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Returning 35 results for 'skills clothing'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
into Ten-Towns to escape the dreadful cold, hoping to trade what few skills they have for some warm soup and shelter. The people of Ten-Towns, accustomed to the presence of strange outlanders, allow
these kobolds to dwell among them for the most part. When the kobolds don’t feel safe, they acquire heavy winter clothing and disguise themselves as humans by standing on one another’s
Monsters
Mordenkainen Presents: Monsters of the Multiverse
sun sets, the newly hatched young emerge from the lair to eat the captives alive.
These predators see themselves as great hunters, and respect others with such skills. If a tlincalli encounters a more
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.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
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
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
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
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
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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
clothing. Some nimblewrights wear plain clothing, while others are clad in flashier attire. A nimblewright is emotionless, its face frozen in whatever expression was given to it by its creator. Duelist
Skills Acrobatics +8, Perception +2
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities exhaustion, frightened, petrified, poisoned
Senses darkvision
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
strict personal code. He never kills, and he always upholds his end of any bargain he makes. A lover of good food, comfortable lodgings, and stylish clothing, Pral squanders the spoils of each robbery
+5
Con 14 +2 +2
Ability Score Mod Save
Int 14 +2 +2
Wis 11 +0 +0
Cha 14 +2 +2
Skills Athletics +4, Deception +4
Gear Leather Armor, Light Crossbow
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
strict personal code. He never kills, and he always upholds his end of any bargain he makes. A lover of good food, comfortable lodgings, and stylish clothing, Pral squanders the spoils of each robbery
+5
Con 14 +2 +2
Ability Score Mod Save
Int 14 +2 +2
Wis 11 +0 +0
Cha 14 +2 +2
Skills Athletics +4, Deception +4
Gear Leather Armor, Light Crossbow
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
walking speed is 30 feet. Changeling Instincts. Thanks to your connection to the fey realm, you gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation
duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
clothing. Some nimblewrights wear plain clothing, while others are clad in flashier attire. A nimblewright is emotionless, its face frozen in whatever expression was given to it by its creator. Duelist
Skills Acrobatics +8, Perception +2
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities exhaustion, frightened, petrified, poisoned
Senses darkvision
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
walking speed is 30 feet. Changeling Instincts. Thanks to your connection to the fey realm, you gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation
duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Services Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a
craft or art, and a few are experts with specialized adventuring skills. Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait. You stay in the new form until you use an action to
revert to your true form or until you die. Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion. Languages. You can speak, read, and write Common and two other languages of your choice.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
in secrecy, preferring to meet in dark alleys and out-of-the-way places even when their business isn’t illegal or dangerous. They tend to dress in a garish mishmash of clothing, but many of them also
., swim 20 ft.
STR
5 (−3)
DEX
12 (+1)
CON
11 (+0)
INT
11 (+0)
WIS
14 (+2)
CHA
13 (+1)
Saving Throws Dex +3, Wis +4
Skills Deception +3, Insight
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Services Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a
craft or art, and a few are experts with specialized adventuring skills. Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait. You stay in the new form until you use an action to
revert to your true form or until you die. Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion. Languages. You can speak, read, and write Common and two other languages of your choice.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
creature, much like the effect of rapid aging. For this reason, darklings cover their entire bodies with clothing when exposure to light is a risk. The light darklings absorb over the course of their
(3d6 + 3)
Speed 30 ft.
STR
9 (−1)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Skills Acrobatics +5, Deception +2, Perception +5
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
duplicate the appearance of a creature you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait. You
stay in the new form until you use an action to revert to your true form or until you die. Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Services Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a
craft or art, and a few are experts with specialized adventuring skills. Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Services Adventurers can pay nonplayer characters to assist them or act on their behalf in a variety of circumstances. Most such hirelings have fairly ordinary skills, while others are masters of a
craft or art, and a few are experts with specialized adventuring skills. Some of the most basic types of hirelings appear on the Services table. Other common hirelings include any of the wide variety
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
duplicate the appearance of a creature you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait. You
stay in the new form until you use an action to revert to your true form or until you die. Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
in secrecy, preferring to meet in dark alleys and out-of-the-way places even when their business isn’t illegal or dangerous. They tend to dress in a garish mishmash of clothing, but many of them also
., swim 20 ft.
STR
5 (−3)
DEX
12 (+1)
CON
11 (+0)
INT
11 (+0)
WIS
14 (+2)
CHA
13 (+1)
Saving Throws Dex +3, Wis +4
Skills Deception +3, Insight
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
creature, much like the effect of rapid aging. For this reason, darklings cover their entire bodies with clothing when exposure to light is a risk. The light darklings absorb over the course of their
(3d6 + 3)
Speed 30 ft.
STR
9 (−1)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Skills Acrobatics +5, Deception +2, Perception +5
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
snowy mountainsides. Make War, Not Goods. Though frost giants consider the menial crafting of goods beneath them, carving and leatherwork are valued skills. They make their clothing from the skins
+ 60)
Speed 40 ft.
STR
23 (+6)
DEX
9 (−1)
CON
21 (+5)
INT
9 (−1)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws Con +8, Wis +3, Cha +4
Skills
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
creature, much like the effect of rapid aging. For this reason, darklings cover their entire bodies with clothing when exposure to light is a risk. The light darklings absorb over the course of their lives
)
Speed 30 ft.
STR
9 (-1)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Skills Acrobatics +5, Deception +2, Perception +5, Stealth
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
pounds. Males and females are nearly identical in size and appearance. They don’t wear clothing other than belts and harnesses for carrying tools and supplies. Natural Defenses. A tortle can retreat into
ft.
STR
15(+2)
DEX
10(+0)
CON
12(+1)
INT
11(+0)
WIS
13(+1)
CHA
12(+1)
Skills Athletics +4, Survival +3
Senses passive Perception 11
Languages
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
snowy mountainsides. Make War, Not Goods. Though frost giants consider the menial crafting of goods beneath them, carving and leatherwork are valued skills. They make their clothing from the skins
+ 60)
Speed 40 ft.
STR
23 (+6)
DEX
9 (−1)
CON
21 (+5)
INT
9 (−1)
WIS
10 (+0)
CHA
12 (+1)
Saving Throws Con +8, Wis +3, Cha +4
Skills
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
great hunters, and respect others with such skills. If a tlincalli encounters a more powerful hunter, such as a blue dragon, they carefully weigh whether to serve the superior hunter, move on, or
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->Monsters of the Multiverse
great hunters, and respect others with such skills. If a tlincalli encounters a more powerful hunter, such as a blue dragon, they carefully weigh whether to serve the superior hunter, move on, or
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->Tomb of Annihilation Supplement
pounds. Males and females are nearly identical in size and appearance. They don’t wear clothing other than belts and harnesses for carrying tools and supplies. Natural Defenses. A tortle can retreat into
ft.
STR
15(+2)
DEX
10(+0)
CON
12(+1)
INT
11(+0)
WIS
13(+1)
CHA
12(+1)
Skills Athletics +4, Survival +3
Senses passive Perception 11
Languages
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
creature, much like the effect of rapid aging. For this reason, darklings cover their entire bodies with clothing when exposure to light is a risk. The light darklings absorb over the course of their lives
)
Speed 30 ft.
STR
9 (-1)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Skills Acrobatics +5, Deception +2, Perception +5, Stealth
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
test the snow ahead of them. Kobolds native to Icewind Dale frequently wander into Ten-Towns to escape the dreadful cold, hoping to trade what few skills they have for some warm soup and shelter. The
people of Ten-Towns, accustomed to the presence of strange outlanders, allow these kobolds to dwell among them for the most part. When the kobolds don’t feel safe, they acquire heavy winter clothing
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
test the snow ahead of them. Kobolds native to Icewind Dale frequently wander into Ten-Towns to escape the dreadful cold, hoping to trade what few skills they have for some warm soup and shelter. The
people of Ten-Towns, accustomed to the presence of strange outlanders, allow these kobolds to dwell among them for the most part. When the kobolds don’t feel safe, they acquire heavy winter clothing
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
(+4)
DEX
13 (+1)
CON
18 (+4)
INT
10 (+0)
WIS
12 (+1)
CHA
9 (−1)
Skills Athletics +6, Perception +3
Senses darkvision 60 ft., passive Perception 13
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
23 (+6)
CON
18 (+4)
INT
12 (+1)
WIS
20 (+5)
CHA
19 (+4)
Saving Throws Dex +14, Con +12, Wis +13
Skills Deception +12, Insight +13, Perception +13, Stealth +14
Damage
encounter with this champion. All of a sudden, everything around me went painfully silent. The ringing of blades, the rustle of clothing, the hum of magic—all gone. It was like I was stuck, observing the world through a frosted pane of glass.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
in all living things. When a wight attacks, this life essence glows like white-hot embers to its dark eyes, and the wight’s cold touch can drain the spark through flesh, clothing, and armor. Shadow of
leather)
Hit Points 45 (6d8 + 18)
Speed 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
16 (+3)
INT
10 (+0)
WIS
13 (+1)
CHA
15 (+2)
Skills Perception +3