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Returning 35 results for 'sound of ranges defenses variant'.
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Monsters
Planescape: Adventures in the Multiverse
overexerts itself on the Concordant Opposition.
Rilmani are bipedal, with bodies of living metal that ranges in appearance from cold iron to brilliant gold. Most have smooth faces with few features, and
":"Invoke Weakness"}. The aurumach attempts to use its magic to weaken the defenses of a creature it can see within 120 feet of itself. The target must succeed on a DC 19 Wisdom saving throw or become
Geryon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
.
If Geryon dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollType":"roll"} days.
VARIANT: SOUND THE HORN
Geryon can have an action that allows him to summon enslaved
minotaur;minotaurs.
Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4","rollType":"roll","rollAction":"Sound the Horn"} minotaur;minotaurs to appear in unoccupied spaces
Monsters
Mordenkainen Presents: Monsters of the Multiverse
–6). As a reaction when this creature takes damage, it can roll a d10 and subtract the number rolled from the damage.
Geryon (Variant);VARIANT: SOUND THE HORN
Geryon can have an action that
allows him to summon enslaved minotaurs.
Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4","rollType":"roll","rollAction":"Sound the Horn"} minotaur;minotaurs
Monsters
Mythic Odysseys of Theros
Keen Sight. The raptor has advantage on Wisdom (Perception) checks that rely on sight.
Recorded Mimicry. The raptor can mimic any sound, including voices, it has heard in the last 24 hours. A
sands of time or are guarded by ancient monsters.
Constructed Nature. An anvilwrought doesn't require air, food, drink, or sleep.
VARIANT: ANVILWROUGHT RAPTOR FAMILIAR
Some anvilwrought raptors are
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
out new defenses?
4
Give me a storied helmet or scimitar over a pile of gold any day.
5
No creature can outsmart my defenses—if they do, they obviously cheated.
6
Any creature
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
by amassing powerful arms and armor.
3
I secretly look forward to adventurers trying to infiltrate my lair. How else could I try out new defenses?
4
Give me a storied helmet or scimitar
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
.
3
I secretly look forward to adventurers trying to infiltrate my lair. How else could I try out new defenses?
4
Give me a storied helmet or scimitar over a pile of gold any day.
5
No
Monsters
The Book of Many Things
’s a hidden thieves’ guildhall or a lavish manse. The lair is filled with clever defenses to disorient, weaken, and kill intruders.
The villain’s challenge rating increases while the
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
Monsters
The Book of Many Things
filled with clever defenses to disorient, weaken, and kill intruders.
The villain’s challenge rating increases while the villain is in this lair:
Veiled Presence. Challenge 22 (41,000 XP
row:
Distraction. A shrill sound fills the lair. Creatures that can hear it must succeed on a DC 15 Constitution saving throw or lose concentration.
Snares. Hidden snares target up to three
Monsters
The Book of Many Things
Lair
This villain resides in a place of power and safety, whether that’s a hidden thieves’ guildhall or a lavish manse. The lair is filled with clever defenses to disorient, weaken, and
initiative ties) while in its lair, the villain can take one of the following lair actions; the villain can’t take the same lair action two rounds in a row:
Distraction. A shrill sound fills the lair
Monsters
The Book of Many Things
;s a hidden thieves’ guildhall or a lavish manse. The lair is filled with clever defenses to disorient, weaken, and kill intruders.
The villain’s challenge rating increases while the
; 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 throw or
Species
Strixhaven: A Curriculum of Chaos
that extend from their back and shoulders.
Like owls, owlin are graced with feathers that make no sound when they move or fly, making it easy for them to sneak up on you in the library.
Your owlin
characters, including owlin, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly
Monsters
Fizban's Treasury of Dragons
behold, radiating heat from the shell to boil the surrounding water—and any creatures in it. And even if an enemy wears down the dragon turtle’s defenses, magical storms manifest to
characters, and use the Dragon Turtle Spellcasting table to help select spells for a spellcasting dragon. (Though the Monster Manual doesn’t explicitly include dragon turtles in the variant rules for
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
adventurers trying to infiltrate my lair. How else could I try out new defenses?
4
Give me a storied helmet or scimitar over a pile of gold any day.
5
No creature can outsmart my defenses—if
Monsters
Fizban's Treasury of Dragons
dragon turtle’s defenses, magical storms manifest to shield the dragon turtle and strike at foes.
Creating a Dragon Turtle
Use the Dragon Turtle Personality Traits and Dragon Turtle Ideals tables
explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8
Species
Mordenkainen Presents: Monsters of the Multiverse
have lived on the worlds of the Material Plane since the worlds’ creation. Gifted by the gods with remarkable physical defenses and a mystical connection to the natural world, lizardfolk can
description.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your
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 surrounding water—and any creatures in it. And even if an enemy wears down the dragon turtle’s defenses, magical storms manifest to shield the dragon turtle and strike at foes
table to help select spells for a spellcasting dragon. (Though the Monster Manual doesn’t explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Minotaur Caves These caves form the main living area for the minotaurs of the Maze Level. A 2-foot-thick layer of fog covers the floor throughout. 7a. Southern Cave Ceiling. The ceiling ranges in
devour their kills if they are victorious. Any sound of combat in this area brings the five minotaurs in area 7b as reinforcements. 7b. Northern Cave This cave has the same features as area 7a. Five
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
(Athletics) check. The Leaper. Any creature that climbs the tower hears a horrified scream. The sound of the scream originates from above, passes any climbers, moves to the tower’s floor, and then repeats
sound and a powerful wind issuing from above. Any creature that climbs more than 30 feet up the tower, using the stairs or otherwise, must make a DC 15 Strength saving throw. On a successful save, the
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
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
can more easily pronounce the name in this altered form. An adopted name of this sort is recognized as a variant of the birth name, rather than a unique name unto itself. A yuan-ti might refer to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
names to create an exaggerated hissing sound, based on one’s personal preference and whether an individual’s anatomy can more easily pronounce the name in this altered form. An adopted name of this
sort is recognized as a variant of the birth name, rather than a unique name unto itself. A yuan-ti might refer to itself by its birth name, by its adopted name, or (especially among purebloods) by a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Pack Attack If the characters blew up Ezmerelda’s wagon, activated the lightning sheath around the tower, or caused the tower to collapse, the sound of their handiwork echoes through the valley as
the Forgotten Realms. The werewolves know that the tower has magical defenses, so they are cautious. Kiril tries to lure the characters outside for a final showdown, but pulls his pack into the woods
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
does it serve in your game? How big is it? Who lives there? What does it look, smell, and sound like? Who governs it? Who else holds power? Is it part of a larger state? What are its defenses? Where
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan
, Lackman, Stormwind, Windrivver Mulan Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
remembering where you are in the list can bog the game down. If you want quicker combats, at the risk of those combats becoming unbalanced, try using the side initiative rule. Under this variant, the
is complete. This variant encourages teamwork and makes your life as a DM easier, since you can more easily coordinate monsters. On the downside, the side that wins initiative can gang up on enemies
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it's in the smaller space. VARIANT: PLAYING ON A GRID If you play out a combat using a square grid and
enter a square of difficult terrain.
Corners. Diagonal movement can’t cross the corner of a wall, large tree, or other terrain feature that fills its space.
Ranges. To determine the range on a grid
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Wards Numerous magical defenses protect the library. The most innocuous include wards to protect the library’s books from mold, weevils, and other threats. Other protections are more dramatic, as
Candlekeep, the Keeper of Tomes (see “The Avowed” later in this section) can activate a mythal—an exceptional, unbreakable magical effect—that envelops all of Candlekeep in a protective shield through which nothing but air and sound can pass. Bird’s-eye View of Candlekeep
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Entrance and Guard Post The sahuagin have tightened their defenses at the north entrance. Expecting an attack, they no longer use the causeway and keep this gate sealed at all times of day. As the gate
sahuagin in the room stop attacking when he falls, their shock turning to terror. In the momentary silence, the sound of booted feet precedes the appearance of Saltmarsh’s forces. The sahuagin
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
every foot it moves there, and it has disadvantage on attack rolls and Dexterity saving throws. Attack rolls against the creature have advantage while it’s in the smaller space. VARIANT: PLAYING ON A
that fills its space.
Ranges. To determine the range on a grid between two things—whether creatures or objects—start counting squares from a square adjacent to one of them and stop counting in the space of the other one. Count by the shortest route.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
separates them into three categories: light armor, medium armor, and heavy armor. Many warriors supplement their armor with a shield. VARIANT: EQUIPMENT SIZES
In most campaigns, you can use or wear any
ill-fitting when an adventurer tries to wear it as a disguise.
Using this variant, when adventurers find armor, clothing, and similar items that are made to be worn, they might need to visit an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12b use signal horns to sound the alarm before joining the fight. They are quickly joined by reinforcements from areas 12c and 12d. These drow are well trained, and their loyalty to House Freth is
carry signal horns that sound an alarm loud enough to be heard in areas 10 through 19. They raise the alarm at the first sign of intruders, bringing reinforcements from areas 12a, 12c, and 12d. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
abuts the River Sargauth. Its floor is covered with wet black pebbles that crunch underfoot. The sound of footsteps on the pebbles is loud enough to alert the grimlocks in area 10b. 10b. Grimlocks
. The cave’s other features are as follows: Noise. The sound of splashing geysers (see area 10d) echoes throughout.
Pools. The uneven floor has many shallow pits filled with dirty water. The hags use
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
this area must succeed on a DC 21 Wisdom saving throw or derive no benefit from the rest. If Geryon dies, these effects fade over the course of 1d10 days. VARIANT: SOUND THE HORN
Geryon can have an
action that allows him to summon enslaved minotaurs.
Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4 minotaurs to appear in unoccupied spaces of his choice within 600 feet of him
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
rolled from the damage.
Variant: Sound the Horn Geryon can have an action that allows him to summon minotaurs. Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4 minotaurs (see the