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Returning 30 results for 'limbs alliance noises resilience'.
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Monsters
Ravenloft: The Horrors Within
Restoration"} weeks somewhere in Tepest.
Legendary Resistance (3/Day, or 4/Day in Domain). If Lorinda fails a saving throw, she can choose to succeed instead.
Mimicry. Lorinda can mimic noises and
in her illusory guise as Mother, an ancient, powerful woman wearing a mothlike cloak and bearing a branch with burning limbs. She calls on the people to prove their love for her through sacrifice
Monsters
Mordenkainen Presents: Monsters of the Multiverse
chambers, incorporating them into their lairs when they can.
Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik
kruthiks in one area might cause the remaining hive members to move elsewhere.
Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then
Monsters
Mordenkainen Presents: Monsters of the Multiverse
series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone
carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can.
Kruthiks communicate with one another through a series of hisses and chittering noises. These
enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even
Kenku
Legacy
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Species
Volo's Guide to Monsters
tapping a stone to show how bored he is. He plays with his dagger and studies the Lords’ Alliance agent sitting at the bar.” Creating a vocabulary of noises for the other players to decode
the area patrolled by the guard did she explain that the noises indicated that the wingless folk had claimed that area, and that to trespass would be to court death.
— Gimble, Notes from a
Monsters
Curse of Strahd
winery (chapter 12), and she has begun to wage war against it. In addition, she has forged an alliance with the mad druids that haunt Yester Hill (chapter 14), convincing them that she gave birth to
Lysaga as rewards for her ceaseless devotion to Strahd. Her skin has the resilience of stone, she is resistant to harmful magic, and she is shielded against divination magic. Mother Night has also
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
tapping a stone to show how bored he is. He plays with his dagger and studies the Lords’ Alliance agent sitting at the bar.” Creating a vocabulary of noises for the other players to decode might sound like fun, but it can prove distracting and could slow down the game.
you’re playing a kenku, constant attempts to mimic noises can come across as confusing or irritating rather than entertaining. You can just as easily describe the sounds your character makes and what
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
an artificer to customize the look of their face, limbs, and plating. Warforged Traits Creature Type: Construct
Size: Medium (about 6–8 feet tall) or Small (about 3–4 feet tall), chosen when you
select this species
Speed: 30 feet
As a Warforged, you have these special traits.
Construct Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws to avoid or
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can. Kruthiks communicate with one another through a series of hisses and chittering noises
, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
first minions. The characters must defeat Vox and these monsters before the minions become an army. Ulsedra Vox, Para-elemental Queen
Ulsedra Vox leads the Primordial Alliance. Murderous and
the entity as if it were next to her. Though she initially revered only Chlimbia, Prince of Magma, Vox now worships all Para-elements. Vox decorates her body with sigils written in ash, and fire and frostbite scar her limbs.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
that with the motto of a group of politically allied cities in the North calling themselves the Lords’ Alliance: “Threats to home must be terminated without prejudice. Superiority is our security
.” These are sophisticated people involved in a delicate political alliance, with more emphasis on stability than on fairness and equality. Finally, think about the ways that player characters might come
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
shares of the spoils. The Iceshield orcs haunt the hills and grasslands north of Grudd Haug, near the western edge of the High Forest, and have forged a tenuous alliance with Guh. They are the least
noises in area 5. Otherwise, it guards the north docks. 8 4 hobgoblins The hobgoblins remain in the tower until intruders reach the den, then head to area 2 by way of area 5. 9 10 Iceshield orcs The
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Denizens The Maelstrom Roster table summarizes the locations of the inhabitants when the characters approach and indicates how those creatures react when intruders are detected. Loud noises in one
convince Serissa that the adventurers are assassins sent to kill her (“hired by the villainous Lords’ Alliance, no less,” Iymrith supposes), and that every word spilling from their mouths is a lie. As a
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
wearing a mothlike cloak and bearing a branch with burning limbs. She calls on the people to prove their love for her through sacrifice, whether of food and crafts, their left eyes, or their lives
Domain). If Lorinda fails a saving throw, she can choose to succeed instead.
Mimicry. Lorinda can mimic noises and animal sounds. A creature that hears the mimicry can tell it is an imitation only with
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
refuge at the Wizard of Wines winery (chapter 12), and she has begun to wage war against it. In addition, she has forged an alliance with the mad druids that haunt Yester Hill (chapter 14), convincing
bestowed magical gifts on Baba Lysaga as rewards for her ceaseless devotion to Strahd. Her skin has the resilience of stone, she is resistant to harmful magic, and she is shielded against divination
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
a small creature with spindly limbs, matted fur, and wild eyes. The creature babbles, screeches, and shakes the bars, attempting to reach the lizards inside.
The svirfneblin keep two giant lizards
last gift. Each creature who helped bring the star to the dome (including each of the characters) tingles with resilience, gaining 5 temporary hit points and resistance to fire damage until the next
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
noises higher up the shaft and farther down as well. A double door is embedded in the middle of the east wall. Air enters the room through a row of four arrow slits in the south wall.
An invisible
using its spores to reanimate corpses. Xardorok has proposed an alliance between his clan and the Muzgardt clan. Grandolpha is entertaining Xardorok’s offer but hasn’t agreed to anything. The mechanical
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
Bullywug Bog Sage, is next to Grouch, a Bugbear Warrior. Grouch is loyal to Kelek. King Gurgle’s alliance with Kelek, however, is tenuous. King Gurgle has lent Kelek the service of his bullywug
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, Dwarvish
Dwarven Resilience. Augrek has advantage on saving throws against poison.
Actions
Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning
Laeral Silverhand of Waterdeep. She and the Lords’ Alliance are going to bring some much-needed order to this lawless land.”
Flaw: “I’m too smart to be wrong about anything.”
Oren Yogilvy Small
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
has established herself as a surrogate mother figure to all three of Hekaton’s daughters. Iymrith tries to squash any alliance between the storm giants and the small folk by telling Serissa that the
attunes to it. Development If the characters forge an alliance with Serissa or expose Iymrith as a villainous deceiver, the blue dragon returns to her lair in the Anauroch desert and isn’t encountered
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
) check contested by the blights’ Dexterity (Stealth) check to avoid being surprised by them. Developments Any loud noises here alert the cultists in area 13, who quietly and cautiously investigate
broker an alliance. They have been spying on the dragon from afar, trying to gauge its demeanor and its needs. This small farmhouse appears to be just another empty home at first glance. However, all the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
room with the statue, read: Inside this room, you can hear loud mechanical noises that seem to come from behind the south wall.
Standing in the middle of the room, facing the double door to the north
Grandolpha. They are willing to help the characters slay Xardorok, but any alliance they make with the characters ends with Xardorok’s death. Copper Kegs. The three kegs contain Clan Muzgardt’s finest
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Development. Any loud noises here alert the cultists in area U13, who cautiously investigate. U13: Dragon Cultists’ Cottage A widespread group called the Cult of the Dragon seeks to forge alliances with
doesn’t know). If the characters express a similar desire, Favric suggests an alliance. He actually plans to offer the characters to the dragon as part of his tribute, and if a fight ensues, the cultists
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, its limbs rusted and bent. Dangling from it is the dripping hulk of a ship, hanging some fifty feet above the greasy mud.
During the day, the warehouse bustles with workers who load and unload
, but was never anything but a mind-controlled pawn. A cult of Tharizdun is thriving in the Low Quarter. The cult has made an alliance with some sort of sea monster, which the cultists have identified
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
structures within this region. Dozens of limbs burst forth, entangling anyone within a 30-foot sphere surrounding one random creature. Each creature in the sphere must succeed on a DC 14 Dexterity saving
Intense buzzing or grinding noises fill the region for the next 24 hours. With the exception of truly cacophonous sounds, creatures can only hear speech and noises that originate within 10 feet of them. 06
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
levers that can be used to reposition the statue’s head and limbs. B2: Machinery Storeroom Three ladders descend from the cylinders into this storeroom. The feet of the ladders are lit by three skittering
chest, and a writing table and chair. Puffs of dust and unsettling crunching noises emanate from atop the bed, where a lizard the size of a horse feeds on a humanoid corpse.
On the bed, a giant
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Characters can move quietly about the room without waking it. Loud noises cause it to awaken, as do attacks made against it and any attempts to use or disturb the cauldron. Crafty characters who
make any loud noises here and have not yet encountered the jabberwock (see appendix C) in area P22, it awakens and investigates. The jabberwock enters and leaves the palace through the hole in the wall
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
sleeping fists of Bane. All are fully armored and have their weapons nearby. If awakened by loud noises or the guard in area D23, they grab their weapons and quickly mobilize to repel any intrusion. The room
, Mortlock tries to forge an alliance with the characters. If they come to terms with Mortlock, he gives them the following information in exchange for a promise of amnesty: “I was betrayed. These
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
a decent living from her business, but all that changed when Baldur’s Gate forged a lucrative trade alliance with the merchant princes of Port Nyanzaru in Chult. Shilvin quickly capitalized on the
as their limbs thrashed uncontrollably — caused many Baldurians to rethink their approach to medicine. Requiring individual victims to seek out healing from their respective clergies accelerated the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
living from her business, but all that changed when Baldur’s Gate forged a lucrative trade alliance with the merchant princes of Port Nyanzaru in Chult. Shilvin quickly capitalized on the growing
outbreak of extremely contagious dancing croup — a deadly plague that caused those afflicted to cough themselves to death even as their limbs thrashed uncontrollably — caused many Baldurians to