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                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     howler. Even at a distance, listeners’ minds cringe at the sound and fill with horror at the realization that the noise is drawing closer. When howlers go on the prowl, courage isn’t
                                                
                                            
                                                
                                                     around the battlefield in a search for safety. Fiends especially prize howlers for this reason, because for a few crucial moments in a battle, their howls can neutralize an enemy.Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                    Kenku
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    . They settle in places that accept them, usually bleak cities that have fallen on hard times and are overrun with crime.
Dreams of Flight
Above all else, kenku wish to regain their ability to fly
                                                
                                            
                                                
                                                     sound they hear, from a halfling’s voice to the noise of rocks clattering down a hillside. However, kenku cannot create new sounds and can communicate only by using sounds they have heard
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     provided. The following section, discussing possible homelands, includes some suggested reasons that are appropriate for each location.
d6
Reason
d6
Reason
1
Emissary
4
Pilgrim
                                                
                                            
                                                
                                                     hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly
                                                
                                            
                                        
                                                    Kobold
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     might make occasional nighttime forays up to the surface. Roughly one quarter of the towns and cities in the world have kobold communities living under them, but the kobolds are so good at staying
                                                
                                            
                                                
                                                     undetected and don’t give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler’s house at night to loot it of knives, leather bits, nails, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     cities of stone and glass, carved paths through the wilderness, tamed the great lizards, worked mighty magics, shaped the world around them, and warred upon each other. Those were the Days of Thunder
                                                
                                            
                                                
                                                     reason, the world changed, and their vast empires vanished. All that remains of them are ruins and the scattered lizardfolk, bullywug, and aarakocra tribes, barbaric descendants of those who once ruled the world.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                    Rogue The City of Greyhawk is known as the City of Thieves for good reason. Its thieves’ guild exerts power across the world. Nestled at the center of the Flanaess’s economic network, the guild and
                                                
                                            
                                                
                                                     economic power. Rakes and bravos are common throughout the cities of the Flanaess. A Swashbuckler can thus originate from almost any city, but among the Rhennee in particular, Swashbucklers are common. As travelers along waterways, they have learned that a quick, mobile approach to combat works best.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Arriving in Anauroch Created by fearsome magic, the ancient desert of Anauroch hides ruined cities under its sands. The most famous include the lost cities of Netheril, an empire of wizards doomed by
                                                
                                            
                                                
                                                     sand. Intent on their investigation of the golem, they don’t notice your arrival.
 The two desert nomads (use the bandit stat block) and a camel they call Old Stink (for good reason) hail from a Bedine
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     produce a child, and for this reason such unions are forbidden by the Twelve. But aberrant dragonmarks can appear on members of any race, at any age, regardless of bloodline. No two aberrant
                                                
                                            
                                                
                                                     hurt by it. This factor has led to the general superstition that people with aberrant dragonmarks are dangerous. Aberrant marks are feared for another reason, too. Long ago, aberrant marks were more
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    . For this reason, many kenku make an easy living serving as messengers, spies, and lookouts for thieves’ guilds, bandits, and other criminal cartels. A network of kenku can relay a bird call or similar
                                                
                                            
                                                
                                                     noise across the city, alerting their allies to the approach of a guard patrol or signaling a prime opportunity for a robbery. Since kenku can precisely reproduce any sound, the messages they carry
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     interrupted ritual. Vecna is unaware the characters—or anyone, for that matter—are linked with him, so the god has no reason to sever the tie. The link can manifest as subtly or as obviously as each
                                                
                                            
                                                
                                                     player wishes, from the sensation of a specific smell when the character thinks of Vecna to a loud noise only they hear when the lich’s name is uttered. Vecna’s Link. You gain a special intuition for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     areas are somewhat isolated from the noise of work areas, enabling miners and crafters to do their work without awakening the sleepers. Kobolds learn at a young age to fall asleep to the noise of
                                                
                                            
                                                
                                                     sacrifice when it presents itself. This practice contributes to the reason why most common folk (and adventurers) think kobolds are stupid as well as weak; they’ve seen or heard of a lone kobold trying to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     looks that much like an orc, they reason, must be like an orc and should be kept at a distance. Because half-orcs are typically stronger and hardier than their human peers, they can find employment
                                                
                                            
                                                
                                                     in towns and cities, but their appearance marks them as outsiders. In response to being ostracized, half-orcs either embrace their otherness and take pride in their physical superiority, pull back and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     chaos is “business as usual” for most city residents. Reason to Visit. Characters who need rare items, sage advice, or other services found only in large cities might say “we’re going to Waterdeep.”
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Kenku Flightless, Noise-Mimicking Avian Habitat: Forest, Planar (Shadowfell), Urban; Treasure: Implements, Individual Kenku are birdlike folk who once soared the skies and sang enchanted songs, but a
                                                
                                            
                                                
                                                     curse stole their wings and transformed their voices. Now kenku slip through the shadows of cities and the Shadowfell, trying to recover what they’ve lost. To some, this means seeking an end to their
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     because it best emulates the Scourge Mistress, and for the same reason her faithful appreciate beauty, cultural refinement, and a certain adeptness at manipulation. Though temples to Loviatar are rare
                                                
                                            
                                                
                                                     and dominating others, supported and backed up by a number of submissive sycophants. Worshipers of Loviatar rarely gather in numbers except in the more populous cities. When small cadres of faithful
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Lingering fog 11–12 Noise and smoke from smithies and forges 13 Canals and bridges 14 Cliffs on one or more sides 15–16 Clean streets and well-maintained buildings 17–18 Ancient ruins within the settlement
                                                
                                            
                                                
                                                       1d20 Type   1 Pawnshop 2 Apothecary 3 Grocer 4 Delicatessen 5 Potter 6 Undertaker 7 Bookstore 8 Moneylender 9 Armorer 10 Chandler 11 Smithy 12 Carpenter 13 Weaver 14 Jeweler 15 Baker 16 Mapmaker 17 Tailor 18 Ropemaker 19 Mason 20 Scribe  Olga Drebas  Joy Ang  Downloadable PDF
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     tricks on. The eblis sent a marsh frog to reason with Ubtao, but the frog was angry and decided to wrestle the god instead. This amused Ubtao, so he gave the frog tentacles to make it stronger. When
                                                
                                            
                                                
                                                     Wongo the su-monster found out how Moa had betrayed him, he vowed to catch the jaculi and eat him up. All the while, Unkh the flail snail lived deep under the earth. The noise of the other animals
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     the soldiers claim—because time is short and the dead are coming. Falkovnia is a land besieged. Empty countryside surrounds ruined or crumbling cities. A few desperate pockets of civilization survive
                                                
                                            
                                                
                                                     upon Lekar’s walls. The people might want to abandon their homes, but Vladeska Drakov will not know defeat. FALKOVNIAN CHARACTERS
 Characters from Falkovnia have good reason to be in other domains
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     wizards working in the Forge of Spells (area 15), most of whom were humans from nearby cities. The furnishings are all human proportioned. Roleplaying Mormesk Mormesk speaks in grave whispers. When the
                                                
                                            
                                                
                                                     wraith first rises up from the floor, it says, “Your presence is offensive to me, your life forfeit. My treasures are mine alone, not yours to plunder!” If the characters make no attempt to reason with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    The Lords of Dust Evil entities spawned at the dawn of time still haunt Eberron. The cities raised by those ancient overlords are now only ashes, but the Lords of Dust still dream of restoring their
                                                
                                            
                                                
                                                     to conquer the world already. The reason is that they have no interest in ruling this world; they want to return it to the state of unnatural glory that existed before. Their only interest in humanoids
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     dragonmarked families produce a child, and for this reason such unions are absolutely forbidden by the Twelve. But aberrant dragonmarks can appear on members of any race, at any age, regardless of bloodline
                                                
                                            
                                                
                                                     are things that can happen; people have a right to be afraid. But it is possible for an aberrant to learn to control their mark and to endure the flaw. Aberrant marks are feared for another reason, too
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     are dusty and rarely walked, though the windows of dilapidated hovels glimmer with the staring masks of listless Returned. Asphodel is an echo of the grim cities of the Underworld, making it a
                                                
                                            
                                                
                                                     studying arcane mysteries that could never be unraveled in a single life. Like all Returned, though, they have difficulty remembering what they learn. For this reason, the rooms of their order’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     from the other. We, the Wardens of the Wood, protect all the children of Eberron, from the beasts of the wild to the people of the cities. We preserve the balance between nature and civilization and
                                                
                                            
                                                
                                                    , consider whether you have ties to one of these traditions, and what led you to leave your order. Are you on a mission? Are you exploring the world? Have you been banished, with good reason or otherwise?
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     reason and deduction to arrive at a conclusion about something under examination. Investigation applies when characters are trying to figure out how a thing works—how to open a trick door, how to get
                                                
                                            
                                                
                                                       Noise Distance   Trying to be quiet 2d6 × 5 feet Normal noise level 2d6 × 10 feet Very loud 2d6 × 50 feet  Visibility Outdoors. When traveling outdoors, most characters can see about 2 miles in any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Howler A far-off wail precedes the sight of a howler. Even at a distance, listeners’ minds cringe at the sound and fill with horror at the realization that the noise is drawing closer. When howlers
                                                
                                            
                                                
                                                     in horror and stumble around the battlefield in a search for safety. Fiends especially prize howlers for this reason, because for a few crucial moments in a battle, their howls can neutralize an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    Howler A far-off wail precedes the sight of a howler. Even at a distance, one’s mind cringes at the sound and fills with horror at the realization that the noise is drawing closer. When howlers go on
                                                
                                            
                                                
                                                     than that is beyond their capability. Fiends especially prize howlers for this reason, because for a few crucial moments in a battle, their howls can neutralize an enemy’s ability to use spells and other
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     Waterdeep or south to Baldur’s Gate need escort or guarding, and can offer news of both of those cities (and the settlements between them). Several inns stand ready to accept visitors, except in the busiest
                                                
                                            
                                                
                                                     stationed at each gate make note of new faces, but don’t take action against those they don’t recognize unless they are given reason to do so. The largest of the town’s inns, the River Shining Tavern
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     combat krakens and other nightmares of the deep while coastal cities and merchant ships struggle to endure devastating storms and tidal waves. The Thousand-Year War in the Forgotten Realms lasted a
                                                
                                            
                                                
                                                     thousand years for good reason: neither giants nor dragons were ever particularly numerous, and actual skirmishes between giants and dragons were rare. For this reason, you could run a campaign where battles
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    Nocturnal Raiders If the drow kept to themselves in their subterranean cities and fortresses, few other creatures would care. The dark elves could indulge their evil practices until their caverns
                                                
                                            
                                                
                                                     ground for good reason — beyond the light lies unmapped enemy territory where everything they meet is likely to be hostile. In special circumstances, such as if one of the raiders’ captives is a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     reason. You must fear something truly terrible or seek something incredibly important. Zakhara. As the saying goes among those in Faerûn who know of the place, “To get to Zakhara, go south. Then go
                                                
                                            
                                                
                                                     great subterranean cities or settlements, you are probably a member of the race that occupies the place—but you might also have grown up there after being captured and brought below when you were a child
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     concern of any stronghold is defense, but older and prosperous strongholds can grow to become wondrous underground cities filled with generations of exquisite dwarven artisanship. Regardless of a
                                                
                                            
                                                
                                                     of art makes any stronghold a prime target for thieves and raiders. For that reason, the entrance to a stronghold doesn’t broadcast its presence by being a stellar example of dwarven stonework. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     following categories: Goal. A character’s goal is a short-term reason for the character to adventure. At the start of a campaign, this might be a desire for treasure, a thirst for excitement, or some need
                                                
                                            
                                                
                                                     characters’ tavern out of business. Another might use the tavern as the setting for a murder mystery.  Downloadable PDF
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
                                                    
                                                
                                            
                                                     breathe, exhaling a large cloud of steam and then slowly inhaling, like a person breathing on a cold day. Each cycle takes about 30 seconds. Approaching the cave, the party will hear a whistling noise
                                                
                                            
                                                
                                                     end of the cave, near the roof, is a long, horizontal crevice about a foot wide. The air is sucked into this crack at great speed, creating the loud whistling noise and snuffing out torches. Shortly
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     blast out of this cramped cell. The walls are scribed with relief carvings showing volcanoes setting cities ablaze. Rows of tiny holes are bored into the floor and the ten-foot-high ceiling. A human
                                                
                                            
                                                
                                                     sculptural reliefs of tidal waves destroying coastal cities and ships. A merfolk skeleton embedded in one wall clutches an iron sconce fitted with a burning red candle. Suddenly, lukewarm water begins to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     Moonstalkers don’t come through this area without good reason. Treasure. Each oil painting is worth 250 gp. 5: Study A moonstone chandelier casts a soft, bluish-white glow over this room’s oaken table and
                                                
                                            
                                                
                                                     bosses spread their wealth across similar vaults in the five cities they can access. A young white dragon named Rahaskardon prowls this room. The dragon obeys the bosses and Wanewort, guarding the
                                                
                                            
                                        






