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Returning 28 results for 'common replicas grabbing to have replacing'.
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common replicas granting to have replacing
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
are replacing your race with a lineage, replace any Ability Score Increase you previously had with these. Languages Your character can speak, read, and write Common and one other language that you and
campaign. If you are replacing your race with a lineage, you retain any languages you had and gain no new languages. Creature Type Every creature in D&D, including every player character, has a special
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
a student has selected a college, they trade their plain gray first-year uniforms for the trappings of their chosen school and begin honing—or even replacing—the magic they learned in their initial
13 (+1)
INT
12 (+1)
WIS
10 (+0)
CHA
11 (+0)
Senses passive Perception 10
Languages Common plus any two languages
Challenge 1/2 (100 XP) Proficiency Bonus +2
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
copy existing items with exceptional skill, allowing them to become excellent artisans and scribes. They can copy books, make replicas of objects, and otherwise thrive in situations where they can
.
Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. In this manner, kenku can call out to each other while those who overhear them mistake them for
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
adventuring party was attacked by monsters unleashed by Xanathar — including a number of intellect devourers. One of the creatures succeeded in magically devouring and replacing Meloon’s brain, turning the
)
CHA
15(+2)
Saving Throws Str +9, Con +6
Skills Athletics +9, Survival +6
Senses darkvision 60 ft., passive Perception 12
Languages Common, Deep Speech, telepathy 60 ft.
Challenge
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Languages Common, thieves’ cant
Challenge 2 (450 XP)
Innate Spellcasting. The assassin’s spellcasting ability is Constitution (+4 to hit with spell attacks). It can innately cast the following
mark, replacing the spells in the stat block’s Innate Spellcasting trait.
Aberrant Dragonmark Innate Spells d6 At Will 1/Day
1 Fire bolt (2d10) Burning hands (3d6)
2 Shocking
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
successful DC 10 Strength (Athletics) check to climb to the window gives characters access to the inn without having to go through the more dangerous front doors. The Common Area and Courtyard. In the
common area and courtyard, the ritual is underway to fully activate the statue of Talos, which is currently in the basement. THE RITUAL
Backes (Illuskan human gladiator) leads the chanting in the common
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
increasing the diversity of options for a particular race, rather than replacing some options with other ones. The following example walks through the creation of an elf subrace: the eladrin. This
have darkvision. Instead of resistance to fire damage, we give them resistance to radiant damage to reflect their celestial nature. However, radiant damage isn’t as common as fire damage, so we give
Orc
Legacy
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Species
Volo's Guide to Monsters
they are more interested in grabbing plunder and food rather than in wanton slaughter. The elderly, children, and any who seem weak or meek enough might escape death. If they leave the population more
rival orcs first and foremost as competitors for food and victims.
On some occasions, though, tribes that have a common concern band together. The result is an orc horde — a sea of slavering
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
croaking noises echo from the area. The characters overhear the following exchange in Common: “I told you givin’ the dog to the king was a stupid idea,” croaks one voice.
“I know, I know,” grumbles
approach the tent hear the following exchange in Common: “What a terrible way to treat anyone, let alone a king,” croaks a voice. “I demand my tithe! If your master takes much longer, I’ll claim that
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
)
CON
13 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
11 (+0)
Condition Immunities frightened
Senses passive Perception 11
Languages Common
Challenge 1/2 (100 XP)
Tactical
Skills Intimidation +5, Perception +4
Condition Immunities frightened
Senses passive Perception 14
Languages Common
Challenge 2 (450 XP)
Tactical Discipline. The iron consul has advantage
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
that the lair is protected from intruders. Special Enemies When orcs attack a settlement of humans or halflings, they will kill anyone who presents a threat, but they are more interested in grabbing
occasions, though, tribes that have a common concern band together. The result is an orc horde — a sea of slavering killers that washes over the countryside and leaves vast tracts of devastation in its wake
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. The keys are metal replicas of the required leaves in lifelike detail. Unlike normal leaves, these keys aren’t consumed by the sundial and travel with the user to the destination. Treasure. The 20-foot
in the garden together of their own free will. Key Leaves. Argus and Hamish each carry a set of gilt silver keys to the sundials in areas G21 and P2. The keys are metal replicas of the required leaves
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Languages Auran, Common
Challenge 1 (200 XP)
Spellcasting. The knight is a 1st-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It knows
Perception 9
Languages Common
Challenge 1/8 (25 XP)
Guiding Wind (Recharges after a Short or Long Rest). As a bonus action, the initiate gains advantage on the next ranged attack roll it makes before
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
of prepared spells, replacing any of the spells there with spells from your spellbook. Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells. Spellcasting Focus. You
, Common; on a 4–5, Uncommon; on a 6, Rare. The DM chooses the item, which disappears after 1 hour if it’s not consumed or destroyed before then.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
stand, but most have been burned or smashed to the ground. The older masonry of the manor walls had been crumbling for some time. New stonework was replacing the old, but everything has been smashed to
she finishes a long rest). She has darkvision out to a range of 60 feet. She speaks Common and Orc. Gildha repeatedly mutters something in a low voice, but she has something in her mouth that makes it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
walking speed is 25 feet. He can move through the space of a Medium or larger creature. He has advantage on saving throws against being frightened. He speaks Common and Halfling. Manafret wears a
author with an added note that reads, in Common: “For Yorn. I hope you find the orc chapter illuminating!” Yorn is a half-orc thug, with these changes: Yorn is neutral evil. He has these racial traits
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
as seating areas.
The eastern shop sells cheap souvenirs and bears a sign that reads, “The Historian’s Gifts.” The western shop sells books and artifact replicas and is labeled “The Archaeologist’s
Dexterity check, or force open a locked door by succeeding on a DC 20 Strength (Athletics) check. The arcane lock spells don’t prevent the curator or the museum guards from opening the doors. Replacing the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
interested parties. The dapper efreeti knows every weapon in the Sinker catalog and its price, from delicate jeweled daggers to massive siege weapons. Items small enough to display—or their replicas if too
multiversal renown. Rarely spotted in the common areas of the gambling hall, the arcanaloth is the picture of wealth, power, and influence, always dressed to the nines and crowned with a spidery razorvine
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
spots. Cracks and crevices are common, but are too small to admit anything but insects and other tiny vermin. Automatic Doors. A number of doors in the super-secret basement are activated by placing
“modrons” found in this area are replicas crafted by Screve. Each uses the stat block of one type of modron from the Monster Manual with these changes: The creature is unaligned. It lacks truesight and
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
forehead in a pose of evident sorrow.
The dejected giant is Ralvald, a Lawful Neutral Frost Giant who knows Common as well as Giant. The giant has become so wrapped up in his own troubles that he doesn’t
condition. Releasing Enstavva. If the characters end Enstavva’s Petrified condition, she is pensive and Friendly toward anyone who frees her. Enstavva knows Common, Dwarvish, and Giant. She is curious
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
are stacked in the middle of the room. Treasure. Seventeen of the bottles contain fine wine (10 gp per bottle). The remaining wines on display are common vintages (1 sp per bottle). V22. Sewer Tunnels
, moving in the same direction while swinging their censers gently. You can make the encounter harder by replacing the cultists with cult fanatics, or adding one or more invisible imps as escorts. If
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Wizard robes for black ones. Kaevja Cynavern is a female Mulan human mage, with these changes: Kaevja is lawful evil. She knows Common, Draconic, Dwarvish, and Elvish. She has the sending spell prepared
frightened. They speak Common and Halfling. Havia and Mookie each wear a teleporter ring (see “Teleporter Rings”). E11. Zhent Quarters This room contains the following features: Pressed against the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
dead with valuables anymore, and many of the easier pickings have been taken, it’s common wisdom that some of the greatest treasures of past centuries still lie entombed with their heroes, their
activities. Since then, he’s been slowly laying off existing workers and replacing them with cultists loyal to the group’s mission. Assisting him are Corian Khee, a death’s head of Bhaal who spends days
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
rush of grave robbing. Though Baldurians rarely bury their dead with valuables anymore, and many of the easier pickings have been taken, it’s common wisdom that some of the greatest treasures of past
would provide a suitable cover for the cult’s murderous activities. Since then, he’s been slowly laying off existing workers and replacing them with cultists loyal to the group’s mission. Assisting him
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
body — souvenirs left by those who refused to pay their bill. Beyond the combination lobby and common room, the Blushing Mermaid is a confusing maze of wings and oddly interconnected floors, hiding
experiments, replacing them with pauper’s corpses and weighted coffins. Should any of the family’s misdealing come to light, it would doubtlessly shock the city to the core and potentially force
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
body — souvenirs left by those who refused to pay their bill. Beyond the combination lobby and common room, the Blushing Mermaid is a confusing maze of wings and oddly interconnected floors, hiding
deceased for her experiments, replacing them with pauper’s corpses and weighted coffins. Should any of the family’s misdealing come to light, it would doubtlessly shock the city to the core and potentially
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Common, Halfling, and Undercommon. X8. Hall of Statues This 20-foot-wide, magically lit hallway connects various areas controlled by the Xanathar Guild. It has the following features: Lifelike humanoid
lit room has the following features: The walls are covered with lewd graffiti written in Common, Dwarvish, Goblin, and Undercommon. In the front of the room is a ramshackle wooden table surrounded by
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
rest. Treasure. The object above the pedestal is a Chime of Opening. It is inscribed with a small key and the following phrase in Common: “At the beginning, I open the end.” When a character carrying
in space. A creature can hover and move by thought with a flying speed of 30 feet, or by using its own flying speed if it has one. Misty Boundary. Mist encircles the void, replacing walls, floor, and