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Returning 31 results for 'poisonous about and his clothing'.
Other Suggestions:
poisons about and his clothing
poisonous about and his closing
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, though they might visit the same way stations over and over during their wanderings. The tribe also settles down temporarily whenever it’s time to lay eggs and hatch a new brood of young. Poisonous Eggs
hunter, moves on, or fights to the death to defeat it. Makeshift Weapons and Objects. Tlincallis are uncivilized and don’t build cities, make clothing, or mine metals. Instead, they scavenge what they
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, though they might visit the same way stations over and over during their wanderings. The tribe also settles down temporarily whenever it’s time to lay eggs and hatch a new brood of young. Poisonous Eggs
hunter, moves on, or fights to the death to defeat it. Makeshift Weapons and Objects. Tlincallis are uncivilized and don’t build cities, make clothing, or mine metals. Instead, they scavenge what they
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
female bugbear). Roff recently stole a pouch of dust of corrosion (see appendix A) from the store cupboard in area L10. She conceals the pouch in her clothing and offers it to her saviors if rescued
of barbed, golden yarn (15 gp) Three bolts of silk in shades of putrid green and cesspit brown (10 gp each) A set of five painted thimbles depicting poisonous Feywild plants (25 gp for the set)
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
female bugbear). Roff recently stole a pouch of dust of corrosion (see appendix A) from the store cupboard in area L10. She conceals the pouch in her clothing and offers it to her saviors if rescued
of barbed, golden yarn (15 gp) Three bolts of silk in shades of putrid green and cesspit brown (10 gp each) A set of five painted thimbles depicting poisonous Feywild plants (25 gp for the set)
Magic Items
Infernal Machine Rebuild
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
Anything poisonous within 50 feet of you is automatically detected and marked by the image of a small frog that is visible only to you.
A dozen small frogs constantly follow you around, chirping loudly
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
noticeably substandard quality. Anyone who walks around in fancy clothing, brightly colored accessories, flashy jewelry, or with expensive weapons or armor on display is bound to attract unwanted attention
from some form of debilitating condition brought on by the poisonous waste flowing and billowing out of the Alchemists’ Quarter, or from the polluted water of the river and harbor. The adventurers are
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
noticeably substandard quality. Anyone who walks around in fancy clothing, brightly colored accessories, flashy jewelry, or with expensive weapons or armor on display is bound to attract unwanted attention
from some form of debilitating condition brought on by the poisonous waste flowing and billowing out of the Alchemists’ Quarter, or from the polluted water of the river and harbor. The adventurers are
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
steps from the base of the tree. This is Lungtian, a ninuno and Nimuel’s partner. Light clothing of leaves and vines grows from Lungtian’s body, and when Lungtian speaks, their voice sounds like rustling
Buwan,” Lungtian whispers. “There was a shadow in its spirit. Something poisonous and pulsing, a sickness I don’t know. The bakunawa seemed to be fighting with itself. I believe that’s why we’ve seen many
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
steps from the base of the tree. This is Lungtian, a ninuno and Nimuel’s partner. Light clothing of leaves and vines grows from Lungtian’s body, and when Lungtian speaks, their voice sounds like rustling
Buwan,” Lungtian whispers. “There was a shadow in its spirit. Something poisonous and pulsing, a sickness I don’t know. The bakunawa seemed to be fighting with itself. I believe that’s why we’ve seen many
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
reflected in it. (Frupy uses it if she suspects invisible creatures are about.) Also here are an ebony and mother-of-pearl wardrobe (filled with her clothing), an iron strongbox, a chest of twelve
drawers, four small coffers of copper on the table, and two bronze caskets. Each bronze casket has a poisonous snake inside, which must be dealt with before the contents can be accessed (see “Treasure
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
reflected in it. (Frupy uses it if she suspects invisible creatures are about.) Also here are an ebony and mother-of-pearl wardrobe (filled with her clothing), an iron strongbox, a chest of twelve
drawers, four small coffers of copper on the table, and two bronze caskets. Each bronze casket has a poisonous snake inside, which must be dealt with before the contents can be accessed (see “Treasure
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
includes cosmetics, hair dye, small props, and a few pieces of clothing. Deception. In certain cases, a disguise can improve your ability to weave convincing lies. Intimidation. The right disguise can
grants you added insight into how to provide the best care to your patient. Nature, Survival. Working with poisons enables you to acquire lore about which plants and animals are poisonous. Handle Poison
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
includes cosmetics, hair dye, small props, and a few pieces of clothing. Deception. In certain cases, a disguise can improve your ability to weave convincing lies. Intimidation. The right disguise can
grants you added insight into how to provide the best care to your patient. Nature, Survival. Working with poisons enables you to acquire lore about which plants and animals are poisonous. Handle Poison
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
-foot-diameter clearing. 7 An abandoned carriage is home to a black pudding. A variety of fancy but acid-scorched clothing lies gummed within the cab. 8 An intact sailing ship sits in the branches of a
chance of each); roll a d20 again and consult the table. Hool Marshes Random Encounters d20 Result 1–3 2d10 bullywugs 4–5 2d6 bandits 6–7 2d4 vine blights with 1d6 needle blights 8–9 1d4 poisonous
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
-foot-diameter clearing. 7 An abandoned carriage is home to a black pudding. A variety of fancy but acid-scorched clothing lies gummed within the cab. 8 An intact sailing ship sits in the branches of a
chance of each); roll a d20 again and consult the table. Hool Marshes Random Encounters d20 Result 1–3 2d10 bullywugs 4–5 2d6 bandits 6–7 2d4 vine blights with 1d6 needle blights 8–9 1d4 poisonous
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
slightly in the middle. A creature that moves the mat disturbs the swarm of poisonous snakes guarding the poisons. In addition to the snakes, the pit contains three vials of serpent venom, two vials of
Statues. Four statues in this lair depict the following figures (see the “Lair Features” sidebar): Vajra Safahr is a human depicted with short hair, fine but practical clothing, and a thin, wolf
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
medicines and tinctures. Some of these substances are poisonous if ingested in the wrong proportion. A character proficient with alchemist’s supplies, a poisoner’s kit, an herbalist’s kit, or the Medicine
the tower’s flat rooftop, which is lined with battlements. Three Lords’ Alliance guards (veterans) in cold-weather clothing are stationed on the roof of each tower. R10: Armory This room contains
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
medicines and tinctures. Some of these substances are poisonous if ingested in the wrong proportion. A character proficient with alchemist’s supplies, a poisoner’s kit, an herbalist’s kit, or the Medicine
the tower’s flat rooftop, which is lined with battlements. Three Lords’ Alliance guards (veterans) in cold-weather clothing are stationed on the roof of each tower. R10: Armory This room contains
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
medicines and tinctures. Some of these substances are poisonous if ingested in the wrong proportion. A character proficient with alchemist’s supplies, a poisoner’s kit, an herbalist’s kit, or the Medicine
the tower’s flat rooftop, which is lined with battlements. Three Lords’ Alliance guards (veterans) in cold-weather clothing are stationed on the roof of each tower. R10: Armory This room contains
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
medicines and tinctures. Some of these substances are poisonous if ingested in the wrong proportion. A character proficient with alchemist’s supplies, a poisoner’s kit, an herbalist’s kit, or the Medicine
the tower’s flat rooftop, which is lined with battlements. Three Lords’ Alliance guards (veterans) in cold-weather clothing are stationed on the roof of each tower. R10: Armory This room contains
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
slightly in the middle. A creature that moves the mat disturbs the swarm of poisonous snakes guarding the poisons. In addition to the snakes, the pit contains three vials of serpent venom, two vials of
Statues. Four statues in this lair depict the following figures (see the “Lair Features” sidebar): Vajra Safahr is a human depicted with short hair, fine but practical clothing, and a thin, wolf
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, tugging or turning the knob causes the vial in the door to break, releasing a cloud of poisonous gas that fills a 10-foot-radius sphere centered on the door. The trap also triggers if the door is forced
wooden trunk at the foot of Laris’s bed contains folded clothing and personal effects. Treasure. On a nightstand, next to a set of keys to the stables, is a coin pouch containing 5 gp, 13 sp, and 25 cp
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, tugging or turning the knob causes the vial in the door to break, releasing a cloud of poisonous gas that fills a 10-foot-radius sphere centered on the door. The trap also triggers if the door is forced
wooden trunk at the foot of Laris’s bed contains folded clothing and personal effects. Treasure. On a nightstand, next to a set of keys to the stables, is a coin pouch containing 5 gp, 13 sp, and 25 cp
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
thieves’ tools. The chest is also trapped with poisonous gas. Noticing the trap requires a successful DC 12 Intelligence (Investigation) check. A successful DC 12 Dexterity check is required to disarm the
. Creatures caught in the cloud must succeed on a DC 12 Constitution saving throw or be knocked unconscious for 1d4 minutes. The chest holds items of clothing, a leather purse containing 50 gp, and a spell
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
thieves’ tools. The chest is also trapped with poisonous gas. Noticing the trap requires a successful DC 12 Intelligence (Investigation) check. A successful DC 12 Dexterity check is required to disarm the
. Creatures caught in the cloud must succeed on a DC 12 Constitution saving throw or be knocked unconscious for 1d4 minutes. The chest holds items of clothing, a leather purse containing 50 gp, and a spell
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
clothing — plain, dun-colored robes and sandals. Two of the clothing piles also include golden masks in the shape of scowling gargoyle faces. There are no other furnishings. A single window looks toward
. He sends for a pair of Sacred Stone monks from area M7, who take all the characters’ equipment and clothing and provide them with Sacred Stone monk robes. If the characters accede to this, they are
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
clothing — plain, dun-colored robes and sandals. Two of the clothing piles also include golden masks in the shape of scowling gargoyle faces. There are no other furnishings. A single window looks toward
. He sends for a pair of Sacred Stone monks from area M7, who take all the characters’ equipment and clothing and provide them with Sacred Stone monk robes. If the characters accede to this, they are
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
1d10 vials.
17 Two draft horses run free along the road. A character who succeeds on a DC 15 Wisdom (Animal Handling) check can claim them.
18 A swarm of poisonous snakes has formed in the
well maintained. After a few hours’ travel east, the adventurers come upon the following scene. Sitting cross-legged in the middle of the road is an odd-looking figure wearing not a stitch of clothing
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
1d10 vials.
17 Two draft horses run free along the road. A character who succeeds on a DC 15 Wisdom (Animal Handling) check can claim them.
18 A swarm of poisonous snakes has formed in the
well maintained. After a few hours’ travel east, the adventurers come upon the following scene. Sitting cross-legged in the middle of the road is an odd-looking figure wearing not a stitch of clothing
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
from the slab without 10 pounds of weight immediately being added, poisonous gas pours out of the slab’s hollow interior and fills the crypt. A character who searches the slab for traps and succeeds on
Jarnwald was “entombed” here, so far as he was pushed into the crypt and devoured by the ghouls. What remains of him lies scattered on the pit floor: a few scraps of clothing, a handful of teeth, and a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
from the slab without 10 pounds of weight immediately being added, poisonous gas pours out of the slab’s hollow interior and fills the crypt. A character who searches the slab for traps and succeeds on
Jarnwald was “entombed” here, so far as he was pushed into the crypt and devoured by the ghouls. What remains of him lies scattered on the pit floor: a few scraps of clothing, a handful of teeth, and a