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                        Returning 35 results for 'grow clothing location'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or
                                                
                                            
                                                
                                                    . Instead, you shrink as if you had cast Enlarge/Reduce on yourself and remain in that state for 1 minute.
73â77
Leaves grow from the creature nearest to the chosen point of origin. Unless they
                                                
                                            
                                        
                                                     Magic Items
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                     charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and anything you are wearing or carrying to a location within 100 feet of you
                                                
                                            
                                                
                                                    ;t be restored by magic.
21â35
You grow larger as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour.
36â50
You grow smaller as if affected by an
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Material Plane, a ki-rin chooses a similar location for its lair, such as atop a tall pinnacle or within a cloud solidified by the ki-rinâs magic. The chosen location is almost always hard to
                                                
                                            
                                                
                                                     made of soft, plant-based materialâincluding manufactured objects like pillows, rope, blankets, and clothingâthat can collectively fill no more than a 20-foot cube. The objects materialize
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     often gain psionic abilities, grow wings, become covered in otherworldly slime, or exhibit other unsettling traits. Specific mutated creatures are further described in appendix A.Necrotic, Poison
                                                
                                            
                                                
                                                    , PsychicPhantasmal Duplicates. The mutate magically projects up to four illusory copies of itself. These duplicates make it difficult to ascertain the mutateâs true location and last until the end of
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                     Strength check, ending the effect on itself or another creature within its reach on a success.
Crystalline spikes grow from the ground in a 20-foot-radius area within 60 feet of Ogrémoch. The area
                                                
                                            
                                                
                                                     OgrĂ©mochâs location every 2d12;{"diceNotation":"2d12","rollType":"roll","rollAction":"Earth tremors"} hours, each lasting 1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Earth
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     can see within 30 feet of itself. The portal links to a precise location on any plane of existence at a point in time up to 8,000 years from the present, whether past or future. The portal lasts for 24
                                                
                                            
                                                
                                                     have horns that are barely more than nubs. As they master the flow of time, their horns grow with branching, rainbow-hued veins suggestive of timeâs paths and possibilities.
Ancient time
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     thin cloak of mist forms around her. Blades of ice grow out of her body at odd angles, breaking off before they get too long. When she moves, her body crackles.
In this form, Auril creates weapons of
                                                
                                            
                                                
                                                     to any location on the island. If the space she chooses as her destination is already occupied, Auril appears in the closest unoccupied space to it instead.
Auril telepathically communicates with any
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     drawn. The precise location in the Feywild to which the fey crossing leads is determined by the DM.
Fiend. A powerful Fiend appears in a nearby unoccupied space and offers you a deal. The precise
                                                
                                            
                                                
                                                     offer, it returns to its home plane.
Giant. You immediately grow 2d10 inches in height, and your hit point maximum and current hit points both increase by 20.
Humanoid. You can immediately choose to
                                                
                                            
                                        
                                                    Air Genasi
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Elemental Evil Player's Companion
                                                    
                                                
                                            
                                                     typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by a faint echo. A few display odd patterns in their flesh or grow crystals from their scalps.
                                                
                                            
                                        
                                                    Human
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling
                                                
                                            
                                                
                                                     naming traditions of their ancestors.
The material culture and physical characteristics of humans can change wildly from region to region. In the Forgotten Realms, for example, the clothing, architecture
                                                
                                            
                                        
                                                     feats
                                                    
                                                    
                                                
                                            
                                                     can cause these flames to either grow by 5 feet in a single direction, provided there is fuel of some sort present in the new location, or you can extinguish the flames present in this space.
                                                
                                            
                                        
                                                    Ki-rin
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     world, a ki-rin chooses a similar location, such as atop a tall pinnacle or within a cloud solidified by the ki-rin's magic. When viewed from the outside, a ki-rin's lair is indistinguishable from a
                                                
                                            
                                                
                                                    , pillows, rope, blankets, and clothing â 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
                                                
                                            
                                        
                                                    Elf
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    , bronze, and almost bluish-white, hair of green or blue, and eyes like pools of liquid gold or silver. Elves have no facial and little body hair. They favor elegant clothing in bright colors, and they
                                                
                                            
                                                
                                                     skill with sword, bow, and strategy.
Hidden Woodland Realms
Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and
                                                
                                            
                                        
                                                     Magic Items
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     though you are known there and a friend, even if you are neither.
Each time you roll a 1 on an attack roll, ability check, or saving throw, you grow one inch taller. Your clothing and armor does not
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     genasi typically have light blue skin, hair, and eyes. A faint but constant breeze accompanies them, tousling the hair and stirring the clothing. Some air genasi speak with breathy voices, marked by
                                                
                                            
                                                
                                                     a faint echo. A few displai idy patternscin their flesh or grow crystals from their scalps. Ability Score Increase. Your Dexterity score increases by 1. Unending Breath. You can hold your breath
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    Plan Adventures A D&D campaign is like a garden. Each new adventure plants new seeds in the garden, which requires regular tending lest it run wild. Over time, your campaign will grow and flourish in
                                                
                                            
                                                
                                                     grow organically, rather than having all their elements set in stone from the get-go. From time to time, the charactersâ decisions will require you to improvise and create new campaign elements on the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     grow more widely spaced, bandit raids become more likely. Travelers on the road meet 1d4 caravans per day and have a 5 percent chance of being the target of an ambush by 2d4 bandits led by a bandit
                                                
                                            
                                                
                                                     captain. In addition, each day on the road a party passes 1d3 small villages or manors. There is a 25 percent chance that any such location is inhabited by halflings. Otherwise, the location is a human enclave.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     grow more audacious by the day. Paranoid and controlling, Hazlik watches the schemes of his lessers, observing them through the Eye of Hazlik. This pervasive eye-shaped symbol marks structures
                                                
                                            
                                                
                                                    , decorations, clothing, and individuals, and through these eyes the Darklord sees all. He watches as common folk cower at the passage of his ostentatious apprentices. He watches as monstrosities birthed from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     (see âFrigid Waterâ). 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 lakeâs 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->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    The Climb The climb into the mountains of the Cloud Peaks is incredibly taxing and dangerous. To reach the location marked on the map in Zikranâs abandoned laboratory, the characters must climb for 3
                                                
                                            
                                                
                                                     kobolds would deal 5 or more damage to a character with a single attack, it can instead damage the characterâs clothing, rendering it ineffective as cold weather gear until the clothing is mended. A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     found in that area. One you have initial passages and doors, determine the location and nature of subsequent passages, doors, chambers, stairs, and so on â each of them generated by rolls on different
                                                
                                            
                                                
                                                     can grow. The most obvious limit to a dungeonâs size is the graph paper itâs drawn on. If a feature would exceed the boundaries of the page, curtail it. A corridor might turn or come to a dead end at
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     needles grow across their bodies in quivering clumps. A needle blight lashes out with these needles or launches them as an aerial assault that can punch through armor and flesh. When needle blights
                                                
                                            
                                                
                                                     detect a threat, they loose a pollen that the wind carries to other needle blights throughout the forest. Alerted to their foesâ location, needle blights converge from all sides to drench their roots
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    Starting the Adventure The adventureâs default starting location is the city of Baldurâs Gate on the Sword Coast, in the Forgotten Realms setting. However, any large settlement will do. Possibilities
                                                
                                            
                                                
                                                     the dead. Victims grow thinner and weaker each day, slowly but steadily sliding toward the death they once denied. When they finally succumb, they canât be raised â and neither can anyone else
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     anything you are wearing or carrying to a location within 100 feet of you. The destination you choose doesnât need to be in your line of sight, but it must be familiar to you (in other words, a place you
                                                
                                            
                                                
                                                     curse ends, your hit points canât be restored by magic. 21â35 You grow larger as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour. 36â50 You grow smaller as if affected by an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     clothing, equipment, treated leather, and bone. If damaged by lightning or a slashing weapon, an ochre jelly splits in two. These smaller jellies work together to consume foes, but afterward they move on
                                                
                                            
                                                
                                                     to hunt independently. Both eventually grow into full-size jellies. What ochre jellies canât dissolve they leave behind. Roll on or choose a result from the Ochre Jelly Leftovers table to inspire such
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    X Marks the Spot The farming community Kianna is a part of isnât just one farm, but a cooperative of adjacent farms. As the characters reach the location Uncle Polder directed them to, they find
                                                
                                            
                                                
                                                     Clothing and belongings are strewn everywhere, all covered in crimson mud. 3 Human bones, freshly gnawed by animals, litter the floor of every room. 4 A strange image is painted on the wall in red mud
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     Unrecognizable figures in cold weather clothing advance until they form a line twenty feet away from you. Each one clutches a handaxe threateningly. One of them points a gloved finger at you and shouts, âKill
                                                
                                            
                                                
                                                     feet away, you see two thugs in cold weather clothing beating up an old woman and stealing her food.
 The two thugs are neutral evil humans, and the old woman is a commoner with 1 hit point remaining
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     apart. Development If the characters divulge the medusaâs location to Sark Axebarrel in area 10, they receive the promised reward of 50 gp each. If they deliver Neheedraâs head to Sark, he also gives them
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     location of Omu, but a book of lore might mention the city and describe it as it was during its height. 11. Family Rooms The merchant princeâs children, spouses, and other close family members live in
                                                
                                            
                                                
                                                     small, private bath and a walk-in closet filled with expensive clothing, mirrors, combs, and so forth. Treasure. The suite contains personal items equivalent to two rolls on the âGems or Art Objects
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     claim to have little in common with one another. However, thatâs an exaggeration; the people of Shankhabhumi share unifying traits and experiences. Clothing and Accoutrements The folk of Shankhabhumi
                                                
                                            
                                                
                                                     favor clothing composed of lengths of cotton or silk cloth called bastras, which are wrapped around the body in various styles. These include the loose, voluminous drapes of a sedentary noble, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     dies by falling from a great height, not by any other means. 4 Remove the obstacles that prevent a retired adventurer from marrying the nobleman she loves, so that their child can grow up to carry
                                                
                                            
                                                
                                                     out another part of your patronâs plan. 5 Plant a magical seed in a remote location to ensure it grows into a mighty tree and bears fruit that will give power to future heroes. 6 Defeat a dragon-blooded
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     presence begins to erode the barriers between their location and the Abyss. It can take a few years for weaker demons to warp their environment, while changes begin to occur around the location of a
                                                
                                            
                                                
                                                     demon prince in about a month. To bring about these changes, the invaders must remain in the same location for some time, usually an area no more than six miles on a side, to combine their influence
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     head by winter. Crops donât grow in their frozen homelands, and they keep little livestock beyond what they capture in their raids. They hunt the wild game of the tundra and mountains but donât cook it
                                                
                                            
                                                
                                                     snowy mountainsides. Make War, Not Goods. Though frost giants consider the menial crafting of goods beneath them, carving and leatherwork are valued skills. They make their clothing from the skins
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    Location Overview The caves of Gnomengarde are carved into the base of a mountain southeast of Phandalin, around a narrow waterfall. The rock gnome wizards who occupy these caves form strategic
                                                
                                            
                                                
                                                     failures outnumber their successes. They seldom stray far from home, subsisting largely on the mushrooms that grow on misty islands outside their caves. Gnomengarde has two married kings who rule in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    , these unfortunates never grow old and have no hope of escape. The hag keeps the children safe and healthy, since to do otherwise would cause them to vanish (see âChildren of Prismeerâ in chapter 2
                                                
                                            
                                                
                                                    ). The hagâs minions likewise have strict orders not to physically harm the children.  Lost Children   Child Location Notes   Naal (11-year-old male drow) area L4 Stole the key to the kitchen door Sung
                                                
                                            
                                        






