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                        Returning 13 results for 'noises colored race pdf'.
                    
                
                                                    Aasimar
                                                    
    
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                                                     Species
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     dark eyes
3
Starkly colored hair
4
An unusual hue tinting your shadow
5
A ghostly halo crowning your head
6
Rainbows gleaming on your skin
Creating Your Character
At
                                                
                                            
                                                
                                                     1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability
                                                
                                            
                                        
                                                     Species
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     dangerous those dragons can be and help others defend against draconic destruction.
Whatever their relationship to dragons, kobold scales tend to be rust colored, although the occasional kobold sports
                                                
                                            
                                                
                                                    , their cry resonates with draconic power.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     three pixies to prepare it for a race. The snails are unusually fast, wear colored caparisons, and have numbered saddles strapped to their shells. Their racing numbers, names, and team colors are given in
                                                
                                            
                                                
                                                    , fast-paced sport that draws a lively crowd. Characters can participate in the race as snail jockeys, but it costs 1 ticket punch to enter. On the Story Tracker, jot down the names of any characters who
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                    , wood elves, and dark elves, though there is little physical difference among the three subraces here. Elves share the traits described in the Playerâs Handbook for their race and subrace. High Elves
                                                
                                            
                                                
                                                     ancestry to the Silhana. Their coloration covers the whole human range, and sometimes extends to green- or copper-colored hair. Dark Elves. The word âdrowâ isnât used on Ravnica, but the Devkarin elves are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     out of the wall.
 Nildar (see area O6) investigates any loud noises in this area. Once summoned, he stands next to the lever and waits for one or more intruders to move into the chokepoint, whereupon
                                                
                                            
                                                
                                                     and a burlap sack draped over a glowing object that emits colored light that shifts from blue to green to red.
 If the characters made it through area O5 without getting into a fight, they catch
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     winning a dinosaur race, stopping a rampaging carnivore, or completing an expedition that made significant discoveries). The exception is Wakanga Oâtamu, who welcomes any adventurers traveling in the
                                                
                                            
                                                
                                                     concocted from jungle plants, dinosaur skulls and claws, iron, tiger pelts, carved ivory, Batiri and grung handiwork, colored feathers, tropical fruit, monkeys, plesiosaurus meat, and all the other riches of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     tomb (area P12). Disturbance. Sounds of combat or other loud, alarming noises in this area draw the attention of Juliana and Orlando in area P6 as well as Argus and Hamish, a pair of former adventurers
                                                
                                            
                                                
                                                     worried families. Disturbance. Sounds of combat or other loud, alarming noises draw the attention of Argus and Hamish in area P7, who arm themselves and come quickly to investigate. The two ignore any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     spring is marked by the Crimson Water, a stagnant lake of blood-colored liquid. The shores of the Crimson Water are littered with the remains of animals and travelers that have strayed into the
                                                
                                            
                                                
                                                     monsters to reflect this phenomenon. Most warforged were unaffected by the Mourning, and the race as a whole seems immune to many of the lingering effects that plague the Mournland. As such, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     Intense buzzing or grinding noises fill the region for the next 24 hours. With the exception of truly cacophonous sounds, creatures can only hear speech and noises that originate within 10 feet of them. 06
                                                
                                            
                                                
                                                     healing. 31â35 A large, psychedelically colored moth flies over the party, dusting the characters with strange powder. Creatures the moth flies over must succeed on a DC 16 Constitution saving throw or be
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     patterns on the walls. Under the crystal window is a hulking crab (see appendix C) with colored nodules and hollow flutes of beautiful coral growing out of its shell. This creature is a living
                                                
                                            
                                                
                                                     anemone chests to be slowly digested. Any loud noises here awaken the giants in area 29 and alert any giants in area 14. 28. Kitchen If music is being played in area 14, it can be clearly heard in this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    , read: This long, narrow area contains no furniture, but clusters of what look like large fish eggs float against the walls, five or six feet above the floor.
 Two sahuagin wearing coral-colored
                                                
                                            
                                                
                                                     gold-colored engravings. Three small ornately carved benches stand near the table, and a seaweed bed fills the southeast corner.
 This is the chamber of high priestess Thadrah. She is currently in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    . Characters can move quietly about the room without waking it. Loud noises cause it to awaken, as do attacks made against it and any attempts to use or disturb the cauldron. Crafty characters who
                                                
                                            
                                                
                                                     make any loud noises here and have not yet encountered the jabberwock (see appendix C) in area P22, it awakens and investigates. The jabberwock enters and leaves the palace through the hole in the wall
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     tunnels beneath the warehouse were dug as smugglersâ byways. Later, worshipers of That-Which-Endures (see the sidebar in the âNew Race: Verdanâ section in chapter 3) excavated chambers beneath the ground
                                                
                                            
                                                
                                                     it. A small, brass-colored dragon thrashes madly at the far end of the cavern, trapped beneath two large boulders that block a northern tunnel. Two dark creatures resembling flying squids dart just out
                                                
                                            
                                        






