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Returning 23 results for 'most sound with only about for for lived'.
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Monsters
Curse of Strahd
forms results in its having a slow, awkward gait.
Sound Mimicry. Mongrelfolk have misshapen mouths and vocal cords. They speak fragmented Common mixed with various animal cries and nonsense. They
live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish outside their homes and fiercely
Backgrounds
Baldur’s Gate: Descent into Avernus
: SOCIAL VENGEANCE
You’ve lived your entire life in the Lower or Outer City of Baldur’s Gate. You grew up seeing arrogant patriars flaunt their wealth while your hardworking neighbors
’m confident in my own abilities and do what I can to instill confidence in others.
6
Thinking is for other people. I prefer action.
7
I misuse long words in an attempt to sound smarter
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
: Verse 1. “Not his keeper, nor he mine; loved and hated at the same time.” (This refers to Dolora’s brother, whose name was Sam.) Verse 2. “My first vision: her hazel eyes. My first sound: her
Fifi.) Verse 4. “Lines in his face of life lived long; stories were his paternal song.” (This refers to Dolora’s grandfather, whose name was Tobias.) Verse 5. “Mentor and guide, her lessons learned
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
find ways to participate in them.
4 There is no sound I love more than laughter, a powerful balm for hearts and minds.
5 I enjoy games of all kinds, especially challenges of wit and intellect
—and those I can decisively win.
6 I admire how brightly short-lived creatures shine before their lights go out.
7 Nothing is more satisfying than deflating the egos of the high-and-mighty
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
dormant barnacles hangs slightly ajar on rusted hinges.
Anga once lived in this small stone cabin near the pier, which made it convenient for her to visit Angajuk. The place has been vacant for
three giant vultures, who think that the sound signals mealtime or the presence of prey. They attack unless the characters offer meat to satisfy them. Angajuk Arrives. It takes 30 minutes for Angajuk the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Dexterity saving throw to keep their footing. The sound of wood splintering and trees falling echoes from deeper in the forest, but the tremor soon passes. In the aftermath of the battle and
earthquake, the travelers are thankful for the characters’ help. Their leader introduces herself as Ameyali. Ameyali Ameyali (neutral good, human priest) has lived in Etizalan for years. After fire elementals
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
exiles. They are the destined rulers of the darkness, and when Lolth commands them to rise up and destroy their surface-dwelling kin, they will.
Creatures of Darkness. The drow have lived underground
stone rivals that of the greatest dwarf artisans, yet their structures retain a decidedly elven aesthetic. Though appearing delicate, drow settlements are structurally sound and remarkably resilient
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, stairs descend 200 feet to level 2. (These stairs are not immediately visible to characters entering through the secret door.)
Noise. The sound of squabbling goblins emanates from a tunnel leading
dominates the southeast corner of the forge. The ettins’ latest trophies — two dead and rotting carrion crawlers — lie atop it.
The ettins lived in the Underdark until Xanathar’s minions found them
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
mongrelfolk’s mad combination of humanoid and animal forms results in its having a slow, awkward gait. Sound Mimicry. Mongrelfolk have misshapen mouths and vocal cords. They speak fragmented Common mixed with
, or shunned. They typically live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
The Foundry Durgeddin’s followers lived and worked in a series of carved halls and chambers beyond the Glitterhame. Most of this part of the complex was thoroughly ransacked when the dwarven citadel
the floor.
From somewhere in the distance, you can hear the faint ringing of hammer on anvil.
The sound of the hammering comes from beyond the east wall, as can be determined with a successful DC
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Amun Sa’s scribes while he lived, at his dictation. See the “Pyramid Features” section for guidance on translating hieroglyphs throughout the tomb. If translated, the east wall’s hieroglyphs read: “I
bottom of the silo. P6: East Storage Silo The thunderous sound of cascading water fills this chamber, which is otherwise identical to area P5. The shaft drops 120 feet into turbulent white water
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sound an alarm if someone tries to break into the storehouse. The chamber contains thirty 5-gallon casks. Eight of them hold Wyrmwizz, a muddy swill, and the rest are empty. 21k. Captains’ Barracks The
21l. After showing the characters to their quarters, the goblin tells them where they can buy adventuring gear (area 21a) and rations (area 21t). 21o. Goblin Orphanage The sound of screaming goblin
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
humanoid and fly. A chasme shuffles about on four spindly legs that can find purchase on walls and ceilings. A droning sound precedes the approach of a chasme, inflicting foes with a terrible lethargy
Perception 15
Languages Abyssal, telepathy 120 ft.
Challenge 6 (2,300 XP)
Drone. The chasme produces a horrid droning sound to which demons are immune. Any other creature that starts its turn
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. The bodies are the boiled remains of svirfneblin that lived in area N5. N3. Oubliette Gore spatters the floor and walls of this windy cave, and the floor is strewn with dismembered humanoid corpses. A
, the sound of dripping water echoes.
Among the myriad fungi, several are magical and act as potions if eaten. One aqua-spotted toadstool acts as a potion of longevity. Two amber toadstools flecked
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
flesh clinging to its bones. The room is otherwise empty. B53: Priests’ Quarters This lived-in room contains three bunk beds and a chest at the foot of each bed. On one bed lies an elf man in bright
creatures simultaneously turn the spoked platforms and both creatures succeed on a DC 15 Strength (Athletics) check. The doors then slowly swing inward, accompanied by the sound of grating stone and a
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
. The sound of roaring water echoes from downstream. A short distance beyond the bridge, the river becomes a waterfall, plummeting 300 feet into an Underdark lake. The lake and the creatures that
. Careful examination of the floor reveals many cracked bone fragments among the stalagmites. Once the lair of a chimera, this cavern is now home to Lludd, a clever and long-lived behir who ousted the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
which statue is broken. The four sarcophagi also collapse if disturbed, though each creates difficult terrain only in its square. P2: Ghostly Hall The sound of splashing water echoes from the west end
, as they had lived the experience of Dumathoin’s teachings before hearing the call to join the clergy. Obelisk Fragment. A wizard cast passwall to bypass most of the crypt, which allowed them to place
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. T6: Training Master’s Quarters This bedroom contains a stone desk, a stone bed, and a metal display holding a single, battered greataxe.
Over the years, many training masters lived here. A training
sound rolls through the room. Creatures in the room must make a DC 14 Constitution saving throw, taking 22 (4d10) thunder damage on a failed save, or half as much damage on a successful one. This
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
coming within 3 feet of them, causes dozens of them to break open. Three sahuagin hatchling swarms (see appendix C) form and rush to attack warm-blooded characters. The sound of their offspring being
of a lizardfolk. The head is about twice as large as life size.
When the lizardfolk lived here, one of their proudest possessions was a 10-foot-high statue of Semuanya, their deity. When the sahuagin
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
buttressing their gate using smaller rifts to the Far Realm. Jaded Elder. Oshundo lived in Illithinoch at the height of the mind flayer empire many centuries ago, but Oshundo was driven out for
paraphrase the following: The chattering creatures strain toward the archway on the back wall. With a sound like tearing canvas, the archway splits into a rift larger than any others you’ve seen in
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
fungi. This is the lair of Lludd, a clever and long-lived behir who speaks Common and Giant in addition to Draconic. Lludd lurks on a ledge near the entrance to the chamber, waiting for morsels worthy of
here is a food source for many of the greater caverns’ creatures, including eight shriekers that are currently feeding here. If the shriekers sound off, Zyzkathol and his giant beetles (see area G14
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the cracked stems of cobwebbed wine glasses. The floor is littered with overturned cocktail tables, looted snack dispensers, and the skulls of long-deceased passengers.
Some stubborn passengers lived
, holding a decrepit magazine that crumbles to dust if touched. Disturbing any of the desks causes an alarm to sound in this area. A combat robot from area S26 arrives to investigate in 1 minute. S23a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
of the sound amplifier described in area X16.) Displayed against the curved walls are a dozen lifelike statues (the remains of humans, drow, dwarves, goblinoids, and kobolds who defied the beholder
lived in this dungeon complex long before Xanathar took it over. Only one wizard is entombed here, however. The fate of the other wizard is unknown. Both chambers are encased in solid stone and brightly






