Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'senses of rules dismal verdan'.
Other Suggestions:
senses of rolls dispel verbal
Spells
Player’s Handbook
Initiative count, and it functions as a controlled mount while you ride it (as defined in the rules on mounted combat). If you have the Incapacitated condition, the steed takes its turn immediately
14
+2
+2
Mod
Save
INT
6
−2
−2
WIS
12
+1
+1
CHA
8
−1
−1
Senses Passive Perception 11
Languages Telepathy
Spells
Lost Laboratory of Kwalish
You temporarily summon three familiars — spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell
means, then one fewer familiars are conjured by this spell.
Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1
Species
Mordenkainen Presents: Monsters of the Multiverse
exuberance with them and learning new languages as they went.
Harengons are bipedal, with the characteristic long feet of the rabbits they resemble and fur in a variety of colors. They share the keen senses
fairy or the harengon in this section, follow these additional rules during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2
Hexblood
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Van Richten’s Guide to Ravenloft
shades, long hair that regrows if cut, and an irremovable living crown. Along with these marks, hexbloods manifest hag-like traits, such as darkvision and a variety of magical methods to beguile the senses
player, unless the DM rules otherwise.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of one of the game’s fantastical races
Shapechange
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.
When you transform, you
rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.
classes
Player’s Handbook
.
Gain the Ranger’s level 1 features, which are listed in the Ranger Features table. See the multiclassing rules to determine your available spell slots.
Ranger Features
Improvement
5
12
4
3
3
2
—
17
+6
Precise Hunter
6
14
4
3
3
3
1
18
+6
Feral Senses
6
14
4
3
3
3
1
19
+6
Epic Boon
6
15
4
3
3
3
2
20
+6
Foe
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Senses The Senses entry specifies a monster’s Passive Perception score, as well as any special senses the monster possesses. Passive Perception and special senses are described in the “Rules Glossary”.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Young Black Dragon Most young black dragons claim a hidden lair—typically a dismal place accessible through deadly ruins or a treacherous bog. They delight in exploiting fearful servants and might
Acid
Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 16
Languages Common, Draconic
CR 7 (XP 2,900; PB +3)
Traits
Amphibious. The dragon can breathe air and water.
Actions
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
goblin might assist with this task if the characters keep him around, as a kind of warm-up for the rules for letting NPCs run franchise tasks (which the characters will gain access to at the end of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
School of Magic Each spell belongs to a school of magic. The schools are listed in the Schools of Magic table. These categories help describe spells but have no rules of their own, although some
other rules refer to them. Schools of Magic School Typical Effects Abjuration Prevents or reverses harmful effects Conjuration Transports creatures or objects Divination Reveals information
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
School of Magic Each spell belongs to a school of magic. The schools are listed in the Schools of Magic table. These categories help describe spells but have no rules of their own, although some
other rules refer to them. Schools of Magic School Typical Effects Abjuration Prevents or reverses harmful effects Conjuration Transports creatures or objects Divination Reveals information
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Senses Some creatures have special senses that help them perceive things in certain situations. The rules glossary defines the following special senses: Blindsight Darkvision Tremorsense Truesight
) checks that rely on sight. A Heavily Obscured area—such as an area with Darkness, heavy fog, or dense foliage—is opaque. You have the Blinded condition (see the Rules Glossary) when trying to see
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Spirit Naga Spirit nagas live in gloom and spitefulness, constantly plotting vengeance against creatures that have wronged them — or that they believe have wronged them. Lairing in dismal caverns and
(+3)
Saving Throws Dex +6, Con +5, Wis +5, Cha +6
Damage Immunities poison
Condition Immunities charmed, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Abyssal, Common
Compendium
- Sources->Dungeons & Dragons->Monster Manual
waters, hoping to snare unsuspecting prey by bursting from the water and grabbing their quarry or by skewering victims with deadly harpoons. These hunters then drag land dwellers back to dismal
Wis 10 +0 +0
Cha 9 −1 −1
Senses Darkvision 60 ft.; Passive Perception 10
Languages Abyssal, Primordial (Aquan)
CR 2 (XP 450; PB +2)
Traits
Amphibious. The merrow can
Compendium
- Sources->Dungeons & Dragons->Monster Manual
supernatural forces. From dismal ruins and bleak hinterlands, they raid vulnerable communities and ambush travelers. Ogres covet food and treasure, and they spitefully destroy art, books, clockwork
19 +4 +4
Dex 8 −1 −1
Con 16 +3 +3
Ability Score Mod Save
Int 5 −3 −3
Wis 7 −2 −2
Cha 7 −2 −2
Gear Greatclub, Javelins (3)
Senses Darkvision
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Darkness. Special Senses Some creatures have special senses that help them perceive things in certain situations. The rules glossary defines the following special senses: Blindsight Darkvision Tremorsense Truesight
Wisdom (Perception) checks that rely on sight. A Heavily Obscured area—such as an area with Darkness, heavy fog, or dense foliage—is opaque. You have the Blinded condition (see the rules glossary) when
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Goblins Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings. Individually weak, goblins gather in large — sometimes
than a glorified goblin boss) rules hundreds of goblins, spread out among multiple lairs to ensure the tribe’s survival. Goblin bosses are easily ousted, and many goblin tribes are taken over by
Compendium
- Sources->Dungeons & Dragons->Monster Manual
their deaths on harpies’ vicious claws or amid natural perils. Harpies dwell in remote, dismal places tainted by tragedy and despair. Some tales claim harpies offended the gods and were transformed as
+1 +1
Dex 13 +1 +1
Con 12 +1 +1
Ability Score Mod Save
Int 7 −2 −2
Wis 10 +0 +0
Cha 13 +1 +1
Senses Passive Perception 10
Languages Common
CR
Compendium
- Sources->Dungeons & Dragons->Monster Manual
; Exhaustion, Petrified, Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages Primordial (Terran)
CR 2 (XP 450; PB +2)
Traits
Flyby. The gargoyle doesn’t provoke an Opportunity
passes in the Elemental Plane of Earth, it stains the rock and spoils the soil. Malice vanishes amid other elements, but in the dismal dark, the wicked shape it into nightmares.
—Tiv, scholar of the Elemental Planes
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
” section in chapter 3.
Scufflecup Rules Each participant fills a teacup with hot tea and places it on the table. The participants then roll initiative. At least one Scufflecup participant is a student who
teacup off the table, using the rules for shoving in the Player’s Handbook. A participant loses the game if their teacup drops to 0 hit points or if their teacup falls off the table.
Scufflecup
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the DM, you decide how much to tell the players and when. All the information the players need to make choices comes from you. Within the rules of the game and the limits of the characters’ knowledge
and senses, tell players everything they need to know. Published adventures often include text in a box like this, which is meant to be read aloud to the players when their characters first arrive at
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
information the players need to make choices comes from you. Within the rules of the game and the limits of the characters’ knowledge and senses, tell players everything they need to know. Published adventures
rules and the adventure you’ve prepared. So how do you decide? Think through these possibilities: No Rules Required. Sometimes, resolving a situation is easy. If an adventurer wants to cross an empty
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Sea Hag Hag of Despair and the Dismal Deep Habitat: Coastal, Underwater; Treasure: Arcana Lorenzo Mastroianni
Sea hags loathe peace and beauty. Bitter, jealous creatures, they spread chaos
+1 +1
Cha 13 +1 +1
Senses Darkvision 60 ft.; Passive Perception 11
Languages Common, Giant, Primordial (Aquan)
CR 2 (XP 450; PB +2)
Traits
Amphibious. The hag can breathe air
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Stat Block Overview A monster has a stat block that contains the rules necessary to use it in the game. Stat blocks are divided into the following parts, which correspond with the example stat block
+7
Resistances Necrotic
Immunities Charmed (except from its vampire master)
Gear Daggers (10)
Senses Darkvision 60 ft.; Passive Perception 14
Languages Common plus one other language
CR 3
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Stat Block Overview A monster has a stat block that contains the rules necessary to use it in the game. Stat blocks are divided into the following parts, which correspond with the example stat block
+7
Resistances Necrotic
Immunities Charmed (except from its vampire master)
Gear Daggers (10)
Senses Darkvision 60 ft.; Passive Perception 14
Languages Common plus one other language
CR 3
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
she will abide by the terms of any bargain, but she turns against the adventurers if she senses a hint of betrayal. In addition to various treasures plundered from this level, Skella has a dagger she
stole from Azrok, the hobgoblin warlord who rules Stromkuhldur on level 3 of Undermountain (see “Legion of Azrok”). Returning this dagger to Azrok completes a side quest.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
oppressive weight of sorrow stoops even heavier than the low-hanging mist and fog. Trapped in these desolate places of lost hope and memory, will-o’-wisps lure other creatures toward dismal fates and
nonmagical attacks
Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
Senses darkvision 120 ft., passive Perception 12
Languages the languages it knew in
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
— spirits that take animal forms of your choice. Each familiar uses the same rules and options for a familiar conjured by the find familiar spell. All the familiars conjured by this spell must be the
. Familiars summoned by this spell can telepathically communicate with you and share their visual or auditory senses while they are within 1 mile of you. When you cast a spell with a range of touch, one
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
controls the settlement, and Grisha rules with an iron fist. He senses the power of Yeenoghu in all things — and particularly in the way in which cultists have begun to rise as undead ghouls after death.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
terrors in the lands they claim. Wretched swamps and monster-haunted ruins grow more dismal and spread under an adult black dragon’s influence. Morbid cultists and doomsayers frequently gather in the
Ability Score Mod Save
Int 14 +2 +2
Wis 13 +1 +6
Cha 19 +4 +4
Skills Perception +11, Stealth +7
Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive
Compendium
- Sources->Dungeons & Dragons->Monster Manual
create cities that glitter with treasure. Among these realms is the labyrinthine expanse called the Great Dismal Delve or the Sevenfold Mazework, which protects the City of Jewels, the Iron Crucible
Str 23 +6 +6
Dex 12 +1 +5
Con 24 +7 +7
Ability Score Mod Save
Int 12 +1 +1
Wis 13 +1 +5
Cha 18 +4 +4
Immunities Petrified
Senses Darkvision 120
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Sea Hag Sea hags live in dismal and polluted underwater lairs, surrounded by merrow and other aquatic monsters. Beauty drives a sea hag to fits of anger. When confronted with something beautiful, the
16 (+3)
DEX
13 (+1)
CON
16 (+3)
INT
12 (+1)
WIS
12 (+1)
CHA
13 (+1)
Senses darkvision 60 ft., passive Perception 11
Languages Aquan, Common, Giant
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Underdark enclaves, but they rarely build settlements or form social structures. Most operate as solitary predators, lurking in dismal subterranean reaches or abandoned dungeons—sometimes for months at a
Immunities Frightened
Senses Darkvision 120 ft.; Passive Perception 12
Languages Deep Speech, Undercommon
CR 8 (XP 3,900; PB +3)
Traits
Light Sensitivity. While in Bright Light, the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
them to their fates. Others, like the infamous death knight Lord Soth, brood in dismal ruins for centuries, rousing themselves to action only when something reignites their deathless evil. Death
Ability Score Mod Save
Int 12 +1 +1
Wis 16 +3 +9
Cha 18 +4 +4
Immunities Necrotic, Poison; Exhaustion, Frightened, Poisoned
Senses Darkvision 120 ft.; Passive
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Leprechaun Leprechauns are manifestations of the Feywild rules of hospitality and reciprocity. These rules infuse leprechauns with a deep connection to fixing and making things. Industrious and proud
adherence to Feywild rules affords it tremendous luck, but this fortune comes at a cost. These same magical strictures compel leprechauns to use their powers on behalf of those who offer them gifts