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Returning 35 results for 'sound of race duplicates via'.
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sound of race duplicate via
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
Kenku
Legacy
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Species
Volo's Guide to Monsters
legitimate trades. These kenku adopt noises made as part of their craft. A sailor duplicates the sound of a fluttering sail, while a smith mimics the clanging of a hammer on metal. Non-kenku describe these folk by their trade sounds, such as Sail Snap, Hammerer, and Cutter.
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
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->Heroes of the Borderlands
Getting Started This cave is connected to cave K via the stairs south of area G6 (see map G). If the characters approach from outside the cave, read the following boxed text aloud to begin: The
stench of rot and wet stone issues from this natural cave. An unsettling screech and the sound of thick feathers ruffling echo within.
The owlbear is moving restlessly in its den (area G5).
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->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->Monster Manual
opportunistically on plants, fungi, and any creatures that come close enough to hook. To perceive their surroundings, hook horrors echolocate via a range of noises, from banging on rocks and their own
bodies to vocalizations that sound like strange squawks, screams, or clicks. Only hook horrors know the meaning of these noises, but many people who explore the Underdark or live near deep-reaching
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
others of its kind to this location, hoping to form a conclave. If the cloaker detects interlopers, it creates phantasmal duplicates of itself, emerges from the crack in the ceiling, and attacks. The
crystal formations reflect and amplify nearby light. The crystals also amplify sound, allowing it to carry well beyond the cavern’s confines. The crystals otherwise have no properties or value.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
another leader — one who is loyal to the Old Ways — will arise among the Gruul before the End-Raze begins.
Druid of the Old Ways
Medium humanoid (any race), chaotic neutral
Armor Class 14 (hide
): dominate beast, freedom of movement, wall of fire
5th level (2 slots): commune with nature, conjure elemental, scrying
6th level (1 slot): transport via plants, wall of thorns
Actions
Quarterstaff
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->Quests from the Infinite Staircase
-svirfneblin depart for the Underdark via the tunnel in area F10. The workshop machines soon begin to shake violently, causing the whole lair to tremble. One minute later, the steam cylinder in the
-freezing cry rings from the sky above, followed by the baneful sound of leathery wings. A red dragon soars overhead. Leering hungrily at the valley below, it spots you and swoops down for the kill
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
sickly crow with clipped wings. The only sound it can make is to roar like a lion. 5 A seemingly empty, sealed jar. If opened, the person standing closest to the jar suddenly recalls 1d6 happy memories
out insulting parodies of their duplicates’ recent actions. 8 An oval-shaped disc made of an unknown metal. If it is tossed in the air, it flies in circles around the tosser for a minute, tiny lights
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(Perception) score to detect the approach of intruders by scent and sound. The dragon feeds mostly on blind fish and prefers to be left alone. If attacked, it lets out a roar loud enough to be heard throughout
without material components: fly (2 charges), polymorph (3 charges), or transport via plants (4 charges). Sentience. The sword has an Intelligence of 17, a Wisdom of 12, and a Charisma of 20. It has
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. These silent predators defy gravity, allowing them to strike from unexpected places, and they perceive their surroundings via sound and electrical fields. Their tentacles secrete paralytic venom, which
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->Out of the Abyss
possessions behind. 1a. Northwest Entrance Characters guided by representatives of the Zhentarim arrive at Mantol-Derith via this route — a subterranean rift with a rough-hewn path carved into one wall
, read the following boxed text to the players. Someone has pitched a small tent on this pebbled beach overlooking a vast underground lake. Above the sound of water lapping at the shoreline, you hear
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the perimeter of the shrine. They investigate the sound of the squealing doors but won’t attack large groups, preferring to pick off loners and stragglers. 19B. Gallery of Carvings The walls of this
characters enter this room via the pool, read: A full moon is carved on the ceiling here, directly above the pool. The walls are decorated with reliefs of the Omuan people carrying out daily chores
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->Quests from the Infinite Staircase
, rerolling duplicates. Mountain Encounters d8 Encounter 1 Border Patrol 2 Dragon Flight 3 Fire Giant 4 Gnome Vale 5 Hermit 6 Rockslide 7 Troll Cave 8 Wyvern Roost Border Patrol A group of human
that direction. Planar Nexus. Rumor has it the caverns are a nexus of planes, and many monsters now inhabit them. The caverns have more than one level. Rockslide A faint splintering sound echoes
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, the only obvious way across is via a narrow stone trestle built for rail carts. The sound of rhythmic hammering comes from somewhere beyond the magma rift.
The magma is 10 feet below the level of the
creature that falls in the magma or starts its turn there takes 55 (10d10) fire damage. 2. Smelter The hammering sound grows louder, but it’s not coming from the chamber ahead. This enormous, rectangular
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
towers closest to the bridge. If the characters approach the gatehouse and give a sound reason for being here, the erinyes open the way (see “Doors” and “Portcullises” below), escort the characters to
between the towers, barring access from the lava river beyond.
Two erinyes guard access to the harbor, one in each tower. These guards are hostile to anyone attempting to enter or leave the hold via the
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->Xanathar's Guide to Everything
intruders. It might cause a bell or a gong to sound. This type of trap rarely involves a saving throw, because the alarm can’t be avoided when the trap goes off. Delay. Some traps are designed to slow
of danger posed by the trap. A spell is a great foundation to use as the design of a trap, whether the trap duplicates the spell (a mirror that casts charm person on whoever looks into it) or uses its
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Lupine howls of pain sound from beyond the iron door to the west.
The howls can be clearly heard coming from the other side of the locked iron door (area V7). The door can be unlocked with Guerthel’s
armor, each carrying hollowed-out goat’s horns, keep watch here.
Two veterans (lawful evil humans) keep watch atop the turret. If they see or hear the characters approach, they sound their horns, and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
floats 1 foot above water level and is stationary until a creature touches it, whereupon it envelops the creature and carries it to area P20 via the northeast tunnel (passing though areas P12, area
splits the waterway north and south. The sound of falling water is louder to the south.
The current pulls to the south of the island toward the waterfall leading to area P17. Characters navigating
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Stone Bridge The following boxed text assumes that the characters arrive here via the tunnel to the north or south: The passage opens onto a smooth stone bridge flanked by boulders. The bridge is five
spans the defile. The chasm echoes with clacking noises that sound a little like falling rocks.
The cavern ceiling is 80 feet high, and the bridge (area G9) is 40 feet above the cavern floor. Eight hook
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