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Returning 35 results for 'marches score with only are from for local'.
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Monsters
Curse of Strahd
everyone else. Although skilled at blending into society, they keep mostly to themselves, respect local laws, and strive to do good whenever possible.
In their human and hybrid forms, wereravens favor
afflicted with lycanthropy. The following text applies to wereraven characters specifically.
A character cursed with wereraven lycanthropy gains a Dexterity of 15 if his or her score isn’t
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Scout Scouts are keen archers and acutely aware of their surroundings. They often know several regions particularly well and are familiar with local creatures, landmarks, and perils. Riccardo
Moscatello
Scout Medium or Small Humanoid, Neutral
AC 13 Initiative +2 (12)
HP 16 (3d8 + 3)
Speed 30 ft.
Ability Score Mod Save
Str 11 +0 +0
Dex 14 +2 +2
Con 12 +1
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
homeland, a thirst for revenge, or a need to prove yourself might all have been factors. You might have enjoyed formal training in a noble’s army or in a local militia. Perhaps you trained in a war
. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should be Constitution, or
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Bronze Dragon Wyrmling Bronze dragon wyrmlings believe they can solve any problems, and they seek to prove it. They often fixate on local challenges, such as drought or rampant banditry. While their
)
HP 39 (6d8 + 12)
Speed 30 ft., Fly 60 ft., Swim 30 ft.
Ability Score Mod Save
Str 17 +3 +3
Dex 10 +0 +2
Con 15 +2 +2
Ability Score Mod Save
Int 12 +1
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Performer Common performers include traveling storytellers, tavern musicians, local entertainers, and chorus members performing with veteran artists. These performers might be self-taught or in the
)
HP 27 (5d8 + 5)
Speed 30 ft.
Ability Score Mod Save
Str 12 +1 +1
Dex 16 +3 +5
Con 12 +1 +1
Ability Score Mod Save
Int 13 +1 +1
Wis 14 +2 +2
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
lands of the Silver Marches than in distant Turmish or Impiltur to the east — and even more distinctive in far-off Kara-Tur. Human physical characteristics, though, vary according to the ancient
migrations of the earliest humans, so that the humans of the Silver Marches have every possible variation of coloration and features. In the Forgotten Realms, nine human ethnic groups are widely
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Marches and are named Dauthorn Brightmantle (male), Traldak Xornbane (male), Zulia Stonewhisper (female), and Hargritt Hammerhome (female). Rubble is piled up along the south wall of the cavern, concealing
a hidden passageway to area 1. Anyone with a passive Wisdom (Perception) score of 15 or higher notices the passage. Anyone actively searching the rubble must succeed on a DC 10 Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
common origins in the Shadow Marches, and the druids remain friendly with the house and its Finders’ Guild. In the Marches, the guild often helps the druids locate stray aberrations and open portals
, mostly on a local scale: con artists, gangs, and others who have had their unsavory deeds uncovered. Such groups are inclined to hold grudges against the guild as a whole. The guild’s enemies on a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
arrival of four clumsy local youths, who keep their distance from the cabin once they catch a whiff of something unnatural.
“Dang if they ain’t goin’ inside!” exclaims one youth.
“Shut up, or Frody
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
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
knights’ arrival, a character can press a local for more details by making a DC 14 Charisma (Persuasion) check. On a successful check, the local says they were surprised by some of the knights’ armor
and other clothing disguise their nature. Any character with a passive Wisdom (Perception) score of 16 or higher notices the knights’ armor is covered in spots of ash and rust, as if exceptionally old
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Special Delivery This encounter occurs while the characters are inside Argynvostholt. Those who have a passive Wisdom (Perception) score of 11 or higher hear the clopping of horse hooves and the
Vallaki by the local coffin maker, Henrik van der Voort (see chapter 5, area N6). It has the name of one of the characters (determined randomly) neatly chiseled into its lid. Opening the coffin releases a
Compendium
- Sources->Dungeons & Dragons->Monster Manual
riddle’s answer. 4 The names of all who have told it stories. 5 An otherwise forgotten ritual or spell. 6 Recipes using regional ingredients. 7 Stories of forgotten gods and local spirits. 8 The
vulnerabilities of a legendary monster. Guardian Naga Large Celestial, Lawful Good
AC 18 Initiative +4 (14)
HP 136 (16d10 + 48)
Speed 40 ft., Climb 40 ft., Swim 40 ft.
Ability Score Mod Save
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Wisdom (Perception) score of 12 or higher notices folk on the street pointing at the sky. If asked, the people say an owl has been flying over the district during daylight—a strange portent on the Night
can show the locket containing Doña Rosa’s portrait to passersby. If they do so and succeed on a DC 14 Charisma (Persuasion) check, a character finds a local or recognizes the picture and provides
Compendium
- Sources->Dungeons & Dragons->Monster Manual
wickedness. Wise communities often have guardian statues, annual rituals, or local superstitions meant to keep oni at bay. In rare cases, an oni might gradually befriend such communities and protect
)
HP 119 (14d10 + 42)
Speed 30 ft., Fly 30 ft. (hover)
Ability Score Mod Save
Str 19 +4 +4
Dex 11 +0 +3
Con 16 +3 +6
Ability Score Mod Save
Int 14 +2
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
few centuries. Strongheart halflings don’t develop these homes in seclusion. On the contrary, they do their best to fit into the local community and become an essential part of it. Their viewpoint
halfling traits in the Player’s Handbook, plus the subrace traits below.
Ability Score Increase. Your Wisdom score increases by 1.
Silent Speech. You can speak telepathically to any creature within 30
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
hunger or thirst. TRACKING TIME IN WILDSPACE
Local time varies from world to world and from one Wildspace system to the next, depending on rotational periods, custom, and a host of other factors
can move in any direction at a flying speed in feet equal to 5 × its Intelligence score. Astral Sea Navigation One doesn’t need a map to navigate the Astral Sea. Here, all creatures are blessed with
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Eyes of Blood After the characters have engaged with the local festival as much as they please, the character who has the highest passive Wisdom (Perception) score notices a group of celebrants
characters do the same, the attackers target them. Only one local holds their ground: a surprised woman named Aunt Dellie (commoner). She clearly recognizes some of the strange farmers and tries to reason
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
older green dragon might indulge in horticulture, cultivating the local flora as befits their individual aesthetic. However, most green dragons are content to either excavate beneath trees and nestle
, but a creature with an Intelligence score of 5 or higher interprets them as an invitation to move deeper into the greenery. Twisted Messengers. The dragon can cause any Tiny Beast within 1 mile of its
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
) score of 15 or higher hears the sounds of marching feet off in the distance. To investigate the source of the noise, the characters must travel for 15 minutes through cramped tunnels requiring as
much climbing as crawling. At the end of this time, the adventurers emerge onto a shelf 15 feet up the wall of a broad, straight tunnel some 20 feet high. A curious procession of creatures marches along
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
marches, defending their seats from challengers advocating similar platforms of goodliness and law. Nevertheless, even exemplars of decency have sinister secrets, and the Spotless Seven aren’t as clean
stories in the gate-town. Fortitude Adventures d4 Adventure Hook 1 A local politician (dwarf noble) pays the characters to dig up dirt on an opponent. 2 After a series of guilty admissions, black
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
trade furs and pelts in Deadsnows or Citadel Adbar. Ascore As one travels east away from the Silver Marches, the old road passes between the Vordrorn Forest to the north and the Arn Forest to the south
of a closet. Spotting that door requires a successful DC 15 Wisdom (Perception) check. Beliard Beliard is a market-moot for local cattle drovers. It surrounds the intersection of the dusty Dessarin
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
uniforms. Guards. Two off-duty guards are playing cards at the table. They aren’t expecting to be interrupted, and each has a passive Wisdom (Perception) score of 7. If the characters try a nonviolent
, which opens silently. Trap. Any character who has a passive Wisdom (Perception) score of 15 or higher notices the floor is unusually clean in a 10-foot square in front of the gem crates. When a
Magic Items
Infernal Machine Rebuild
through difficult terrain, your speed is reduced by 10 feet until the end of your next turn.
66
You increase one ability score of your choice by 2. You can increase an ability score above 20
using this property, but the increase is lost when this property ends.
Whenever you roll a 1 on an attack roll, ability check, or saving throw using your highest ability score, you take 1d4 psychic
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
make an innocent merchant attack the local lordling. Kala Mabarin Kala Mabarin (neutral evil, human druid) is a skilled herbalist and datura, a protector of the spirits of the land. After years in the
herbalist who works the stall coughing as he attacks a man on the ground. Characters who have a passive Wisdom (Perception) score of 14 or higher also notice a dissipating pink cloud around the figures
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Characters who have a passive Wisdom (Perception) score of 18 or higher see fleeting glimpses of the drow spies over a period of several days and can, with a successful DC 15 Wisdom (Insight) check
Rudderbust, the publisher of a local broadsheet called The Waterdeep Wazoo, without his knowing who wrote it or where it came from. You’ll find his office at the corner of Immar Street and Stallion Street, in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
gain surprise in the blizzard. Characters who have a passive Perception score of 16 or higher aren’t surprised. The bugbears were sent by Xanathar to retrieve a prisoner being held in the Zhent safe
falls ill. She has no knowledge of Thrakkus’s nasty handiwork and promises to bring the matter to the attention of the Guild of Butchers and the local magister. Until then, she won’t use any of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
who has the highest passive Wisdom (Persuasion) score is the first to notice fog drifting into the work site from the southeast. A round later, the work site is lightly obscured by the fog. A moment
. Moss Slab. The moss on the slab can be cleared to reveal an inscription that reads “Dae Won-Ha, Warrior for the People” in both Common and Halri (the local language of Yeonido). Characters who
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
local defenses. Mayor Raven asks for the characters’ and Darrett’s help organizing the evacuation, tasking them with the following: Help her inform the villagers of the situation by collecting everyone
past the Ironclad Regiment, the villagers have protection. Becklin’s Request During the conversation about battle plans, the character with the highest passive Wisdom (Insight) score realizes Becklin
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
vegetation might be its work.
Kyrzin. The cults of the Prince of Slime are based in the Shadow Marches and are infamous for cultivating gibbering beasts. Kyrzin creates sentient slimes that can enter
twisted vision of its master. These realms are connected to the surface by tunnels and chasms, but they defy conventional geography. Passages to Belashyrra’s domain can be found in the Shadow Marches
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
his affable personality won over many in town by the time of his release. He thus stayed on in Phandalin, where he works doing odd jobs and keeping a close eye on local goings-on.
BRAWN MCGABLE
of the land, many of the businesses, and a good portion of the wealth in the local area. He was the last townmaster before that position was dissolved in favor of a three-person town council, and has
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
children (noncombatants) of various ethnicities. T1. Market Square and Tower The center of Triboar, where the Long Road meets the Evermoor Way, is a huge open space used as a market by local farmers and
Tezrin (see appendix D), as well as a hidden vault containing their wealth. Alaestra and Narth run a successful business even in the face of local insults and mild harassment. They have an agreement with
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the alliance for its failure to come to Sundabar’s aid during the War of the Silver Marches. The decision was touted as an opportunity for Everlund to chart its own course, but more educated citizens
Marches. The section between Triboar and Yartar is an ancient road, relatively flat and composed of tight-fitting stones. East of Yartar, the road becomes a gravel and dirt wagon trail that passes a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
with goods of modest to comfortable quality. Home to a significant number of immigrants from the Shadow Marches, Cassan Bridge is the place to visit for exotic Marcher herbs and cuisine. Middle Menthis
Eldeen influence. Lower Northedge Stoneyard This residential district is home to the majority of Sharn’s shifters, including both recent immigrants from the Eldeen Reaches and long-established local
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
statistics, with the following changes: The young cloud giants have an Intelligence score of 10 (+0) and Wisdom and Charisma scores of 12 (+1). They have the following skills: Insight +4, Perception +4. They
have a passive Wisdom (Perception) score of 14. They speak Common and Giant. These cloud giants are cartographers engaged in remapping the Sword Coast while searching for ancient battlegrounds and
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
chapters. The Dragon Hunter As characters near Heart’s Hollow (or whenever you wish to introduce Clystran), the Wash rises in the region. The character with the highest passive Wisdom (Perception) score
occupies. He can share any of the local names for Northern Wastes regions, like “Wormgut” and “Giant’s Spine,” shown on map 5.1. He also considers himself an expert on the fauna of the Northern Wastes






