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Returning 35 results for 'score of ready dangerous verdan'.
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Species
Acquisitions Incorporated
When a verdan character gains an ability score improvement at certain levels, that increase can be tied to a physical mutation at the player’s determination. A boost to Strength might be
The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins, those who became the verdan were simply living their lives, doing goblinoid things. But
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Creature Sense. The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well
as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in
feats
General Feat (Prerequisites: Level 4+, Strength or Dexterity 13+, Weapon Mastery class feature)
You gain the following benefits.
Ability Score Increase. Increase your Strength or Dexterity score by
30/90.
Spear Ready. If you take the Ready action to attack with the Spear, you have Advantage on the triggered attack.
Monsters
Mordenkainen's Fiendish Folio Volume 1
terrors bear stunted humanoid limbs hinting at the bizarre ceremonies that created them.
Dangerous Cultivation. While the exact origins of the assassin bug are uncertain, rumors speak of an ancient sect
heart, consuming it and killing the host unless they are quickly destroyed. After gorging themselves on the host's body over several days, the maggots emerge as juvenile assassin bugs, ready to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Creature Sense. The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well
as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived
Monsters
Princes of the Apocalypse
— bad weather, strong tides, and increasing aggression from dangerous sea life.
Violent downpours become frequent within 10 miles of the lair. A downpour occurs once every 2d12;{"diceNotation
an Intelligence score of 2 or lower within 1 mile of the lair must succeed on a DC 15 Wisdom saving throw when they enter the area. If the saving throw succeeds, the creature is frightened and
classes
Basic Rules (2014)
use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she
these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should
classes
Basic Rules (2014)
the latest challenger to her authority over their tribe, ready to break his neck with her bare hands as she did to the last six rivals.
Frothing at the mouth, a dwarf slams his helmet into the face
violated, or a coup that removed you from a position of authority.
QUICK BUILD
You can make a barbarian quickly by following these suggestions. First, put your highest ability score in Strength
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Creature Sense. The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as
well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Verdan Traits Verdan characters have a number of traits in common with others of their kind. Ability Score Increase. Your Constitution score increases by 1, and your Charisma score increases by 2
. Age. Verdan reach adulthood at around the age of 24, and it is thought that they might live to nearly 200 years old. However, because no verdan has died of old age since the race’s initial creation
classes
Basic Rules (2014)
even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a
.
QUICK BUILD
You can make a rogue quickly by following these suggestions. First, Dexterity should be your highest ability score. Make Intelligence your next-highest if you want to excel at
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, Syrkart, Takat, Toit, Tubyna, Varr, Veriga, Wraq, Wural, Wurxee UNDERLYING IMPROVEMENTS
When a verdan character gains an ability score improvement at certain levels, that increase can be tied to a
Verdan Names The oldest verdan names spring from goblinoid traditions, but more recent names reflect the character of the different cultures these folk have encountered since coming out into the
Species
Mordenkainen Presents: Monsters of the Multiverse
court of the Queen of Air and Darkness, one of the Feywild’s archfey. Goblins thrived in her dangerous domain thanks to a special boon from her—a supernatural knack for finding the weak
character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your
Species
Mordenkainen Presents: Monsters of the Multiverse
dangerous those dragons can be and help others defend against draconic destruction.
Whatever their relationship to dragons, kobold scales tend to be rust colored, although the occasional kobold sports
race, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score
classes
Basic Rules (2014)
a master, following the more experienced bard until you were ready to strike out on your own? Or did you attend a college where you studied bardic lore and practiced your musical magic? Perhaps you
highest ability score, followed by Dexterity. Second, choose the entertainer background. Third, choose the dancing lights and vicious mockery cantrips, along with the following 1st-level spells: charm
Backgrounds
Guildmasters’ Guide to Ravnica
conception of the Izzet League is based on mad inventions, dangerous experiments, and explosive blasts. Much of that perception is accurate, but the league is also involved with mundane tasks of
protocols will lead us toward progress more surely than any belief system. (Lawful)
5
Fun. I love my job! Despite the dangerous working conditions, there’s nothing I’d rather do
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
invasion and oppression. Although individually they are timid and shy away from conflict, kobolds are dangerous if cornered, vicious when defending their eggs, and notorious for the dangerous
hidden that the surface-dwelling citizens in the area often don’t know what lies beneath them.
Because the kobolds make sure they stay out of the way of anyone more dangerous than themselves, grow
Magic Items
The Book of Many Things
this description. Notably, cards from the Deck of Many More Things are more likely to be beneficial, though about a third of them are still dangerous.
Before you draw a card, you must declare how many
): acid, cold, fire, lightning, or thunder.
Expert. Your Dexterity score increases by 2, to a maximum of 22.
Fey. A fey crossing opens into the Feywild, and you’re immediately pulled through it
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Into the Badlands Once the characters are ready to venture into the Fortress Badlands, Professor Lang (or another faculty member of your choice) provides directions but warns the characters that this
location might be dangerous. Although Dean Tullus didn’t run into any problems there, it’s likely that Murgaxor led her to the orb and removed any threats that might impede his plan to manipulate her
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Waterdeep can undertake research to study its mysterious runes, which can lead to information regarding That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3.) Gorkoh the
clandestine tours into the caverns by those who want other dangerous relics destroyed. See “Franchise Tasks and Downtime” in chapter 2 for more information on those new activities.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
safe house, or a discount on adventuring gear. With a Renown Score of 10+, a character might gain access to Potions and Scrolls, the ability to call in a favor, or backup on dangerous missions. A
Benefits of Renown Use these guidelines when determining the benefits of increasing renown. Recognition A character who has a Renown Score of 3+ with a group is a respected member of that group
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
magewrights and wizards practice their trades, though there are fewer of them than in other nations. Every town has a militia ready to deal with supernatural threats, and people stand together to fight
darkness. Champions of the light find support and hospitality, but any character who dabbles with dark forces—necromancers, warlocks, and the like—finds Thrane a dangerous, unwelcoming place. The feudal
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
come to the Stone Tooth in search of a reputed cache of Durgeddin’s superior blades and find the stronghold inhabited by dangerous monsters. The complex consists of the following five sections: The
most dangerous denizen of the caverns under the Stone Tooth lairs in the cold, still waters of the Black Lake. Nightscale, a young black dragon, discovered a passage into the lake through an
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Githzerai Monk Githzerai monks pursue control of their minds by honing their physical and psionic talents. They might be found beyond githzerai sanctuaries, testing themselves amid the dangerous
extremes of the multiverse. Githzerai Monk Medium Aberration (Gith), Lawful Neutral
AC 14 Initiative +4 (14)
HP 38 (7d8 + 7)
Speed 40 ft.
Ability Score Mod Save
Str 12 +1 +3
Dex
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Dangerous Knowledge When the characters are ready to search for the tome Professor Blackstone needs—or if they’re eager to investigate the strange occurrences they’ve experienced recently—they can
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
this way, the constant vigilance and lack of truly peaceful rest would lead to a dangerous level of psychosis, but a beholder’s mind accepts this attitude as normal and necessary — it is always alert
to the possibility of assassination or betrayal by unknown threats that stand ready to pounce on the beholder the instant it lets its guard down. Complementing this ever-present, passive paranoia is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
designed for a higher-level party; the encounters there will be more dangerous and taxing, but characters can retreat if things get too rough. Characters can also leave Undermountain, adventure elsewhere
dungeon level contains enough monster XP to ensure that characters who clear out the level can advance to the point where they’re ready to take on the challenges of the next level down. You can also
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
nothing of interest or value. If characters poke around in this area, however, those with a passive Wisdom (Perception) score of 15 or higher notice that the doors between areas 2H, 2I, and 2K open and
been hammered between the door and the frame. Opening the door requires either a DC 10 Strength check or ten minutes spent carefully prying out the spikes. If the door is forced and no one is standing by ready to catch the spikes, they clatter noisily down the steps
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Dagger Danger!
Zorn, an adventurer with a strange request. The quest post asked someone to go to the Kobold Cave, one of the mysterious and dangerous Caves of Chaos, and retrieve a valuable heirloom that Zorn
Pieces to the person or group who brings the dagger to Zorn at the Traveler’s Inn when she returns from her trip.
Now you stand in front of the Kobold Cave, ready to retrieve the dagger and get the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, following the more experienced bard until you were ready to strike out on your own? Or did you attend a college where you studied bardic lore and practiced your musical magic? Perhaps you were a
ability score, followed by Dexterity. Second, choose the entertainer background. Third, choose the dancing lights and vicious mockery cantrips, along with the following 1st-level spells: charm person
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
you were born under a bizarre omen, but will not explain what it means.
2 You were secretly instructed in the worship of Kruphix by a parent or a mentor.
3 You uncovered a dangerous secret
have to. (Good)
4 Knowledge. I seek out dangerous secrets so that I can know the nature of reality. (Neutral)
5 Power. The best thing about knowing a secret is getting to use it against
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
nothing of interest or value. If characters poke around in this area, however, those with a passive Wisdom (Perception) score of 15 or higher notice that the doors between areas 2H, 2I, and 2K open and
has been hammered between the door and the frame. Opening the door requires either a DC 10 Strength check or ten minutes spent carefully prying out the spikes. If the door is forced and no one is standing by ready to catch the spikes, they clatter noisily down the steps.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Citlán. Once the players are ready, describe their characters’ approach to the village. Read or paraphrase the following description: Clouds rush overhead and dust swirls across the road to the
group’s lookout; when he sees the characters, he assumes they’re either a rival band of bounty hunters or Paloma’s bandit allies. Characters who have a passive Wisdom (Perception) score of 12 or higher
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
below the ocean’s surface, while they peek above the water during low tide. Navigating Sandbars Sandbars make dangerous obstacles for vessels, particularly at high tide when they are less noticeable
. The crew of a ship moving toward a sandbar beneath the waves must have a passive Wisdom (Perception) score of 12 or higher or fail to see the sandbar in the way (see “Noticing Threats”). When a ship
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Dangerous Pathways As the characters travel deeper into the woods, they find themselves traversing winding pathways that seem to slowly close in from all sides. At the place where the hags
characters’ progress. If the check is 14 or higher, or if any character with a passive Wisdom (Perception) score of 14 studies the fey after they’ve been spotted, the fey appear mean and grubby. The fey run off if they are noticed, shouting with barely disguised menace to “enjoy our sunny woods.”