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Returning 32 results for 'most scout with only artisan's floating for loud'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
at the kobolds’ expense.
Familiar. Vellynne’s familiar is a snowy owl, which the wizard uses as a scout. It uses the owl stat block in the Monster Manual but is a celestial instead
’s blood on the title page. The tome contains the spells Vellynne has prepared plus the following additional spells: bestow curse, blindness/deafness, false life, find familiar, magic weapon, polymorph, protection from evil and good, remove curse, shield, and Tenser's floating disk.
Warforged
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
how new they are to the world. The Warforged Quirks table contains example quirks.
Warforged Quirks
d8
Quirk
1
You analyze — out loud — the potential threat posed by
, Church, Crunch, Crystal, Dagger, Dent, Five, Glaive, Hammer, Iron, Lucky, Mace, Oak, Onyx, Pants, Pierce, Red, Rod, Rusty, Scout, Seven, Shield, Slash, Smith, Spike, Temple, Vault, Wall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
8. Bandit Headquarters Dominating the area is a throne hall (area 8a). Side chambers (areas 8b and 8c) serve as a base for members of the Undertakers, who investigate loud noises in the throne hall
resemble a fanged snake (see “Bone Throne” below).
Torch Brackets. Empty torch brackets made of fluted, discolored bronze protrude from the walls.
Halaster trapped the wyvern in a floating
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Some are buried in old tombs near town. One such tomb is the final resting place of a forgotten noble who was a warrior in his day. If the characters scout the area before entering the tomb passage
. Geeraugh and Mougra built an improvised alarm made metal wagon wheel fittings against the inside of the door. If the door is pushed open without removing this “alarm,” the metal pieces fall with a loud crash
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
floating above two open palms.
As an action, a character can try to unlock the doors using thieves’ tools, doing so with a successful DC 17 Dexterity check, or break down the doors with a
, “Please, let me die.”
The 145-year-old shield dwarf held captive in the southwest corner of the building is named Kharbek. They use the scout stat block with these changes: Kharbek speaks Common
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
muck. Characters witnessing this must succeed on a DC 13 Wisdom saving throw or gain one level of madness. Throughout the entire cavern, loud moans and cries of agony answer the drow’s screams in a
characters observe the mad dance for a few rounds, they see a form rising up out of the fungal muck. It is the drow scout whose terrible end they just witnessed, wading out to join the other revelers in
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
wagon worker and Whiskey the carpenter are talking and laughing in loud voices at their table, plates heaped with food before them. At their table, Luna and Thalen are taking turns prestidigitating
the chandelier appears to be Viari (met at the end of episode 2) — but he and the scout Tanas are actually two gibbering mouthers. Illusion magic cloaks their appearance, though anyone touching them or
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
missing its entire north wall, and what little remains turns to ashes before your eyes. Through the hole, you see two detached sections of the castle floating in the air.
The gallery itself contains
Figurines. The six figurines are floating because they are subject to the tug of the void (see “Castle Features”). The figurines are shaped like tiny humans but lack fine features to distinguish them from
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
wheel hits the deck with a loud thud that catches the attention of the zombies in area C4. A moment later, the thud is answered by a loud crash against the door to C4, which repeats every 10 to 15
Deck The descent to the lower deck is chilly, wet, and unsettling. Seawater obscures the floor and sloshes against the hull. Decaying crates and barrels are scattered around, some floating freely and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
loud crack from higher up the mountain, followed by a rumbling noise as the ground starts to shake. It’s an avalanche!
The party finds itself in the path of an avalanche (see “Avalanches”). The
(neutral good human scout), a rugged, bearded man in his prime. He has one level of exhaustion and 6 hit points remaining. In addition to his weapons, he carries a climber’s kit. His other equipment is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
covered with fungal growths try to capture the floating spores in jugs.
Xardorok’s garrison includes several quaggoth thralls. A little over a tenday ago, a quaggoth thonot named Krob helped the
. Loud mechanical noises come from behind the west wall.
Unless they are drawn to area X19 by sounds of combat there, four quaggoths gnaw on bones in this room and attack intruders on sight. The
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
crystal (see “Haskasori features”) and then killed as the basilisks ate parts of their Petrified prey. Loud noise here alerts the Basilisks in area H3, which come to investigate. H2: Bridge This bridge
“Haskasori Features”) instead of stone but can be restored as normal. H4: Floating Platform In the center of this chamber floats a dimly glowing stone platform accessible by a short ramp. Gaps around the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
rushing water is loud in the confined space.
Characters using darkvision or a light source brighter than a candle can see more walkways attached to the northwest side of the shaft 30 feet farther down
. Because of the loud waterfall, characters must yell if they want to communicate with each other while in this area. Kobold Saboteurs. The cascading water drowns out the noise made by two Icewind
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
boiling water. A creature that enters the water for the first time on its turn or starts its turn there takes 7 (2d6) fire damage. In addition, steam renders the cave lightly obscured. Floating Corpses
for more information on this drow. N7. The Floating Ones If the nycaloth is alive here, the characters hear a horrid, rasping song coming from the area before they see it. Two humans, an aarakocra, and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
yet, Glaive and one of her blade scout companions attack the characters from both ends of this narrow tunnel. After all combatants have taken a turn, the attackers flee into Landro and hide for another
feet above the eastern passage.
Assuming they haven’t both been defeated, one of Glaive’s blade scouts (see appendix A) hides on the overhang here while the other scout hides down the eastern tunnel
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Whenever a loud noise is made inside the chamber, the loose crystal flickers. Tremendously loud noises, such as those made by a thunderwave spell or a horn of blasting, cause the crystal to go out for 1d6
creatures are unaffected. The pulse of energy suppresses magical traps throughout the city and causes the floating chamber above Skydock Spire (area Y28) to crash into to the ground, pulverizing it and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
characters encounter. d20 Encounter 1–2 1 chuul lurking in a pool of water 3 1d6 giant spiders clinging to the walls or ceiling 4–5 1 grell floating near the high ceiling 6–9 1d4 gricks hiding in a
Encounter 1–2 1 drow 3–4 1d4 myconid adults 5–6 1d6 shield dwarf scouts The drow scout is searching for escaped slaves. If he spots the party, he’ll attempt to avoid notice and take away information
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
through the secret door as soon as the characters appear. Otherwise, if the smugglers have been alerted to the party’s presence, two bandits and a scout are here and ready to fight. Without a smuggler
. Examining the table closely reveals a concealed drawer that contains the spellbook the alchemist used when he was alive. The book’s contents include dancing lights, comprehend languages, Tenser’s floating disk, and shatter. The chemical apparatus on the bench is worth 20 gp.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Torrents Locations P1. Waterfall Basin The waterfall here can be heard from quite a distance. A loud waterfall pours into this mossy cavern. Wet stairs hug the western wall, climbing higher than the
wrestling forms, some lay still, floating face down inside the cage.
Eight Crushing Wave reavers (see chapter 7) occupy the cage with the drowned corpses of four other cultists. Gar Shatterkeel locked
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ship is all that remains of a Netherese skycoach, an airship that was used to ferry people to and from the floating city of Ythryn. Any loud disturbances in this cave cause the four flameskulls in area
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
elaborate lacework. 3 Bizarre. This archfey looks like something from the realm of dreams. They could take on the appearance of a scintillating ball of light, a floating mask, or a whispering shadow. 4
antlers. 2 Compelling Voice. The archfey has a magical voice that can charm creatures of a certain type (such as Beasts or Fey). This voice might be as soft as a whisper or loud like thunder. 3
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Lantomir’s Traveling Libram. The tome contains the following spells: clairvoyance, cloud of daggers, counterspell, detect magic, detect thoughts, find familiar, Melf’s acid arrow, Tenser’s floating
regain hit points at the kobolds’ expense. Familiar. Vellynne’s familiar is a snowy owl, which the wizard uses as a scout. It uses the owl stat block in the Monster Manual but is a celestial instead of a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stepping stones between the floating disk and the middle passage. The pillars are hot when they first rise. A creature that comes into contact with a hot pillar for the first time on a turn or starts its
3 to 5 feet wide and has no railing. Its surface is rough and uneven. If the characters go out on the causeway, see area W4. Gong. The gong creates a loud, reverberating tone that can be easily heard
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
a magically lit chamber containing the following: Thorvin Twinbeard (see appendix B), Xanathar’s engineer, is building a large contraption in the middle of the room. Floating nearby is an albino gazer
successful DC 15 Wisdom (Perception) check. X15. Stairs to the Maze Characters at the top of these magically lit stairs can hear loud music and raucous laughter boiling up from below. The staircase descends
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
below this level. The shaft continues upward into darkness.
Three passages lead away from the shaft. A small brass gong and a striking hammer are near the ledge.
The floating disk is made to move by
killed by the Emberhorns a couple months ago. As is their custom, the minotaurs roasted the body and hung the remains as a trophy. Reinforcements. Any loud noise in here causes the minotaurs in area F17
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
feet wide, with wooden decks and iron-plated hulls fashioned to resemble dragon turtles. The boats are magically immune to fire damage and remain cool to the touch, even when floating in lava. Each
within arm’s reach. The sound of normal movement doesn’t wake them, but they are roused by the sounds of battle or other loud noises in areas B15–area B19. The duergar are alarmed if they wake to find the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
from the pool’s center is the head of a stone well that gives off an unpleasant, pungent odor. In one corner of the pool stands a tall, dirty, freestanding mirror in an oval frame, and floating on the
, filling the pool to a depth of 3 feet in 1 minute. Treasure. The lily pad floating on the water is a magic item called a bobbing lily pad (see appendix A). Bavlorna is attuned to it currently. B2
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
on a DC 15 Wisdom (Perception) check notices the grick, which attacks when noticed. The first time it is injured, the grick emits a loud squeal that draws the gricks lairing in the mine (area G9) to
word can be used to shrink it; the command word is “petrification” in Terran. Withdrawn. Zoklork isn’t willing to scout for the characters because dangerous creatures lurk nearby. If the characters
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
undrinkable. D6. Bloated Corpse Floating face-down in the middle of this flooded room is the bloated corpse of a shirtless male human with knife wounds in his back. The corpse was once a Bhaal
conducts a thorough search realizes that the sarcophagus has a false bottom made of inch-thick plaster. Smashing through this plaster layer reveals a cavity below that contains a human mummy floating in
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Winterbow (NG female half-elf scout), a member of the Emerald Enclave. She charges 10 gp per day for her services, regardless of the danger. She has noticed more and more hill giants, ogres, and Uthgardt
a parody of the grandest Waterdhavian noble parties. Folk come here to be awed by it, to be amused by it, or to feel at home in it. Minstrels play quiet background music among floating plants and
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
area P14d. A double door leads to a stone balcony that overlooks the Court of Storms (area P13). Floating 10 feet above the top of the staircase is a banshee trapped in temporal stasis. The banshee
. 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
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
When a creature makes an exceptionally loud noise or otherwise attracts attention When the party spends at least 30 minutes in the same region Blessed Radiance The grace of the Upper Planes touches this
counterpart in conversation. It offers to answer one question posed to it as if the creature cast the divination spell. After answering the question, the reflection returns to normal. 89–94 Floating shards






