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Returning 35 results for 'senses of runes does vicious'.
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Monsters
Phandelver and Below: The Shattered Obelisk
breakers look like giant brains with stout legs, and they wear steel armor made from interlocked links of Ilvaash’s runes (knots of tentacles, brains, and jagged lines reminiscent of jaws).Psychic
Link. The brain breaker targets one creature with the incapacitated condition that the brain breaker senses with its Creature Sense trait and establishes a psychic link with the target. Until the link
Monsters
Mordenkainen's Fiendish Folio Volume 1
and mountain passes. When their victims approach, the devilkins swoop down upon them to lash them with their long, barbed tails. Their horrid shrieking overwhelms a creature's senses, inspiring a
. Predators in the area learn that the devilkin's screeching is a sure sign that easy prey draws near.
Opportunistic Alliances. A flock of screaming devilkins can appreciate vicious cruelty in other
Monsters
Bigby Presents: Glory of the Giants
combined their efforts to protect their ancient empire from a particularly vicious dragon. Stone and hill giants hewed a mighty form from living stone. Cloud and frost giants gathered rare metals, and
fire giants shaped them into flexible joints and plated armor. Storm giants inscribed runes into the inert form to give it the semblance of life. The fruit of these labors was an everlasting guardian
Monsters
Planescape: Adventures in the Multiverse
delight in tormenting those weaker than themselves. Due to their sharp senses and vicious streaks, farastus sometimes work as hunters that track down those who escape Carceri.
Demodands
Demodands
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, effectively rendering them unable to trigger the runes. Any character succeeding on a DC 15 Intelligence (Arcana) check senses an intelligence at work, and one can attempt to communicate with Esclarotta’s
glowing white runes wink into existence, drifting about the room like snowflakes.
This is the castle’s steering chamber. When no one is present, the castle is under the control of the spirit of
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
the command runes, effectively rendering them unable to trigger the runes. Any character succeeding on a DC 15 Intelligence (Arcana) check senses an intelligence at work, and one can attempt to
glowing white runes wink into existence, drifting about the room like snowflakes. This is the castle’s steering chamber. When no one is present, the castle is under the control of the spirit of Esclarotta
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
)
Saving Throws Int +5, Wis +2
Skills Deception +7, Insight +2, Persuasion +7
Damage Resistances psychic
Condition Immunities charmed, frightened
Senses passive Perception 10
Languages Common
can innately cast the following spells, requiring no material components:
At will: mage hand, vicious mockery (see “Actions” below)
1/day each: charm person, dissonant whispers, hex, hold person
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Senses passive Perception 9
Languages Common plus any one language
Challenge 2 (450 XP)
Spellcasting. The lampooner is a 4th-level Rakdos spellcaster. Its spellcasting ability is Charisma (spell
save DC 14, +6 to hit with spell attacks). It knows the following bard spells:
Cantrips (at will): dancing lights, minor illusion, vicious mockery
1st level (4 slots): bane, dissonant whispers
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
vicious dragon. Stone and hill giants hewed a mighty form from living stone. Cloud and frost giants gathered rare metals, and fire giants shaped them into flexible joints and plated armor. Storm giants
inscribed runes into the inert form to give it the semblance of life. The fruit of these labors was an everlasting guardian: the first runic colossus. A runic colossus stands 30 feet tall. It regards all
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Yeenoghu and strive to interpret the demon lord’s vicious goals. Gnoll Fang of Yeenoghu Medium Fiend, Chaotic Evil
AC 14 Initiative +4 (14)
HP 71 (11d8 + 22)
Speed 30 ft.
Ability Score Mod Save
Str 17 +3 +3
Dex 15 +2 +2
Con 15 +2 +4
Ability Score Mod Save
Int 10 +0 +0
Wis 11 +0 +2
Cha 13 +1 +3
Senses Darkvision 60 ft.; Passive
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Sahuagin Warrior Sahuagin warriors are vicious combatants that savage their foes with webbed claws. Once sahuagin draw blood, they usually attack until either they or their foe is slain. Sahuagin
Ability Score Mod Save
Int 12 +1 +1
Wis 13 +1 +1
Cha 9 −1 −1
Skills Perception +5
Resistances Acid, Cold
Senses Darkvision 120 ft.; Passive Perception 15
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Gremishka Gremishkas are the vicious products of mistakes made by novice spellcasters seeking to create life. The results are cat-sized, magically unstable creatures with a taste for the trappings of
magic—particularly spellbooks, spell components, familiars, and the like. Gremishkas delight in tormenting magic-users, holding vicious grudges against those who gave them life as they infest the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
)
CHA
12 (+1)
Saving Throws Dex +4, Wis +4
Skills Athletics +5, Perception +4
Senses passive Perception 14
Languages Common, Draconic
Challenge 3 (700 XP) Proficiency Bonus +2
Draconic Devotion. While the officer can see a Dragon that isn’t hostile to it, the officer has advantage on attack rolls.
Actions
Multiattack. The officer makes two Vicious Lance attacks and uses
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
)
INT
10 (+0)
WIS
13 (+1)
CHA
14 (+2)
Saving Throws Dex +4, Wis +3
Skills Acrobatics +4, Perception +5, Performance +6
Senses passive Perception 15
Languages any
spells prepared:
Cantrips (at will): friends, mage hand, vicious mockery
1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave
2nd level (3 slots): invisibility, shatter
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Blue Slaad Almost as numerous as red slaadi, blue slaadi are muscular brutes with vicious blades extending from the backs of their claws. These claws carry a magical curse called chaos phage, which
18 +4 +4
Ability Score Mod Save
Int 7 −2 −2
Wis 7 −2 −2
Cha 9 −1 −1
Skills Perception +1
Resistances Acid, Cold, Fire, Lightning, Thunder
Senses Darkvision
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Anhkolox Anhkoloxes are vicious undead creatures created from the bones of bears and other beasts. Their barbed bones grind and crack, often moving in seemingly impossible ways. Anhkoloxes are driven
(+2)
CHA
2 (−4)
Saving Throws Wis +6
Skills Perception +6
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Merrow Ogreish Undersea Abductor Habitat: Coastal, Underwater; Treasure: Any Vicious aquatic hunters, merrow combine the features of ogres with those of primeval, predatory fish. They lurk in coastal
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->Dragonlance: Shadow of the Dragon Queen
dragonnels are inured to fire, and their vicious teeth and claws flare with embers. Dragon Army Dragonnel
Large Dragon, Typically Lawful Evil
Armor Class 16 (breastplate barding)
Hit Points 58 (9d10
Resistances fire
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13
Languages understands Common and Draconic but can’t speak
Challenge 3 (700 XP) Proficiency Bonus +2
Flyby. The
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
)
WIS
13(+1)
CHA
14(+2)
Saving Throws Dex +4, Wis +3
Skills Acrobatics +4, Perception +5, Performance +6
Senses passive Perception 15
Languages any two languages
Challenge 2
:
Cantrips (at will): friends, mage hand, vicious mockery
1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave
2nd level (3 slots): invisibility, shatter
Song of Rest. The bard
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
curves to a point suggestive of a sickle. Engage All the Senses. Describe elements of the creature that are likely to provoke a visceral response, such as the smell of rot that its oily flesh exudes
descriptions. Sometimes it’s a contrast between mundane and terrifying details that stands out, like a monster’s soulful eyes or pearly teeth set amid vicious features. Make it Personal. There’s a fine line
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
)
INT
10(+0)
WIS
13(+1)
CHA
14(+2)
Saving Throws Dex +4, Wis +3
Skills Acrobatics +4, Perception +5, Performance +6
Senses passive Perception 15
Languages any two
prepared:
Cantrips (at will): friends, mage hand, vicious mockery
1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave
2nd level (3 slots): invisibility, shatter
Song of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
delight in tormenting those weaker than themselves. Due to their sharp senses and vicious streaks, farastus sometimes work as hunters that track down those who escape Carceri. Farastu Demodand Medium
, poisoned, restrained
Senses darkvision 120 ft., passive Perception 19
Languages Abyssal, Demodand, telepathy 120 ft.
Challenge 11 (7,200 XP) Proficiency Bonus +4
Boundless Movement. The farastu
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Stone Giant Bags On a large scale, stone giants love elaborate murals and exquisite carvings. But when it comes to the trinkets in their bags, they favor trinkets that stimulate nonvisual senses
of a giant cave spider 9 A giant-sized, elegant silver chisel and hammer used for carving runes, worth 20 gp 10 Seven giant-sized knucklebones worth 50 gp total 11 A 2-foot-diameter moonstone pendant
Compendium
- Sources->Dungeons & Dragons->Monster Manual
and collect magic items and occult lore. Have you gazed on the Runes of Chaos, held the Death Moon Orb in your trembling hands, entered the Devouring Portal and walked the Paths of the Doomed, or sat
Int 20 +5 +9
Wis 15 +2 +6
Cha 16 +3 +3
Skills Arcana +13, History +9, Perception +6
Immunities Psychic; Charmed (with Mind Blank)
Gear Wand
Senses Passive Perception 16
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
stairs into the single room of this floor, a snarling and growling greets you. On opposite sides of this room stand two vicious-looking hounds with black fur. The creatures smell of sulfur and rot
, and both wear ornate collars of silvery metal. Each stands within a square scribed onto the floor, ten feet on a side and edged with runes. The rune-marked boundaries appear to push the creatures back
Compendium
- Sources->Dungeons & Dragons->Monster Manual
.
—Tablet fragment from the Bright Desert
Death dogs are plagues on the arid lands they inhabit. These vicious, two-headed canines ambush creatures they perceive as weaker than themselves
−4 Wis 13 +1 +1 Cha 6 −2 −2
Skills Perception +5, Stealth +4
Immunities Blinded, Charmed, Deafened, Frightened, Stunned, Unconscious
Senses Darkvision 120 ft.; Passive Perception 15
Compendium
- Sources->Dungeons & Dragons->Monster Manual
vicious predators have arachnid features and hunched, bipedal frames, and they’re notorious for their venomous bites and ability to shoot out webs to entrap their victims. Ettercaps often hunt in small
Dex 15 +2 +2
Con 13 +1 +1
Ability Score Mod Save
Int 7 −2 −2
Wis 12 +1 +1
Cha 8 −1 −1
Skills Perception +3, Stealth +4, Survival +3
Senses
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
, these venomous, cobra-like creatures recall every slight committed against them during their immortal existences. In their dank, joyless lairs, they create vicious plots to avenge themselves against even
Poison; Charmed, Poisoned
Senses Darkvision 60 ft.; Passive Perception 12
Languages Abyssal, Common
CR 8 (XP 3,900; PB +3)
Traits
Fiendish Restoration. If it dies, the naga returns to life in
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Senses passive Perception 13
Languages Common, Elvish
Challenge 2 (450 XP)
Fey Ancestry. Brahma has advantage on saving throws against being charmed, and magic can’t put her to sleep
): mage hand, message, vicious mockery
1st level (4 slots): charm person, heroism, illusory script, sleep, unseen servant
2nd level (3 slots): cloud of daggers, invisibility
Taunt (2/Day). Brahma
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
their victims approach, the devilkins swoop down upon them to lash them with their long, barbed tails. Their horrid shrieking overwhelms a creature’s senses, inspiring a combination of panic, sensory
that the devilkin’s screeching is a sure sign that easy prey draws near. Opportunistic Alliances. A flock of screaming devilkins can appreciate vicious cruelty in other creatures. If they see signs of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
this purpose, and bestows it on those deemed worthy. Whatever process is used corrupts the subject, transforming them into a vicious Fiend. Although tanarukks are valued as fearsome fighters, they are
)
Skills Intimidation +2, Perception +2
Damage Resistances fire, poison
Senses darkvision 60 ft., passive Perception 12
Languages Abyssal, Common, plus any one language
Challenge 5 (1,800 XP
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
+4, Perception +4, Stealth +3
Senses darkvision 60 ft., passive Perception 14
Languages Common, Draconic, Sylvan
Challenge 3 (700 XP)
Amphibious. The hag can breathe air and water.
Innate
illusion, vicious mockery
Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, with spongy wooden flesh, thorny branches, and rubbery roots that trail behind it. It has blood for sap and is so saturated with blood that it doesn’t catch fire easily. Vicious Carnivore. A tree
)
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
Languages understands Common and Druidic but doesn’t speak
Challenge 7
Compendium
- Sources->Dungeons & Dragons->Monster Manual
seethe with wrath, their rage erupting in waves of fire and as a pair of vicious weapons: a sword of crackling lightning and a whip of lashing flames. A balor’s fury persists until the moment of its
, Frightened, Poisoned
Senses Truesight 120 ft.; Passive Perception 19
Languages Abyssal; telepathy 120 ft.
CR 19 (XP 22,000; PB +6)
Traits
Death Throes. The balor explodes when it dies. Dexterity