Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'sound of remind distant various'.
Other Suggestions:
soul of refine distant various
soul of refined distant various
soul of remain distant various
soul of remains distant various
should of remain distant various
Species
Player’s Handbook
Towering over most folk, goliaths are distant descendants of giants. Each goliath bears the favors of the first giants—favors that manifest in various supernatural boons, including the ability
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
Gadget"}. The inventor produces a gadget that emits a screeching wave of sound in a 30-foot cone originating from the inventor. Each creature in that area must make a DC 14 Constitution saving throw
Krynn. Within the mountain, a vibrant community of rock gnome tinkerers and other inventors relentlessly study various scientific pursuits to create mechanical marvels.
Monsters
Curse of Strahd
forms results in its having a slow, awkward gait.
Sound Mimicry. Mongrelfolk have misshapen mouths and vocal cords. They speak fragmented Common mixed with various animal cries and nonsense. They
whose ancestors underwent, horrific magical transformations, to the extent that they retain only a fraction of their original being. Their humanoid bodies incorporate the features of various beasts. For
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
"} psychic damage and be frightened of the mastermind until the start of the mastermind’s next turn.
Thunderscream. This gadget emits a screeching wave of sound in a 30-foot cone originating from
appendages, or both.
Nevermind Gnomes
Mount Nevermind is a hollow, dormant volcano on the island of Sancrist in Krynn. Within the mountain, a vibrant community of rock gnome tinkerers and other inventors relentlessly study various scientific pursuits to create mechanical marvels.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
anyone unfortunate enough to be in their presence. Those who have escaped the onslaught of a soul monger can hardly shake the memory of the sound they make—the moan of a tortured soul, lost in a
a deathly ashen hue. When in the Shadowfell, they detest mirrors and avoid keeping things that remind them of their age.
Shadar-kai of the Raven Queen watch over both the Shadowfell and the Material
Species
Strixhaven: A Curriculum of Chaos
Distant kin of giant owls from the Feywild, owlin come in many shapes and sizes, from petite and fluffy to wide-winged and majestic. Owlin have arms and legs like other Humanoids, as well as wings
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
Monsters
Fizban's Treasury of Dragons
flayer;mind flayers and other wicked Aberrations, remind amethyst dragons that allies can be found in the strangest places.
Hoarded Arcana
In addition to material wealth, amethyst dragons delight in
collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially
Monsters
Waterdeep: Dungeon of the Mad Mage
effect is triggered, as though Halaster had cast minor illusion in an area. Common illusions include the echo of rattling chains, the distant sound of explosive spells being cast, a dusty cloak or a rusty
Monsters
Fizban's Treasury of Dragons
. Strangely, though, they are intrigued by and fond of flumph;flumphs. These Aberrations, which oppose the depredations of mind flayer;mind flayers and other wicked Aberrations, remind amethyst dragons that
existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks that highlight the unique nature of different worlds
Shifter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Eberron: Rising from the Last War
personality: a feline shifter may be cool and distant, driven by predatory instincts, while a shifter with a lupine spirit might be drawn to find and protect a pack. When a shifter fully embraces this beast
shifter might be a massive brute built like a bear. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral
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
points. The dragon’s most valuable treasures are stored here and in adjoining caves, and the walls of this central chamber are covered in art depicting various battles—many of which the
Monsters
Mythic Odysseys of Theros
cracks, turns a lifeless gray, and shatters! The monster crumbles to dust—but what clatters to the ground isn’t scale and bone, but hollow stone. The sound of rippling coils precedes the
magical plants and Hythonia’s various treasures. Hythonia encourages such rumors by letting lone survivors escape her realm, letting the ravings of survivors tempt more playthings into her clutches
Monsters
Fizban's Treasury of Dragons
other wicked Aberrations, remind amethyst dragons that allies can be found in the strangest places.
Hoarded Arcana
In addition to material wealth, amethyst dragons delight in collecting knowledge and
magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks
Gnome
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
most have half a dozen or so. A gnome’s mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone else might or might not stick
over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions. When dealing with humans and others who are “stuffy” about
Monsters
Fizban's Treasury of Dragons
mind flayer;mind flayers and other wicked Aberrations, remind amethyst dragons that allies can be found in the strangest places.
Hoarded Arcana
In addition to material wealth, amethyst dragons delight
in collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane
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
are stored here and in adjoining caves, and the walls of this central chamber are covered in art depicting various battles—many of which the dragon took part in.A Sapphire Dragon’s Lair
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Draakhorn call shifts from being barely perceptible to a clear and distant sound that gives a sense of impending doom to all who hear it. See area 8 in “The Well of Dragons” for more information on the Draakhorn.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Draakhorn’s call shifts from being barely perceptible to a clear and distant sound that gives a sense of impending doom to all who hear it. See area 8 in “The Well of Dragons” for more information on the Draakhorn.
Compendium
- Sources->Dungeons & Dragons->Rrakkma
to take shelter in places where the winds die down until they sound like distant cries of torment. The information above is available to the adventurers if they succeed at a DC 20 Intelligence (Arcana) check. Two or more of them may confer to grant one of them Advantage on this check.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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
minotaurs stand watch in this area and attack in response to any intrusion. The sound of combat here brings the seven minotaurs from area 7a as reinforcements. 7c. Minotaur Graveyard The minotaurs place
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Giantkind The descendants of Annam are the various creatures of the Giant creature type. The precise details of genealogy linking Annam to these Giants are a matter of mythology, and myths vary from
world to world and from one teller to another. Most tellings make a distinction between the main families of giants who are descended from the sons of Annam and the various other creatures whose
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Who Dwells Here? This version of the Tomb of Horrors takes place in the distant past, when various legendary figures of in-game history (Acererak included) still operate as mere mortals. Several of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of a hand, amid stains of dried blood.
Distant Voices. Echoes of distant voices occasionally fill the room, emanating from 10-inch-long, 5-inch wide vents in the ceiling (see “Echoes” below
the ceiling connect to shop cellars in the city above. These passages carry voices from Waterdeep, but the sound is distorted so badly that words at one end can’t be discerned by creatures at the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Crystal Dragon Treasures Crystal dragons covet bright, opulent objects; baubles and trinkets that remind them of the stars, sky, sun, or heavens; and relics that aid in the divinatory arts. They
positions of several unknown worlds in the Material Plane (relative to the one the dragon is on)
2 A set of handmade tarokka cards depicting the various wizard clans of a magocracy called
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
about the characters and their accomplishments. At various times in the adventure, you will be advised to jot down information on the Story Tracker, as events that happen in earlier chapters can give
Story Tracker might remind you of the effect. Unicorn Horn A lost unicorn horn plays an important part in the adventure. Its location is determined randomly by rolling on the Unicorn Horn’s Location
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
’ questions, the mist filling the common room swirls faster, and the characters hear the distant sound of howling wind and pounding waves. The spirits cry out, “Something terrible threatens our precious lore
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
forced others to take shelter in places where the winds die down until they sound like distant cries of torment. Optional Rule: Mad Winds A visitor must make a DC 10 Wisdom saving throw after each hour
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Owlin Distant kin of giant owls from the Feywild, owlin come in many shapes and sizes, from petite and fluffy to wide-winged and majestic. Owlin have arms and legs like other Humanoids, as well as
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
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
earliest monastic orders in Faerûn arose in the southern lands of Amn and Calimshan, their practices migrating north and east at the same time similar practices filtered westward from distant Kara-Tur
themselves with worldly affairs. As most monastic orders in Faerûn arose from human nations, the majority of monks in those communities tend to be human. Monasteries have long been sanctuaries for foundlings and outcasts of various sorts, so nonhuman monks are not unheard of.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Classes at Morgrave Morgrave’s physical education classes cover everything from acrobatics and athletics to archery, dueling, and various other forms of combat. The arcane studies program covers the
, or even to distant countries or lands. Although Morgrave professors are experts in their fields, this doesn’t mean they have all the abilities of high level player characters! Just because that
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Gnome Names Gnomes love names, and most have half a dozen or so. A gnome’s mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone
else might or might not stick over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions. When dealing with humans and others who
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Gnome Names Gnomes love names, and most have half a dozen or so. A gnome’s mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone
else might or might not stick over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions. When dealing with humans and others who
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Recurring features include the following elements: Ceilings. Unless otherwise noted, ceilings throughout Motherhorn are 15 feet high. The amphitheater is open to the sky, as are the various stone
balconies. Curtains. The curtains that hang across doorways are made of black fabric, and each curtain has been enchanted so that sound doesn’t pass through it while it is closed. Doors. With the exception
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
29. Ruined Stockade This cavern was once a shrine for Baervan Wildwanderer, the gnomish deity known as the Father of Fish and Fungus. Now it belongs to the Pudding King. The sound of dripping water
fills this dark cave, and various oozes slither across the walls and floor. Some sort of fungal wall or partition once divided the cave, but that barrier has been destroyed. Beyond it lies more
Compendium
- Sources->Dungeons & Dragons->One Grung Above
Mee’Yah-Ghee 6th-level Albino Dwarf Monk Hermit Way of the Drunken Master A devoted member of the Ytepka Society, Mee’Yah-Ghee spends most of his time occupying various taverns in the Merchant’s
, much like a flute. You can play music with it for entertainment, but the grung also swing it about by a sturdy cord (attached) to create a sound recognizable by other grung, so they know each other’s