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Returning 35 results for 'noise clothing remain pdf'.
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Monsters
Quests from the Infinite Staircase
required), but the lure must remain within 15 feet of the wolf-in-sheepâs-clothing, connected by nearly invisible filament-like tendrils.
False Appearance. If the wolf-in-sheepâs-clothing is motionless (except for its lure) at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasnât
Monsters
Mordenkainen Presents: Monsters of the Multiverse
âs first foray into the planes. Most devourers remain in the Abyss or on the Astral or Ethereal Plane, pursuing Orcusâs schemes and interests in those realms. When Orcus sends devourers to the
telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourerâs body to begin its new existence as an Undead servitor of the monster that spawned it.PoisonCold, Fire, Lightning
Equipment
These items of warm, heavy clothing from the Gargan Steppe are made of spun gargath wool lined with coarse fur. When worn, these clothes allow you to remain comfortable in temperatures as low as -50 degrees Fahrenheit.
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
more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Z2. Guard Post Here, the cave splits to the left and right. Standing on a five-foot-high ledge between the divide are two feral-looking women wearing shredded clothing and clutching spears. Aziana
and Davanka, two werewolves in human form, stand guard on the ledge. They sound the alarm when they spot intruders. Any loud noise here can be heard throughout the den, bringing quick reinforcements from areas Z3 and Z5. The werewolves fight to the death.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the threat until theyâve disturbed the creatures by making noise or by pulling back the blankets under which they lay. Characters who are aware of the undead, or that want to remain undetected in
worn by sailors in the Turmish navy. Since they died suddenly from drowning, their clothing is only slightly worn from exposure to the briny depths. Any conflict in this area will also attract the attention of the drowned undead in area 7, who join the fight at the end of the second round.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
challenged, one of the guards tries to escape to 3 for help. 3 3 lizardfolk, 1 lizardfolk scaleshield* If a guard from 2 escaped, these guards go to 2. If not, they remain here until alerted by noise
toward the gate if alerted by noise in that area. Otherwise they remain here. 29 4 lizardfolk, 1 lizardfolk render,*
1 lizardfolk scaleshield* These lizardfolk go to 10 if a commoner escapes to warn them
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, and shape of its lure to resemble a Tiny Beast or Tiny object. It can move the lure to reinforce the resemblance (no action required), but the lure must remain within 15 feet of the wolf-in-sheepâs-clothing, connected by nearly invisible filament-like tendrils.
Luca Bancone
Wolf-in-Sheepâs-Clothing A wolf-in-sheepâs-clothing is a predatory plant that resembles a tree stump. It hides in areas of thick vegetation and has a bark-like hide, eyestalks like vines or withered
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
lit. One drow is present in each of the barracks caves at any time, resting in a meditative trance. A resting drow rises at any significant light or noise, ready to attack. Treasure The equipment of
20 bolts. Each chest also contains two sets of clothing and 1d4 items from the Trinkets table in chapter 5 of the Playerâs Handbook.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
otherwise noted. Doors Doors throughout the area are made of heavy stone with metal hinges. The cult keeps the doors well-oiled, so they donât make noise when opened. All doors are unlocked unless
mechanisms remain. A network of pipes runs through areas C7âC12 and C14âC15, indicated on map 1.1 by solid lines. The sound of dripping water echoes throughout these areas.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
noise of crashing walls and shattered timbers fades, replaced by the screams of people trapped in the wreckage.
There are 1d4 + 1 people trapped in the collapsed building. All of them are commoners
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
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
area 2 take notice if the characters make a lot of noise here. They creep into the room, gaining surprise if the characters donât hear them (see âSurpriseâ in the Basic Rules). If the ruffians fight in
potion of invisibility, 50 gp, and a clean set of ordinary travel clothing. This is a getaway kit that Iarno keeps here in case of an emergency.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
buildings of Good Mead remind folk that many of its original settlers were Chultan. Residents of Ten-Towns tend to remain indoors when theyâre not working, since itâs so frightfully cold outside, which
gives each settlement a deathly quiet aspect. Most people who venture outdoors are bundled up in so much cold weather clothing as to be barely recognizable, and they donât stand around long enough for
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Lingering fog 11â12 Noise and smoke from smithies and forges 13 Canals and bridges 14 Cliffs on one or more sides 15â16 Clean streets and well-maintained buildings 17â18 Ancient ruins within the settlement
1d20 Type 1 Pawnshop 2 Apothecary 3 Grocer 4 Delicatessen 5 Potter 6 Undertaker 7 Bookstore 8 Moneylender 9 Armorer 10 Chandler 11 Smithy 12 Carpenter 13 Weaver 14 Jeweler 15 Baker 16 Mapmaker 17 Tailor 18 Ropemaker 19 Mason 20 Scribe Olga Drebas Joy Ang Downloadable PDF
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
, and the like) and bags hang from the many pegs along the walls. Use the Giantâs Bag Contents table to randomly determine whatâs inside any bag or sack the characters happen to open. Any noise the
DC 8 Dexterity (Stealth) checks for characters to enter this room without waking her, as well as when the characters do anything else that might make enough noise to rouse her. Any loud noise wakes her
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
things occurs: The dragon is targeted by a spell or takes damage. Someone or something makes a noise loud enough to interrupt the dragonâs slumber. Noises that qualify include the clap of a thunderwave
, Cryovain is slow-witted and easily baited. The howling of the wind prevents Cryovain from hearing intruders who remain relatively quiet. The wind also silences the characters as they follow the icy path (area H1) that leads to and from the gatehouse (areas H2 through area H6).
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Decision As the characters begin their ascent, read: From high above comes a loud grinding noise as large sheets of ice break off the fortress walls and tumble down the mountainside. Suddenly, great
climbing up a shaft that leads from the forge level to the fortressâs summit. The doors at the top of the shaft remain open until the dragon returns or until someone closes them by using the levers in
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
any other noise. Without the use of magic, any creature walking through the tomb must succeed on a DC 12 Dexterity (Stealth) check to remain quiet. Moving through pottery shards imposes disadvantage on
with the weapon (+4 to hit), dealing 5 (1d6 + 2) piercing damage on a hit. If a critical hit is scored against a terracotta warrior, it shatters and is destroyed. The terracotta warriors remain
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
enter Castle Kalamanâs courtyard, read the following: Castle Kalamanâs courtyard is largely deserted, as most of the cityâs defenders remain with the troops west of the city. Near the covered cloisters
and other clothing disguise their nature. Any character with a passive Wisdom (Perception) score of 16 or higher notices the knightsâ armor is covered in spots of ash and rust, as if exceptionally old
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
kobolds (those on level 1) have been burned, but the level 2 huts and both guard towers remain. Anyone can determine from tracks that the cultists trekked away in small groups in all directions. A
to the west. A few raiders remain in the cave: the Wearer of Purple (Mondath), the âdragon-manâ (Cyanwrath), the better warriors, and the âdragon-dogsâ (kobolds). As long as the cultists pay well for
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
kobolds (those on level 1) have been burned, but the level 2 huts and both guard towers remain. Anyone can determine from tracks that the cultists trekked away in small groups in all directions. A
to the west. A few raiders remain in the cave: the Wearer of Purple (Mondath), the âdragon-manâ (Cyanwrath), the better warriors, and the âdragon-dogsâ (kobolds). As long as the cultists pay well for
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
remain here. 15 2 fire giants, 3 ogres The giants head to area 20 if the bucket chain stops moving, while the ogres remain here. Both the giants and the ogres investigate loud noises in area 14. 17 1
area 31. 20 2 armored ogre The ogres remain here to watch over the prisoners. 21 1 fire giant The fire giant heads to area 20 if the wheel stops turning and raises the portcullis to area 22 if it
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
devourerâs first foray into the planes. Most devourers remain in the Abyss or on the Astral or Ethereal Plane, pursuing Orcusâs schemes and interests in those realms. When Orcus sends devourers to the
body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Weird Magic Magical forces, strange interlopers, and tragic events can alter a smaller region within a Domain of Delight. While the flora, fauna, structures, and inhabitants might remain unaffected
half its hit points When a creature casts a spell of 1st level or higher When a creature activates a magic item When a creature makes an exceptionally loud noise or otherwise attracts attention When the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
exile and chooses to remain in Shadowdusk Hold despite every instinct telling her to flee. Melissara is a human archmage, with these changes: Melissara is neutral. She speaks Common, Deep Speech, Draconic
armoire holds fine clothing and a wooden jewelry box containing a pair of matching gold bracelets (250 gp each), a gold-and-pearl necklace (1,250 gp), and the key to the strongbox in area 10b. 10b
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
demon to power the devourerâs first foray into the planes. Most devourers remain in the Abyss, or on the Astral or Ethereal Plane, pursuing Orcusâs schemes and interests in those realms. When Orcus sends
body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
cleaner and less crowded than those near street level. A narrow wooden bridge connects the upper levels above the press and noise of the street. 2. Executionerâs Run The road through the Old City splits
. Although the level of refuse in the pit rises and falls, the pit never gets full. This is thanks to an unknown number of otyughs living at the bottom and eating their fill daily. Theyâre content to remain in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
clothing. Shae Lias, Upper Northedge The Veil of Flesh This studio deals in Aereni body art and alteration, such as tattoos and cosmetic transmutation. Shae Lias, Upper Northedge Coldflame Keep A garrison
remain in residence. High Hope, Middle Northedge Dacaâs Watch A dwarf named Daca has been sitting on a pillar in Northedge for over a century, offering advice and encouragement. Though she doesnât claim
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
cudgel at its side, its left hand raised as if in warning. The colossus to the right of the entrance is a young human male wearing similarly exotic clothing, the left half of its head cracked off and
campsite â casualties from the cultistsâ exploration. The guards are dead, having been dragged off and eaten by trolls living in the tunnels beneath the well. Those sewers remain largely intact, and the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
acquire the gems, during which time he insists that the cauldron remain in Easthavenâs Town Hall, under guard in area T17. The characters can either let four members of town militia (tribal warriors
messenger). After Prudence notifies him of the cauldron, Naerth sets into motion a plan to steal it. He dispatches three human thugs in cold weather clothing to meet with Prudence at the Town Hall as
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
cudgel at its side, its left hand raised as if in warning. The colossus to the right of the entrance is a young human male wearing similarly exotic clothing, the left half of its head cracked off and
the campsiteâcasualties from the cultistsâ exploration. The guards are dead, having been dragged off and eaten by trolls living in the tunnels beneath the well. Those sewers remain largely intact, and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
goblins and ogres, and they are trying to remain as quiet as possible for reasons that might not be readily apparent to the characters. Directly below this cavern is another similarly sized cavern
filled with thousands of bats. Any loud noise in either cavern agitates the bats. When the bats become agitated, have the characters roll initiative. On initiative count 10, the bats fly up the pit and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
this area, the rug attacks intruders. It stops fighting if one of the jackalweres commands it to. Development. Noise from fighting the rug of smothering causes Marliza, a jackalwere in hybrid form, to
. They are happily chatting together. Noise in area A1 prompts Marliza to investigate. A3. Corridor Dormitory More like a wide corridor than an actual room, this long and crowded space is occupied by six
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
, their incarnation appears in one of these rooms. The ladder to the north leads to area W6. Supplies. The kitchen has been plundered, but 14 days of rations remain. These mostly consist of pickled
were alerted by noise in area W3, they cast darkness before the characters enter. Otherwise, read or paraphrase the following when a character enters the room: This chamber is dominated by a sculpture of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
loud crack from higher up the mountain, followed by a rumbling noise as the ground starts to shake. Itâs an avalanche!
The party finds itself in the path of an avalanche (see âAvalanchesâ). The
reach a steep, snow-covered incline dotted with jagged rocks. Lying facedown in the snow, barely conscious, is a humanoid in bloodstained cold weather clothing.
The figure in the snow is Garret Velryn






