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Returning 28 results for 'detected increase are brown'.
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Species
Mordenkainen Presents: Monsters of the Multiverse
taper to sharp talons. Feathers cover their bodiesâusually 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 characterâs ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule
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
Increases
When determining your characterâs 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
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
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
lies on the slopes of the Star Mountsâ southernmost mountains. At the headwaters of the Unicorn Run, the Last Aerie is home to several dozen aarakocra. Recently, aarakocra elders detected
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. Theyâre found primarily in southwest FaerĂ»n. 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)
in sylvan forests, using illusions and trickery to conceal themselves from threats or to mask their escape should they be detected. Forest gnomes tend to be friendly with other good-spirited woodland
. Ability Score Increase. Your Dexterity score increases by 1. Natural Illusionist. You know the minor illusion cantrip. Intelligence is your spellcasting ability for it. Speak with Small Beasts. Through
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->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->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->Waterdeep: Dungeon of the Mad Mage
found sanctuary in Undermountain, hid from the green dragon, and made peace with the archdruid Wyllow. Story time ends as soon as intruders are detected. Six of the werebats assume hybrid form before
brown bearâs 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 boarâs tusk set with semiprecious stones (50 gp), a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
entrance without being detected. ROLEPLAYING THE DUERGAR
When the characters arrive, the outpost contains five duergar (including Nildar), who behave as described here.
Before entering combat
, these duergar use their Enlarge trait to increase their size. If a duergar is caught alone by a group of foes, it calls out for help before turning invisible. When backup arrives, it uses its Enlarge
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurerâs 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 donât grow beards or mustaches, but both
halfling traits in the Playerâs 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->Princes of the Apocalypse
detected. Camp Hc3 arrives if the disturbance persists. Treasure The druids have a scroll of elemental bane and a scroll of warding wind (see appendix B for descriptions of both spells) in a wooden
case in one of their tents. Hc2. Cult Camp Two human men in robes stand before the bonfire. On the other side of it, leashed to a peg pounded into the ground, is a brown bear.
The humans are two
Magic Items
Infernal Machine Rebuild
Anything poisonous within 50 feet of you is automatically detected and marked by the image of a small frog that is visible only to you.
A dozen small frogs constantly follow you around, chirping loudly
through difficult terrain, your speed is reduced by 10 feet until the end of your next turn.
66
You increase one ability score of your choice by 2. You can increase an ability score above 20
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
difficult terrain. Additionally, each flight of steps is trapped at its midpoint with a magical rune that can be detected only with a successful DC 13 Intelligence (Investigation) or Wisdom (Perception
) check. Once detected, a rune can be disabled with a DC 15 Intelligence (Arcana) check or Dexterity check using thievesâ tools. A character aware of the rune can also attempt a DC 14 Strength (Athletics
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Rings piercing crest or wing edges
11 Draped in some semblance of clothing, from a stole to a full robe
12 Unusual coloration (for example, a red dragon with an orange, brown, or purple cast
druid spells feels different from one who casts warlock spells. You can also give a dragon spells of a higher level than the variant rule allows, but such a tweak might increase the dragonâs
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
together let each character make the save with advantage. Increase the pursuit level of the drow by 1. Horrid Sounds For hours, the partyâs travel is plagued by terrible shrieks, moans, and incoherent
of green slime 4â5 Patch of yellow mold 6 Patch of brown mold Steam Vent A hot steam vent erupts beneath a random party member, who must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) fire
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->a2
a troglodyte with the following changes, which increase his challenge rating to 2 (450 XP): His AC is 13 (natural armor). He has 39 (6d8 + 12) hit points. His Charisma is 15 (+2). He can speak
opportune moment to attack intruders with surprise. The other moves east to the gate and opens it to release a brown bear, which attacks any non-troglodyte in the next round (roll initiative for the bear
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
columns and watches them, attempting to use its Weird Insight to discern the intrudersâ secrets. Ssarnak communicates via telepathy. If detected, it prefers to negotiate and will betray the Redbrands
characters burst into the room, they surprise its occupants. Several worn tables and chairs are scattered around this large room. Wooden benches are drawn against walls decorated with brown-and-red
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
) check to spot. If the characters detected the faint trail that leads there, a successful DC 10 Wisdom (Perception) check locates the door. Beyond is a flight of stone stairs that leads upward. The
increase his challenge rating to 2 (450 XP): He has 45 (7d8 + 14) hit points. His Intelligence is 14 (+2). He has an additional trait: Spellcasting. Snurrevin is a 3rd-level spellcaster. His spellcasting
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
to exposure to drow poison (see âSample Poisonsâ in chapter 8 of the Dungeon Masterâs Guide). The mechanism for this trap is inside the chest, thus it cannot be detected from the outside. A character
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
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Copper tubing in long coils leads from one kettle to the next. Several large wooden casks stand at the south end of the room, and shelves on the eastern wall hold scores of brown bottles sealed with
brown cowls or hoods sweeping into town and carrying them back to servitude in the mines. Strangely, the mine contains no valuable ores. Bruldentharâs Tale. Bruldenthar confirms that earth cultists
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
of Lolthâs radical ideas, and their creator rewarded them with a vast increase in their divine power. When Lolth lured some of the primal elves away from Corellon with her promises, this high-ranking
moon. Above a full moon, when it is most often detected, it means that an elf of great importance and advanced age will soon journey to Arvandor. Elves who see the sign might be compelled to seek out
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
pit fills and eventually clamber out. Trap C. Nearly invisible runes cover the floor in this area. The runes radiate conjuration to a detect magic spell or similar effect, or can be detected with a
chamber, read: The tunnel opens into a round room. Dirty brown water â sewage, judging by the smell â streams from pipes in the ceiling into a massive cesspool at the center of the room. A ten-foot
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
nor occupants. Trophy Heads. The trophy heads are as follows, from north to south: West wall: giant crayfish, carrion crawler, hippopotamus, hobgoblin, sahuagin East wall: brown bear, lion, shark
because of the general hubbub, but their presence will certainly be detected if they move into the room. Even when their intrusion is noticed, the characters will not be greeted with hostility unless
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
are things they can do to increase their chances of survival:
Free the great owl from the aviary (area P20) and set it against the jabberwock. Characters toward whom the owl is indifferent can






