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Returning 35 results for 'common waiting reforming'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
looks like an oversized, four-armed ape with grayish-tan skin and white fur. Its vicious fangs and claws reveal it to be a monstrous predator.
Girallons are most common in temperate or warm forest
ravines or shallow caves, or hide in ruined sites while waiting for prey to come near. A girallon is surprisingly stealthy, considering its size and its lack of camouflage.
Girallons form loose bands
Backgrounds
Acquisitions Incorporated
sometimes one casualty is left a little less than dead, just waiting to discover what a lucky break that accident actually was.
You were a victim of a legal incident that was ostensibly the fault of
’re talking about. With common folks who don’t know any better, you might be able to intimidate or deceive to get favors or special treatment.
Species
Mordenkainen Presents: Monsters of the Multiverse
and reforming without purpose or direction, until a creature exerts deliberate will to stabilize it. Through their potent psionic power, githzerai carved a home for themselves amid the chaos. As the
those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
respect by the common folk.
Stairs. A staircase at the end of the north arm of the gallery descends 50 feet to tier 2.
The will-o’-wisp serves Melissara in area 10a. It wanders from one end of the
hall to the other, waiting for her summons, but turns invisible and flees to warn her at the first sign of intruders.
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
Starting the Adventure Read or paraphrase the following text to begin the adventure: You are a member of a group of adventurers, united in weeks past by your pursuit of a common prize: the treasures
cleft in the mountainside. Stalactites and stalagmites growing at the entrance give the cave mouth the impression of fangs waiting to snap together. The opening is forty feet wide, twenty feet high, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Hook Horror Larder Ambush. A hook horror clings to a 15-foot high ledge, waiting to ambush any who enter. The ledge is set into the western wall, between the two tunnel entrances.
Bones. Lying
).
Fungi. Patches of barrelstalk, ripplebark, timmask, and tongue of madness grow near the water that pools against the eastern wall.
Treasure Amid the bones is a common wondrous item called a pipe of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
an unstable relationship with magic. Spells cast near a gremishka might rebound onto those nearby or cause the monster to explode, its scaly chunks rapidly reforming into duplicate gremishkas. These
Languages understands Common but can’t speak
Challenge 1/8 (25 XP) Proficiency Bonus +2
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 2) piercing damage plus
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Areas of the Courthouse The following locations are keyed to map 4.6. View Player Version H1. Upstairs Waiting Room This room has the following features: Two guards stand outside the doors to the
records rooms (area H2) at all hours. Behind a desk sits a court clerk (commoner). Uncomfortable wood benches line the walls. A copper plaque mounted above each bench says, in Common, “Please have a
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
who speak Common. When they can’t find work as sellswords, they resort to brigandry and thievery. After spotting the white dragon, they decided to follow it back to its lair. They’re now waiting for it
elsewhere, assume that the mercenaries searched the fortress, found nothing, and are now angrily waiting for a companion named Dobin Noreth to return with supplies (see “Tymora’s Luck”).
The Reavers
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
temporary hit points (which he gained by swimming in the mud pits). The mephit and the tortles share a common language (Aquan). Through words and gestures, Florrb urges visitors to bathe in the mud and
successful DC 10 Wisdom (Insight) check reveals that the mud mephit seems to be waiting for something to happen. Florrb doesn’t want others to know what’s really going on and reveals the cause of its anxiety only if magically compelled to do so.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
rumors about the missing delegation are the town tavern (the Helm at Highsun), the common room of the town inn (the Swinging Sword), or the store (Gaelkur’s). Rumors. An evening of asking questions in and
. Larmon hangs around Gaelkur’s. He can guide the characters to the site where he found the graves, but he insists on waiting until morning. An Amnian merchant heading north on the Long Road stopped
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Backed by the wealthy and the privileged, they carry fine equipment (often disguised to appear common), including large numbers of scrolls scribed with spells of communication. Agents of the Lords
cold and rain, waiting for battle while hunger gnaws at their bellies? Many wish to reap the rewards of a good harvest, but few care to remove the stones and till the fields for planting.
“The Lords
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
jetty extends ahead, at the end of which a waiting swan preens its feathers.
Riding a gondola costs 1 ticket punch. Each ride is an hour long; it starts and ends at the jetty, and the gondola follows
action, and speaks Common and Auran. If the characters approach the swan at the end of the jetty, she bows her head, introduces herself as Feathereen, and explains that she can take the characters
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Common, and has an Intelligence score of 10; he otherwise uses the zombie stat block. Bard’s Quest Frody didn’t intend to frighten away the cabin’s proper owners, but his appearance can’t be helped
, and he has nowhere else to go. Toadhop’s inhabitants are too frightened to speak to him, so Frody has been waiting for braver souls to arrive so he can explain his plight to them. Given the chance, he
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, waiting for their foes to near, then trap their victims within their massive bodies. Those inside a revenant might be battered by animate furnishings or more unsettling manifestations of the revenant’s
Common plus two other languages
CR 10 (XP 5,900; PB +4)
Traits
Haunted Zone. Constitution Saving Throw: DC 17, any creature that casts a spell while inside the revenant’s space. Failure: The spell
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
oldest apprentices.)
The seven human bodies were obtained from a source in Skullport and are waiting to be turned into zombies. They are presently inanimate and harmless. Necromantic Circle A detect
repeating himself. He attacks anyone who tries to leave the lecture before its conclusion. Nester is an archmage, with these changes: Nester is undead and chaotic evil. He understands Auran, Common
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
daily life in Zilargo, used both for entertainment and for trickery. The Thurimbar rod is a common magic item that amplifies this natural gift for purposes of creating music. The power to speak with small
Persuasion, these skills are common in Zil society; you could take the charlatan or criminal background as a way of reflecting your Zil upbringing. As a player character, one question is why you’ve left
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
luck; praying to both is thought to anger both goddesses.) One common method of divining the future is to toss a coin to a stranger (typically a beggar) and ask if it’s heads. If it is, the coin is
inside out.
When Tyche returned home, she came across her dear friend, the goddess Selûne, waiting to speak with her. Also waiting for her were Lathander, who wished to regain her affections, and
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
; bludgeoning, piercing, and slashing damage from nonmagical weapons
Condition Immunities* charmed, frightened, poisoned
Senses darkvision 60 ft.,* passive Perception 11
Languages Common, Draconic
pseudodragon is never far from its master. During the ritual to summon Tiamat, it cowers on a ledge in the central spire of the Dragon Queen’s temple. If Severin is slain, Nelvik attempts to befriend Severin’s slayers, waiting for an opportune time to exact revenge.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
softly croaking can be heard as your ship pulls up to the dock, where grippli bearing weapons are waiting to meet its passengers.
The central structure of the trading post is a fortified stone and
grippli vocal cords) to address outsiders, but she can speak Common if there are no Primordial speakers in the group. She informs the party that a small band of yuan-ti arrived in the area over a month
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Common, Draconic, Infernal
Challenge 11 (7,200 XP)
*Severin has these features while wearing the Mask of the Dragon Queen.
Special Equipment. Severin has the Mask of the Dragon Queen (see
. The pseudodragon is never far from its master. During the ritual to summon Tiamat, it cowers on a ledge in the central spire of the Dragon Queen’s temple. If Severin is slain, Nelvik attempts to befriend Severin’s slayers, waiting for an opportune time to exact revenge.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, chatting and having tea and coffee. The open spaces in the north part of this area are typically filled with students waiting to join the queue at the barista station or scouting for a good place to sit. F3
make nearly any form of those drinks on request. A relatively common coffee or tea costs 1 cp, while a more complicated order might cost 2 cp. The café’s signature firejolt latte costs 10 gp; it confers
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of 30 feet, and the ability to hover. It has blindsight out to a range of 60 feet and is blind beyond this radius. The staff’s alignment is neutral evil. It can speak and understand Common. It has the
game board doubles as a carrying case for the figurines. The position of the figurines on the board suggests that a game is in progress. The staff is waiting for Ezzat to return so that they can
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
; bludgeoning, piercing, and slashing damage from nonmagical weapons
Condition Immunities* charmed, frightened, poisoned
Senses darkvision 60 ft.,* passive Perception 11
Languages Common, Draconic
pseudodragon is never far from its master. During the ritual to summon Tiamat, it cowers on a ledge in the central spire of the Dragon Queen’s temple. If Severin is slain, Nelvik attempts to befriend Severin’s slayers, waiting for an opportune time to exact revenge.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
speaks Abyssal, Common, and Deep Speech. When intruders enter the room, Zalthar stands, draws his sword, and says, “Dezmyr foretold your arrival. I’ve been waiting for you.” He then tries to destroy
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
magic mouth speaks the following words in Common before disappearing: “Welcome to the Obstacle Course! Place all weapons and magic items in the carts for safekeeping. You won’t need them. Hurry! Time
and leave there are safe for 24 hours. After that, all unattended objects in the carts disappear — taken by Halaster to area 5 on level 23. Characters can find the missing items waiting for them
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
shadowy recesses, waiting for victims to approach within reach of its long, bony limbs. Once speared, a creature is pulled into the darkness to be sliced apart. Boneclaw
Large Undead, Typically Chaotic
Senses darkvision 60 ft., passive Perception 16
Languages Common plus one language spoken by its master
Challenge 12 (8,400 XP) Proficiency Bonus +4
Rejuvenation. While its master lives, a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Girallon A girallon looks like an oversized, four-armed ape with grayish-tan skin and white fur. Its vicious fangs and claws reveal it to be a monstrous predator. Girallons are most common in
shallow caves, or hide in ruined sites while waiting for prey to come near. A girallon is surprisingly stealthy, considering its size and its lack of camouflage. Girallons form loose bands of several
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
delight in murder, and nothing pleases them more than causing horrific pain. They lurk like spiders in shadowy recesses, waiting for victims to approach within reach of their long, bony limbs. Once
and grisly murders, tied together by the common thread of the master’s envy or hunger for revenge.
Undead Nature. A boneclaw doesn’t require air, food, drink, or sleep.
Boneclaw
Large undead
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
., one target. Hit: 7 (1d6 + 4) slashing damage.
Forest Hunters. Girallons are most common in temperate or warm forest environments abundant with life. They share the ape’s adeptness at climbing
waiting for prey to come near. A girallon is surprisingly stealthy, considering its size and its lack of camouflage. Girallons form loose bands of several individuals and their offspring, usually led by a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
they receive a chance to earn their freedom by serving the Stone Guard. After waiting a long while in a dungeon cell carved out of impressively thick stone, you are taken to a dark office and met by an
character can claim a total of 350 gp worth of equipment, including weapons, armor, and common potions and scrolls. Development If the characters refuse Errde’s offer after being arrested, they spend a few
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
oil” mentioned above. The gray ooze and the mimics recently crept into the warehouse and are waiting for food to come to them. Contraption. The vehicle in the warehouse is a Large, magical drilling
mage who speaks Common, Gnomish, Terran, and Undercommon) built the contraption and recently locked himself inside it with enough food and water to keep himself alive for 1 week. A metal hatch at the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
dishes are stacked near a washbasin, waiting to be cleaned. C8. Parlor The centerpiece of this parlor is a gold-inlaid low table, around which a handful of overstuffed chairs and sofas are neatly
Common) read as follows: BARON BRANTIFAX
Husband, Father, Hunter
“Let No Man Stand Above Another”
BRORN
Hound of Brantifax
Faithful to the End
HELUTHE
Our Pride and Joy
Lost Too
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
sought revenge against the Vistani and took up a life of hunting evil monsters. The Waiting Game. Van Richten isn’t a young man anymore. He knows his road is coming to an end, but his work isn't done
, Insight +7, Medicine +7, Perception +7, Religion +6, Sleight of Hand +4
Senses passive Perception 17
Languages Abyssal, Common, Elvish, Infernal
Challenge 5 (1,800 XP)
Special Equipment. In
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
quaggoths guard this entryway. If any quaggoths fled from area 4a, they are waiting here, along with a male drow mage named Ilnor Telenna, who has come to investigate.
Webs. Thick cobwebs stretch
her worth to the drow. Marta is a sun elf mage, with these changes: Marta is neutral evil. She has the following racial traits: She speaks Common, Draconic, Dwarvish, Elvish, and Undercommon. She has






