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Returning 35 results for 'prey about and his clothing'.
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prey about and his closing
Monsters
Quests from the Infinite Staircase
withered flowers, rootlike tentacles, and a fleshy growth atop its body that it uses to lure prey toward its fang-filled maw.
Wolves-in-sheep’s-clothing can reshape their lures to mimic the
False Appearance. If the wolf-in-sheep’s-clothing is motionless (except for its lure) at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t
Monsters
Mordenkainen Presents: Monsters of the Multiverse
tlincalli parents come to investigate.
Tlincallis eat what they kill, whether their hunt nets desert animals or a caravan, but when they have new mouths to feed, they are careful to take some of their prey
clothing, or mine metals. Instead, they scavenge much of what they need or want. They do, however, melt down scavenged metal to forge crude weapons, armor, and tools.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
made of soft, plant-based material—including manufactured objects like pillows, rope, blankets, and clothing—that can collectively fill no more than a 20-foot cube. The objects materialize
toward an idealized form. Such creatures are rarely aggressive toward others that aren’t normally prey.
Controlled Weather. A ki-rin can cast control weather while it is within 3 miles of its
monsters
", "rollAction":"Personality Consumption"} hours later unless its body is burned.Pumpkin heads are scarecrows of straw, sticks, and clothing topped with a carved pumpkin for a head and animated by a fiendish
replaced, often repeating phrases and behaviors that the missing person said or did in life while stalking and killing new prey.
Secret. Pumpkin heads hold a shred of memory from the people they
Ki-rin
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
, pillows, rope, blankets, and clothing — to fill a cube 20 feet on a side. The second version permanently creates enough objects made of wood, or similarly hard plant-based material, to fill a cube
idealized form. Such creatures are rarely aggressive toward others that aren't normally prey. Evil creatures can't tolerate the holy atmosphere within the same distance, and usually choose to live much
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
flowers, rootlike tentacles, and a fleshy growth atop its body that it uses to lure prey toward its fang-filled maw. Wolves-in-sheep’s-clothing can reshape their lures to mimic the appearance of
Wolf-in-Sheep’s-Clothing A wolf-in-sheep’s-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->Quests from the Infinite Staircase
flowers, rootlike tentacles, and a fleshy growth atop its body that it uses to lure prey toward its fang-filled maw. Wolves-in-sheep’s-clothing can reshape their lures to mimic the appearance of
Wolf-in-Sheep’s-Clothing A wolf-in-sheep’s-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->Candlekeep Mysteries
line, natural predators are eager to make the party their prey. A group of 1d4 + 3 winged kobolds harry the party at one point. These kobolds have resistance to cold damage. Whenever one of these
kobolds would deal 5 or more damage to a character with a single attack, it can instead damage the character’s clothing, rendering it ineffective as cold weather gear until the clothing is mended. A
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
line, natural predators are eager to make the party their prey. A group of 1d4 + 3 winged kobolds harry the party at one point. These kobolds have resistance to cold damage. Whenever one of these
kobolds would deal 5 or more damage to a character with a single attack, it can instead damage the character’s clothing, rendering it ineffective as cold weather gear until the clothing is mended. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
The Undertakers A gang of neutral evil human bandits calling themselves the Undertakers prey on gullible adventurers, demanding a toll of 10 gp per character for safe passage through this level of
. These disguises are elaborate and convincing (including wigs, theatrical clothing, makeup, fake fangs, and fake nails), but adventurers can see through the ruse with a successful DC 14 Wisdom (Insight
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
The Undertakers A gang of neutral evil human bandits calling themselves the Undertakers prey on gullible adventurers, demanding a toll of 10 gp per character for safe passage through this level of
. These disguises are elaborate and convincing (including wigs, theatrical clothing, makeup, fake fangs, and fake nails), but adventurers can see through the ruse with a successful DC 14 Wisdom (Insight
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ochre Jelly Multiplying Amoeboid Hunter Habitat: Underdark; Treasure: None Mark Behm Ochre jellies are giant, yellow-brown amoebas that digest organic creatures. They tirelessly hunt any prey
smaller than themselves, oozing over, under, and around obstacles in their path. Once they overwhelm their quarry, these acidic slimes dissolve the flesh, hair, and scales of their prey, leaving behind
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ochre Jelly Multiplying Amoeboid Hunter Habitat: Underdark; Treasure: None Mark Behm Ochre jellies are giant, yellow-brown amoebas that digest organic creatures. They tirelessly hunt any prey
smaller than themselves, oozing over, under, and around obstacles in their path. Once they overwhelm their quarry, these acidic slimes dissolve the flesh, hair, and scales of their prey, leaving behind
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, but when they have new mouths to feed, they are careful to take some of their prey alive. After using their stingers to paralyze victims and their spiked chains to bind them, tlincallis take these
fight to the death to remove it as competition. Tlincallis rarely build cities, make clothing, or mine metals. Instead, they scavenge much of what they need or want. They do, however, melt down scavenged
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
whale’s arrival. They wear cold weather clothing and have brought four casks of oil with them. They intend to pour the oil through the hole in the ice, contaminating the water around Angajuk’s Bell and
not an honest man, but his fight is against Angajuk, not a well-armed party of adventurers. If the characters stand between him and his prey, however, Jendren tries to intimidate them into leaving
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, but when they have new mouths to feed, they are careful to take some of their prey alive. After using their stingers to paralyze victims and their spiked chains to bind them, tlincallis take these
fight to the death to remove it as competition. Tlincallis rarely build cities, make clothing, or mine metals. Instead, they scavenge much of what they need or want. They do, however, melt down scavenged
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
kill, but they also take some of their prey alive when they have new mouths to feed. After using their stingers to paralyze victims and their spiked chains to bind them, tlincallis take these
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->Monsters of the Multiverse
undersized gnome with a hunched back and a sinewy frame springs from the earth. The creature has a pointed leather cap, clothing of similar material, heavy iron boots, and a heavy bladed weapon. From the
. Even if a redcap wanted to be stealthy, the creature’s iron boots force them to take ponderous, thunderous steps. When a redcap is near potential prey, though, they can close the distance quickly and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
syndrome Mist Talismans: Jeweled or feathered mask, article of well-worn fine clothing, shoe made of glass or gold Map 3.4: dementlieu View Player Version Every night brings another glittering affair in
. When a struggling merchant fails to keep up appearances, the resulting fall is less public but no less final. Left with no home and no livelihood, these wretches inevitably fall prey to the Red
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
whale’s arrival. They wear cold weather clothing and have brought four casks of oil with them. They intend to pour the oil through the hole in the ice, contaminating the water around Angajuk’s Bell and
not an honest man, but his fight is against Angajuk, not a well-armed party of adventurers. If the characters stand between him and his prey, however, Jendren tries to intimidate them into leaving
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
kill, but they also take some of their prey alive when they have new mouths to feed. After using their stingers to paralyze victims and their spiked chains to bind them, tlincallis take these
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->Van Richten’s Guide to Ravenloft
syndrome Mist Talismans: Jeweled or feathered mask, article of well-worn fine clothing, shoe made of glass or gold Map 3.4: dementlieu View Player Version Every night brings another glittering affair in
. When a struggling merchant fails to keep up appearances, the resulting fall is less public but no less final. Left with no home and no livelihood, these wretches inevitably fall prey to the Red
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
undersized gnome with a hunched back and a sinewy frame springs from the earth. The creature has a pointed leather cap, clothing of similar material, heavy iron boots, and a heavy bladed weapon. From the
. Even if a redcap wanted to be stealthy, the creature’s iron boots force them to take ponderous, thunderous steps. When a redcap is near potential prey, though, they can close the distance quickly and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
-finished headstone that reads: ADALYN CREEN
May you alw
V3. Mayor’s House This grand, two-story brick house has fallen prey to time and the elements like the rest of the village, but it remains in
opportunity to attack characters in the house.
The meenlock shed its clothing and other trappings of its former life once the transformation was complete, but it still wears the mayor’s ring of office: an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, sailing, and warfare. Their clothing includes shirts and pants made of wool, augmented with furs, capes, mittens, and warm boots. They often wear large pins, brooches, or emblems in their cloaks as a
the north has faded, as the forces of Iuz and the Horned Society wage steady war against them while raiders from the Hold of Stonefist prey on the Hunting Lands farther east. Many of the Rovers
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
they have clothing to wear while in humanoid form. They occasionally stash magic items of evil repute here until better hiding places can be found for them. Adventurers who come to the chalet
hunters. Personality Trait. “Words fail me often, so I’m happy to let others speak on my behalf.” Ideal. “I would rather eat a snake than fall prey to the trappings of the civilized world.” Bond. “Birds
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
-finished headstone that reads: ADALYN CREEN
May you alw
V3. Mayor’s House This grand, two-story brick house has fallen prey to time and the elements like the rest of the village, but it remains in
opportunity to attack characters in the house.
The meenlock shed its clothing and other trappings of its former life once the transformation was complete, but it still wears the mayor’s ring of office: an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, sailing, and warfare. Their clothing includes shirts and pants made of wool, augmented with furs, capes, mittens, and warm boots. They often wear large pins, brooches, or emblems in their cloaks as a
the north has faded, as the forces of Iuz and the Horned Society wage steady war against them while raiders from the Hold of Stonefist prey on the Hunting Lands farther east. Many of the Rovers
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
they have clothing to wear while in humanoid form. They occasionally stash magic items of evil repute here until better hiding places can be found for them. Adventurers who come to the chalet
hunters. Personality Trait. “Words fail me often, so I’m happy to let others speak on my behalf.” Ideal. “I would rather eat a snake than fall prey to the trappings of the civilized world.” Bond. “Birds
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
attached to it by rusty hinges, stands against the west wall of this chamber. Trapped inside the cage are two shivering humans in cold weather clothing. They look fearfully at you.
Garagai built the
after them. Overcome by inconsolable rage, it pursues prey beyond the confines of the lodge but doesn’t go farther than 100 feet before turning back and rejoining its dead master. The adventurers who
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
spines, humanoid skeletons in pieces, and bones of small animals and birds, along with scraps of clothing and armor and a few rusty weapons. Sitting among the bones in the middle of the cave is a frost
prey as far as it can without leaving the cave complex. Maud Chiselbone uses her magic cauldron to whip up a tasty human stew U10. Cauldron of Plenty The lake hag, Maud Chiselbone (use the sea hag
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
conjures up one or more permanent objects made of soft, plant-based material—including manufactured objects like pillows, rope, blankets, and clothing—that can collectively fill no more than a 20-foot
an idealized form. Such creatures are rarely aggressive toward others that aren’t normally prey. Controlled Weather. A ki-rin can cast control weather while it is within 3 miles of its lair. The
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
conjures up one or more permanent objects made of soft, plant-based material—including manufactured objects like pillows, rope, blankets, and clothing—that can collectively fill no more than a 20-foot
an idealized form. Such creatures are rarely aggressive toward others that aren’t normally prey. Controlled Weather. A ki-rin can cast control weather while it is within 3 miles of its lair. The
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
between two low peaks. The dragon has been raiding the surrounding lands in ever-widening sweeps, expanding her territory. Berythrach soars overhead, scouring the mountains for prey. The characters can
, homespun clothing and carries no weapons, though he wears an invisible Ring of Mind Shielding to protect his thoughts. Occasionally the hermit sits on a flat rock near the road, contemplating the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
spines, humanoid skeletons in pieces, and bones of small animals and birds, along with scraps of clothing and armor and a few rusty weapons. Sitting among the bones in the middle of the cave is a frost
prey as far as it can without leaving the cave complex. Maud Chiselbone uses her magic cauldron to whip up a tasty human stew U10. Cauldron of Plenty The lake hag, Maud Chiselbone (use the sea hag