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Returning 35 results for 'sound of race defenders varied'.
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sound of race defenses varied
Sahuagin Priestess
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Monsters
Monster Manual (2014)
","rollDamageType":"slashing"} slashing damage.Across fog-shrouded coasts or endless ocean swells, an ominous drone sounded on a conch shell chills the blood of all who hear it. This is the sound of
villages.
Devils of the Deep. Sahuagin are a predatory, piscine race that ventures from the ocean's black depths to hunt the creatures of the shallows and shore. Though they dwell in the deepest
Sahuagin Baron
Legacy
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Monsters
Monster Manual (2014)
it. This is the sound of the sahuagin hunting horn — a call to raid and battle. Coastal settlers refer to sahuagin as “sea devils,” for sahuagin have no compassion in them
, slaughtering the crews of ships and decimating coastal villages.
Devils of the Deep. Sahuagin are a predatory, piscine race that ventures from the ocean’s black depths to hunt the creatures of the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hunting dogs. They race in pursuit of their prey, running it down until it’s too exhausted to fight back. Only the threat of dawn drives the pack back into hiding.
A pack of yeth hounds can be
. Its head has a human-like face and glowing red eyes. The creature gives off a smoky odor.
Yeth hounds make a ghastly baying sound that causes most creatures to flee in terror. They chase those who
Alter Self
Legacy
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Spells
Basic Rules (2014)
underwater and gain a swimming speed equal to your walking speed.
Change Appearance. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your
voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a
Species
Mordenkainen Presents: Monsters of the Multiverse
Created by the Cat Lord—a divine being of the Upper Planes—to blend the qualities of humanoids and cats, tabaxi are a varied people in both attitude and appearance. In some lands, tabaxi
.
Tabaxi’s appearance is as varied as their attitudes. Some tabaxi have features or patterning in their fur like tigers, jaguars, or other big cats, while others have appearances more like a house cat
Orc
Legacy
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Species
Mordenkainen Presents: Monsters of the Multiverse
and tenacity that can’t be matched, and the god equipped his children to be able to live above or below ground.
On some worlds, such as Eberron, orcs were among the first defenders of the natural
devotion to other gods.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these
Species
Spelljammer: Adventures in Space
internal organs of the usual sort. Their bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves. These nerves enable a plasmoid to detect light, heat, texture, sound, pain, and
constrict to produce sound.
When plasmoids sleep, they lose their rigidity and spread out and are thus sometimes mistaken for a rock or some other feature of the environment.
Creating Your Character
When
Monsters
Fizban's Treasury of Dragons
"}. The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failed save, the creature takes 22
Sapphire dragons’ scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the
Species
Mordenkainen Presents: Monsters of the Multiverse
its natural wonders.
Lizardfolk have colorful scales and exhibit a wide array of scale patterns. Their individual facial features are as varied as those of lizards.
Creating Your Character
At 1st
level, you choose whether your 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
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Lizardfolk Reptilian Defenders of the Land Habitat: Forest, Swamp; Treasure: Individual Lizardfolk dwell in wildernesses suffused with primal magic. While many lizardfolk are Humanoids with varied
Monsters
Fizban's Treasury of Dragons
Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Debilitating Breath"}. The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 30-foot cone. Each creature
their rivals. The sonic pulse of their breath weapon sows weakness, leaving the victims unable to fight back.
Luminous Blue
Sapphire dragons’ scales and wing membranes show varied shades of
Monsters
Fizban's Treasury of Dragons
Breath"}. The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw. On a failed save, the creature
breath weapon sows weakness, leaving the victims unable to fight back.
Luminous Blue
Sapphire dragons’ scales and wing membranes show varied shades of blue, ranging from the light tones of a
Monsters
Fizban's Treasury of Dragons
dragon exhales a pulse of high-pitched, nearly inaudible sound in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, the creature takes 44 (8d10
the victims unable to fight back.
Luminous Blue
Sapphire dragons’ scales and wing membranes show varied shades of blue, ranging from the light tones of a spring sky to the rich, crystalline
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Night of Terror As dusk approaches, the defenders on Kalaman’s western walls sound an alarm: the Red Dragon Army and its flying citadel draw near. All of Kalaman’s soldiers are called to defensive
passes through the tangle of soldiers to the field beyond the walls.
There, thousands of soldiers in red and black raise the Dragon Army’s camp beyond the reach of Kalaman’s defenders. War machines roll
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Handbook. Herein, you’ll find the following sections: Peoples of Krynn. Learn about the peoples of Krynn and how they might inspire your next character. Race Option. Play as a kender, a character race
Option. Tie your magic to Krynn’s three mystical moons with the Lunar Sorcery sorcerer subclass. Adventuring defenders of Solamnia bring down a red dragon servant of the Dragon Queen
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
sun or moon is. Defenders. The potential foes in this area are varied. The fire cultists pretend to be servants of the Circle of the Scarlet Moon. Among them, only Elizar has druid capabilities. Fires
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
colorful homes and varied goat and sea-serpent carvings, the village of Grakenok would look cozy were it not being attacked by a behemoth whirlwyrm. Over thirty feet long, the giant eel towers over the
town’s few bariaur defenders, smashing fishing boats and cottages in its rampage.
The bariaurs of Grakenok have put up a heroic defense of their home. They’ve been suffering whirlwyrm attacks for days
Compendium
- Sources->Dungeons & Dragons->Monster Manual
their quarry. Axe beaks live in varied environments. Colorfully plumed axe beaks race across tropical plains, while axe beaks with snowy feathers hunt the tundra.
Axe beaks are difficult to train, but
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
body, thought, and emotion. Freed from the limitations of their human bodies, the yuan-ti used their new abilities to conquer new lands and expand their borders.
One Race, Many Forms
The bodies of all
that the yuan-ti have prepared a special ambush at the end of the pursuit.
Capture, Not Kill
The objective of the yuan-ti as a race is to conquer and enslave others; they don’t espouse the sort
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
), they can land it pretty much anywhere outside Grudd Haug. The hobgoblins in the gong tower (see “Approaching the Den”) spot the airship if it approaches within 1 mile of the stronghold and sound the
alarm, putting the entire den on alert (see “Denizens”). If the characters use the airship’s weaponry to attack Grudd Haug, the den’s defenders are smart enough to take cover behind walls. Defenders armed
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Assault Encounters Level 1 of the fortress teems with defenders. While most sahuagin are clustered as described in “The Defense,” a few locations prove central to the fortress’s security. 1. North
he survived, are now stationed here. If the party engages the sahuagin in combat here, the defenders’ numbers and central location on the level instantly raise the alert. Treasure. Amid mundane
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
the old gate, force it open, and rush through. Escobert discovers them and races into the courtyard to sound the alarm ahead of the infiltrators. Enough defenders are available to deal with the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
castle is lit by torches regardless of the time of day. Doors inside the castle aren’t locked unless the text states otherwise. Castle Defenders The castle’s relatively small size makes it possible
for one cult member to sound the alarm simply by yelling. If an alarm is raised, the following cult members are tasked with defending the castle: Twelve cultists of various races and genders, who
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the old gate, force it open, and rush through. Escobert discovers them and races into the courtyard to sound the alarm ahead of the infiltrators. Enough defenders are available to deal with the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
wings that extend from their back and shoulders. Owlin unleash magic in the sky above Strixhaven Like owls, owlin are graced with feathers that make no sound when they move or fly, making it easy for
have the following racial traits. Creature Type. You are a Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 30 feet. Darkvision. You
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
immediately alerted to the presence of the adventurers; determine how those allies react. Investigate. The creature rushes to the sound of the disturbance to investigate, possibly joining any battle that
leader makes this saving throw on behalf of the entire group. As creatures employ reactive tactics, make notes about their new locations on your adventure map. Prepared Defenders Sapient creatures that
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any
. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Illusionist Illusionists are specialist wizards who twist light, sound, shadow, and even minds to create false and quasi-real effects. They can be flamboyant and use their powers in spectacular and
obvious ways, or quiet and subtle, using their magic to conceal the truth. Illusionist Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 38 (7d8 + 7)
Speed
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any
. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, having fled their homeland’s zombie plague. Such individuals have likely seen horrors and know tragedy. Falkovnia’s residents often have brown hair and varied skin tones with warm undertones. Their names
they, for some remarkable reason, ignore you?
What do you care for in Lekar? You know Lekar’s days are numbered; any day now the zombies will sweep over the city’s last defenders. Do you want to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
varied cultures and races, Faerûn is dominated by human lands, be they kingdoms, city-states, or carefully maintained alliances of rural communities. Interspersed among the lands of humans are old dwarven
and goblinoids, or mighty creatures such as giants and dragons. Ruins dot the landscape and the caverns that wind beneath the surface. In these places, treasures of every living race — and a number of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the Shadowlands (detailed in “Other Domains of Dread”) in search of evil to vanquish. Bold and proud, many members of the Circle inadvertently race toward dramatic tragedies. The more successful
Ulmist Inquisition trace their origins to Malitain, a mysterious, cult-infested city from the same world as Barovia. These inquisitors employ varied psionic powers to stamp out evil, but their zeal and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
originate from. The DM can provide details from chapter 3 to help inform your decision. Although humans predominate many of the Domains of Dread, adventurers in Ravenloft can belong to any race in the
Player’s Handbook or other sources. The domains of Darkon, Dementlieu, and Hazlik, for example, all feature particularly varied populations.
If you decide your character is from some other world
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Secret Door. A secret door in the north wall opens into a tunnel leading north. The watch post defenders are unaware of it. 28b. Obelisk of the Eye Obelisk. In the north end of this room stands a 14-foot
left. There you will see the path you are destined to take.” These words seem to emanate from within the obelisk and are meant to sound soothing, but a character who hears the words can discern a hint
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
mouth of Scions Sound against threats from Karrnath, but it has since become a place of meditation and retreat. Ten years before the end of the war, the fort was attacked by the Order of the Emerald
Claw. In desperation, the defenders called upon the Traveler for divine aid that seemingly saved the fort. But in the end, the god’s fickle whim saw Syrgaul and his crew transformed, and ultimately