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Returning 35 results for 'sound of races dagger vast'.
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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
might control the oceans if not for the presence of their mortal enemies, the aquatic elves. Wars between the two races have raged for centuries across the coasts and seas of the world, disrupting
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
as allies and don’t prey on them.
Elven Enmity. The sahuagin might control the oceans if not for the presence of their mortal enemies, the aquatic elves. Wars between the two races have raged
Monsters
Curse of Strahd
with a successful DC 12 Wisdom (Insight) check.Multiattack. The mongrelfolk makes two attacks: one with its bite and one with its claw or dagger.
Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3
","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Dagger. Melee or Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20
Monsters
Mordenkainen Presents: Monsters of the Multiverse
speed reduced by 20 feet until the start of that creature’s next turn.Multiattack. The shadar-kai makes two Shadow Dagger attacks.
Shadow Dagger. Melee or Ranged Weapon Attack: +7
;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Shadow Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 13 (4d4 + 3);{"diceNotation":"4d4+3", "rollType":"damage", "rollAction":"Shadow
Kenku
Legacy
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Species
Volo's Guide to Monsters
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
. Most kenku use a combination of overheard phrases and sound effects to convey their ideas and thoughts.
By the same token, kenku have no ability to invent new ideas or create new things. Kenku can
Warforged
Legacy
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Species
Eberron: Rising from the Last War
mindless automatons, House Cannith devoted vast resources to improving these steel soldiers. An unexpected breakthrough produced sapient soldiers, giving rise to what some have only grudgingly accepted
, Church, Crunch, Crystal, Dagger, Dent, Five, Glaive, Hammer, Iron, Lucky, Mace, Oak, Onyx, Pants, Pierce, Red, Rod, Rusty, Scout, Seven, Shield, Slash, Smith, Spike, Temple, Vault, Wall
Species
Mordenkainen Presents: Monsters of the Multiverse
creates a mystical bond between the giver and the receiver of a gift.
On some worlds, such bonds lead hobgoblins to form communities with deep ties to one another. In Eberron and the Forgotten Realms, vast
player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for
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->Sword Coast Adventurer’s Guide
The Days of Thunder Tens of thousands of years ago, empires of reptilian, amphibian, and avian peoples — known in Elvish as Iqua’Tel’Quessir, the creator races — dominated the world. They built great
. The age of the creator races came to a sudden end some thirty thousand years ago. Perhaps their wars reached a terrible and inevitable crescendo, or they tampered with forbidden forces. For whatever
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
it. Other beetles move toward the sound of their comrades fighting. Treasure. The shiny objects in the beetles’ nest are odd pieces of metal, polished rocks, broken crystal, three large turquoises
(worth 20 gp each), and a +1 dagger that looks like junk. When it is used, its grip frays, its blade chips, and it flakes rust. If a character wielding this weapon gets a natural 1 on an attack roll, the dagger breaks and becomes nonmagical.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Introduction The Sea of Fallen Stars connects the eastern and western sides of Faerûn. Many nations that border shorelines along its vast expanse also maintain major navies and trade fleets. A
plethora of creatures and humanoid races typically found in the ocean depths live there, including sahuagin, sea elves, merfolk, and locathah. This is a story about what happens when a normally peaceful
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the grandest city in Eberron. Sharn stands above the Dagger River and its eastern tributary, the Hilt. It’s an important port for anyone dealing with Aerenal, Xen’drik, or Sarlona. Mountains line the
shores of the Dagger, and Sharn can’t spread out. So instead it has grown ever upward. The city is primarily made up of these quarters: Central Plateau Dura Menthis Plateau Northedge Tavick’s Landing
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
then add the creatures, places, and magic that make these worlds unique. The worlds of the Dungeons & Dragons game exist within a vast cosmos called the multiverse, connected in strange and
your own. All these worlds share characteristics, but each world is set apart by its own history and cultures, distinctive monsters and races, fantastic geography, ancient dungeons, and scheming
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
then add the creatures, places, and magic that make these worlds unique. The worlds of the Dungeons & Dragons game exist within a vast cosmos called the multiverse, connected in strange and
your own. All these worlds share characteristics, but each world is set apart by its own history and cultures, distinctive monsters and races, fantastic geography, ancient dungeons, and scheming
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
caste system based on how complete a person’s transformation was. The vast majority of yuan-ti fall into three categories — abominations, malisons, and purebloods — while the mutated
have changed over time.
Some yuan-ti add more sibilants to their birth names to create an exaggerated hissing sound, based on one’s personal preference and whether an individual’s anatomy
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Khorvaire pull the strings of civilization. According to some stories, the dragons seek to protect the younger races from vile fiends. In other tales, the dragons see the people of Khorvaire as fodder for
leather cords 5 A dagger carved from a dragon’s talon 6 A brass disk bearing the silhouette of a black dragon 7 A small egg-shaped piece of polished bone 8 A bone fragment with brass inlaid runes 9 A leather pouch filled with tiny draconic teeth 10 A single large seed that’s warm to the touch
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
helped Breland establish vast foundries that tap this mystic resource. Ashblack and Blackbones are industrial districts, largely inhabited by warforged laborers and miserable workers of other races. It
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
tapping a stone to show how bored he is. He plays with his dagger and studies the Lords’ Alliance agent sitting at the bar.” Creating a vocabulary of noises for the other players to decode might sound like fun, but it can prove distracting and could slow down the game.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
bronzewood thorns. In addition to the royal palace, outposts of most dragonmarked houses, and a market where foreigners sell their wares, Taer Valaestas hosts the primary temple of the Keepers of the Past and a vast arena used for horse training, races, and other displays of equestrian skill.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
centuries House Cannith has helped Breland establish vast foundries that tap this mystic resource. Ashblack and Blackbones are industrial districts, largely inhabited by warforged laborers and
miserable workers of other races. It’s said that House Cannith maintains a massive forgehold in the depths, and that this is where Baron Merrix d’Cannith conducts his arcane experiments. In addition, The Red
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
to an ongoing defamation suit, we can no longer refer to as “the Mad Mage”). From regrowing his own arm after an unfortunate incident with the Apocalypse Dagger, to wrangling dinosaurs to win street
races, Viari has earned something far more valuable than a regular salary with Acq Inc. He’s earned on-the-job experience.
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Secrets of the Free City
images of scurrying rats. The pipes produce a droning melody that echoes faintly, as though the sound is always answered from somewhere just out of sight. See Chapter 7: Treasure in the Dungeon Master’s
from the table below and receive 63 GP. Mystery Magic Item 1d100 Magic Item 01-07 Potion of Pugilism 08-26 Potion of Comprehension 27-45 Cloak of Many Fashions 46-64 Orb of Direction 65-84 Rival Coin 85-91 Bag of Holding 92-98 Boots of Elvenkind 99-00 Dagger of Venom
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
unbearable weight that drains the vigor of anyone unfortunate enough to be in its presence. Those who have escaped the onslaught of a soul monger can hardly shake the memory of the sound it makes
of that creature’s next turn.
Actions
Multiattack. The soul monger makes two phantasmal dagger attacks.
Phantasmal Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (4d4
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
his mind and his will. Shedrak is completely mad, considers Karazikar a god, and brooks no defiance or disrespect toward his “divine master.” Slaves One hundred slaves of various humanoid races serve
the beholder. Some were captured while wandering too far from their Underdark settlements, while others were purchased in the slave bazaars of Menzoberranzan. The youngest slaves were born in the Vast
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, who’s always interested in acquiring new toxins or unusual herbs. 4 Whisper (elf) is a thief whose aberrant dragonmark absorbs sound. Whisper appreciates fine things and has a vast collection of unusual
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Elves Skilled in both magic and warfare, the Tel’Quessir — “the People,” as they call themselves — came to Faerûn ages ago, building vast and powerful empires long before the rise of humans. The days
long, slow decline, and many of their kind took part in the great Retreat to their refuge on Evermeet. As the elves increasingly withdrew from the world, other races and civilizations rose to prominence
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
here, as you spy drow, svirfneblin, derro, orcs, and other races in the crowds. The shouting of people blends with the sound of distant hammering to create a constant, distracting din.
Behind the
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->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->Curse of Strahd
mongrelfolk’s mad combination of humanoid and animal forms results in its having a slow, awkward gait. Sound Mimicry. Mongrelfolk have misshapen mouths and vocal cords. They speak fragmented Common mixed with
, or shunned. They typically live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
power was so great that he pulled the thirteenth moon from the sky and crushed it in a fit of anger. The giants ruled many lesser races, and eventually the elves rose up against them. Cul’sir unleashed
vast cities and leveled the towers. Cul’sir was slain and his people scattered. The Sovereigns and Six each laid a curse upon the land. Aureon decreed that the creatures of Xen’drik would have no
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
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->Out of the Abyss
Into the Gray Dream The rapport with Araumycos affects the adventurers like an astral projection spell, sending their astral bodies out into the Astral Plane where Araumycos’s vast, dreaming mind
distance, but whether they are small stones or rocks the size of mountains, you can’t say for certain. Your moment of reverie is broken by the sound of Basidia’s voice in your mind. “It begins.”
The
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
important locations, events, organizations, races, and features of the Eberron campaign setting, this gives a sense of what a player character might know about the world, while providing additional character
options. Races of Eberron (3.5E): This sourcebook delves deeply into changelings, kalashtar, shifters, and warforged. It provides detailed information on the psychology, society, culture, behavior
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Secrets of the Free City
neatly made bed and an empty wardrobe. Weather. The steady drizzle washes out sound from the street. Assessing the Scene The entry room is fairly plain. The fireplace offers no warmth, only a pile of
fell away from the bedroom door, suggesting a struggle, or at least that the victim was surprised. A dagger lies beneath the table. At first glance, it appears delicate, but it is sturdy and well