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                        Returning 35 results for 'noises causing religion pdf'.
                    
                
                        
                            
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                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    ","rollDamageType":"piercing"} piercing damage at the start of each of its turns. Any creature can use an action to kill or remove the scarabs with fire or a weapon that deals piercing damage, causing 1 damage of
                                                
                                            
                                                
                                                     manifest.
Swarm Behavior
d4
Behavior
1
Crawls on walls in a vaguely bipedal shape
2
Makes skittering noises that sound like whispered chanting
3
Skeletal visages, giant
                                                
                                            
                                        
                                                     Backgrounds
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for.
Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism kit
                                                
                                            
                                                
                                                     of Seclusion
1
You led an ill-fated expedition into the Riverveins. Your friends were swept away by flooding, and youâve never been able to shake the guilt of causing their deaths over
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    . Any impacts or damage to the structure, including from spells and other areas of effect, have a 50 percent chance of causing a collapse. 2 Crumbling. Areas within the dungeon section are choked with
                                                
                                            
                                                
                                                     break down doors, open locks, or carry out similar activities have Disadvantage. 6 Thriving. The dungeon is heavily populated. Any loud noises draw the attention of nearby creatures.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Scions of Elemental Evil
                                                    
                                                
                                            
                                                    Diana  Downloadable PDF Equipment Quarterstaff of the Acrobat
 5 Daggers
 Calligrapherâs Supplies
 Cartographerâs Tools
 Explorerâs Pack
 Fine Clothes
 Lamp
 Oil (3 flasks)
 Parchment (12
                                                
                                            
                                                
                                                     Armor Class against the triggering attack, potentially causing the attack to miss you. You canât use this property again until you finish a Short or Long Rest. Ranged Weapon (Quarterstaff Form Only
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hold Back The Dead
                                                    
                                                
                                            
                                                    Diana  Downloadable PDF Equipment Quarterstaff of the Acrobat
 5 Daggers
 Calligrapherâs Supplies
 Cartographerâs Tools
 Explorerâs Pack
 Fine Clothes
 Lamp
 Oil (3 flasks)
 Parchment (12
                                                
                                            
                                                
                                                     Armor Class against the triggering attack, potentially causing the attack to miss you. You canât use this property again until you finish a Short or Long Rest. Ranged Weapon (Quarterstaff Form Only
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     world a better place. But you have no interest in causing suffering or making things worse than they already are. View Character Sheet Downloadable PDF
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    After the Cataclysm The Cataclysm ushered in a period of chaos. During the next three centuries, known as the Time of Darkness, cultures and ecologies were radically altered, causing famine, plague
                                                
                                            
                                                
                                                     bonds of trade that united and diversified them. As the civilizations of Krynn rebuilt, and new societies arose, the world learned to live with a jarring truth: the gods were truly gone. Religion on Krynn
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     statue can, with a successful DC 15 Intelligence (Religion) check, ascertain that it represents Ghaunadaur, god of oozes, slimes, and all things subterranean. Locked Double Door. The doors south of the
                                                
                                            
                                                
                                                     is holding a shortsword hidden behind his back. The statue wears a mask over its eyes. The statue represents Vhaeraun, drow god of thieves. A character who succeeds on a DC 15 Intelligence (Religion
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     families.   Local Leaders   1d12 Leader   1 Respected, fair, and just leader or council 2 Feared tyrant 3 Coward manipulated by others 4 Illegitimate leader causing civil unrest 5 Powerful monster 6
                                                
                                            
                                                
                                                       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->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     skittering noises that sound like whispered chanting 
   3  Skeletal visages, giant eyes, or the faces of nearby creatures appear in relief amid its mass 
   4  Occupies and animates a corpse or
                                                
                                            
                                                
                                                    , causing 1 damage of the appropriate type to the target. A creature reduced to 0 hit points by the swarmâs piercing damage dies.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     The two statues facing the pit represent Azuth (god of wizardry) and Torm (god of courage and self-sacrifice). Either can be identified with a successful DC 12 Intelligence (Religion) check. A detect
                                                
                                            
                                                
                                                     silver locking mechanism. Opening the lock requires the silver key that the golem wears around its neck. A mage hand spell or similar magic can lift the key from around the golemâs neck without causing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     his head. A character who succeeds on a DC 15 Intelligence (Religion) check recognizes the old man as a representation of Bahamut, the god of good dragons, in human form, and the seven canaries as his
                                                
                                            
                                                
                                                     egg is recovered. 12e. False Hoard Loud noises in this area alert the denizens of areas 12f and 13, who remain where they are but canât be surprised. Illusion. A 20-foot-wide, 4-foot-high pile of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                    Niko  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 of
                                                
                                            
                                                
                                                     (included above). In addition, your mystical connection to the divine gives you a bonus to your Intelligence (Arcana or Religion) checks. The bonus equals your Wisdom modifier (minimum of +1). (This is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                    Diana  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
                                                
                                            
                                                
                                                     around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss you. You canât use this property again until you finish a Short or Long Rest
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
                                                    
                                                
                                            
                                                    ) 
 
  WIS
  18 (+4) 
 
  CHA
  17 (+3)
Saving Throws Wis +10, Cha +9
 Skills Perception +16, Religion +9
 Damage Immunities fire
 Condition Immunities charmed, frightened
 Senses
                                                
                                            
                                                
                                                     Verminaardâs next turn.
 Malediction. Verminaard utters an unholy word, causing profane fire to descend on one creature Verminaard can see within 60 feet of himself. The creature must make a DC 18
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    -headed flail. Any character who succeeds on a DC 15 Intelligence (Religion) check recognizes it as the symbol of Yeenoghu, the demon lord of gnolls.  Z2. Feasting Cave Crude steps lead down to a frigid
                                                
                                            
                                                
                                                    . Some of the bones belong to gnolls who fell prey to cannibalism. The four gnolls in area Z3 move here to investigate any loud noises. They donât attack intruders right away, however, except in self
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     
  Cha  16  +3  +3 
   
 Skills History +5, Perception +9, Religion +5
 Vulnerabilities Fire
 Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
 Senses Truesight 60
                                                
                                            
                                                
                                                    
 Whirlwind of Sand. Trigger: The mummy is hit by an attack roll. Response: The mummy adds 2 to its AC against the attack, possibly causing the attack to miss, and the mummy teleports up to 60 feet to an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     remain here. 15 2 fire giants, 3 ogres The giants head to area 20 if the bucket chain stops moving, while the ogres remain here. Both the giants and the ogres investigate loud noises in area 14. 17 1
                                                
                                            
                                                
                                                     foundry, where ogres on the gantries (area 18) use long, hooked poles to tip the buckets, causing the ore to fall into the smelters below (area 34). Enormous bellows raise the temperature inside the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Scions of Elemental Evil
                                                    
                                                
                                            
                                                    .
       Mod Save 
    Str  11  +0  +0 
  Dex  12  +1  +1 
  Con  10  +0  +0 
        Mod Save 
    Int  10  +0  +0 
  Wis  11  +0  +2 
  Cha  10  +0  +0 
   
 Skills Deception +2, Religion +2
 Gear
                                                
                                            
                                                
                                                      +1  +1 
        Mod Save 
    Int  10  +0  +0 
  Wis  14  +2  +4 
  Cha  13  +1  +1 
   
 Skills Deception +3, Persuasion +3, Religion +2
 Gear Holy Symbol, Leather Armor
 Senses Passive
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     (+1)
 CON
 18 (+4)
 INT
 15 (+2)
 WIS
 17 (+3)
 CHA
 20 (+5)
 
 Saving Throws Wis +7, Cha +9
 Skills Arcana +10, Deception +9, Persuasion +9, Religion +6
 Damage Resistances psychic
                                                
                                            
                                                
                                                     Foresight (1/Day). When hit by an attack roll, the initiate can force the attacker to reroll it and use the new roll, possibly causing the attack to miss.
  Brian Valeza   Associated Creatures In
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     a seed.â A character who succeeds on a DC 12 Intelligence (History or Religion) check recognizes these statues as devout figures from local legends who earned the favor of the gods. If Ollin is with
                                                
                                            
                                                
                                                    . Mural. A character who succeeds on a DC 14 Knowledge (Religion) check recognizes that the mural depicts a local myth about the Ashrise, a period when all the volcanoes in the area will erupt
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Divine Contention
                                                    
                                                
                                            
                                                     library contains dozens of tomes covering a variety of esoteric subjects: magic, alchemy, religion, and the cosmos. B13. Planar Beacon This room is dominated by the planar beacon: a 5-foot-high, egg-shaped
                                                
                                            
                                                
                                                    , altering reality so that any consequences of that action are erased. For example, a creature could undo the killing blow that they dealt to an enemy, causing that enemy to return to life in the position
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     +4 Dex 10 +0 +0 Con 17 +3 +3     Ability Score Mod Save   Int 11 +0 +5 Wis 19 +4 +9 Cha 16 +3 +3   
 Skills History +5, Perception +9, Religion +5
 Vulnerabilities Fire
 Immunities Necrotic, Poison
                                                
                                            
                                                
                                                    , possibly causing the attack to miss, and the mummy teleports up to 60 feet to an unoccupied space it can see. Each creature of its choice that it can see within 5 feet of its destination space has the
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     of study. Choose one of the following skills in which you have proficiency: Arcana, History, Investigation, Medicine, Nature, or Religion. You have Expertise in the chosen skill. (This is included
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    )
 
  DEX
 16(+3)
 
  CON
 9(-1)
 
  INT
 17(+3)
 
  WIS
 11(+0)
 
  CHA
 10(+0)
Saving Throws Dex +5, Int +5
 Skills Arcana +5, History +5, Insight +2, Perception +2, Religion +5
                                                
                                            
                                                
                                                     delight in murder, and nothing pleases them more than causing horrific pain. They lurk like spiders in shadowy recesses, waiting for victims to approach within reach of their long, bony limbs. Once
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     find a holy symbol for their chosen deity. As soon as a character touches the amulet, a pulse of divine energy ripples from them, causing the amulet to vanish from their hands. The pulse flattens the
                                                
                                            
                                                
                                                     statues were once larger-than-life depictions of several of Krynnâs deities, but most of them are ruined. A character who succeeds on a DC 12 Intelligence (Religion) check can identify as many of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     feet wide, has no railings, and spans a wide cavern that echoes with strange clacking noises.
 The bridge is 40 feet long and sturdy. A creature on the bridge that takes 10 damage or more from a
                                                
                                            
                                                
                                                     galeb duhrs wait until intruders are halfway across the bridge before attacking, first by animating the boulders set near them and commanding them to roll across the bridge. The clacking noises are made
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     AC against that attack, possibly causing it to miss. On a miss, the pirate makes one Rapier attack against the triggering creature if within range.
 Pit Fiend Large Fiend (Devil), Lawful Evil
 AC 21
                                                
                                            
                                                
                                                     +4, Religion +2
 Gear Chain Shirt, Holy Symbol, Mace
 Senses Passive Perception 12
 Languages Common
 CR 1/4 (XP 50; PB +2)
 Actions
 Mace. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    . A successful DC 15 Intelligence (Religion) check enables a creature to destroy the trap by defacing a key rune on the perimeter of the mosaic that is within reach; failing this check causes the trap
                                                
                                            
                                                
                                                     (Perception) check reveals the trip wire and the net. A successful DC 15 Dexterity check using thievesâ tools disables the trip wire without causing the net to drop or the bell to ring; failing the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     are seven mind flayer skulls. A character can identify the depiction with a successful DC 20 Intelligence (Religion) check. An indentation in the statuetteâs base holds the key that unlocks the iron
                                                
                                            
                                                
                                                     noises higher up the shaft and farther down as well. A double door is embedded in the middle of the east wall. Air enters the room through a row of four arrow slits in the south wall.
 An invisible
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     room with the statue, read: Inside this room, you can hear loud mechanical noises that seem to come from behind the south wall.
 Standing in the middle of the room, facing the double door to the north
                                                
                                            
                                                
                                                     he regains a number of hit points equal to the amount of psychic damage dealt. A character who succeeds on a DC 20 Intelligence (Religion) check recognizes the statue as a depiction of Deep Duerra
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
                                                    
                                                
                                            
                                                     creature succeeds on a DC 16 Dexterity (Stealth) check. Shrine to Oghma. A character who examines the shrine and succeeds on a DC 10 Intelligence (Religion) check recognizes the image on the shrine as the
                                                
                                            
                                                
                                                     at the far end of the hall stands a jagged sculpture of an emaciated hand with one eyeball in its palm.
 A character who succeeds on a DC 11 Intelligence (Religion) check recognizes the sculpture as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     different kinds working together, perhaps united as members of a religious order or some other kind of organization that crosses the divide of giant kinds (see âGods and Religionâ and âOrganizations
                                                
                                            
                                                
                                                     and a dragon are oblivious to the destruction theyâre causing Delve into the Past The best reason for delving into the past is to discover a path to a better future.
 âDiancastra
 In the world of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
                                                    
                                                
                                            
                                                     radiate dim light. The crickets are indifferent toward the characters. If the characters disturb the crickets, the insects begin to chirp loudly. The trolls in area L8 investigate any loud noises coming
                                                
                                            
                                                
                                                     noise louder than a whisper agitates the bats and sends them into a panic, causing a number of swarms of bats equal to the number of characters in this area descend from the ceiling and attack the source
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     floors as if they werenât there. Strahd targets any number of doors and windows that he can see, causing each one to either open or close as he wishes. Closed doors can be magically locked (needing a
                                                
                                            
                                                
                                                    
 18(+4)
 
  CON
 18(+4)
 
  INT
 20(+5)
 
  WIS
 15(+2)
 
  CHA
 18(+4)
Saving Throws Dex +9, Wis +7, Cha +9
 Skills Arcana +15, Perception +12, Religion +10, Stealth +14
 Damage
                                                
                                            
                                        






