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                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     change the color and texture of its tough, outward-facing side to help it blend in with its surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting
                                                
                                            
                                                
                                                     digesting it. Only a scattering of bones, metal, treasure, and other indigestible bits is left behind.
A trapper’s ability to alter the color and texture of its outer side enables it to blend in with
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     Harmless Lure. The wolf-in-sheep’s-clothing can change the color, texture, 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-sheep’s-clothing, connected by nearly invisible filament-like tendrils.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on
                                                
                                            
                                                
                                                     six eyestalks, a central eye (sometimes surrounded by multiple smaller eyes), and four small grasping tentacles near its mouth. It has color and texture variations similar to a true beholder.
A gauth
                                                
                                            
                                        
                                                     Monsters
                                                    Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     rivers. These spirits of nature take shape to defend their waters and interact with those who travel along their currents. From the waist up, riverines have skin the color of the waters they protect but
                                                
                                            
                                                
                                                     lair. The tracks lead to potential shelters and safe passages across the river’s waters, while also leading away from areas that the riverine prefers to remain undisturbed.
If the riverine dies
                                                
                                            
                                        
                                                     Species
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     turned the color of jade and their blood began to flow black. Their ears grew pointed, and they gained a limited form of telepathy — but at the cost of forgetting their history. The underground homes
                                                
                                            
                                                
                                                     the color of any verdan’s hair, skin, and eyes can transform from their original jade tones to pale white, deep ebon, or any other shade in between. A verdan’s ears also undergo numerous
                                                
                                            
                                        
                                                    Prismatic Wall
                                                    
    
        Legacy
    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there
                                                
                                            
                                                
                                                    , the creature must succeed on a Constitution saving throw or become blinded for 1 minute.
The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    Similar and Diverse Shifters are similar to humans in height and build but are more naturally lithe and flexible. Their facial features have a bestial cast, with large eyes, flat noses, and pointed
                                                
                                            
                                                
                                                     shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Similar and Diverse Shifters are similar to humans in height and build but are typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, flat noses, and
                                                
                                            
                                                
                                                     swiftstride shifter may have catlike eyes and delicate build, while a beasthide shifter might be a massive brute built like a bear. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.
                                                
                                            
                                        
                                                    Shifter
                                                    
    
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                                                     Species
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     typically more lithe and flexible. Their facial features have a bestial cast, often with large eyes, flat noses, and pointed ears; most shifters also have prominent canine teeth. They grow fur-like
                                                
                                            
                                                
                                                     shifter might be a massive brute built like a bear. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral
                                                
                                            
                                        
                                                    Genasi
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Elemental Evil Player's Companion
                                                    
                                                
                                            
                                                    
Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood
                                                
                                            
                                                
                                                     up to the Sword Coast, and into the Western Heartlands to the east. Some remain in their ancient homeland.
In contrast, water and earth genasi have no common history. Individuals have difficulty
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    Into the Shadowfell Areas 19 through 33 of Vanrakdoom are ensconced in the Shadowfell and remain there as long as Umbraxakar is alive. In these areas, bright light is reduced to dim light, and dim
                                                
                                            
                                                
                                                     light to darkness. In addition, all color has been drained from these areas, and a deathly stench hangs in the air. The walls are severely cracked, the floor tiles are buckled and broken in numerous
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Trapper  A trapper is a manta-like creature that usually lurks in subterranean environments. It can change the color and texture of its tough, outward-facing side to help it blend in with its
                                                
                                            
                                                
                                                     trapper’s ability to alter the color and texture of its outer side enables it to blend in with any surface made of stone, earth, or wood, masking its presence to any but the most rigorous scrutiny. It
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    Trapper  A trapper is a manta-like creature that lurks in subterranean and natural environments. It can change the color and texture of its tough, outward-facing side to help it blend in with its
                                                
                                            
                                                
                                                    . For dumb beasts, they know very well what treasure is, what treasure chests are, and how these lure the likes of us.
 — Volo
 Versatile Camouflage. A trapper can alter the color and texture of its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     resides. Their bodies remain unconscious in suspended animation while they are projected into the Astral Plane. Read the following aloud to the players. You are floating, weightless, adrift. A gray
                                                
                                            
                                                
                                                    , silvery light spreads around you like the dawn of a cloudy day, illuminating a peculiar realm. All of you are floating in a silvery haze that shimmers with swirls of color. Objects drift past in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     the tomb stands an opaque crystal sarcophagus that is constantly changing color. Minotaur murals adorn the walls on the lower level of the tomb.
 The walls of the tomb are lined with secret doors that
                                                
                                            
                                                
                                                     inhabited by the spirits of I’jin or Kubazan receive advice when entering this area: Fickle I’jin suggests waiting for the sarcophagus to turn gold before trying to open it. (Gold is I’jin’s favorite color
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     (wheelchair, brace, or cane) 4 Pronounced scar 5 Unusual eye color (or two different colors) 6 Tattoos or piercings 7 Birthmark 8 Unusual hair color 9 Bald, or braided beard or hair 10 Distinctive nose
                                                
                                            
                                                
                                                     harboring an unrequited passion. 9 The NPC nurses a powerful ambition. 10 The NPC is deeply dissatisfied or unhappy.  Joy Ang  Downloadable PDF
                                                
                                            
                                        
                                                    Kobold
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     other creatures, because such objects are more likely to be in good condition and thus more useful or valuable.
When they go after items that aren’t free for the taking, kobolds try to remain
                                                
                                            
                                                
                                                     this traitor onto their winged kin.
Kobold Names
Kobold names are derived from the Draconic tongue and usually relate to a characteristic of the owner, such as scale color, distinctive body parts
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     required). The wolf-in-sheep’s-clothing has four root tentacles, each of which can grapple one target.
 Bonus Actions
 Completely Harmless Lure. The wolf-in-sheep’s-clothing can change the color, texture
                                                
                                            
                                                
                                                    , 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-sheep’s-clothing, connected by nearly invisible filament-like tendrils.
Luca Bancone
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     by a 2-foot-deep blanket of fog. Nine vampire spawn crawl under the fog and try to remain hidden until Keresta commands them to attack.
 Keresta Delvingstone. Keresta looks like a pale woman with a
                                                
                                            
                                                
                                                     Aryk, Bartho, Callia, Gaston, Hector, Ilsuban, Nath, Rhylzar, and Rose. The parchment on the table is a map of Waterdeep, drained of color like everything else in this part of Vanrakdoom. A quill pen
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
                                                    
                                                
                                            
                                                     creature takes radiant damage, its Shadowy Form trait is suppressed for 1 hour.
  Limbo Creatures influenced by Limbo have their appearance shift at each dawn. Their skin might change color, or their
                                                
                                            
                                                
                                                     creature within 20 feet of the creature must succeed on a DC 15 Constitution saving throw or rise vertically, up to 20 feet, and remain magically suspended there for 1 minute. While suspended in this way
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     around 3 feet tall and covered in warty green or red skin, goblins have huge noses and ears. Their wiry bodies are surprisingly strong, and their mouths are full of sharp, crooked teeth. Most goblins
                                                
                                            
                                                
                                                    . Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fury of the Small
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     symbols like those provided in Unseen Order Handout 2, the symbol key. Secretly compare their guess with the solution. In the empty circles next to their guess, color one circle red for each correctly
                                                
                                            
                                                
                                                     guessed card in the correct position, and color a circle blue for each correctly guessed card in the wrong position. Solution The answer to this puzzle can be determined only through logic. Diagram 4.4
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     color, with magic as their only alliance and moral compass. The dungeon might exist underneath a ruined Tower of High Sorcery, or it could be a haunt of Fistandantilus before his failed attempt at
                                                
                                            
                                                
                                                     countless enemies who want him to fail even at noble aims. If he succeeds at destroying the crown, his tyranny will still remain.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     faerie dragon prefers to remain invisible and likes to play pranks on guests.
 Otto’s favorite prank is to sneak up on a guest, engulf it in a cloud of euphoria gas, and sneak away while remaining
                                                
                                            
                                                
                                                     causes the faerie dragon to become visible — after which it can move, cast a spell that doesn’t require concentration (such as color spray or hallucinatory terrain), and use its bonus action to turn
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     common origins in the Shadow Marches, and the druids remain friendly with the house and its Finders’ Guild. In the Marches, the guild often helps the druids locate stray aberrations and open portals
                                                
                                            
                                                
                                                     later days of the war, bringing monsters from Droaam to bolster Five Nations armies. House Deneith still resents House Tharashk for this, and the animosity between the houses only increases when Finders’ Guild inquisitives stick their noses into Sentinel Marshal business.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    . BLOODY BLUE NOSES
 Hobgoblins are sometimes born with bright red or blue noses. This attribute is thought to be a sign of potency and potential. Blue- and red-nosed hobgoblins receive preferential
                                                
                                            
                                                
                                                     treatment, and as a result they occupy most of the leadership positions in hobgoblin society. The noses of all hobgoblins become more colorful when they are enraged or excited, much the way that humans
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
                                                    
                                                
                                            
                                                     collect something intangible, such as a creature’s singing voice or the color in its eyes, a Fey must tap into the magic of the Feywild. In other words, it’s the magic of the Feywild, not the Fey
                                                
                                            
                                                
                                                     harvest and bestow on another creature)   Fey Desires for Lesser Contracts   d8 What the Fey Wants   1 Your singing voice 2 A trinket that carries great sentimental value 3 Companionship (you remain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
                                                    
                                                
                                            
                                                     adventurers can be determined by answering the following questions: Does the archfey engage with visitors or shun them? Does the archfey wander their domain, or do they prefer to remain in their lair
                                                
                                            
                                                
                                                     archfey does everything in their power to rid their domain of that which they consider ugly. What they consider beautiful is not always clear, however. 2 Color. This archfey is obsessed with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     to the first generation of elves. Some could pass for high elves, but most are distinctly eladrin in appearance: very slender, with hair and skin color determined by the season with which they feel
                                                
                                            
                                                
                                                     enslave the elves, too, the elves united with other fey to drive the fomorians underground. The giants, now grossly misshapen thanks to a curse brought about by their own inner foulness, retreated to the Underdark of the Feywild, where they remain today.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall
                                                
                                            
                                                
                                                    . The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                    Running the Adventure As with the previous adventures in this series, it is up to you to add to the considerable detail given herein, filling in any needed information to color the whole and bring it
                                                
                                            
                                                
                                                     intruders are within. How will they react? From whence will they call in guards? Where will Snurre go? Most assuredly, he will not remain seated upon his throne when an attack is in progress! You have not
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall
                                                
                                            
                                                
                                                    . The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     eyestalks, a central eye (sometimes surrounded by multiple smaller eyes), and four small grasping tentacles near its mouth. It has color and texture variations similar to a true beholder. A gauth can
                                                
                                            
                                                
                                                     turn. Sleep Ray. The target must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on Constructs and Undead.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     the Giant Snails table. Giant Snails   Number Name Team Color   1 Shellymoo Pink 2 Nimblefoot Blue 3 High Road Purple 4 Quickleaf Green 5 Flowerflash Yellow 6 Whizzy Orange 7 Breakneck Red 8 Queen’s
                                                
                                            
                                                
                                                     random snail comes loose and falls off. The snail’s jockey must succeed on a DC 15 Dexterity saving throw to remain atop the snail. On a failed save, the jockey falls off, and the snail continues the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     call for the guest in the hostel. The guards then escort the visitor across the bridge, through the entrance chamber, and into the Questioner’s Hall. The guards remain with the visitor until the
                                                
                                            
                                                
                                                     intruders, particularly those scaling the walls. When a guard spots an intruder, three guards remain at their post to fight while three run to area T6 to warn Captain Mainwaring. T12: Lesser Library
                                                
                                            
                                        






