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                        Returning 35 results for 'senses singing adventurers'.
                    
                
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     gifted poets, storytellers, and entertainers who travel far and wide. They’re commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries, and wealthy
                                                
                                            
                                                
                                                     Types
d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Bard Performance Types"}
Performance Type
1
Poetry
2
Singing
3
Bagpipe
4
Flute
5
Dancing
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     object. The shard can cause the object to fly using the shard’s own flying speed, use its senses, speak verbally or telepathically, cast spells, and use its legendary actions.
If a creature
                                                
                                            
                                                
                                                    . In this vessel, a draconic shard continues to pursue the interests and struggles that drove the dragon, perhaps even accompanying adventurers in the guise of an intelligent magic item and steering
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     are to spread kindness, reward virtue, and promote a culture of compassion throughout the multiverse. She is good at building alliances and quick to intervene when she senses a threat to the forces of
                                                
                                            
                                                
                                                    .
Alustriel has partaken in countless adventures before and after her tenure as Silverymoon’s high mage. She has befriended famous adventurers such as Drizzt Do’Urden, worked with prominent
                                                
                                            
                                        
                                                    Harpy
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
While charmed by the harpy, a
                                                
                                            
                                                
                                                     successfully saves is immune to this harpy's song for the next 24 hours.A harpy combines the body, legs, and wings of a vulture with the torso, arms, and head of a human female. Its sweet song has lured countless adventurers to their deaths.
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                     financial recompense. These cunning serial killers and mass murderers remain a step ahead of investigators, at least until the cultists’ zealous bloodlust overwhelms their senses.
Cultists
The
                                                
                                            
                                                
                                                     adventurers Bane, Bhaal, and Myrkul seized divinity but were slain for their hubris. All three have been reborn and are now known as the Dead Three. Each of the Dead Three has inspired wicked cults that
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                     uses its magic to walk disguised among people. A dragon might hire adventurers to undertake quests into the ruins of its lost homeland.
Spirit Dragons
Spirit dragons, sometimes called song dragons
                                                
                                            
                                                
                                                     Advantage on Charisma (Performance) checks that involve singing or playing music. Creatures other than the dragon and its allies in that area have Disadvantage on saving throws to avoid or end the
                                                
                                            
                                        
                                                    Half-Elf
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    , inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching
                                                
                                            
                                                
                                                    , wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    Harpy A harpy is always on the hunt for prey. Its sweet song has lured countless adventurers to their deaths, drawing them in close for the harpy to kill and then consume. Harpy
 Medium monstrosity
                                                
                                            
                                                
                                                    
  13 (+1)
Senses passive Perception 10
 Languages Common
 Challenge 1 (200 XP)
 Actions
 Multiattack. The harpy makes two attacks: one with its claws and one with its club.
 Claws. Melee Weapon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
                                                    
                                                
                                            
                                                    Quest Goals To complete the Death Knight-Dreadnaught Quest (see “The Quest Board”), the adventurers must rescue Tarbin Tul from the dreadnaught’s hold or otherwise stop him from singing to the vessel. Doing so causes the dreadnaught to cast off from the rocks and return to sea.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                    Harpy The cruel harpy uses its sweet song to lure adventurers and sailors to their deaths. A harpy has the body, legs, and wings of a vulture but the torso, arms, and head of a human. Harpy
 Medium
                                                
                                            
                                                
                                                    
  10 (+0) 
 
  CHA
  13 (+1)
Senses passive Perception 10
 Languages Common
 Challenge 1 Proficiency Bonus +2
 Actions
 Multiattack. The harpy makes one Claw attack and one Club attack
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     (−2) 
 
  WIS
  10 (+0) 
 
  CHA
  13 (+1)
Senses passive Perception 10
 Languages Common
 Challenge 1 (200 XP)
 Actions
 Multiattack. The harpy makes two attacks: one with its claws and
                                                
                                            
                                                
                                                     charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.
 While charmed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    
 Damage Resistances necrotic
 Condition Immunities charmed, frightened
 Senses darkvision 120 ft., passive Perception 15
 Languages Common
 Challenge 5 (1,800 XP)
 Legendary Resistance (2/Day
                                                
                                            
                                                
                                                     succeed on a DC 14 Wisdom saving throw or be frightened of her until the song ends. A frightened creature takes 7 (2d6) psychic damage at the start of its turn while Aphemia is singing. A frightened
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide. They’re commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
                                                
                                            
                                                
                                                     Performance Types   d10 Performance Type   1 Poetry 2 Singing 3 Bagpipe 4 Flute 5 Dancing 6 Drum 7 Lute 8 Puppetry 9 Mime 10 Acting  Bard
 Medium Humanoid, Any Alignment
 Armor Class 15 (chain shirt)
 Hit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     Someone...   1 Bearing the gear of a hero the pegasus aided. 2 Offering magical fruit or holy spring water. 3 Singing a song in Celestial, Druidic, or Sylvan. 4 Wearing the garb of an ancient heroic
                                                
                                            
                                                
                                                     Score Mod Save   Int 10 +0 +0 Wis 15 +2 +4 Cha 13 +1 +3   
 Skills Perception +6
 Senses Passive Perception 16
 Languages Understands Celestial, Common, Elvish, and Sylvan but can’t speak
 CR 2 (XP
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    Atmosphere What do the adventurers first notice as they approach or enter a settlement? The towering wall bristling with soldiers? The beggars with hands outstretched, pleading for aid outside the
                                                
                                            
                                                
                                                     suggests a wealth of sensory details: the sight of colorful boats floating on muddy waters, the sound of lapping waves and perhaps singing gondoliers, the smells of fish and waste polluting the water, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    )
 
  INT
  9 (-1)
 
  WIS
  10 (+0)
 
  CHA
  16 (+3)
Saving Throws Dex +6, Cha +6
 Skills Perception +3
 Senses darkvision 60 ft., passive Perception 13
 Languages Common
 Challenge 5
                                                
                                            
                                                
                                                     succeed on a DC 14 Wisdom saving throw or be charmed until the song ends. The matriarch must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     burning candle and littered with plates cleared of food and half-drained tankards. The sounds of gamblers yelling and drunken adventurers singing bawdy songs nearly drown out the off-key strumming of a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    , every nerve singing with the tension in the air all around you.
 Finally, a swirling light begins to flare in the darkness. A barely audible humming shakes you to the core, rising and falling like a
                                                
                                            
                                                
                                                     comprehend, and the terrible battle begins. OPTION: JIMJAR'S LAST GAMBLE
 If the adventurers need some extra help in their epic final battle at the end of the campaign, consider the following option
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    )
 
  DEX
  17 (+3)
 
  CON
  11 (+0)
 
  INT
  13 (+1)
 
  WIS
  14 (+2)
 
  CHA
  15 (+2)
Skills Athletics +2, Perception +4, Stealth +5, Survival +6
 Senses darkvision 60 ft
                                                
                                            
                                                
                                                    , Persuasion +5, Stealth +4
 Senses darkvision 60 ft., passive Perception 13
 Languages Common plus any two languages
 Challenge 1/4 (50 XP)
 Feline Agility. When the tabaxi moves on its turn in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    
  13 (+1) 
 
  CON
  13 (+1) 
 
  INT
  6 (–2) 
 
  WIS
  12 (+1) 
 
  CHA
  7 (–2)
Skills Perception +3
 Senses blindsight 60 ft., passive Perception 13
 Languages —
 Challenge 1/8
                                                
                                            
                                                
                                                     delighters brighten the moods of those who travel the seas of the Domains of Delight. Telepathically singing sea chanteys, these dolphins leap and teleport through the luminous waters of Faerie and the
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     they steal and destroy. Skella is willing to parley with adventurers and stay out of their way in exchange for a chance to plunder more of the dungeon and leave in one piece. Her lawful nature means
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Giant Fire Beetle A giant fire beetle is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire
                                                
                                            
                                                
                                                     Class 13 (natural armor)
 Hit Points 4 (1d6 + 1)
 Speed 30 ft.
   STR
  8 (−1)
 
  DEX
  10 (+0)
 
  CON
  12 (+1)
 
  INT
  1 (−5)
 
  WIS
  7 (−2)
 
  CHA
  3 (−4)
Senses
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                    Giant Fire Beetle Big Bright Bug A giant fire beetle takes its name from its pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle’s glands
                                                
                                            
                                                
                                                     Save 
    Str  8  −1  −1 
  Dex  10  +0  +0 
  Con  12  +1  +1 
      Ability Score Mod Save 
    Int  1  −5  −5 
  Wis  7  −2  −2 
  Cha  3  −4  −4 
   
 Resistances Fire
 Senses Blindsight
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Haunted Keeps In the southwestern Sumber Hills stand four ruined keeps built centuries ago by a band of adventurers, the Knights of the Silver Horn. According to most locals, these crumbling stone
                                                
                                            
                                                
                                                     the Feathergale Knights. These “knights” affect a dashing image and are given to drinking, singing, wearing fashionable clothing, and general revelry. The club is a cover for the Cult of the Howling
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     Yawning Portal. Three months ago, out of boredom, Meloon accompanied a fledgling band of adventurers on an expedition to Undermountain. There, his luck ran out. While resting in the dungeon, the
                                                
                                            
                                                
                                                     bond with adventurers, and offers a helping hand whenever doing so feels appropriate. The intellect devourer’s primary goals are to steer adventurers away from Undermountain and get them to undertake
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     adventurers, he preys on that weakness and tries to drive a wedge between the characters by promising to help one at the expense of another. If Strahd senses evil in a person, he cultivates that tendency by
                                                
                                            
                                                
                                                    , especially if a person is clever or attractive. Men and women of beauty and cunning amuse Strahd for a time—playthings to possess or discard as he desires. If he senses a lack of cohesion in a party of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Dracohydra I once spent months trying to teach a dracohydra to perform a sixteen-bar, five-part harmony. The singing didn’t take, but the image of all its heads wearing the little hats and mustaches
                                                
                                            
                                                
                                                     30 ft.
   STR
  20 (+5) 
 
  DEX
  12 (+1) 
 
  CON
  20 (+5) 
 
  INT
  6 (−2) 
 
  WIS
  12 (+1) 
 
  CHA
  12 (+1)
Skills Perception +9
 Senses darkvision 60 ft., passive
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     more than willing to join adventurers who have brave hearts and good intentions. Oceanus
 Medium humanoid (elf), neutral good
 Armor Class 12 (leather armor)
 Hit Points 30 (4d8 + 12)
 Speed 30 ft
                                                
                                            
                                                
                                                    
 Senses darkvision 60 ft., passive Perception 13
 Languages Aquan, Elvish
 Challenge 1/2 (100 XP)
 Amphibious. Oceanus can breathe air and water.
 Friend of the Sea. Using gestures and sounds
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     simple weapon  For example, high elf adventurers have proficiency with longswords, which are martial weapons. Consulting the Proficiency Swaps table, we see that your high elf can swap that
                                                
                                            
                                                
                                                     proficiency in the Perception skill. Your elf might not have the keen senses associated with your kin and could take proficiency in a different skill, such as Performance. The “Equipment” chapter of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     not to draw attention to their shameful forms.
 Once, the kenku held the wind in their wings, embracing the gusty sky and singing the sweet language of birdsong. Serving a master whose identity is
                                                
                                            
                                                
                                                     (+0)
 
  DEX
  16 (+3)
 
  CON
  10 (+0)
 
  INT
  11 (+0)
 
  WIS
  10 (+0)
 
  CHA
  10 (+0)
Skills Deception +4, Perception +2, Stealth +5
 Senses passive Perception 12
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    Nereid One of the most inviting locations in The Hidden Shrine of Tamoachan is a gently illuminated pool of water, beside which sits a lovely being singing a pleasant tune. The figure is a nereid — a
                                                
                                            
                                                
                                                     +4
 Senses darkvision 60 ft., passive Perception 12
 Languages Aquan, Common, Elvish, Sylvan
 Challenge 2 (450 XP)
 Amphibious. The nereid can breathe air and water.
 Aquatic Invisibility. If
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    Kalka-Kylla Adventurers who get inside the halls of The Hidden Shrine of Tamoachan are likely to find a unique opportunity — the chance to communicate with a crustacean that can speak. If Kalka-Kylla
                                                
                                            
                                                
                                                     +3
 Senses blindsight 30 ft., passive Perception 13
 Languages Olman
 Challenge 3 (700 XP)
 Amphibious. Kalka-Kylla can breathe air and water.
 False Appearance. While Kalka-Kylla remains
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    Don-Jon Raskin Adventurers who undertake the Mountain’s Toe Quest meet Don-Jon Raskin, a fearless troubleshooter who has experienced more than his fair share of adventures. Don-Jon Raskin
 Medium
                                                
                                            
                                                
                                                     (+2)
Saving Throws Dex +2, Con +3
 Skills Deception +4, Persuasion +4
 Senses passive Perception 10
 Languages Common, Dwarvish
 Challenge 1/2 (100 XP)
 Brave. Don-Jon has advantage on saving
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Wedding Crashers When any character enters the skull or touches its surface, the mind of Araumycos stirs — and the Demon Queen of Fungi senses it. Read the following to the players as Zuggtmoy uses
                                                
                                            
                                                
                                                     Zuggtmoy acts against the adventurers, the demon queen is distracted, turning away to glance at something they can’t see. She hisses the name “Juiblex” like a curse, then recoils as if struck. Her image then vanishes.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                     now prowl Axeholm, while the banshee continues to haunt the fortress’s upper halls. The banshee senses the arrival of adventurers with its Detect Life trait. In its twisted spectral mind, they are invaders who must be destroyed for their trespass.
                                                
                                            
                                        





