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Returning 35 results for 'level signs'.
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level sigil
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Monsters
Icewind Dale: Rime of the Frostmaiden
Dark Devotion. The fanatic has advantage on saving throws against being charmed or frightened.
Spellcasting. The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC
flame, thaumaturgy
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon
Icy Doom. When the cultist dies, its corpse freezes for 9 days
Monsters
The Wild Beyond the Witchlight
, teleport, wishNegate Spell (2/Day). When Iggwilv sees a creature within 60 feet of her casting a spell, she tries to interrupt it. If the creature is casting a spell using a spell slot of 8th level or
lower, its spell fails and has no effect. If it is casting a 9th-level spell, it must succeed on a DC 22 Intelligence saving throw, or the spells fails and has no effect.Iggwilv can take 3 legendary
Yeenoghu
Legacy
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Monsters
Out of the Abyss
). He can innately cast the following spells, requiring no material components:
At will: detect magic, spiritual weapon (8th-level spell, 4d8 + 2;{"diceNotation":"4d8+2","rollType":"damage
, where he pursues captured mortals in a cruel game. Yeenoghu’s lair is a place of blood and death, populated by gnoll;gnolls, hyena;hyenas, and ghoul;ghouls, and there are few structures or signs
Backgrounds
Sword Coast Adventurer's Guide
nature.
The Lords’ Alliance: On one level, the agents of the Lords’ Alliance are representatives of the cities and other governments that constitute the alliance. But, as a faction
access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. River of the Depths Large blind fish swim up and down this dark, sluggish river that flows from level 4 and meanders down to the Underdark, plunging over waterfalls every mile or so. The river’s
hydra. At various points along the river are crude wooden signs, each one carved with the word “Underdark” in Goblin and an arrow pointing downriver.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
gets away alive, leave signs that other cultists were hanging back as reinforcements, but fled when the original force was overwhelmed. Make sure the characters understand what this attack was about
characters and exclaim, “The dragons rise! You cannot stop us!” The characters gain a level at the end of this event.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
gets away alive, leave signs that other cultists were hanging back as reinforcements, but fled when the original force was overwhelmed. Make sure the characters understand what this attack was about
characters and exclaim, “The dragons rise! You cannot stop us!” The characters gain a level at the end of this chapter.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Wandering Monsters If Muiral survives his first encounter with the adventurers, he begins patrolling areas 1 through 5 and areas 7 through 12, looking for signs of other intrusion. The characters
to high-level adventurers, but they help reinforce the danger that Muiral represents. Adventurers exploring areas 13 through 30 are likely to encounter one or more drow patrols, each consisting of 1d4
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
seconds to activate, so characters standing in the circle won’t be able to move away unless they have the ability to move as a reaction. The cultists select the shrine level as the adventurers
see signs that the cultists do their cooking here, finding a collection of simple dishware stacked along the north wall, along with sacks containing potatoes, turnips, jerky, and flour. Aside from
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
everywhere. Plaster fallen from the walls and ceiling lies strewn across the floor, along with the shattered remains of vandalized furniture. Fireplaces (with chimneys too narrow to climb) show no signs of
recent use. All house corridors are 5 feet wide and 10 feet high; all ceilings are 10 feet high except for the attic level where, because of the sloping roof, the height ranges from 1 foot at the sides
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
signs that the cultists do their cooking here, finding a collection of simple dishware stacked along the north wall, along with sacks containing potatoes, turnips, jerky, and flour. Aside from the
lovingly cleaned skeleton and notes that a scholar might find interesting, this level holds nothing of value.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Movement on the Map Narrate wilderness travel at a level of detail appropriate to the map you’re using. If you’re tracking hour-by-hour movement on a province-scale map (1 hex = 1 mile), you can
not walk directly up to the front door of a ruined castle when they enter a hex, but they can find old paths, outlying ruins, and other signs of its presence in the area. If you’re tracking a journey
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Other Inhabitants No other living creatures dwell in Araj, but the tower features a number of magical inhabitants the adventurers might interact with. Each level of the tower has a permanent unseen
counterattack. A character who pokes around the tower and succeeds on a DC 15 Wisdom (Perception) check notes signs that other humanoid creatures were recently present in Araj, including discarded clothing
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
d10 Wash Effect 1–3 The Wash is low. Canyons are dry. 4–6 The Wash is high. It fills the canyons. 7–10 The Wash remains at the same level as the previous day. Dangers of the Wash When the Wash fills
the Northern Wastes, the characters must make a DC 12 group Wisdom (Survival) check. On a successful check, they notice signs of water beginning to fill the canyons, giving them time to reach safe
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Chapter 1: A Great Upheaval This chapter is designed to advance a party of 1st-level characters to 5th level. The characters gain levels by accomplishing various goals, which are summarized in the
Character Advancement sidebar at the end of the chapter. If the characters are already 5th level, skip ahead to chapter 2, “Rumblings,” using the information in appendix A if the characters are
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Episode 2: Fun in Phandalin THE RUINS OF TRESENDAR MANOR In episode 2, Omin Dran sends the adventurers (now 2nd level) to Phandalin to learn the fate of an Acquisitions Incorporated franchise that
characters discover signs of recent rituals tapping into the power of the Far Realm — and take on the monsters the attackers left behind. After dealing with the threats in the dungeon, the characters run
Compendium
- Sources->Dungeons & Dragons->Monster Manual
can transform victims into red or green slaadi. Blue slaadi accompany red slaadi and behave similarly. They innately know the signs of chaos phage and avoid slaying creatures that carry it or other
after finishing a Long Rest. If the curse reduces the target’s Hit Point maximum to 0, the curse ends, and instead of dying, the target instantly transforms into a Red Slaad or, if it can cast spells of level 3 or higher, a Green Slaad. Only a Wish spell can reverse this transformation.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
The Noble Knife The Noble Knife is a somewhat mysterious organization known for its high level of engagement with the cultures and societies within which its members work. Having made such
engagements, the loyalists of the Noble Knife are watchful for signs of leaders and power brokers making the first transition to tyranny — at which point, those newly minted tyrants are quickly assassinated
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
victory rings false. How could a slave race overpower the mind flayers? Where are the signs of this great struggle? Perhaps the gith didn’t actually win. Perhaps, instead, the mind flayers moved
rating is 8 (3,900 XP) and it has the following trait:
Innate Spellcasting (Psionics). The mind flayer is a 10th-level spellcaster. Its innate spellcasting ability is Intelligence (spell save DC 15; +7
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check’s total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your
try to hide. Signs of its passage might still be noticed, and it does have to stay quiet.
In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
archdevils seeking signs of weakness that they can exploit to further their dreams of power. Fort Knucklebone
For characters of level 7
The adventurers question Chukka and Clonk, a pair of kenku junk
place expressly for the punishment of evil souls; instead, it represents a “next level” for evil souls after the end of their wicked lives as mortals. The Nine Hells allows souls to exist in a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence.
You can't hide from a creature that can see you clearly, and
you give away your position if you make noise, such as shouting a warning or knocking over a vase. An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast the jump spell once with this trait, and you regain the ability to do so when you finish a long rest
. When you reach 5th level, you can cast the misty step spell once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
, this one has been cleared completely of debris, forming a seemingly easy path forward. Unfortunately, it’s a trap. While there are no outward signs for characters to notice that might give this fact
front of the ship, the trap is triggered. When that occurs, refer to the “Olhydra’s Gambit” sidebar. Dispel magic, successfully cast against a 6th level spell, suppresses this trap for 1 minute
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Episode 4: Dran Enterprises
DRAN ENTERPRISES’ DANGEROUS BUSINESS
The attacks on Acquisitions Incorporated franchises have left signs indicating that Dran Enterprises is involved. The characters
(now 4th level) head to Luskan, seeking to find that organization’s secret headquarters, infiltrate it, and determine what Dran Enterprises is up to — and what plans they have for the Orrery of the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
employment, the Stone Guards stop covering for them and their pursuit level increases as normal if Xalith is in town (see “Signs of Pursuit” in the “Blade Bazaar” section). Otherwise, it remains at 0 until some other action raises it again.
out of Gracklstugh if they do as she asks. Search for Corruption. Errde’s suspicions of conspiracy have her looking for signs of corruption creeping among the people of Gracklstugh. She rewards the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Wards of Sharn Sharn is a vertical city, and elevation is an indicator of status and wealth. Each quarter is roughly divided into three levels, and the combination of quarter and level defines a ward
have no better than a poor lifestyle; a visitor who displays signs of a wealthy or aristocratic lifestyle might attract unwanted attention. The watch pays little attention to the lower districts
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
wooden floors throughout, and all windows have hinges that allow them to swing outward.
The rooms on the first and second floors are free of dust and signs of age. The floorboards and wall panels
house to complete its resurrection. Items taken from the house aren’t replaced, nor are undead that are destroyed. The dungeon level isn’t considered part of the house and can’t repair itself in this fashion.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the area, stairs rise to an open level above. If the kenku aren’t hidden, add: Four short, avian creatures with long beaks and black feathers look over in surprise from where they stand in the middle
the yellow signs in the sewers.” (This remark refers to tunnels in the sewers that are marked with Xanathar’s symbol where they lead to the Xanathar Guild hideout.) In a scratchy voice: “No time to loot the place. Just get him to the boss.”
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
only to do the yuan-ti’s bidding; they all show signs of abuse from their treatment. Some are in a state of mourning, after being forced to watch the yuan-ti consume their eggs. Map 8.1: grippli village
by far the largest structure in the community. The ground level contains a pool of water in the center, directly beneath an opening in the roof of the same size. The marshy ground around the pool
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, occasions of that sort are few and far between. For the most part, the gods communicate with their faithful through signs and omens, appreciated by those able to interpret them. Of course, some signs are
certain deities is frowned on. Most governments that engage in persecution limit such restrictions to the establishment of formal temples, priesthoods, and organized festivals. (On a practical level
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
warning signs around it read, “Danger: Elemental Forces.” A cavernous opening in the south wall provides access to the interior. When the characters enter, read or paraphrase the following text: The
creature expends a spell slot to cast a spell of 1st level or higher, an additional effect might occur. That creature must roll a d10. On a roll of 1, they must then roll on the Wild Magic Surge table in
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
shows the characters the entrance to the tunnels. See the “Whorlstone Tunnels” section for how to roleplay Droki.
Signs of Pursuit If the characters arrive in Gracklstugh with a drow pursuit level of
this chapter), their pursuit level increases by 1 every 1d4 days until Ilvara arrives. Alternatively, the adventurers might decide to turn the tables on the drow. Characters might figure out a way to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
might remain aware.
Day 6: No appreciable loss of vigor.
Day 11: Still no appreciable loss of vigor.
Day 13: Ritual must commence tomorrow despite subject’s high level of mental activity.
Day
by sending them omens in the form of visions, dreams, and signs. As such, gnolls instinctively look for such omens to guide their activities, and they find them in many places. Among the signs that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
makes a sign with one of its hands; drow characters recognize these hand-signs that, collectively, spell out the Elvish phrase oloth elgg ssussun, which translates to “darkness slays light.” If a
creature makes these hand-signs in the proper order anywhere in the room, the secret door in the south wall swings open. A knock spell or similar magic also opens the door. Xarann A’Daragon. Xarann, a spy






