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Returning 35 results for 'senses standing adventure'.
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senses standing adventurers
Monsters
Fizban's Treasury of Dragons
convey what it senses to its master, and the two can communicate telepathically with each other.Multiattack. The peacekeeper makes two Slam attacks.
Slam. Melee Weapon Attack: +5;{"diceNotation":"1d20
peacekeeper to protect the place. The peacekeeper can ward a community for centuries, standing in the place of its dragon creator and maintaining peace and order.
Metallic Sentinels
A metallic sentinel is
Monsters
Bigby Presents: Glory of the Giants
â property with their keen senses and loud voices. Not only are giant geese from fey stock significantly larger than ordinary geese, but they also have two magical properties that make them even more
thatâs important to the story of an adventure or your campaign.
Goose Egg Trinket
d12;{"diceNotation":"1d12","rollType":"roll","rollAction":"Egg Contents"}
Egg Contents
1
The
Mislead
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell.
You
you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Guild Artisan / Guild Merchant
Legacy
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Backgrounds
Playerâs Handbook (2014)
in your proficiency with a certain kind of artisanâs tools), as well as the principles of trade and good business practices. The question now is whether you abandon your trade for adventure, or
you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such
Backgrounds
The Book of Many Things
containing 13 gp
Feature: Still Standing
You have weathered ruinous misfortune, and you possess hidden reserves others donât expect. You gain the Alert, Skilled, or Tough feat (your choice). Your
choice of feat reflects how youâve dealt with the terrible loss that changed your life forever. If youâve kept your senses sharp for every opportunity and climbed your way out of misery by
Half-Elf
Legacy
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Species
Basic Rules (2014)
Flint squinted into the setting sun. He thought he saw the figure of a man striding up the path. Standing, Flint drew back into the shadow of a tall pine to see better. The manâs walk was
, 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
Species
Mordenkainen Presents: Monsters of the Multiverse
birdfolk. Only when they roost on a branch or walk across the ground is their Humanoid nature clear. Standing upright, aarakocra are typically about 5 feet tall, and they have long, narrow legs that
violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race
Backgrounds
Baldurâs Gate: Descent into Avernus
artisanâs tools), as well as the principles of trade and good business practices. The question now is whether you abandon your trade for adventure, or take on the extra effort to weave
innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of
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
of a player character in the D&D multiverse is about a century, assuming the character doesnât meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live
Species
Van Richtenâs 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
before their birth. Many hexbloods turn to lives of adventure, seeking to discover the mysteries of their magic, to forge a connection with their fey natures, or to avoid a hag that obsesses over them
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Variety Series Some groups donât want a long campaign with sweeping plotlines; they prefer short, unconnected adventures. With that style of game, different players might take turns as DM for one to three sessions at a time, with each adventure standing as a self-contained story.
Aarakocra
Legacy
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Species
Elemental Evil Player's Companion
.
Beak and Feather
From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing
, a mission of vengeance, or a catastrophe typically lies at the heart of the aarakocra adventurerâs chosen path.
Two other circumstances might call an aarakocra to adventure. First, aarakocra
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
of the Star Forgeâ draws on the ideas, maps, stat blocks, and other details in the pages of that book, standing as an example of how to put all those pieces together. You can use Glory of the Giants to
help inspire alterations or expansions to this adventure, and of course to help you create your own adventures and even whole campaigns with giants in prominent roles.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. You can use your action to move your illusory double up to twice your speed and make it
from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
you are standing. The double lasts for the duration, but the invisibility ends if you attack or cast a spell. You can use your action to move your illusory double up to twice your speed and make it
from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
8 (â1)
CHA
3 (â4)
Skills Perception +1, Stealth +3
Senses Darkvision 30 ft., passive Perception 11
Languages â
Challenge 0 (0 XP)
Amphibious. The frog can breathe air and water
.
Standing Leap. As part of its movement and without a running start, the frog can long jump up to 10 feet and high jump up to 5 feet.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
A Beautiful Mine The characters can pick up this quest if they start the adventure in Termalaine or shortly after they arrive in town. As they trudge through the streets, they see a young boy
standing on a box, yelling about various local happenings, including the recent evacuation of workers from a nearby mine that has been overrun by kobolds. A reward of 50 gp is offered to anyone who can rid
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
finally come. With the help of a tiefling scout named Mettle (see the Gala Guests table earlier in the adventure), the hags have been able to spy on the gala. Disguised as three elf nobles from the Feywild
present stolen invitations to the winter wolves standing guard outside, then waltz into Paliset Hall, cackling with delight at how well their plan is unfolding.
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Renown Renown is an optional rule you can use to track charactersâ standing, individually or as a party, within a particular group, such as a faction, an organization, or a community. A characterâs
with another, based on the characterâs interaction with each group. You can use renown over the course of an entire campaign or within a single adventure. At a campaign scale, you might set up factions
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Needle Blight Needle blights have vaguely bipedal forms, with gaunt, misshapen limbs. Whether standing unnaturally still or lurching with their awkward gaits, these blights canât pass as either
Mod Save
Int 4 â3 â3
Wis 8 â1 â1
Cha 3 â4 â4
Immunities Deafened
Senses Blindsight 60 ft.; Passive Perception 9
Languages Understands Common but canât speak
CR 1
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
Skills Perception +1, Stealth +3
Senses darkvision 30 ft., passive Perception 11
Languages â
Challenge 0 (0 XP)
Amphibious. The frog can breathe air and water.
Standing Leap. The frogâs long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
)
INT
8 (â1)
WIS
10 (+0)
CHA
6 (â2)
Skills Perception +2
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 12
Languages Ice Toad
Challenge 1 (200 XP
)
Amphibious. The toad can breathe air and water.
Cold Aura. Any creature that starts its turn within 5 feet of the toad takes 3 (1d6) cold damage.
Standing Leap. The toadâs long jump is up to 20 feet
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
)
INT
8 (â1)
WIS
10 (+0)
CHA
6 (â2)
Skills Perception +2
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 12
Languages Ice Toad
Challenge 1 (200 XP
)
Amphibious. The toad can breathe air and water.
Cold Aura. Any creature that starts its turn within 5 feet of the toad takes 3 (1d6) cold damage.
Standing Leap. The toadâs long jump is up to 20 feet
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
following events in the adventure, employing scrying magic, or methodically searching the Sumber Hills. Some or all of the player characters might begin the adventure already in possession of useful
information because of the adventure hooks in chapter 1. Key clues from these hooks include the following: Best Served Cold: The character hears from tavern patrons in Red Larch that a band of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the characters visit Belâs forge later in the adventure (see âBelâs Forgeâ), they find it under siege from Shummrathâs hastily mustered forces. The attackers are quickly overwhelmed, forcing
. Rigorath the cambion tells them that Ubbalux must swear fealty to Mephistopheles to escape the standing stones. If Ubbalux does as Rigorath suggests, swearing its undying fealty to Mephistopheles, the
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
The Cave Entrance The characters enter the cave from the eastern edge of the map. The characters may want to do some reconnaissance before entering the cave. Being the Charactersâ Senses
As the
Dungeon Master, you act as the charactersâ sensesâthey cannot know something about the world or the situation unless you tell them. Check with the players occasionally to ensure everyone understands what
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Adventure Background For pious giants, position in the ordning is everything. Brimskarda, a legendary fire giant smith, is discovering what it means to fall in the ordningâs ranks. Various missteps
in recent years have imperiled her lofty station. To resecure her standing in the ordning and prove that she is still the greatest smith among giants, Brimskarda has reclaimed the legendary Star Forge
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
considering the late hour, the walk across campus is unusually quiet. But as you round a corner, a flickering magical lantern illuminates several bewildered students standing in the path.
These three
students are Lorehold apprentices (see chapter 7) who were ambushed by Dean Tullus. The dean used Murgaxorâs orb to curse them with Visions of Terror (as detailed at the start of the adventure). Dean
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
More Monastery The original Expedition to the Barrier Peaks mapped out six levels of the adventureâs crashed ship: âa large exploration-colonization expedition of human origin.â This adventure
focuses on only a cursory exploration of a similarly crashed planar craft, but you can easily expand the adventure by allowing characters to discover portals in the monastery that lead to lower levels of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
transitioning from another published adventure to this one. Nightstone is a fortified settlement located a few miles south of the Ardeep Forest, in the untamed hills between Waterdeep and Daggerford. A
lonely wooden signpost, standing where the trail to Nightstone meets the High Road, points the way to the settlement. Nightstoneâs closest neighbors are the elves of the Ardeep Forest. Hunters from
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
A Call for Heroes When the adventure begins, the characters know the general history of Redwood Watch and its plight involving missing villagers. As soon as the characters enter the village, council
members Selenar Woodwise and Gwenhumara Goldmoss approach them to provide more information about Redwood Watchâs call for heroes. Read or paraphrase the following: Standing before you are two wood
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
magical gate to Castle Naerytar sits between a pair of moss-covered standing stones visible from all the front rooms of the lodge. Three other portals near the lodge stand between similar stones, and
, and one leads to the desert of Mulhorand, near a blue dragonâs lair. These additional portals should not be a major part of the adventure, but they can introduce cultist nonplayer characters coming
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
peacekeeper to protect the place. The peacekeeper can ward a community for centuries, standing in the place of its dragon creator and maintaining peace and order. Metallic Peacekeeper
Medium Construct
)
CHA
11 (+0)
Damage Immunities fire
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 60 ft., passive Perception 11
Languages
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
magical gate to Castle Naerytar sits between a pair of moss-covered standing stones visible from all the front rooms of the lodge. Three other portals near the lodge stand between similar stones, and the
, and one leads to the desert of Mulhorand, near a blue dragon lair. These additional portals should not be a major part of the adventure, but they can introduce cultist nonplayer characters coming to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
sealing an alliance. The characters begin the adventure with 0 points. That score is adjusted every time they interact with lizardfolk, but the results only become apparent when the characters meet the
irrevocably hostile if the charactersâ total number of points drops to 0 or lower even after the queen offers them chances at diplomacy and ways to improve their standing. If this happens, after the lizardfolk give them a second chance, the charactersâ mission ends in failure.






