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Returning 35 results for 'noises comes revelation pdf'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
, vegepygmies can absorb nutrients from soil and many sorts of organic matter, so they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it canât
(Survival) check is required to identify it.
Effects of the Mold
Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of spores. On
Monsters
Mordenkainen Presents: Monsters of the Multiverse
nutrients from soil and many sorts of organic matter, so they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it canât speak in a conventional sense
required to identify it.
Effects of the Mold
Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of spores. On a failed save, the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it canât speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and
across a metal object can be mistaken for rust, and a successful DC 15 Intelligence (Nature) or Wisdom (Survival) check is required to identify it.
Effects of the Mold
Any creature that comes within
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Basic Rules). Sound. The sound of water in the cave muffles noises to any creatures that arenât listening carefully. Creatures can make a DC 15 Wisdom (Perception) check to attempt to hear activity
either 5 feet on a side or 10 feet on a side.
Compass Rose. A compass rose comes in handy when youâre describing locations. For instance, you might need to tell players about âbarrels along the north wallâ or âthe staircase descending to the west.â
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Purple Worm Attack As the altercation between the Ashen Heirs and the Brightguard comes to a head, read or paraphrase the following: Stone cracks and people scream as a massive, spiked worm erupts
.
The combination of noises from the large crowd and the disruptive vibrations of the boomhailers has enraged a purple worm dwelling deep below the city. It emerges and begins wreaking havoc on Three Sun
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
experience, nor from the memories of the elfâs primal soul, but comes from another life and another time. An elfâs first experience of this sort is often referred to as the Remembrance and attributed to
the influence of Labelas Enoreth. Or it is called the Revelation, and Araleth Letheranil is honored for its occurrence. Regardless of its label, this event marks the start of a new phase in an elfâs
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, and you will see reality through new eyes. The Korranberg
Chronicle
Raid Reveals Cult Chaos
The people of Fairhaven were shocked by the revelation of bizarre cult activity in the center of one of
cults devoted to the daelkyr Belashyrra and Kyrzin. Membership in such a cult is voluntary, and spellcasters are more likely to be warlocks or wizards than clerics; their power comes from bargaining
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Denizens The Maelstrom Roster table summarizes the locations of the inhabitants when the characters approach and indicates how those creatures react when intruders are detected. Loud noises in one
princesses included â obey Uthorâs commands when it comes to military matters. Once Iymrith realizes that small folk have invaded the stronghold, she does everything she can to foment a war. She tries to
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Mages often seek out pseudodragons, whose agreeable disposition, telepathic ability, and resistance to magic make them superior familiars. Pseudodragons are selective when it comes to choosing
pseudodragon often vocalizes animal noises. A rasping purr indicates pleasure, while a hiss means unpleasant surprise. A bird-like chirping represents desire, and a growl always means anger or discontent
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
has her back to the upstairs window that faces east, and canât see anyone approaching from that direction. Her incessant singing is so loud that she canât hear anything but the loudest noises outside
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
their hit points move behind the chokepoint (area O5), leaving the ogre zombie to cover their retreat if it comes to that. Well. The well descends 10 feet to an underground cistern. The sides of the
out of the wall.
Nildar (see area O6) investigates any loud noises in this area. Once summoned, he stands next to the lever and waits for one or more intruders to move into the chokepoint, whereupon
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
group of hunters in the canyon roll a d20, adding 1 for each character or knight in the group. Any group that rolls a total of 18 or higher comes within 100 feet of the manticore. Any and all groups
pursuers past the griffon roost at area V7. Surviving cultists retreat to the Temple of Howling Hatred via Knifepoint Gully (area V3). Savraâs Revelation. If a character makes a strong impression on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
light of this revelation, Valetta angrily orders acolytes to remove Nimâs tools and unfinished inventions from the attic, while she forces Nim to look on. Nimblewright Detector. Characters who search
device comes within 500 feet of a nimblewright other than Nim, the umbrella begins to spin, whir, and click. The spinning, whirring, and clicking accelerates as the distance to the target lessens
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
nutrients from soil and many sorts of organic matter, so they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it canât speak in a conventional sense
Wisdom (Survival) check is required to identify it. Effects of the Mold Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
meat, bone, and blood, vegepygmies can absorb nutrients from soil and many sorts of organic matter, meaning that they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air
successful DC 15 Intelligence (Nature) or Wisdom (Survival) check is required to identify it accurately by sight in such a case.
Any creature that comes within 5 feet of russet mold must make a DC 13
Compendium
- Sources->Dungeons & Dragons->Heroesâ Feast: Saving the Childrenâs Menu
characters enter the house, they hear a loud, high cry from the nursery (area 5) above Arthurâs library. âIma! Ima!â the voice echoes through the room. Mooing comes from the barn, and then heavy
him and gives him the bottle. Ignis then sits on the table by the fire and, heating bits of spare metal, goes about crafting what appears to be a homemade sword. Unless drawn by strange noises or her
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
it comes to Memnor, the wisest policy is the simplest: donât believe a single thing you read.
âDiancastra
Memnor is an ambiguous figure in the mythology of giants, and the tales concerning him are
Underdark, seeking revelation from Skoraeus in the depths of the earth. Stronmaus Annamâs eldest child is jovial Stronmaus, whose greatest failing in myth is his inability to see the foolishness, jealousy
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
cartoonish goblin heads drawn in charcoal.
Noise. Banging noises can be heard to the north. (The goblins in area 1b are building a wooden stage there.)
1b. Auction Hall The goblins are erecting a
stairs leading down to level 3. Glom eagerly betrays her liberators if someone with more food and the promise of a better life comes along. The lock on Glomâs gibbet can be picked with thieves' tools
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
croaking noises echo from the area. The characters overhear the following exchange in Common: âI told you givinâ the dog to the king was a stupid idea,â croaks one voice.
âI know, I know,â grumbles
Initiative ties), whichever comes first, Venger appears outside the demiplane. Read or paraphrase the following: A colossal, fiendish face with fangs and red eyes appears overhead, distorted by the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
seals each door.
If the duergar hammerers have been defeated or lured elsewhere, add: Loud banging from one cell causes the bar on its door to tremble in its brackets. From another cell comes a gentle
tapping sound.
After its bar is removed, each iron door pulls open to reveal a cramped cell with no furnishings. The tapping comes from the cell of a doppelganger that was caught trying to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
16 Wisdom saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. Along with the psychic damage comes a terrible sensation of having oneâs brain
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->Mythic Odysseys of Theros
party approaches this area from the south for the first time, assuming sufficient illumination, they can see the tomb entrance from at least 60 feet away. When the structure comes within sight, read
player will accept it), or rolling a d10 and having it turn black on a 1. The ramifications of this revelation are up to you. Development. If the characters open Orestesâs sarcophagus, they find
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, inlaid with white marble, is the word âAskâ in Common.
The ceiling in this oracular chamber is 80 feet high and smooth like the walls and floor. Loud Echoes. Sounds in this area echo loudly. Noises
choice, not the creatureâs). The most common assistance provided by the cave comes in the form of the Greater Restoration, Heal, and Plane Shift (to the Eternal Garden only) spells; when duplicating the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
gate. West of the gate is a contact stone.
Creatures. A helmed horror and a wight guard this area. The wight has orders to confront anyone who comes through the gate without pig carcasses or other
. Four leucrottas (see appendix B) lurk here among the trees. They make noises that sound like the calls of pained humans, which their handlers normally ignore. The creatures gleefully attack anyone
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
jabberwock on sight. Windows. Bloodybeak is too big to enter the palaceâs hallways, so it comes and goes through the aviaryâs great windows, which at present are magically sealed shut. A knock spell
. Characters can move quietly about the room without waking it. Loud noises cause it to awaken, as do attacks made against it and any attempts to use or disturb the cauldron. Crafty characters who
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
traps canât be disabled, but a character who comes within 5 feet of one of the rubies and examines it can make a DC 18 Intelligence (Investigation) check. On a success, the character deduces that the
cyclops fears a terrible fate for the miners. Regardless of the charactersâ reaction to this revelation, learning it counts for the purposes of the Power of Secrets rules in this bookâs introduction. The
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
yet, since the revelation of that fact would herald Annamâs return. Ever since Ostoria fell and Annam abandoned his children, no sole king or emperor has ruled over giantkind. According to legend, the
interest in how soon Annamâs return comes to pass â they all want to live to see it. Some individuals gain a measure of immortality for themselves by merging with elemental forces. These storm giant
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Charmed or Frightened condition. Level 14: Revelation in Flesh You can unleash the aberrant truth hidden within yourself. As a Bonus Action, you can spend 1 Sorcery Point or more to magically alter
magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You might have absorbed magic from a site infused with
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
or more blights can make a DC 13 Wisdom (Perception) check, detecting the creaturesâ presence on a successful check. Otherwise, the blights attack if a character comes within 5 feet of them
. Development. Any loud noises here alert the cultists in area U13, who cautiously investigate. U13: Dragon Cultistsâ Cottage A widespread group called the Cult of the Dragon seeks to forge alliances with
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
safe. Developments Any loud noises here attract the attention of the goblins in area 7. One goblin comes to investigate the disturbance. If it doesnât return, or if it spots trouble and sounds the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
noises in this area. During the day, two yakfolk warriors (see appendix C) are here, quietly overseeing a pair of shield dwarves (commoners) who shovel flour into burlap sacks, which are then taken to
: General Featuresâ sidebar for rules on opening doors and lifting portcullises). From the room beyond comes the sound of rushing water from the nearby river. The passage leads to a cold, dark, and vast
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
room. As more of the rays intersect, a translucent figure comes into view where their light converges: a bald man wearing a long, purple gown. His face breaks into a smile as he sees you.
Everlast
. Whenever a loud noise is made inside the chamber, the loose crystal flickers. Tremendously loud noises, such as those made by a thunderwave spell or a horn of blasting, cause the crystal to go out for 1d6
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
Intense buzzing or grinding noises fill the region for the next 24 hours. With the exception of truly cacophonous sounds, creatures can only hear speech and noises that originate within 10 feet of them. 06
within 5 feet of the other disk or the nearest unoccupied space. 83â88 The next time one character in the party sees their reflection in the region, that reflection of comes to life and engages its
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
fault, and heâs glad that no one else was captured in the assault. Regardless of the charactersâ reaction to this revelation, learning it counts as a secret for the purposes of the Power of Secrets
chain with a successful DC 15 Dexterity (Sleight of Hand) check. If a character fails this check by 5 or more, the mirror comes loose from the chains and falls to the floor 20 feet below. V37: Aviary
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
near the pools, each of which comes equipped with a pair of brass faucets.
The faucets draw warm and cold water from pipes that run underneath the floor. A tight-fitting stone plug at the bottom of
sleeping fists of Bane. All are fully armored and have their weapons nearby. If awakened by loud noises or the guard in area D23, they grab their weapons and quickly mobilize to repel any intrusion. The room






