The Skull Dunes (see map 5.2) lie beyond a beach of coarse brown sand at the southern end of the island. The dunes are desolate; only an occasional bit of scraggly grass grows here
that square). The characters continue to move, one square at a time, awakening skeletons and defending themselves until they navigate their way across the dunes to safety, or slay twenty or more
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
their lives to steady work, refining their skills and improving their inner selves while they transform rock and ore into wondrous creations. Lifetimes of Glorious Labor Dwarf artisans regard the
centuries, but the same inflexibility can bring problems when applied to the unpredictable dangers of the world. A clan might continue to depend on the same plan for defending its stronghold that has
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
1–3 Patch of brown mold 4–5 Patch of green slime 6 Patch of yellow mold Elemental Vagabonds A dust mephit guides an earth elemental through the caverns and passages of Blingdenstone. If approached
characters 13–17 Friendly 18–20 Hostile Mephit Gang A mephit gang consists of 1d4 dust mephits and 1d4 mud mephits. If encountered in Inner Blingdenstone or Rockblight, they are insane and attack
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
players that the Black Network’s expert killers can be put to better use against the cult leaders of Severin’s inner circle, while Harper agents or forces of the Lords’ Alliance help in the tunnels
appears above the Well of Dragons, drawing those powerful combatants away from defending the caldera. Arcane Brotherhood. Members of the Arcane Brotherhood are a match for the Red Wizards fighting for the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
skeletons guard this curved hallway. Beyond them, heavy, round metal doors seal five doorways. A brown stain covers the ground in front of the northernmost door.
The two minotaur skeletons attack
belongings, including his leather armor, a Potion of Healing (greater), a Spell Scroll of Stoneskin, and a brilliant-blue cloak emblazoned with the holy symbol of Habbakuk. V13: Ruined Vault Fuzzy brown
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
brown-purple stone. This magic wall is like two ropers combined into one creature, giving it two bite attacks and eight tendrils that it can employ every round (though the tendrils have a range of only 20
drop to half its hit point maximum or lower, the wall casts darkness on itself (affecting only the outside of the wall, not its inner surface). The chamber south of the wall is lit by the same
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
maintain strongholds along the border with Ket, most of their energy is spent defending against giants and dragons in the western mountains. The Watchers are sworn to an ascetic and disciplined code
guise, appearing as a dirt-covered farmer, a wanderer robed in brown and green, or an elderly tinker. And of the many quasi-deities that appear on Oerth, most prominent among them is Iuz, a demigod
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, defending themselves as necessary. P2: Main Worship Hall The air is cool and still in this vast limestone chamber. Three pillars line each side of the room, and corridors lead to the east and west
of the Tears
of Athis, pieces together
two shattered fragments of
the pyramid’s inner halls The robed woman is Iaseda (lawful good, human acolyte), leader of the Tears of Athis. She is fifty
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
channel is stained and traces of a brown liquid shine wetly.
To your left, along the west wall, dozens of manacles hang from the wall at waist height.
The slaves that have been toiling to enlarge
Thadrah. Food for the slaves, in the form of a light brown, watery gruel, is poured into the trough from time to time, though the slaves are not given utensils of any sort and must do their best with their
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Faerûn The vast central continent of Toril, Faerûn is a land mass divided by a great sea known as the Inner Sea, or the Sea of Fallen Stars. The lands beyond the North can be roughly divided into
great peninsula of Aglarond juts out into the Inner Sea, and that body of water and the forests of the Yuirwood define much of the nation’s character. A realm of humans living in harmony with their elf
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
to the brown mold growing on the other side of it. Statues. The six statues pushed into the corners are two dwarves, a drow, two quaggoths, and a basilisk that saw its own reflection. Each is
table. A moldy brown crust has formed on the water in one corner.
A 10-foot-wide patch of mold to the south is brown mold (see the Dungeon Hazards section of the Dungeon Master’s Guide) and has
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
XP equally among the characters if the party destroys these twig blights. 3. The Brown Horse This was formerly the Brown Horse, a tavern renowned for its excellent ale. A weathered signboard by the
south is a ruined building that might have been a store or workshop. Webs stretch across the lane, from the building to the trees on the north side of the road.
Two giant spiders hide on the inner walls
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
shadow behind the statue’s wide wings. A five-foot-diameter, circular tile of dark stone is set in the floor in front of the dragon statue. Runes are carved around the circular tile’s inner edge
.
Investigating. Viewed in white light, the circular tile is red. A detect magic spell can reveal that the tile and statue give off an aura of transmutation. The runes on the tile’s inner edge read, in
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
peer down suspiciously on all visitors. The gatehouse has an inner set and an outer set of double doors. When locked, these doors are too thick to be forced open using brute strength. They can be
on the first day of winter. The current castellan, a boorish twit named Hantanus Tarm (LN male Illuskan human noble), is responsible for defending the gates but has no military experience. The
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
illustrates the great age of this dungeon. To the north, a long gallery leads to an arrow slit in the western wall. To the south, piles of rubble choke a small inner chamber. Half a dozen plain bedrolls and an
of several small rooms linked by low archways. Brown curtains offer some amount of privacy for the different rooms, and martial displays cover the walls — shields and crossed swords, tattered banners
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
characters comply, the pechs become curious and willing to chat. Otherwise, they resume their work, defending themselves if necessary. In conversation, the pechs warn the characters about the clay golem in
the hollow boulder is a bronze tablet worth 100 gp. The tablet is etched with a poem for those hoping to delve into the greater caverns. It offers cryptic insight on how to enter Iggwilv’s inner
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, defending themselves if necessary. In conversation, the pechs warn the characters about the clay golem in the slate chamber (area L3). Characters can improve the pechs’ attitude toward them by offering
enough to delve into the greater caverns. It offers cryptic insight on how to enter Iggwilv’s inner sanctum (area G21), where the archmage’s true prize resides. The poem reads as follows: In the center
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
cruelty, such as by refusing to kill the elders, defending them, or doing nothing whatsoever. The Test Ends. After 1 hour, everyone with a symbol of Auril hovering above their head is teleported back
, Isarr might stumble upon tracks left by the characters but continues his search of the outer tents, then does the same thing with the inner ring of tents, saving the chieftain’s tent for last. By
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
a circular, windowless room that contains a permanent teleportation circle, which high-ranking Harpers use to enter and leave the tower unseen (see the “Inner Circles” section at the end of this
gains the benefit of Grandfather Tree’s bless spell. It disappears after 1 hour, or when it drops to 0 hit points, or when it is dispelled (DC 15). Avenging Animals d4 Animal(s) 1 2 brown bears 2 2
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
chamber, read: The tunnel opens into a round room. Dirty brown water — sewage, judging by the smell — streams from pipes in the ceiling into a massive cesspool at the center of the room. A ten-foot
deep, but the inner area is 10 feet deep. A character who succeeds on a DC 15 Intelligence (History) check recalls this bizarre cesspool as the experiment of an ambitious Masked Lord of Waterdeep
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, except he is a Fey who speaks Common, Elvish, and Sylvan. He appears as a stick-thin man dressed in a brown dress coat, stockings, and buckled shoes. As an action, Thinnings can make himself as flat as a
the characters around, defending them when needed, and can easily be persuaded to use his flame tongue sword to destroy Iggwilv’s Cauldron. Neither Kelek nor Zargash will threaten or harm the






