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Returning 35 results for 'dozen senses rules'.
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Spells
Player’s Handbook
Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately
14
+2
+2
Mod
Save
INT
6
−2
−2
WIS
12
+1
+1
CHA
8
−1
−1
Senses Passive Perception 11
Languages Telepathy
Spells
Lost Laboratory of Kwalish
You temporarily summon three familiars — spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell
means, then one fewer familiars are conjured by this spell.
Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1
Species
Mordenkainen Presents: Monsters of the Multiverse
exuberance with them and learning new languages as they went.
Harengons are bipedal, with the characteristic long feet of the rabbits they resemble and fur in a variety of colors. They share the keen senses
fairy or the harengon in this section, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2
Hexblood
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Van Richten’s Guide to Ravenloft
shades, long hair that regrows if cut, and an irremovable living crown. Along with these marks, hexbloods manifest hag-like traits, such as darkvision and a variety of magical methods to beguile the senses
player, unless the DM rules otherwise.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of one of the game’s fantastical races
Shapechange
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.
When you transform, you
rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
Backgrounds
Baldur’s Gate: Descent into Avernus
dozen adopted grandparents inviting you in for a meal.
3
Seeing a lost patriar after dark in the Outer City, you guided the wayward noble through back streets to safety. The patriar repaid your
1
The tyrant who rules my land will stop at nothing to see me killed.
2
I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
3
Monsters
Fizban's Treasury of Dragons
is learning, but without the boredom. (Chaotic)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks
future.
2
An ancient crystal dragon is stalked by a villainous ranger who has already claimed a dozen draconic trophies.
3
An ancient crystal dragon follows a pod of whales from one sea to
classes
Player’s Handbook
.
Gain the Ranger’s level 1 features, which are listed in the Ranger Features table. See the multiclassing rules to determine your available spell slots.
Ranger Features
Improvement
5
12
4
3
3
2
—
17
+6
Precise Hunter
6
14
4
3
3
3
1
18
+6
Feral Senses
6
14
4
3
3
3
1
19
+6
Epic Boon
6
15
4
3
3
3
2
20
+6
Foe
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Senses The Senses entry specifies a monster’s Passive Perception score, as well as any special senses the monster possesses. Passive Perception and special senses are described in the “Rules Glossary”.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
School of Magic Each spell belongs to a school of magic. The schools are listed in the Schools of Magic table. These categories help describe spells but have no rules of their own, although some
other rules refer to them. Schools of Magic School Typical Effects Abjuration Prevents or reverses harmful effects Conjuration Transports creatures or objects Divination Reveals information
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
School of Magic Each spell belongs to a school of magic. The schools are listed in the Schools of Magic table. These categories help describe spells but have no rules of their own, although some
other rules refer to them. Schools of Magic School Typical Effects Abjuration Prevents or reverses harmful effects Conjuration Transports creatures or objects Divination Reveals information
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Senses Some creatures have special senses that help them perceive things in certain situations. The rules glossary defines the following special senses: Blindsight Darkvision Tremorsense Truesight
) checks that rely on sight. A Heavily Obscured area—such as an area with Darkness, heavy fog, or dense foliage—is opaque. You have the Blinded condition (see the Rules Glossary) when trying to see
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
strewn with a dozen spent bolts from hand crossbows. A character who inspects the bolts and succeeds on a DC 15 Intelligence (Nature) check finds evidence of drow poison on the bolts, but the poison
clutching a staff.
The stone arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: The gate opens for 1 minute when the arch is tapped three times with a staff of any kind
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Darkness. Special Senses Some creatures have special senses that help them perceive things in certain situations. The rules glossary defines the following special senses: Blindsight Darkvision Tremorsense Truesight
Wisdom (Perception) checks that rely on sight. A Heavily Obscured area—such as an area with Darkness, heavy fog, or dense foliage—is opaque. You have the Blinded condition (see the rules glossary) when
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
in the Sky Dock atop Spelljammer Academy. Scudding clouds fill the sky above you.
Simulator Rules Each simulation chamber channels powerful illusion magic that adheres to the following rules: Just
Like the Real Thing. The simulation around the characters affects all their senses. Everything looks, feels, and sounds real, with the illusion able to create the sense that the characters are in
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
establish telepathic communication to allow everyone to speak freely. The guards aren’t observant enough to notice. You might wish to consult the social interaction rules in the Dungeon Master’s Guide
drow at the outpost, including Ilvara, Shoor, and Jorlan, as well as another priestess named Asha. There are also a dozen quaggoths and a number of giant spiders. Three drow guards watch the slave pen
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
25. The Nest of the Warriors A bitter stench assails the senses as you lay eyes on the room ahead. Inside, amid a pile of rubbish, offal, and bracken, ghostly lights move across the floor.
Closer
observation reveals that the light is emitted by giant beetles. There seem to be around a dozen of these creatures in the room, each about three feet in length. They don’t appear to take notice of you
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
missile as quickly as a dwarf handles a crossbow. The bolts are so large that few ogres can carry more than a half-dozen at a time, but bolt launchers have been known to uproot small trees or tear beams
)
DEX
12(+1)
CON
16(+3)
INT
5(−3)
WIS
7(−2)
CHA
7(−2)
Senses darkvision 60 ft., passive Perception 8
Languages Common, Giant
Challenge 2 (450 XP
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Wilderness Features No wilderness map is complete without a few settlements, strongholds, ruins, and other sites worthy of discovery. A dozen such locations scattered over an area roughly 50 miles
across is a good start. Monster Lairs A wilderness area approximately 50 miles across can support roughly a half-dozen monster lairs, but probably no more than one apex predator such as a dragon. If you
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Hazvongel Avian demons called hazvongels haunt the windswept skies of Pandemonium, preying on lost and weary travelers. Hazvongels resemble enormous, crimson crows with tattered feathers and a dozen
Condition Immunities exhaustion, poisoned
Senses blindsight 60 ft., darkvision 120 ft., passive Perception 17
Languages Abyssal, telepathy 120 ft.
Challenge 14 (11,500 XP) Proficiency Bonus +5
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
” section in chapter 3.
Scufflecup Rules Each participant fills a teacup with hot tea and places it on the table. The participants then roll initiative. At least one Scufflecup participant is a student who
teacup off the table, using the rules for shoving in the Player’s Handbook. A participant loses the game if their teacup drops to 0 hit points or if their teacup falls off the table.
Scufflecup
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
on the north side of the road leads northwest. A character who succeeds on a DC 10 Wisdom (Survival) check recognizes that about a dozen goblins have come and gone along the trail, as well as signs of
ground. The character is restrained until 1 or more slashing damage is dealt to the snare’s cord. (See the appendix in the Basic Rules for the effect of being restrained.) A character who isn’t
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the DM, you decide how much to tell the players and when. All the information the players need to make choices comes from you. Within the rules of the game and the limits of the characters’ knowledge
and senses, tell players everything they need to know. Published adventures often include text in a box like this, which is meant to be read aloud to the players when their characters first arrive at
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
information the players need to make choices comes from you. Within the rules of the game and the limits of the characters’ knowledge and senses, tell players everything they need to know. Published adventures
rules and the adventure you’ve prepared. So how do you decide? Think through these possibilities: No Rules Required. Sometimes, resolving a situation is easy. If an adventurer wants to cross an empty
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Stat Block Overview A monster has a stat block that contains the rules necessary to use it in the game. Stat blocks are divided into the following parts, which correspond with the example stat block
+7
Resistances Necrotic
Immunities Charmed (except from its vampire master)
Gear Daggers (10)
Senses Darkvision 60 ft.; Passive Perception 14
Languages Common plus one other language
CR 3
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Stat Block Overview A monster has a stat block that contains the rules necessary to use it in the game. Stat blocks are divided into the following parts, which correspond with the example stat block
+7
Resistances Necrotic
Immunities Charmed (except from its vampire master)
Gear Daggers (10)
Senses Darkvision 60 ft.; Passive Perception 14
Languages Common plus one other language
CR 3
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
she will abide by the terms of any bargain, but she turns against the adventurers if she senses a hint of betrayal. In addition to various treasures plundered from this level, Skella has a dagger she
stole from Azrok, the hobgoblin warlord who rules Stromkuhldur on level 3 of Undermountain (see “Legion of Azrok”). Returning this dagger to Azrok completes a side quest.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
— spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell. All the familiars conjured by this spell must be the
. Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you. When you cast a spell with a range of touch, one
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
controls the settlement, and Grisha rules with an iron fist. He senses the power of Yeenoghu in all things — and particularly in the way in which cultists have begun to rise as undead ghouls after death.
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
for good hunting grounds. The greater the source of magic, the more witchstalkers are drawn to the area. To their dismay, witches have drawn as many as a dozen witchstalkers. Witchstalkers resemble
)
INT
8 (−1)
WIS
12 (+1)
CHA
6 (−2)
Saving Throws Str +7, Wis +4
Skills Perception +7, Stealth +6
Senses truesight 60 ft., passive Perception 17
Languages understands Common but
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Leprechaun Leprechauns are manifestations of the Feywild rules of hospitality and reciprocity. These rules infuse leprechauns with a deep connection to fixing and making things. Industrious and proud
adherence to Feywild rules affords it tremendous luck, but this fortune comes at a cost. These same magical strictures compel leprechauns to use their powers on behalf of those who offer them gifts
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Bandit Crime Lord Bandit crime lords manipulate shadowy organizations and prioritize their own survival over any single lackey or plot. I am he who rules the world, don’t you know? One little piece
), Scimitar, Studded Leather Armor
Senses Passive Perception 20
Languages Common, Thieves’ Cant
CR 11 (XP 7,200; PB +4)
Traits
Evasion. If the bandit is subjected to an effect that allows it
Compendium
- Sources->Dungeons & Dragons->Monster Manual
.
—X the Mystic’s
Rules of Dungeon Survival
Olivier Bernard
Piercer Medium Aberration, Unaligned
AC 15 Initiative +3 (13)
HP 22 (3d8 + 9)
Speed 5 ft., Climb 15 ft.
Mod Save
Str 13 +1 +1
Dex 13 +1 +1
Con 16 +3 +3
Mod Save
Int 1 −5 −5
Wis 7 −2 −2
Cha 3 −4 −4
Skills Stealth +5
Senses Blindsight 30 ft
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Kruthik Hive Lord A hive lord rules each kruthik hive. When the hive lord dies, the surviving members of the hive abandon their lair and search for a new one. When a suitable location is found, the
)
Senses darkvision 60 ft., tremorsense 60 ft.,
passive Perception 12
Languages Kruthik
Challenge 5 (1,800 XP)
Keen Smell. The kruthik has advantage on Wisdom (Perception) checks that rely on smell
Compendium
- Sources->Dungeons & Dragons->Monster Manual
their pools. Rule 2: Before you drink from a fountain or pool, toss a copper coin into it. It’s a small price to pay for your life!
—X the Mystic’s
Rules of Dungeon Survival
Water Weird Large
, Unconscious
Senses Blindsight 30 ft.; Passive Perception 10
Languages Understands Primordial but can’t speak
CR 3 (XP 700; PB +2)
Traits
Invisible in Water. The water weird has the Invisible