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                        Returning 35 results for 'noises common replace pdf'.
                    
                
                        
                            
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                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     takes no falling damage.Multiattack. The deathwolf makes one Bite attack and two Claw attacks. It can replace one of these attacks with Phantom Deathwolf if available.
Bite. Melee Weapon Attack: +10
                                                
                                            
                                                
                                                     combines the might of a werewolf, the unholy powers of undeath, and the magic of the full moon. Deathwolves are most common on Krynn but occasionally are found in other locations where lycanthropy and
                                                
                                            
                                        
                                                     Monsters
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     or Tentacle attacks. It can replace one of these attacks with Chitin Slam.
Bite. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one
                                                
                                            
                                                
                                                     the Underdark. However, their efforts always proved fruitless, and eventually the mind flayers gave up their schemes.
Several common types of mutates exist. The individuals with stat blocks presented
                                                
                                            
                                        
                                                    Kenku
                                                    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    .
Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings. In this manner, kenku can call out to each other while those who overhear them mistake them for
                                                
                                            
                                                
                                                     the area patrolled by the guard did she explain that the noises indicated that the wingless folk had claimed that area, and that to trespass would be to court death.
— Gimble, Notes from a
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    Smoothbore, muzzleloading Cannons are common fixtures on pirate ships and defensive fortifications, capable of splintering wood and reducing stone to gravel with a thunderous boom. Larger siege
                                                
                                            
                                                
                                                     use it.
Explode. When you take the Attack action, you can replace one of your attacks with an explosion from this weapon’s projectile. This explosion is a 5-foot-radius Sphere centered on a
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                     three attacks, using Eldritch Burst or Paralyzing Touch in any combination. She can replace two attacks with a use of Spellcasting to cast Lightning Bolt (level 5 version).
Eldritch Burst. Melee or
                                                
                                            
                                                
                                                     pallor common to liches, she prefers to maintain a magical disguise that allows her to appear as the high elf she was in life. Ever the schemer, Valindra doesn’t use this disguise out of nostalgia
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     the kenku by describing this noise. Examples of this type of name include Smasher, Clanger, Slicer, and Basher. Kenku thieves, con artists, and burglars adopt animal noises, typically those common in
                                                
                                            
                                                
                                                    Kenku Names Given that kenku can duplicate any sound, their names are drawn from a staggering variety of noises and phrases. Kenku names tend to break down into three categories that make no
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    8. Kitchen This upper room is used for preparing food on a large stove. In the evenings, this doubles as a common room where people gather to smoke, drink, swap stories, and keep warm. Eventually the
                                                
                                            
                                                
                                                     so on. The noises he hears and mistakes for rats are the lizardfolk retrieving contraband from the strong room below. If questioned, he hears the noises every now and then, not every night. If
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    8. Kitchen This upper room is used for preparing food on a large stove. In the evenings, this doubles as a common room where people gather to smoke, drink, swap stories, and keep warm. Eventually the
                                                
                                            
                                                
                                                    ” and so on. The noises he hears and mistakes for rats are the lizardfolk retrieving contraband from the strong room below. If questioned, he hears the noises every now and then, not every night. If
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Clockwork Amulet Wondrous Item, Common This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring
                                                
                                            
                                                
                                                     noises emanate from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Clockwork Amulet Wondrous item, common This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to
                                                
                                            
                                                
                                                     the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                    Clockwork Amulet Wondrous Item, Common This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring
                                                
                                            
                                                
                                                     noises emanate from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    ” section below provides examples of conflicts that reinforce particular themes. If a conflict reaches a satisfying end before the end of the campaign, create a new conflict to replace it. You can also
                                                
                                            
                                                
                                                     replace conflicts that don’t resonate with your players as well as conflicts you’re having trouble building adventures around. Conflict Arcs In the same way you think about character arcs over the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     Languages trait. To customize the languages you know, you may replace each language in your Languages trait with a language from the following list: Abyssal, Celestial, Common, Deep Speech, Draconic
                                                
                                            
                                                
                                                    Languages If your character’s race has the Languages trait, that trait includes languages that your character is assumed to know, usually Common and the language of your ancestors. For example, a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     leaders might be goblin raid masterminds, bombastic magic-users, or those capable of making the loudest noises. Hobgoblins and forceful humanoids might also command ornery groups of goblins, directing
                                                
                                            
                                                
                                                    . Since then, hordes of these more martial-minded goblins have flourished, with some finding their ways to Material Plane worlds. These vicious invaders seek to sow ruin in preparation for their god’s conquest. Bree-yark!
 —Approximate translation from Goblin to Common: “Hey, rube!”
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Talking Doll Wondrous Item, Common (Requires Attunement) While this doll is within 5 feet of you, you can spend a Short Rest telling it to say up to six phrases, none of which can be more than six
                                                
                                            
                                                
                                                     words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     characters from level 1 to 4 might include fourteen items rather than eleven, in the expectation that three items won’t be found.  Magic Items Awarded by Level   Character Level (Tier of Play) Common Items
                                                
                                            
                                                
                                                     Uncommon Items Rare Items Very Rare Items Legendary Items All Items   1–4 (tier 1) 6 4 1 0 0 11 5–10 (tier 2) 10 17 6 1 0 34 11–16 (tier 3) 3 7 11 7 2 30 17–20 (tier 4) 0 0 5 11 9 25 Total 19 28 23 19 11 100  Justyna Gil  Downloadable PDF
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Talking Doll Wondrous Item, Common (Requires Attunement) While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more
                                                
                                            
                                                
                                                     than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     closely tied to the distant land of Xen’drik. The following optional rules are a way to explore this aspect of the setting. Optional Rule: Common Languages
 Common is the language of the Five Nations
                                                
                                            
                                                
                                                    . The Mror dwarves speak Dwarvish and the Aereni elves speak Elvish, but they know Common as the language of trade.
 In Eberron, there are a number of other languages that serve this role in different
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     head is a crystal helmet-like contraption with leather straps, copper coils, and flashing glass diodes attached to it that emits buzzing noises. Halaster cast a geas spell on the nothic to prevent it
                                                
                                            
                                                
                                                     mages inquiring about apprenticeships. Vulgar taunts from adventurers are also common. Treasure If the word “xunderbrok” (Dwarvish for “secret trove”) is spoken aloud in this room, a small stone chest
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     able to perform simple yet important tasks, such as guarding eggs or patrolling for intruders. Broodguards can speak but rarely do so, preferring to use snake-like hisses and guttural noises. Yuan-ti
                                                
                                            
                                                
                                                    ., passive Perception 12
 Languages Abyssal, Common, Draconic
 Challenge 2 (450 XP)
 Mental Resistance. The broodguard has advantage on saving throws against being charmed, and magic can’t paralyze it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     supernaturally re-create vast varieties of noises, from crying babies to running water and short phrases in others’ voices. Cunning kenku use their mimicry to deceive foes, lure creatures into ambushes
                                                
                                            
                                                
                                                     12
 Languages Common, Primordial (Auran)
 CR 1/4 (XP 50; PB +2)
 Traits
 Mimicry. The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     is a sentient, lawful good longsword with an Intelligence of 8, a Wisdom of 11, and a Charisma of 15. It can see and hear out to a range of 60 feet. The sword can speak, read, and understand Common
                                                
                                            
                                                
                                                     and Draconic. It frets over your well-being while you are attuned to it, and it doesn’t like to back down from a fight.
 Talking Doll Wondrous Item, Common (Requires Attunement)
 While this stuffed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    ), because the orcs of Khorvaire learned writing from the goblins. Common is the language of the Five Nations and the language of trade in Khorvaire, known by most of its people. Goblin was the trade
                                                
                                            
                                                
                                                     speak Goblin, and Orc is an exotic language (see the Exotic Languages of Eberron table). Members of all races in Xen’drik speak Giant and use it as their trade language. Infernal is the common tongue of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Misplaced Monsters: Volume One
                                                    
                                                
                                            
                                                    
 Damage Resistances force, psychic
 Senses blindsight 30 ft., darkvision 120 ft., passive Perception 12
 Languages Common, Draconic, telepathy 120 ft.
 Challenge 7 (2,900 XP) Proficiency Bonus +3
                                                
                                            
                                                
                                                    . At the end of this movement, each creature within 5 feet of Sheldon must succeed on a DC 15 Strength saving throw or have the prone condition, as the wind bursts around Sheldon.
 
   Download PDF
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    Mark of Finding Traits If your half-orc or human character has the Mark of Finding, the following traits replace the character’s racial traits in the Player’s Handbook, aside from age, alignment
                                                
                                            
                                                
                                                     write Common and Goblin. Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Finding Spells table are added to the spell list of your
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    ., Darkvision 120 ft.; Passive Perception 17
 Languages Common, Draconic
 CR 7 (XP 2,900; PB +3)
 Actions
 Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Slowing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                     
  Wis  14  +2  +2 
  Cha  14  +2  +2 
   
 Skills Deception +4, Persuasion +4
 Gear Leather Armor
 Senses Passive Perception 12
 Languages Common
 CR 2 (XP 450; PB +2)
 Actions
 Multiattack
                                                
                                            
                                                
                                                    . Ivlis makes three Chaos Blast attacks. She can replace one attack with a use of Sinister Command if available.
 Chaos Blast. Melee or Ranged Attack Roll: +4, reach 5 ft. or range 60 ft. Hit: 7 (2d6
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     a poltergeist menaces the living.  Poltergeist Activities   1d8 To Torment the Living, the Poltergeist...   1 Keeps returning a discarded item. 2 Leaves footprints on vertical surfaces. 3 Makes noises
                                                
                                            
                                                
                                                    , Thunder
 Immunities Necrotic, Poison; Charmed, Exhaustion, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Unconscious
 Senses Darkvision 60 ft.; Passive Perception 10
 Languages Common
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    . Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal
                                                
                                            
                                                
                                                     HUMAN TRAITS
 If your campaign uses the optional feat rules from chapter 6, your Dungeon Master might allow these variant traits, all of which replace the human’s Ability Score Increase trait
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    The Game of Mage Tower Mage Tower is one of Strixhaven’s most common student games. The Battle of Strixhaven is an intramural championship held every three years in Strixhaven Stadium for bragging
                                                
                                            
                                                
                                                     game’s referee. A faculty member fills that post during official games. Participants who accumulate three fouls are ejected from the game. Teams may not replace participants who foul out.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
                                                    
                                                
                                            
                                                    )
Skills Athletics +5, Stealth +4
 Damage Resistances acid, poison
 Senses darkvision 60 ft., passive Perception 14
 Languages Common
 Challenge 3 (700 XP) Proficiency Bonus +2
 Amorphous. The
                                                
                                            
                                                
                                                     plasmoid can hold its breath for 1 hour.
 Actions
 Multiattack. The plasmoid makes three Pseudopod attacks. It can replace one of those attacks with a Spear or Pistol attack.
 Pseudopod. Melee Weapon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    , Stealth +3
 Immunities Fire
 Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 16
 Languages Common, Draconic
 CR 6 (XP 2,300; PB +3)
 Actions
 Multiattack. The dragon makes three
                                                
                                            
                                                
                                                     Rend attacks. It can replace two attacks with a use of Sleep Breath.
 Rend. Melee Attack Roll: +7, reach 10 ft. Hit: 15 (2d10 + 4) Slashing damage.
 Fire Breath (Recharge 5–6). Dexterity Saving Throw
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    Languages and Dialects When fleshing out your world, you can create new languages and dialects to reflect its unique geography and history. You can replace the default languages presented in the
                                                
                                            
                                                
                                                    , and humans who live in one kingdom speak a common language, which is completely different from that spoken in the neighboring kingdom. This might make communication (and diplomacy) between two
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     opportunities. As one of the vassals, you could be a guild artisan working for the elves, an urchin born in Taer Valaestas, or even a folk hero fighting to protect the common folk. Dreams. What is it you
                                                
                                            
                                                
                                                     bond to a patron ancestor, a place in a warband, and a chance at immortality? Or are you more interested in building a homeland for your own people? As a native, do you want to work with the elves or do you want to drive them out—and if so, who do you want to replace them?
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
                                                    
                                                
                                            
                                                    ) 
  INT
  10 (+0) 
  WIS
  14 (+2) 
  CHA
  10 (+0)
Skills Perception +4, Survival +4
 Damage Resistances acid, poison
 Senses darkvision 60 ft., passive Perception 14
 Languages Common
                                                
                                            
                                                
                                                     checks it makes to initiate or escape a grapple.
 Hold Breath. The plasmoid can hold its breath for 1 hour.
 Actions
 Multiattack. The plasmoid makes two Pseudopod attacks. It can replace one of
                                                
                                            
                                        






