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Returning 35 results for 'descend increase are brown'.
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Monsters
The Book of Many Things
willing creature the living portent can see within 30 feet of itself. The target’s hit point maximum and current hit points increase by 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"roll
much damage on a successful one.Living portents are embodiments of prophecy sent by deities or other cosmic forces. These Celestials descend to Material Plane worlds in the form of falling stars. When
Zuggtmoy
Legacy
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Monsters
Out of the Abyss
mushrooms of pale yellow and rancid brown. These massive fungi are some of the largest in existence. They are surrounded by a field of acidic puffballs and poisonous vapors. The mushrooms themselves are all
humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 17 Wisdom saving throw or descend into a madness determined by the Madness of Zuggtmoy table. A creature
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
.
Beak and Feather
From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing
brightly colored, with feathers of red, orange, or yellow. Females have more subdued colors, usually brown or gray. Their heads complete the avian appearance, being something like a parrot or eagle with
races
Mordenkainen Presents: Monsters of the Multiverse
Water genasi descend from marids, aquatic genies from the Elemental Plane of Water. Water genasi are perfectly suited to life underwater and carry the power of the waves inside themselves.
Their
determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to
races
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
.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule
races
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
Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. 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
are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. 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
are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
called silver elves or gray elves) are much paler, with alabaster skin sometimes tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blond, brown, and red are
not uncommon. Their eyes are blue or green and flecked with gold. Ability Score Increase. Your Intelligence score increases by 1. Elf Weapon Training. You have proficiency with the longsword
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
-colored. Their eyes are green, brown, or hazel. Ability Score Increase. Your Wisdom score increases by 1. Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
-colored. Their eyes are green, brown, or hazel. Ability Score Increase. Your Wisdom score increases by 1. Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow
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
embedded crystals. The most arresting have fissures in their flesh, from which faint light shines. Ability Score Increase. Your Strength score increases by 1. Earth Walk. You can move across
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
called silver elves or gray elves) are much paler, with alabaster skin sometimes tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blond, brown, and red are
not uncommon. Their eyes are blue or green and flecked with gold. Ability Score Increase. Your Intelligence score increases by 1. Elf Weapon Training. You have proficiency with the longsword
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
called silver elves or gray elves) are much paler, with alabaster skin sometimes tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blond, brown, and red are
not uncommon. Their eyes are blue or green and flecked with gold. Ability Score Increase. Your Intelligence score increases by 1. Elf Weapon Training. You have proficiency with the longsword
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
-colored. Their eyes are green, brown, or hazel. Ability Score Increase. Your Wisdom score increases by 1. Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
called silver elves or gray elves) are much paler, with alabaster skin sometimes tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blond, brown, and red are
not uncommon. Their eyes are blue or green and flecked with gold. Ability Score Increase. Your Intelligence score increases by 1. Elf Weapon Training. You have proficiency with the longsword
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Zuggtmoy’s Lair Zuggtmoy’s principal lair is her palace on Shedaklah. It consists of two dozen mushrooms of pale yellow and rancid brown. These massive fungi are some of the largest in existence
mutating as it is overwhelmed. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 17 Wisdom saving throw or descend into a madness determined by the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
-colored. Their eyes are green, brown, or hazel. Ability Score Increase. Your Wisdom score increases by 1. Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow
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
embedded crystals. The most arresting have fissures in their flesh, from which faint light shines. Ability Score Increase. Your Strength score increases by 1. Earth Walk. You can move across
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Zuggtmoy’s Lair Zuggtmoy’s principal lair is her palace on Shedaklah. It consists of two dozen mushrooms of pale yellow and rancid brown. These massive fungi are some of the largest in existence
mutating as it is overwhelmed. If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 17 Wisdom saving throw or descend into a madness determined by the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
creatures descend. Pillared Hall. The dragon sleeps in the large hall on the left edge of the map, where a row of crumbling pillars supports the ceiling and a narrow channel of lava keeps the hall hot. Hoard
. 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->Out of the Abyss
and ultimately devouring the other. Zuggtmoy’s Lair Zuggtmoy’s principal lair is her palace on Shedaklah. It consists of two dozen mushrooms of pale yellow and rancid brown. These massive fungi are
or descend into a madness determined by the Madness of Zuggtmoy table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Zuggtmoy dies, these effects fade over the course of 1d10 days.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
creatures descend. Pillared Hall. The dragon sleeps in the large hall on the left edge of the map, where a row of crumbling pillars supports the ceiling and a narrow channel of lava keeps the hall hot. Hoard
. 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->Out of the Abyss
and ultimately devouring the other. Zuggtmoy’s Lair Zuggtmoy’s principal lair is her palace on Shedaklah. It consists of two dozen mushrooms of pale yellow and rancid brown. These massive fungi are
or descend into a madness determined by the Madness of Zuggtmoy table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Zuggtmoy dies, these effects fade over the course of 1d10 days.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
colors of humans, with most having brown hair. Unlike their lightfoot cousins, strongheart halflings often have blond or black hair and blue or green eyes. Males don’t grow beards or mustaches, but both
halfling traits in the Player’s Handbook, plus the subrace traits below.
Ability Score Increase. Your Wisdom score increases by 1.
Silent Speech. You can speak telepathically to any creature within 30
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
colors of humans, with most having brown hair. Unlike their lightfoot cousins, strongheart halflings often have blond or black hair and blue or green eyes. Males don’t grow beards or mustaches, but both
halfling traits in the Player’s Handbook, plus the subrace traits below.
Ability Score Increase. Your Wisdom score increases by 1.
Silent Speech. You can speak telepathically to any creature within 30
compendium
- Sources->Dungeons & Dragons->Stranger Things: Welcome to the Hellfire Club
increase the magnitude of aid received, as outlined in Section 1.1.
2.2.The Signee must declare the number of dice before rolling.
2.3. If the Signee rolls a six (6) on three (3) or more of these dice
and agree to uphold its terms.
Signed,
Download Handout
Missing Poster
MISSING
19 years of age
Brown eyes
Curly black hair
Last seen at RILLARD FAMILY FARM
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Living Portent Living portents are embodiments of prophecy sent by deities or other cosmic forces. These Celestials descend to Material Plane worlds in the form of falling stars. When the living
within 30 feet of itself. The target’s hit point maximum and current hit points increase by 7 (1d8 + 3), and it gains a prophecy die, a d8. Once during each of the creature’s turns, when it fails an
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Living Portent Living portents are embodiments of prophecy sent by deities or other cosmic forces. These Celestials descend to Material Plane worlds in the form of falling stars. When the living
within 30 feet of itself. The target’s hit point maximum and current hit points increase by 7 (1d8 + 3), and it gains a prophecy die, a d8. Once during each of the creature’s turns, when it fails an
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. Simic Hybrid Traits Your hybrid character has the following racial traits. Ability Score Increase. Your Constitution score increases by 2, and one other ability score of your choice increases by 1. Age
from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. Nimble Climber. You have a climbing speed equal to your walking speed
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
repeatedly encounter manage to survive. Encounter Difficulty You might be inclined to increase the encounter difficulty as the adventurers descend deeper into the dungeon, as a way to keep the dungeon
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Jelusic Three Stirges descend on the characters. These bloodthirsty creatures can’t be reasoned with; the Hostile stirges fight to the death.
Stacey Allan & William Doyle Map: Fens (Flock of
Stirges)
Adjusting the Difficulty. To make this encounter easier, you can reduce the number of Stirges, or you can increase the difficulty by adding one or more Gnoll Warriors drawn here by the
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Spiders’ Nest Luca Bancone You wander into a maze of thick webs camouflaged between tall trees. Two massive arachnids descend on you with fangs bared.
Two Giant Spiders start combat, eager to make
and assault the characters on sight.
Adjusting the Difficulty. To make this encounter easier, you can reduce the number of Hobgoblin Warriors. Conversely, add one more Hobgoblin Warrior to increase
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
trapped inside an iron flask or a similar device. If the furnace is destroyed or the elemental released from within it, the air inside the balloon cools, causing the airship to descend at a rate of
can’t move farther away from the gun or increase its altitude until it frees itself. A creature within reach of the gun’s winch can use its action to reel in a harpooned creature, pulling it up to 20 feet
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. Simic Hybrid Traits Your hybrid character has the following racial traits. Ability Score Increase. Your Constitution score increases by 2, and one other ability score of your choice increases by 1. Age
from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every 1 foot you descend. Nimble Climber. You have a climbing speed equal to your walking speed