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Returning 35 results for 'sound several'.
races
are laid individually several years apart, with offspring cared for up until maturity before the next egg is laid. Eggs are usually carried in threaded wire baskets lined with dried plants to create a
: Boulderfist, Ruggedhide, Ironguts, and Booming-Chest. If their names are in Archosauric, to a non-speaker they would sound like: Karko-ragh, Gurrgu, Oo-tarm-ma, and Vro-fath.
Ankylier Traits
Creature
Yuan-ti Pureblood
Legacy
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races
Volo's Guide to Monsters
advisor in human society. The very rare offspring of such a union are always purebloods, although they may appear fully human at birth and for several years afterward.
The yuan-ti know rituals that
holdings for several hundred years, until a combination of drought, attacks by enemies (including dragons and nagas), civil war, torpor among the serpent gods, and the development of iron weapons by the
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
regularly confers with a plane-hopping archmage regarding the dragon’s ongoing dreams of other worlds and other lives.
4
A drow priestess of Lolth and several yochlol demons have been ordered
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
9. Cultist Barracks The barracks smell of unwashed bedclothes, and the chamber contains fourteen fur-covered beds, as well as several chests of clothing, a table and chairs, and other simple
furnishings. At any given time, ten dragonwings (see appendix D for statistics) are resting here. Half of them are sound asleep, while the other half are awake but doing nothing overly strenuous. They do not
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Cragmaw Castle The Cragmaw goblins include several marauding bands scattered throughout the Triboar Trail and the Neverwinter Wood region. However, one leader is grudgingly recognized by all others
once controlled much of the North. It originally had seven overlapping towers; however, its upper levels have long since collapsed to heaps of crumbling masonry. Only the ground floor remains sound enough to be habitable.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
9. Cultist Barracks The barracks smell of unwashed bedclothes, and the chamber contains fourteen fur-covered beds, as well as several chests of clothing, a table and chairs, and other simple
furnishings. At any given time, ten dragonwings (see appendix D for statistics) are resting here. Half of them are sound asleep, while the other half are awake but doing nothing overly strenuous. They do not
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
shambling mounds 51–55 1d10 water elementals 56–60 1d4 young black dragons 61–65 An eerie, bat-headed idol almost completely covered by vines 66–70 1d8 + 2 trolls 71–75 1d3 hydras 76–80 The sound of drums beating several miles away 81–96 1 adult black dragon 97–00 1 ancient black dragon
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
found in chapter 3. Numerous students attend the dance classes, including several of the characters’ Friends, Beloveds, and Rivals, as well as other students from the “Fellow Students” section in
paraphrase the following text: The hum of conversation, awkward laughter, and the sound of shuffling feet meet you as you approach the Rose Stage on Silverquill’s campus. Upon the polished stage mill dozens
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
blocks the passage. The light ahead of you that you had been following is nowhere to be seen, as though it somehow passed through the pillar.
The pit is 10 feet deep and contains several humanoid
the will-o’-wisp in the distance. If the characters approach from the north, read: The hallway abruptly ends at a blank stone wall.
If the wall is hammered on, it will sound solid. A character who
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
is lit by the same dim, ambient light found throughout this complex. Ahead, you hear the high-pitched cackling of several creatures.
Four quasits are wrestling each other farther along in the tunnel
characters to follow them by sound. If any quasit escapes, the cultists in area 12 can’t be surprised and prepare an ambush. Development If the characters manage to capture and interrogate a quasit, the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Event 2: Ebder’s Outburst Ebder is seated at the table in area F2 when this event occurs. A shrill sound tears through the Firefly Cellar, overpowering all other noise. Though it rapidly rises to an
Occurrences After Ebder’s outburst, Shemshime’s influence manifests in the Firefly Cellar in several unsettling ways. From this point forward, whenever at least half the characters are singing
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
playing field.
At the place where the corridor bends is a capstone that seemingly covers a hole in the floor. Etched into the top of the slab are several glyphs obscured by a layer of dust. This
skeletal remains of the losers of a previous game of pelota in this area. Atop the bones rest several figurines and a plaque, all made of jade, and a glistening black ball 1 foot in diameter. Cursed
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
rattling sound, followed by shouts and groans and a sudden gabble of voices as wagers are paid. If the characters burst into the room, they automatically surprise its occupants. Several worn tables and
chairs are scattered around this large room. Wooden benches are drawn up against walls decorated with draperies of brown and red, and several ale kegs are propped up and tapped.
Four tough-looking human
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
of the room. Additionally, a bed of piled furs has been arranged in the southwest corner, from which the sound of loud coughing can be heard when the characters enter the chamber. Villagers who suffer
kobolds who live in the caves. The ice toads likewise repulse him, though they also ignore him. The ice trolls terrify him, and he has awoken several times to find a troll hungrily peering at him from
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
center of the room. Additionally, a bed of piled furs has been arranged in the southwest corner, from which the sound of loud coughing can be heard when the characters enter the chamber. Villagers who
the kobolds who live in the caves. The ice toads likewise repulse him, though they also ignore him. The ice trolls terrify him, and he has awoken several times to find a troll hungrily peering at him
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
detect intruders, one tries to run to area 5 to sound the alarm while the remaining two attack. On the second round of combat, the clamor attracts the spiders in area 4b. 4b. Phase Spider Lair Four phase
webs. Several 3-foot-long bundles wrapped in spider silk are suspended in the webs.
Strange Face. Spiders have woven a giant, webbed face of Halaster that looks down from the 20-foot-high ceiling
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
), they can land it pretty much anywhere outside Grudd Haug. The hobgoblins in the gong tower (see “Approaching the Den”) spot the airship if it approaches within 1 mile of the stronghold and sound the
the gong tower (see “Approaching the Den”) spot flying mounts that approach within a quarter mile of the stronghold and sound the alarm, putting the entire den on alert (see “Denizens”). GRUDD HAUG
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
raked with claw marks. Crows have been at the body, which is surrounded by the paw prints. The man has obviously been dead for several days. He holds a crumpled envelope in one hand. The dead man
back. If the characters linger in the woods, they hear a lone wolf howl far off in the forest. Each round, one more wolf adds its voice to the howling, with the sound getting progressively closer to
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
stopped to rest, giving the party the chance to catch them. As the characters come upon the lizardfolk, use the following read-aloud text to set the scene: Ahead of you, the sound of murmuring and hissing
voices rises above the droning of insects. Several carts fitted with sled rails are being pulled by giant snails with thick appendages protruding from their heads. Most of the carts carry lizardfolk
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
seems to go on to the horizon in every direction. Regular travelers through the area speak of the “whispers of the dead,” the popular term for the sound that results when a breeze rustles the grass. The
few walled enclosures that contain several such dwellings can occasionally be found a short distance away from the roads and rivers that run through or near the Fields. The folk of this land are kind
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
horn sounds from the camp’s south gate. The sentries run toward the opposite side of the camp while the camp staff scatter. If the characters follow the sound, they see several tortured-looking
. Swapping Stories. The camp’s inhabitants are starved for stories of the outside world. After the attack, several ask the characters to share a meal and tell them of their travels. If the characters
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Platinum Mine A gaping hole in the mountainside northeast of the village marks the entrance to the platinum mine. Several carts sit outside the cavern. One is filled with rock and dirt pulled from
Version M1. Main Tunnel The mine is dark and damp, and you hear the sound of dripping water echoing from deep within. The light fades faster than it should as you move deeper, until you’re wrapped in
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
make any sort of check. If they don’t take such simple precautions, the giants and the aarakocra spot them and sound the alarm. LYN ARMAAL: GENERAL FEATURES
A magical cloud supports the tremendous
zero. The cloud doesn’t block sound, however.
Defenses. The castle’s crenellated battlements are 10 feet tall and 5 feet wide. Arrow slits are 10 feet tall, 10 feet above the floor, and 5 feet wide
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Several tunnels leading to this 20-foot-high cave are strung with web cables. One such tunnel slopes down gently to area 11. Undead. Six minotaur skeletons stand in the middle of the cave, ready to attack
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
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
is not widely known even among learned scholars. Or it was not widely known, that is, until several weeks ago, when three highly valued magic weapons named Wave, Whelm, and Blackrazor disappeared
the weapons abide with me.
North past forest, farm and furrow
You must go to the feathered mound
Then down away from the sun you’ll burrow
Forget life, forget light, forget sound.
To rescue
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
.
Sound. A small waterfall pouring into the cavern creates a constant background noise, negating the cave’s tendency to amplify and carry sounds. Checks made to hear things in the cavern are made normally
.
Stairs. These 5-foot-wide stairs are carved into the stone sides of the cavern between several of the cave entrances.
Bridges. Bridges of spider-silk rope connect the walkways to the guard tower
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Sample Haunted Traps Several haunted traps are presented here in alphabetical order. Customize them to create terrifying traps appropriate for your adventures. Danse Macabre Haunt Bonus +4 This
haunted trap affects a 20-foot-radius sphere centered on an ancient but pristine instrument. When a creature enters the area, the trap’s emanation manifests as the sound of distant, mournful music. A round
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
of kazoos ring out as you draw near the Rose Stage on Silverquill College’s campus. On the main stage, several students playact histrionically. One wears a flamboyant noble’s costume, another wears a
participants work the random props, set pieces, and sound effects the Playactors Drama Guild has strewn about the stage area to augment the improvised events. Members of the crowd might play kazoos to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
principles and sound judgment that have led to House Thann’s success in the past. He also places the welfare of humans above nonhumans. In the past, he has used Zhentarim thugs to inflict harm on
to get out of debt. Several bad investments ruined her money-lending business, and most of her reliable customers have turned to other providers such as the Cassalanters. Jelenn could have borrowed
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
The Tortured Tortle Mutiny The Silent Sound lighthouse sits atop a cliff three days’ travel north of Neverwinter, and acts as a navigation beacon to ships traveling up and down the Sword Coast. The
in the “Silent Sound Lighthouse” section below. But before the characters have a chance to explore, they find themselves distracted by disaster on the approach to the lighthouse. Like all living
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, though, the beast’s legs give way. Both mount and rider topple, crashing into the dust with a piercing whinny and a sound like snapping branches.
Give the characters a moment to react, encouraging
, read the following text: The sound of racing hooves rises like rolling thunder from the direction the fallen rider emerged. Two more riders round the bend, both wearing dark tunics. The fading light
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
. Unsafe Stonework. In some places, the corbel arches that hold up the ceiling aren’t structurally sound. As a result, some spells might have disastrous effects. A spell like fireball (an explosion
potion of poison; otherwise, the powder has no effect. Pressure Plates. Several areas have traps that are triggered by the operation of a pressure plate, which depresses when a certain amount of weight
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
skilled artistry remains apparent. The living monkeys chatter and shriek continually, and the gorge echoes with the sound of their cries. Occasionally, the echoes from up and down the gorge overlap
in a way that transforms the cacophony into haughty, gloating laughter. When that happens, the terrified monkeys fall silent for several minutes as the “laughter” dies away before resuming their
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Inhabitants The sahuagin fortress is not full to capacity. A sparse crew of slaves labors on the topmost level, which contains several chambers being prepared for occupation. The submerged levels are
home to many sahuagin and several of the armored sharks they use as war beasts. The sahuagin force and the other denizens of the fortress are summarized on the Sahuagin Roster table, which also
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
F1) slams shut, followed by the sound of several mechanical locks engaging. Varnyr, the senior-ranking Avowed in the place, has locked the hatch, sealing herself, the characters, Ebder, Gailby
following information: “When I first arrived at Candlekeep, the Avowed were concerned about a ‘singing malaise.’ A book merchant had been afflicted with it and was put in isolation after several Avowed began