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Returning 35 results for 'more some with only advanced fur for larger'.
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more some with only advanced fur for longer
more some with only advance fur for longer
more some with only advance fur for large
more some with only advance fur for larger
more some with only advanced fur for large
Monsters
Bigby Presents: Glory of the Giants
Beast of Burden. The titanothere is considered to be one size larger for the purpose of determining its carrying capacity.Stomp. Melee Weapon Attack: +10;{"diceNotation":"1d20+10", "rollType":"to hit
horny plates; and some have thick, shaggy fur. These creatures are united by their tremendous stature, their herding behavior, and their irritable disposition.
Monsters
Acquisitions Incorporated
Brave. Rosie has advantage on saving throws against being frightened.
Halfling Nimbleness. Rosie can move through the space of any creature that is of a size larger than hers.
Evasion. If Rosie is
enough to hold in one hand and she has a hand free.Weighing in at just under 30 pounds and with a grandmotherly demeanor befitting her advanced age, Rosie Beestinger is easily mistaken for someone on the
equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Dragon Pistol, you must take the Advanced Weapon
if it is Large or larger). Creatures other than the original target that fall within the weapon’s scatter range take damage equal to your 1 + your Dexterity modifier (minimum 2). This damage is of the same type you dealt to the original target.
equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Dragon Rifle, you must take the Advanced Weapon
if it is Large or larger). Creatures other than the original target that fall within the weapon’s scatter range take damage equal to your 1 + your Dexterity modifier (minimum 2). This damage is of the same type you dealt to the original target.
equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Blunderbuss, you must take the Advanced Weapon
it is Large or larger). Creatures other than the original target that fall within the weapon’s scatter range take damage equal to your 1 + your Dexterity modifier (minimum 2). This damage is of the same type you dealt to the original target.
equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Blunderbuss, Hand, you must take the Advanced Weapon
occupies if it is Large or larger). Creatures other than the original target that fall within the weapon’s scatter range take damage equal to your 1 + your Dexterity modifier (minimum 2). This damage is of the same type you dealt to the original target.
equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Flame Bellows, you must take the Advanced Weapon
if it is Large or larger). Creatures other than the original target that fall within the weapon’s scatter range take damage equal to your 1 + your Dexterity modifier (minimum 2). This damage is of the same type you dealt to the original target.
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Catchpole, you must take the Advanced Weapon Proficiency
Grappled condition until it escapes or until you release the weapon. The target succeeds automatically if it is Huge or larger.
To escape, the target must use an action to make a Strength (Athletics) or
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Gladiator Net, you must take the Advanced Weapon
Grappled condition until it escapes or until you release the weapon. The target succeeds automatically if it is Huge or larger.
To escape, the target must use an action to make a Strength (Athletics) or
Equipment
Mastery of Advanced Weapons requires military training and skill. To use any of the special properties or the Weapon Mastery properties of the Fighting Chain, Hook, you must take the Advanced Weapon
the Grappled condition until it escapes or until you release the weapon. The target succeeds automatically if it is Huge or larger. To escape, the target must use an action to make a Strength (Athletics
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Winter Survival Gear Any item listed in the equipment chapter of the Player’s Handbook can be bought in Ten-Towns, including fishing tackle and sleds. The larger the town, the more likely it is to
Survival Gear Item Cost Weight
Clothing, cold weather 10 gp 5 lb.
Crampons (2) 2 gp 1/4 lb.
Snowshoes 2 gp 4 lb.
Cold Weather Clothing This outfit consists of a heavy fur
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
The Beastlands Creatures influenced by the Beastlands gain wilder or more animalistic features, such as larger eyes, thicker fur, or more prominent canine teeth. Beasts influenced by the Beastlands
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
darkness. Three of the giants have on fur vests and leather trousers; three others wear chainmail from head to toe. The seventh giant, Reggaryarva, is slightly larger than the others and wears a coat of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
have rough, almost stony skin; some have horny plates; and some have thick, shaggy fur. These creatures are united by their tremendous stature, their herding behavior, and their irritable disposition
)
CHA
6 (−2)
Senses passive Perception 11
Languages —
Challenge 5 (1,800 XP) Proficiency Bonus +3
Beast of Burden. The titanothere is considered to be one size larger for the purpose of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
include crafters, weaponsmiths, and sled drivers. Sled dogs also sleep in these tents. Many of the camp’s hunters and warriors prefer to sleep under the open sky, protected from the cold by thick fur
blankets and the heat of the campfires. Chieftain’s Tent One of the larger tents is set aside for the chieftain (or king or queen), with an extra bedroll near the entrance for the chieftain’s bodyguard. A
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
from the cities of Neverwinter and Waterdeep have begun the hard work of reclaiming the ruins of Phandalin. The new settlement is home now to farmers, woodcutters, fur traders, and prospectors drawn by
, which consists of forty or fifty simple log buildings. Crumbling stone ruins surround the newer houses and shops, showing how this must have been a much larger town in centuries past.
Phandalin’s
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Rosie Beestinger Well, I have this jar of eyeballs … Weighing in at just under 30 pounds and with a grandmotherly demeanor befitting her advanced age, Rosie Beestinger is easily mistaken for someone
creature that is of a size larger than hers.
Evasion. If Rosie is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, she instead takes no damage if she
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
) dress in common clothing when outside the tower. Inside the structure, they wear fur-lined robes to stay warm. They refer to the tower as the House of Tyranny, and black prints of their right hands
part of a larger plot to control the flow of information in the city — a critical element of Manshoon’s takeover. Shan was abducted by Amath’s acolytes the night before while walking to his home in the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the Lance. Eberron In the aftermath of a deadly war, magically advanced nations rebuild as a cold war threatens lasting peace. Exandria Heroes make names for themselves in the world made popular by the
streaming show Critical Role. Forgotten Realms Larger-than-life heroes and villains struggle to determine the fate of the world as they explore the ruins and dungeons of fallen kingdoms and long
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
the site of the old town, and is home now to farmers, woodcutters, fur traders, and prospectors drawn by stories of gold and platinum in the foothills of the Sword Mountains. Unfortunately, more than a
ruins—crumbling stone walls covered in ivy and briars—surround the newer houses and shops, showing how this must have been a much larger town in centuries past. Most of the newer buildings are set on
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the distant past. The Citadel of the Court is said to be far larger than it appears and to hold the greatest treasures of the elves.
The North The northern steppes of Aerenal are the domain of the
to Khorvaire have a concrete purpose for the journey, which could drive an adventure. The magewrights and artificers of Aerenal are more advanced than those of Khorvaire. Aereni artisans fashion rods
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
damage. Manes of shaggy fur extend down minotaurs’ necks and powerful backs, and males have long tufts of hair on their chins and cheeks. Their legs end in heavy, cloven hooves. Minotaurs are born with
to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
, there might be something left worth salvaging.”
The sensory input provided by the Moondancer’s spelljamming helm interfaces in a special way with Flapjack’s Advanced Telepathy, enabling the flumph to
uneasy, a feeling that stems from the presence of psurlons on board it. At the same time, the psurlons’ Aberrant Mind trait confounds the flumph’s Advanced Telepathy. Flapjack has the vague sense
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the enemy’s flank to reach a demonic commander. The party might also support the larger army by holding a strategic location until reinforcements arrive, killing enemy scouts, or cutting off supply
outposts still hold futuristic technology from before the cataclysm. Invaders from Wildspace. Spaceships land on the characters’ world and disgorge hostile creatures armed with advanced technology.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
warmest due to the heat generated in the forge. X16. Northwest Cavern This cavern is unlit and has a jagged, 30-foot-high ceiling.
A strange sight confronts you as four duergar, two of them much larger
spore servant (as described in the “Myconids” entry in the Monster Manual). X20. Quaggoth Den This dark, filthy room is strewn with bones. It contains ten crude beds made of moss and clumps of fur
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
glowing fungus reveals the eastern niche, which holds a pallet of matted furs, a wide wooden board on which a variety of weapons are affixed, and a great cloak of patchy black fur hung on a slender pole
herbalism kit and a set of alchemist’s supplies. Northwest Chamber. Snores are audible from the room to the northwest, which is a rough barracks. Sixteen small pallets of matted fur cover the floor. Two
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
: Dangerous Animals Exhibit (Violet) Bare fence posts line this spacious menagerie, as if to support a wide enclosure. Five small, many-legged badgers with golden fur romp amid the foliage.
This former
shaped and covered with complex controls, stands here. Atop the device rotates an antenna reminiscent of a weather vane.
This advanced weather machine controls the garden’s environment. Left alone
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Redbrands’ human members have lodgings in boarding houses and bunk rooms in Phandalin. This barrack is a good place to lie low after they shakedown local miners and fur traders. This small storeroom has
distance to the south. You can make out several passages that open off the larger cavern, and what looks like a deep pit or crevasse in the floor.
This room contains two secret doors, one leading to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of the garden, and appears to be the only way inside.
If the characters have not already visited area 3, add: Along the eastern side of the courtyard, the wall of the fortress once abutted the larger
of the fortress once abutted the larger of the island’s rocky hills. But that hillside has since been hewn away to create a passage rounding the corner of the hermitage.
When the fortress was
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
creatures with strong devotion to the Red Wizards. Four Thayan warriors chained to the pillars are in an advanced state of entrancement. They can be treated as unconscious. If they are slain, a gong sounds
has been worn through the rubble, winding between double doors to the west and a rough flight of stairs rising to the larger and lit open space to the east.
Path. Except on the path, the ground in
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
rooms (areas B19 and area B21). The larger buildings (area B6b) each contain a dozen cots and serve as quarters for the hold’s visitors, most frequently Klax and her traders. If the characters arrive at
the hold while the traders are present, one of the larger buildings is inhabited by Klax (chaotic neutral cambion) and eight traders (commoners). The traders are indifferent to the characters
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
(area T7). T7: Barrack A weapon rack sits in the center of this large room. The walls are lined by fifteen small beds, three of which are occupied by snoozing gnomes. A slightly larger and more
with weapons close at hand. The larger bed belongs to Captain Mainwaring, leader of the Griswill Garrison (see area T6). Treasure. The chest at the foot of Mainwaring’s bed is locked, and the captain
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
hold an ogre-size baby comfortably. Toys. The room boasts an impressive array of toys, many of which are larger than their typical counterparts: dress-up kits, figurines, prop weapons, and a rocking
, rubbery slapping sounds fill this noisy room. Two burly, fur-covered humanoids wearing gloves and hairnets heap globs of a gum-like substance into a contraption at the back of the room. The machine’s
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
it the ability to speak Elvish. These goats have silvery-gray fur, wizened faces, and golden, hourglass-shaped pupils that observe the characters closely. The goats have the ability to hear prophecies
. These casks are used to ferment a mixture of water and honey, which Mudlump combines with other ingredients to make honey mead. A great beehive—considerably larger than the one Mudlump carries around
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
temporary glow or shifting pattern—but some designs function as spell scrolls that burn away once used, singeing hair, fur, or scales in the process. As a devotee of Aoskar and longtime resident of
such cases, Parakk Pest offers as much as 1 gp for a single cranium rat tail and larger sums to clear out entire swarms. Sandstone Strip A sliver of tightly clustered buildings stands between the






