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                                                    Kenku
                                                    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     sound they hear, from a halfÂlingâs 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
                                                
                                            
                                                
                                                    . Most kenku use a combination of overheard phrases and sound effects to convey their ideas and thoughts.
By the same token, kenku have no ability to invent new ideas or create new things. Kenku can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     effective planning or crafting long-term schemes. Although unable to speak in their own voices, kenku can perfectly mimic any sound they hear, from a halfÂlingâs 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. Most kenku use a combination of overheard phrases and sound effects to convey their
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     the noise of the jungle at night. On a success, a character detects the encroaching grungs and can rouse the rest of the party. If no one on watch succeeds on the check, all the characters are
                                                
                                            
                                                
                                                     surprised. If the characters capture one or more grungs, the frogfolk offer to lead the characters to treasure in exchange for a promise of freedom. The âtreasureâ is a half-mile away from the partyâs present location and consists of a cache, which you can randomly determine by rolling on the Caches table.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     in the valley. The chaotic satyrs may upend a copse of trees one night only to have it regrow by morning. Most of the Skola Vale consists of greenery rolling over gentle hills. During the day, the
                                                
                                            
                                                
                                                    , cockatrices, and harpiesâstriving to pick off drunken satyrs wandering alone after a revel. Satyrs rarely travel alone at night, believing that noise and music scare away evil, but revelers arenât always as wary as they should be.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     Lingering fog 11â12 Noise and smoke from smithies and forges 13 Canals and bridges 14 Cliffs on one or more sides 15â16 Clean streets and well-maintained buildings 17â18 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->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     information about these Fey creatures, see appendix C.
 If the characters discover that the brigganocks are not allied with Endelyn and convey this information to the korreds, Queen Argantle of the korreds
                                                
                                            
                                                
                                                     Argantle runs to a boulder, picks it up, and hurls it a hundred feet in the direction of the noise while she screams, âDeath to the brigganocks!â A peal of thunder accompanies this display of anger
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     wilderness trek without checking for encounters along the way. Just as movies use travel montages to convey long and arduous journeys in a matter of seconds, you can use a few sentences of descriptive
                                                
                                            
                                                
                                                     encounter nothing of interestâ is okay, but far less evocative and memorable than, âA light rain dampens the rolling plains as you travel north. Around midday, you break for lunch under a lonely tree
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     facial expressions help convey a creatureâs emotions. Smile, scowl, snarl, yawn, or pout, as appropriate. Use Motions and Posture. Movement and posture can help define an NPCâs personality. You might
                                                
                                            
                                                
                                                     reflect an archmageâs displeasure by rolling your eyes and massaging your temples with your fingers. Hanging your head and looking up at the players conveys a sense of submissiveness or fear. Holding
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                    Random Encounters Random encounters help determine if characters meet other creatures moving through the Doomvault. Consider rolling for an encounter in these circumstances: The party enters a zone
                                                
                                            
                                                
                                                     atmosphere than challenge. Any random encounter should be foreshadowed with noise or other cues. If a result you roll makes no sense for a given area, select a different result that does. At least one
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Scions of Elemental Evil
                                                    
                                                
                                            
                                                    Presto  Downloadable PDF Spellcasting Spellcasting Ability: Intelligence
 Spell DC: 14
 Spell Attack Modifier: +6
  Cantrips (At Will)   Spell School Special*   Fire Bolt Evocation â Light
                                                
                                            
                                                
                                                     use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table. Any spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hold Back The Dead
                                                    
                                                
                                            
                                                    Presto  Downloadable PDF Spellcasting Spellcasting Ability: Intelligence
 Spell DC: 14
 Spell Attack Modifier: +6
  Cantrips (At Will)   Spell School Special*   Fire Bolt Evocation â Light
                                                
                                            
                                                
                                                     use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table. Any spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
                                                    
                                                
                                            
                                                     half its hit points When a creature casts a spell of 1st level or higher When a creature activates a magic item When a creature makes an exceptionally loud noise or otherwise attracts attention When the
                                                
                                            
                                                
                                                     thee.â The character can ask it three questions as if using the commune spell. 8 One character in the region triggers a wild magic effect that is determined by rolling on the Wild Magic Surge table in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     hundred feet of the tower (see map 3.14), add: A large boulder blocks the towerâs ground-floor entrance, and a horrible noise comes from within â a deep, guttural, dirge pouring from the lips of something
                                                
                                            
                                                
                                                     and two magic items, determined by rolling on Magic Item Table B in Dungeon Masterâs Guide. 2. Upper Level Nothing of value is to be found on this level of the tower except a large sack lying on the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     journey otherwise works the same as described in the rest of the âTravelâ section.
  Downloadable PDF Weather During each stage of the charactersâ journey, you can determine what the weather is like by
                                                
                                            
                                                
                                                     rolling on the Weather table, adjusting for the terrain and season as appropriate. Roll 1d20 three times to determine the temperature, the wind, and the precipitation. Weather has no significant game
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     important information to the general masses (such as a new royal decree), or convey a dire omen or warning. Brawl. A brawl erupts near the adventurers. It could be a tavern brawl; a battle between rival
                                                
                                            
                                                
                                                     trinket. You can determine the trinket by rolling on the Trinkets table in the Playerâs Handbook. Guard Harassment. The adventurers are cornered by 1d4 + 1 guards eager to throw their weight around
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     floor show evidence of stone furnishings long since removed.
 Characters who hold bright light sources in this room or make a lot of noise alert the githzerai in area 24c, who remain where they are
                                                
                                            
                                                
                                                     but canât be surprised. Teleport Trap. This trap fills a 10-foot-square section of the passage leading to area 24d. A creature teleported by this trap arrives at a location determined by rolling a d20
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     swift and loud. Creatures within 20 feet of it are deafened by the roar unless a soundproof barrier or a silence spell blocks the noise. Any creature that starts its turn in the river and isnât anchored
                                                
                                            
                                                
                                                    .
 Dining on brains is a spectator event for mind flayers. With the aid of telepathy, the diner can convey the pleasures of a meal to other illithids in range. These mind flayers donât like being
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                    Presto  Downloadable PDF Human Traits As a Human, you have these special traits. Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest. Skillful. You gain proficiency in one skill
                                                
                                            
                                                
                                                    , determined by rolling on the following table. Any spell you cast from the hat uses your spell save DC and spell attack bonus.  1d100 Effect   01â50 You cast a random spell determined by rolling 1d10: on a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     grease to get it rolling again. The old brake looks solid, but each time itâs used, it has a 10 percent chance to fail utterly. This risk is recognized by someone who inspects the brake and makes a
                                                
                                            
                                                
                                                    , which serves as the koboldsâ egg nursery. These kobolds protect their eggs with flinty resolve. The mossy niches in the walls contain a total of thirty eggs. 6C. Rolling Stone Trap A tripwire
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    . 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
                                                
                                            
                                                
                                                    . A character who attunes to this psi crystal gains a form of indefinite madness (see the Indefinite Madness table in the Dungeon Masterâs Guide). Determine the result secretly, then convey this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs 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
                                                
                                            
                                                
                                                     region. Consider rolling on the Blessed Radiance Effects table when the following circumstances occur in the region: A creature succeeds on a saving throw compelled by the abilities of a fiend or an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                     encounter on the trail. Alternatively, you can forgo rolling and simply choose an encounter from the table.
   Theater of the Mind. While the âBandit Ambushâ encounter later in this region uses a map
                                                
                                            
                                                
                                                     approach, the elk lopes into the thorny thicket. âBlast!â cries a husky voice from somewhere in the brambles.
  A character can safely navigate the thicket to the source of the noise by succeeding on one
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     lot of noise. Corpses. The Zhents have killed two servants, an older male human (the head butler) and a younger male halfling (a cook), and left their bodies on the floor. G7. Laundry Room This room
                                                
                                            
                                                
                                                     bunk beds for the junior staff. A total of nine maids, cooks, and valets (commoners) are holed up here, waiting for someone to rescue them. They are armed with improvised weapons (rolling pins, mops, brooms, and the like) that are treated as clubs.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     with a pastoral scene of grain fields and rolling hills, worn and pitted by the centuries. A large, dimly lit hall waits beyond the broken gates. Arrow slits are carved into the west and east walls
                                                
                                            
                                                
                                                    . Reinforcements. The duergar in area B5 and the cultists in area B7 hear any battle in this room. However, they are used to Narthamâs bulette making noise, so it takes a while before they become
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     surface of the water undulates in big, rolling waves.
 The ceiling is 30 feet above the eaterâs surface. A water elemental myrmidon (see chapter 7) lurks under the water but rises to attack trespassers
                                                
                                            
                                                
                                                     south hush beneath the rainâs noise as it strikes the water.
 At the center of the cavern, the shattered hulks of sailing vessels lean upon their sides. Barnacles cling to the hulls. Humanoid
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                    ) slashing damage. Secure the Rum. Casks of rum are rolling around the decks, creating a short-term danger to the crew â and a longer-term danger to the crewâs morale if too much of the rum goes overboard. A
                                                
                                            
                                                
                                                     Fight As you open the iron door, the magic of the portal wraps around you, pulling you onto the stern of a large galleon. The door behind you vanishes as the noise of a raging battle rises. A horde of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     upward past the sahuagin. Two large and squirming sacks flank the altar.
 A massive two-headed shark, its fins adorned with bands of pearl and gold, swims in circles above the altar.
 Noise of combat
                                                
                                            
                                                
                                                    , it attempts to communicate with one of them despite not being able to convey language. It knows the following information, which it communicates through feelings and projected images:
  A terrible
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     use magic. Characters who smash their way into the carriage alert Zargash (see area P30), who investigates the noise. The carriage is a Huge object with AC 13, 50 hit points, vulnerability to
                                                
                                            
                                                
                                                    , and the doorways are wide open. Creatures that make too much noise here wake the jabberwock (see appendix C) in area P22, which promptly investigates. This chamber contains a round, marble-topped
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     radiation found in the Underdark. A creature that ends its turn in the room must succeed on a DC 13 Constitution saving throw or suffer a random form of short-term madness, determined by rolling on the
                                                
                                            
                                                
                                                     coalesces into the vague shape of a floating beholder for a few seconds, makes a growling noise, then loses cohesion and falls to the floor. Crystal Crypts. Each crystal cylinder has AC 10, 15 hit points
                                                
                                            
                                        






