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Returning 35 results for 'beast been diffusing contain resound'.
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Monsters
Forgotten Realms: Adventures in Faerûn
dragon lairs beyond treasure hunting; they might contain the only surviving copies of forgotten lore, fungal ingredients for cures or plagues, or maps to lost Underdark locales.Deep Dragon Lairs
Deep
-shifts into a Small or Medium Humanoid or a Small or Medium Beast, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Forgotten Realms: Adventures in Faerûn
treasure hunting; they might contain the only surviving copies of forgotten lore, fungal ingredients for cures or plagues, or maps to lost Underdark locales.Deep Dragon Lairs
Deep dragons lair in fungus
Humanoid or a Small or Medium Beast, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed.
Backgrounds
The Wild Beyond the Witchlight
with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at the DM’s discretion. Such conversations are always conducted in a language you can
understand, even if the Feywild visitor can’t speak that language normally.
Feywild Visitor
d8
Visitor
1
Awakened creature (a Beast or an ordinary plant that has had the awaken
Bard
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
of song, speech, and the magic they contain. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation
still resound throughout the cosmos. The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers. The greatest strength of bards is their sheer
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Music and Magic In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain
. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Music and Magic In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain
. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Music and Magic In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain
. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Music and Magic In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain
. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Music and Magic In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain
. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Music and Magic In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain
. Bards say that the multiverse was spoken into existence, that the words of the gods gave it shape, and that echoes of these primordial Words of Creation still resound throughout the cosmos. The music of
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
earth are strong or weak, are bearing a load or are safe to excavate, or are likely to contain minerals or offer access to water. This ability enables them to fashion secure homes in places where other
roles that protect and sustain the tribe. The strongest kobolds are trained to be hunters and warriors, the most clever are crafters and strategists, the toughest are miners and beast-wranglers, and so
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at
Awakened creature (a Beast or an ordinary plant that has had the awaken spell cast on it) 2 Centaur 3 Dryad 4 Faerie dragon 5 Pixie 6 Satyr 7 Sprite 8 Unicorn Feature: Feywild Connection Your mannerisms
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at
Awakened creature (a Beast or an ordinary plant that has had the awaken spell cast on it) 2 Centaur 3 Dryad 4 Faerie dragon 5 Pixie 6 Satyr 7 Sprite 8 Unicorn Feature: Feywild Connection Your mannerisms
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
for minutes or hours, and you remember each visit when you wake up. Conversations that occur with a visitor can contain any number of things, from messages and insights to nonsense and red herrings, at
Awakened creature (a Beast or an ordinary plant that has had the awaken spell cast on it) 2 Centaur 3 Dryad 4 Faerie dragon 5 Pixie 6 Satyr 7 Sprite 8 Unicorn Feature: Feywild Connection Your mannerisms
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
ash.
The three alcoves contain altars to beast spirits with early depictions of the Red Tiger totem (west alcove), the Elk totem (north alcove), and the Blue Bear totem (east alcove) . Red Tiger and
within the burial chamber at the end of the hall, except vague details of the stone bier and the Elk beast altar at the bier’s head. Burial Chamber When the characters can see the burial chamber better
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
ash.
The three alcoves contain altars to beast spirits with early depictions of the Red Tiger totem (west alcove), the Elk totem (north alcove), and the Blue Bear totem (east alcove) . Red Tiger and
within the burial chamber at the end of the hall, except vague details of the stone bier and the Elk beast altar at the bier’s head. Burial Chamber When the characters can see the burial chamber better
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
ash.
The three alcoves contain altars to beast spirits with early depictions of the Red Tiger totem (west alcove), the Elk totem (north alcove), and the Blue Bear totem (east alcove) . Red Tiger and
within the burial chamber at the end of the hall, except vague details of the stone bier and the Elk beast altar at the bier’s head. Burial Chamber When the characters can see the burial chamber better
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Queen’s realm. Layer 88: The Gaping Maw The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. A two-headed monster who seems
fanged skull. The spires constitute the fortress of Abysm, where echoes of Demogorgon’s turbulent thoughts resound through the halls, tearing at the minds of creatures who dare to enter. Layer 113
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Firenewts In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres
for them, so ’tis also one for ye.
— Elminster
Giant Striders. Firenewts have a close relationship with a type of monstrous beast they believe Imix sent to aid them — borne out by the creatures
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, the summoning of a demon to another plane can bring a vargouille along for the ride, attaching itself like a tick. The precautions a mortal takes to contain and control a summoned demon rarely account
undoes the changes made to the target by the curse.
Stunning Shriek. The vargouille shrieks. Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, the summoning of a demon to another plane can bring a vargouille along for the ride, attaching itself like a tick. The precautions a mortal takes to contain and control a summoned demon rarely account
undoes the changes made to the target by the curse.
Stunning Shriek. The vargouille shrieks. Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, the summoning of a demon to another plane can bring a vargouille along for the ride, attaching itself like a tick. The precautions a mortal takes to contain and control a summoned demon rarely account
undoes the changes made to the target by the curse.
Stunning Shriek. The vargouille shrieks. Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Firenewts In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres
for them, so ’tis also one for ye.
— Elminster
Giant Striders. Firenewts have a close relationship with a type of monstrous beast they believe Imix sent to aid them — borne out by the creatures
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Firenewts In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres
for them, so ’tis also one for ye.
— Elminster
Giant Striders. Firenewts have a close relationship with a type of monstrous beast they believe Imix sent to aid them — borne out by the creatures
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Queen’s realm. Layer 88: The Gaping Maw The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. A two-headed monster who seems
fanged skull. The spires constitute the fortress of Abysm, where echoes of Demogorgon’s turbulent thoughts resound through the halls, tearing at the minds of creatures who dare to enter. Layer 113
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Queen’s realm. Layer 88: The Gaping Maw The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. A two-headed monster who seems
fanged skull. The spires constitute the fortress of Abysm, where echoes of Demogorgon’s turbulent thoughts resound through the halls, tearing at the minds of creatures who dare to enter. Layer 113
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
attention.
Levels 11–16. Finally, the characters discover an ancient Temple of the Elder Elemental Eye deep beneath the cults’ separate temples, and they strive to contain the damage wrought by the cults
chapter 4, NPCs speaking to the characters might assume the trouble in the mine is related to these toughs and their bullying.
Levels 5–10. You might use the adventure “Horns of the Beast” from chapter
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
attention.
Levels 11–16. Finally, the characters discover an ancient Temple of the Elder Elemental Eye deep beneath the cults’ separate temples, and they strive to contain the damage wrought by the cults
chapter 4, NPCs speaking to the characters might assume the trouble in the mine is related to these toughs and their bullying.
Levels 5–10. You might use the adventure “Horns of the Beast” from chapter
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
attention.
Levels 11–16. Finally, the characters discover an ancient Temple of the Elder Elemental Eye deep beneath the cults’ separate temples, and they strive to contain the damage wrought by the cults
chapter 4, NPCs speaking to the characters might assume the trouble in the mine is related to these toughs and their bullying.
Levels 5–10. You might use the adventure “Horns of the Beast” from chapter
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
disposition. Roll a d4 and consult the Frost Druid Friends table to determine each creature, or just roll once and assume all the creatures are the same kind of beast or plant. (It’s okay if multiples of the
same kind of creature are present, since the druid might favor a certain kind of beast or plant.) Running the Encounter. The frost druid aims to kill the characters or send them scurrying back to Ten
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
disposition. Roll a d4 and consult the Frost Druid Friends table to determine each creature, or just roll once and assume all the creatures are the same kind of beast or plant. (It’s okay if multiples of the
same kind of creature are present, since the druid might favor a certain kind of beast or plant.) Running the Encounter. The frost druid aims to kill the characters or send them scurrying back to Ten
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
disposition. Roll a d4 and consult the Frost Druid Friends table to determine each creature, or just roll once and assume all the creatures are the same kind of beast or plant. (It’s okay if multiples of the
same kind of creature are present, since the druid might favor a certain kind of beast or plant.) Running the Encounter. The frost druid aims to kill the characters or send them scurrying back to Ten
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
small gold locket on a fine chain (50 gp); if the locket is opened, it is seen to contain a miniature portrait of a human girl and a lock of blonde hair, which floats away into the surrounding water A
contain a total of 300 gp and twenty leather harnesses with silver buckles (10 gp each). 28. Wave Shaper’s Quarters This room is adorned with a colorful mosaic of a sahuagin with a twisted body creating a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
small gold locket on a fine chain (50 gp); if the locket is opened, it is seen to contain a miniature portrait of a human girl and a lock of blonde hair, which floats away into the surrounding water A
contain a total of 300 gp and twenty leather harnesses with silver buckles (10 gp each). 28. Wave Shaper’s Quarters This room is adorned with a colorful mosaic of a sahuagin with a twisted body creating a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
small gold locket on a fine chain (50 gp); if the locket is opened, it is seen to contain a miniature portrait of a human girl and a lock of blonde hair, which floats away into the surrounding water A
contain a total of 300 gp and twenty leather harnesses with silver buckles (10 gp each). 28. Wave Shaper’s Quarters This room is adorned with a colorful mosaic of a sahuagin with a twisted body creating a






