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Returning 34 results for 'sound of race duplicate verij'.
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Sahuagin Priestess
Legacy
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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
Monsters
The Book of Many Things
illusory duplicate of itself in its space, then teleports, along with any equipment it is wearing or carrying, to an unoccupied space within 15 feet of itself. The image flings illusory blades at two
lair actions; the villain can’t take the same lair action two rounds in a row:
Distraction. A shrill sound fills the lair. Creatures that can hear it must succeed on a DC 15 Constitution saving
Kenku
Legacy
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Species
Volo's Guide to Monsters
might sound like fun, but it can prove distracting and could slow down the game.
Kenku Names
Given that kenku can duplicate any sound, their names are drawn from a staggering variety of
sound they hear, from a halfling’s voice to the noise of rocks clattering down a hillside. However, kenku cannot create new sounds and can communicate only by using sounds they have heard
Species
Spelljammer: Adventures in Space
impossible to duplicate. To interact with other folk, thri-kreen rely on a form of telepathy.
Creating Your Character
When you create your D&D character, you decide whether your character is a
member of the human race or one of the game’s fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation.
Ability
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
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Kenku Names Given that kenku can duplicate any sound, their names are drawn from a staggering variety of noises and phrases. Kenku names tend to break down into three categories that make no
distinction between male and female names. Kenku thugs, warriors, and toughs adopt noises made by weapons, such as the clang of a mace against armor or the sound made by a breaking bone. Non-kenku refer to
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Changeling Traits As a changeling, you have the following racial traits. Creature Type. You are a Fey. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your
adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Kenku Traits As a kenku, you have the following racial traits. Creature Type. You are a Humanoid. Size. Your size is Medium or Small. You choose the size when you select this race. Speed. Your
walking speed is 30 feet. Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate. Kenku
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
choice. The cantrip doesn’t count against your number of cantrips known. When you cast minor illusion, you can create both a sound and an image with a single casting of the spell. Malleable Illusions
the illusion), provided that you can see the illusion. Illusory Self Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of a creature you’ve never seen
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->Eberron: Rising from the Last War
. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t
duplicate the appearance of a creature you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait. You
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
A Culture of Fugitives Despite all their unique and overwhelming abilities, the mind flayers are a race on the edge of extinction. Thousands of years ago, the illithids were the dominant power of the
mind flayers relied on a slave race, the gith, to provide physical labor and sustenance when other sources of food grew thin. Eventually, the gith revolted. Whether the mind flayers became decadent or
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->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->Mordenkainen's Tome of Foes
strive to duplicate. 2 Menyar-Ag hand-picked me for my duties, and I will never betray the trust he showed in me. 3 Vlaakith and her toadies will be defeated, if not by me then by those who follow in my
githzerai and githyanki will align to rule the multiverse. 3 I respond to even minor threats with overwhelming displays of force. 4 The next time I laugh will be the first. The sound of merriment takes me to the edge of violence.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Yeth Hound Granted by mighty Fey to individuals who please them, yeth hounds serve their masters like hunting dogs. They race in pursuit of their prey, running it down until it’s too exhausted to
about 5 feet tall at the shoulder and weighs around 400 pounds. 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
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Sahuagin 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 the sahuagin hunting horn — a call to
empty, the seagulls were strangely quiet, and all we could hear was the surge of the sea.”
— An account of the aftermath of a sahuagin raid
Devils of the Deep. Sahuagin are a predatory, piscine race
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
with some secondary villains, culminating in a bloody confrontation at a noble estate. In chapter 4, the characters race to find the gold. The encounters in this chapter and the order in which they
unconscious rather than killed. Such characters might awaken in an alley, a sewer tunnel, or a prison cell, with or without their gear. Conversely, they might awaken safe and sound with all their gear in a private residence, being cared for by friendly NPCs who took them in.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
leucrottas as a form of entertainment, partly because a leucrotta can mimic the squeals of a suffering victim — a sound that always gives gnolls pleasure — even when no victims are to be had. Further, a
natural capabilities, however, that give it an advantage. First, a leucrotta’s tracks are nearly impossible to distinguish from those of common deer. Second, it can duplicate the call or the vocal
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
random, roll a d8 three times (rerolling duplicate results) to determine which three wires shut down that particular psipod, then roll a d8 for each wire that is disconnected to see if it’s one of the
familiar NPCs act, or pick up on minor details that the ulitharid has gotten wrong or can’t reasonably duplicate: slight changes in decor, books that are blank between the covers, foul-tasting elven wine
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
you lurch to a stop. Everything is silent for a moment, then with the sound of a distant crack, the ground begins to shudder. A split runs through the floor and up a nearby wall. The citadel is
they’re going to escape the citadel. If they race through the temple’s underground levels, they encounter falling rocks as the structure shakes apart (see “Scenes of Destruction”). Alternatively
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
sickly ethereal light. With a horrid slurping sound, writhing tentacles spill forth through the open doorway and lash toward you.
This self-contained dimension is fueled by the power of the Far Realm
into a run toward the riverbank as the creature vanishes with a popping sound.
Roll initiative. Having seen the characters (or having seen them again), the mind flayer has used its plane shift ability
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
and forms a canopy that hides the ruined realm even from above. The area covered by the mist is a shadowy, muffled region devoid of life, sunlight, and sound. The wall of mist ranges in thickness from
monsters to reflect this phenomenon. Most warforged were unaffected by the Mourning, and the race as a whole seems immune to many of the lingering effects that plague the Mournland. As such, the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
bursting the orcs apart. If it was not for the followers of Luthic, it is possible that the race of orcs would be no more than small bands of warrior-nomads, scratching out a meager existence, rather
. Yurtrus has no mouth and never utters a sound, so that he may come in absolute silence for his chosen. The followers of Yurtrus are allowed to dwell on the fringes of the tribe, but are looked upon
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
prisms must make a DC 13 Wisdom saving throw at the start each of his or her turns. The first time each character fails the save, a wraith that looks like a shadowy duplicate of that character erupts
Tam in which Var begs for another chance to bring the Sword Coast under Thayan domination. Inside the desk’s several drawers are a potion of mind reading and a duplicate of the steel key that Var
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
race out and prepare to yank this rope, timing it so the boulder smashes down on the cart. They make an attack roll (+4 to hit) against the cart’s AC, which depends on its speed. Rolling at top speed
large pool about 10 feet deep. All you can hear is the sound of crashing water.
A dozen charred dwarven skeletons litter the floor. Eight of them are ancient and covered with calcium deposits, but
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
overlooking the path taken by the modrons trapped in Tyrant’s Spiral. The arch here is a duplicate of the portal the characters used to reach Tyrant’s Spiral and connects to where they came from. A 50-foot
Morass A fetid stench accompanies the sound of the marching modrons trudging through sucking mud. Thick black sludge covers the floor of the cavern ahead.
The ooze is all that remains of the semidead
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
-square shaft plunges into darkness. The sound of slowly dripping water echoes up the shaft. Characters who have darkvision or a sufficient light source can see that the shaft descends 40 feet to some
visage, a spectral elf maiden twisted by the horror of her undead existence. She wails, and the very sound claws at your soul. The spectral elf is a banshee that attacks the characters on sight, using