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                        Returning 35 results for 'noises common replicas pdf'.
                    
                
                        
                            
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                                                    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
                                                
                                            
                                        
                                                     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->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->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->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->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->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->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     faintly of rotting meat. Broodguards can speak but rarely do so, preferring to communicate via snakelike hisses and guttural noises. Making a Broodguard Yuan-ti create broodguards from captured
                                                
                                            
                                                
                                                    , Wis +2
 Skills Perception +2
 Damage Immunities poison
 Condition Immunities charmed, paralyzed, poisoned
 Senses darkvision 60 ft., passive Perception 12
 Languages Abyssal, Common, Draconic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     same birthplace, fighting for the same side in the Last War, or having common backgrounds or interests. Once the characters’ relationships to one another have been established, read or paraphrase the
                                                
                                            
                                                
                                                     following boxed text to the players: As darkness descends on the city, you see windows light up the towers around you from bottom to top. A cool wind whisks between you, drowning out the other noises
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     covered cook pot, emerging if the lid is lifted or if the specter is disturbed by noises from area 2b. The specter can command four nearby pots and pans to do its bidding; treat these objects as
                                                
                                            
                                                
                                                     this room bears a sign written in Common that reads, “Kalabash’s Room. Do not enter unless your name is Halaster.” The room contains the following: Furnishings. A dusty bed stands with its headboard
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     or book.  1: Common Names   1d12 Common Given Name Common Surname   1 Adrik Brightsun 2 Alvyn Dundragon 3 Aurora Frostbeard 4 Eldeth Garrick 5 Eldon Goodbarrel 6 Farris Greycastle 7 Kathra Ironfist 8
                                                
                                            
                                                
                                                     harboring an unrequited passion. 9 The NPC nurses a powerful ambition. 10 The NPC is deeply dissatisfied or unhappy.  Joy Ang  Downloadable PDF
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     that follow describe locations on that map. DRIPPING CAVES: GENERAL FEATURES
 The Dripping Caves are naturally formed and have the following features in common.
 Darkness. The Dripping Caves contain
                                                
                                            
                                                
                                                     1). The sound of dripping water echoes throughout the complex but isn’t loud enough to drown out other distinctive noises.
 Narrow Tunnels. The tunnels leading away from the main cavern (area 1) are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     area has four entry points, each with its own collection of items. The shadow demons in area T3E investigate any loud noises coming from the neighboring areas. T3A. Southeast Entrance The floor of this
                                                
                                            
                                                
                                                     annotations, sloppily written in Common, deal with locating sites of large battles and how best to explore those locations. Treasure. Characters who spend at least 10 minutes searching this area find a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                    )
 
  WIS
  12 (+1)
 
  CHA
  10 (+0)
Skills Perception +3, Stealth +4
 Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
 Languages understands Common and Draconic but
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    ) 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 Magic Item Tracker You can use the Magic Item Tracker sheet to track how many magic items the characters have acquired. Each time the characters get a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     tomb (area P12). Disturbance. Sounds of combat or other loud, alarming noises in this area draw the attention of Juliana and Orlando in area P6 as well as Argus and Hamish, a pair of former adventurers
                                                
                                            
                                                
                                                     worried families. Disturbance. Sounds of combat or other loud, alarming noises draw the attention of Argus and Hamish in area P7, who arm themselves and come quickly to investigate. The two ignore any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hold Back The Dead
                                                    
                                                
                                            
                                                    Presto  Downloadable PDF Spellcasting Spellcasting Ability: Intelligence
 Spell DC: 14
 Spell Attack Modifier: +6
  Cantrips (At Will)   Spell School Special*   Fire Bolt Evocation — Light
                                                
                                            
                                                
                                                     your next turn. The DM determines where it leads. 96–00 You pull a magic item out of the hat. Roll 1d6 to determine the item’s rarity: on a 1–3, Common; on a 4–5, Uncommon; on a 6, Rare. The DM chooses the item, which disappears after 1 hour if it’s not consumed or destroyed before then.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Scions of Elemental Evil
                                                    
                                                
                                            
                                                    Presto  Downloadable PDF Spellcasting Spellcasting Ability: Intelligence
 Spell DC: 14
 Spell Attack Modifier: +6
  Cantrips (At Will)   Spell School Special*   Fire Bolt Evocation — Light
                                                
                                            
                                                
                                                     your next turn. The DM determines where it leads. 96–00 You pull a magic item out of the hat. Roll 1d6 to determine the item’s rarity: on a 1–3, Common; on a 4–5, Uncommon; on a 6, Rare. The DM chooses the item, which disappears after 1 hour if it’s not consumed or destroyed before then.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     once knew. O8. Duergar Quarters Small rooms flank a central common area where crates and sacks are stashed against the west wall. The doors of the two southern rooms are open, and each room is empty
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     threatened, the ceremorphs react with deadly intent; otherwise, they shun combat. Roleplaying the Gnome Squidlings The gnome squidlings have a blind hunger for brains that often overrides their common sense
                                                
                                            
                                                
                                                     squelching and keening noises when excited or upset; otherwise, they communicate in bursts of emotion punctuated with short, simple words conveyed telepathically. The squidlings trust Vorryn and
                                                
                                            
                                        
                                                     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: “I told you givin’ the dog to the king was a stupid idea,” croaks one voice.
 “I know, I know,” grumbles
                                                
                                            
                                                
                                                     approach the tent hear the following exchange in Common: “What a terrible way to treat anyone, let alone a king,” croaks a voice. “I demand my tithe! If your master takes much longer, I’ll claim that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    , inlaid with white marble, is the word “Ask” 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 creature’s). 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->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->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
                                                
                                            
                                                
                                                    , Common; on a 4–5, Uncommon; on a 6, Rare. The DM chooses the item, which disappears after 1 hour if it’s not consumed or destroyed before then.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     seriously, and make sure they take yours just as seriously. Ideally, you’ll find a style of play that suits everyone.  Downloadable PDF Using the Game Expectations Sheet
 The Game Expectations tracking
                                                
                                            
                                                
                                                     soft limit), incorporate it with care, if at all, and be ready to quickly veer away from it if needed. Common in-game limits apply to topics such as intraparty romance, sex, exploitation, racism
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     take yours just as seriously. Ideally, you’ll find a style of play that suits everyone.  Downloadable PDF Using the Game Expectations Sheet
 The Game Expectations tracking sheet is a tool you can use
                                                
                                            
                                                
                                                     it with care, if at all, and be ready to quickly veer away from it if needed. Common in-game limits apply to topics such as intraparty romance, sex, exploitation, racism, enslavement, and violence
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     is fake and utterly worthless. Copper is a shield dwarf scout, with these changes: Copper is neutral evil. He has these racial traits: He speaks Common and Dwarvish. His walking speed is 25 feet. He
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     interested parties. The dapper efreeti knows every weapon in the Sinker catalog and its price, from delicate jeweled daggers to massive siege weapons. Items small enough to display—or their replicas if too
                                                
                                            
                                                
                                                     multiversal renown. Rarely spotted in the common areas of the gambling hall, the arcanaloth is the picture of wealth, power, and influence, always dressed to the nines and crowned with a spidery razorvine
                                                
                                            
                                        






