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                        Returning 35 results for 'sound standing adventurers'.
                    
                
                        
                            
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                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , mage armor, major image, phantasmal force, phantom steed (as an action)Illusionists twist light, sound, and even thought to create illusory effects. Some illusionists are delightful entertainers
                                                
                                            
                                                
                                                     makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect lasts for 1
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     a hulking fusion of draconic and bipedal characteristics, standing between 8 and 12 feet tall. As its original nature wanes, its draconic powers grow, giving it a thick layer of dragon scale armor
                                                
                                            
                                                
                                                     collect dragon partsâscales, teeth, skin, flesh, wings, and bonesâthat they scavenge from around dragon lairs, take from dragon corpses, or buy from merchants and adventurers. They stitch on
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     Climb. The mongrelfolk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.18â19: Standing Leap. The mongrelfolkâs long jump is up to 20
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     passages, spitting oaths of vengeance against Asmodeus and hatching schemes to reclaim his standing from Levistus.
Lair Actions
On initiative count 20 (losing initiative ties), Geryon can take one of the
                                                
                                            
                                                
                                                    â6). 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
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     dangerously curious spirits manifested as physical beings when the Deck of Many Things was shuffled for the first time. The rifflers were so enraptured with the soft sound made by the whispering cards
                                                
                                            
                                                
                                                     as likely to give a deck to adventurers in dire need as they are to wrest cards from an innocent person by any means necessary.
Both the Solar Bastion (see chapter 10) and the Grim Harrow (see chapter
                                                
                                            
                                        
                                                     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
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4
                                                
                                            
                                                
                                                    ","rollType":"roll","rollAction":"Sound the Horn"} minotaur;minotaurs (see the Monster Manual) to appear in unoccupied spaces of his choice within 600 feet of him. The minotaurs roll initiative when they
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     groups of adventurers try to gain decisive control of just a small section of Undermountainâs halls, Halaster constantly alters the dungeonâs perils to thwart them.
Halasterâs true
                                                
                                            
                                                
                                                     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
                                                    
                                                
                                            
                                                    "}. 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
                                                
                                            
                                                
                                                     call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor.
3
I secretly look forward to adventurers trying to infiltrate my lair. How else could I try
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     Breath (Recharge 5â6);{"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
                                                    
                                                
                                            
                                                     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 defensesâif
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     to assert its claim. Often, before a journey, sailors blow conch-shell horns in the belief that the sound will soothe nearby krakens.
The Horn of Humenades. Legend speaks of a magic horn that the
                                                
                                            
                                                
                                                     buried it under a stone near the palace of Erebos.
Tromokratis as a Mythic Encounter
Tromokratis numbers among the most powerful creatures a group of adventurers might face. If you wish to make an
                                                
                                            
                                        
                                                    Geryon
                                                    
    
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                                                     Monsters
                                                    Mordenkainenâs Tome of Foes
                                                    
                                                
                                            
                                                     and minotaur slaves he took from Baphomet, raging against Asmodeus's betrayal while spitting oaths of vengeance and hatching mad schemes to reclaim his standing from Levistus.
Lair Actions. On
                                                
                                            
                                                
                                                    .
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
                                                
                                            
                                        
                                                    Geryon (Summoner Variant)
                                                    
    
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                                                     Monsters
                                                    Mordenkainenâs Tome of Foes
                                                    
                                                
                                            
                                                     see.
Sound the Horn (1/Day). As an action Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4","rollType":"roll","rollAction":"Sound the Horn"} minotaur;minotaurs to appear in unoccupied spaces
                                                
                                            
                                                
                                                     took from Baphomet, raging against Asmodeus's betrayal while spitting oaths of vengeance and hatching mad schemes to reclaim his standing from Levistus.
Lair Actions. On initiative count 20 (losing
                                                
                                            
                                        
                                                    Kenku
                                                    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     sound they hear, from a halfÂlingâs 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
                                                
                                            
                                        
                                                    Half-Elf
                                                    
    
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                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    
Flint squinted into the setting sun. He thought he saw the figure of a man striding up the path. Standing, Flint drew back into the shadow of a tall pine to see better. The manâs walk was
                                                
                                            
                                                
                                                    , wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in
                                                
                                            
                                        
                                                     Backgrounds
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     parent, and when they were around, it was all about them and tales of slaying this demon or vanquishing that dragon. All too often, youâd be woken out of a sound sleep by someone standing outside
                                                
                                            
                                        
                                                    Halfling
                                                    
    
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                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife
                                                
                                            
                                                
                                                     Curious
Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    Z2. Guard Post Here, the cave splits to the left and right. Standing on a five-foot-high ledge between the divide are two feral-looking women wearing shredded clothing and clutching spears. Aziana
                                                
                                            
                                                
                                                     and Davanka, two werewolves in human form, stand guard on the ledge. They sound the alarm when they spot intruders. Any loud noise here can be heard throughout the den, bringing quick reinforcements from areas Z3 and Z5. The werewolves fight to the death.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                    General Features Ceilings. Chambers in the tower have 10-foot-high ceilings. Light. Areas 8 to 13 are brightly lit by narrow windows and magic lamps. Sound. The structure of the tower muffles sound
                                                
                                            
                                                
                                                     standing in the circle teleport to the area selected by the symbol. Teleport Symbols  Symbol Destination   Chair Audience chamber (area 8) Two Chairs* Audience chamber balconies Upside-down âLâ Closed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    General Features Ceilings. Chambers in the tower have 10-foot-high ceilings. Light. Areas 8 to area 13 are brightly lit by narrow windows and magic lamps. Sound. The structure of the tower muffles
                                                
                                            
                                                
                                                     sound between levels. Only the loudest shouting or noise can be heard on an adjacent level, and nothing short of an explosion or a thunderwave spell can be heard more than one level away. Teleport
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     whole site is swampy, and large pools of standing water dot the clearing. The castle was built on exposed bedrock, so its foundation is sound and mostly dry even a century after the flooding. Tangled
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     whole site is swampy, and large pools of standing water dot the clearing. The castle was built on exposed bedrock, so its foundation is sound and mostly dry even a century after the flooding. Tangled
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     one of the characters to read aloud the âRime of the Frostmaidenâ (see appendix E). Reading the poem aloud while standing before the glacier has the following effect: As the last words of the poem
                                                
                                            
                                                
                                                     are spoken, a rumbling sound comes from deep within the glacier. The noise reaches a crescendo as the great wall of ice parts. Through the crack, you can see an opening that leads inside the glacier.
 Once the way is open, the party is free to descend into the newly formed tunnel (area H1).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     already scattered throughout the Misty Forest, he wants the adventurers to travel to one of the few dragon-raided settlements left standing in the aftermath â a village called Altand. If Delaanâs belief
                                                
                                            
                                                
                                                    Call for Aid Delaan Winterhound comes to the adventurers during the Council of Waterdeep or while they are returning to the city after completing another chapter. He speaks of the draconic incursions
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     hear rattling chains when they get to the fork in the tunnel. The sound clearly comes from the left passage. Further investigation reveals no source; the sound is one of Halasterâs illusory regional
                                                
                                            
                                                
                                                     mirror is one of Halasterâs gates (see âGatesâ). Its rules are as follows: Speaking the proper command word while standing in front of the mirror opens the gate for 1 minute. Characters must be 11th level
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     already scattered throughout the Misty Forest, he wants the adventurers to travel to one of the few dragon-raided settlements left standing in the aftermathâa village called Altand. If Delaanâs belief
                                                
                                            
                                                
                                                    Call for Aid Delaan Winterhound comes to the adventurers during the Council of Waterdeep or while they are returning to the city after completing another chapter. He speaks of the draconic incursions
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                    To the Lighthouse With the franchise headquarters in Phandalin secured and the rebuilding of Tresendar Manor underway, the adventurers have a clear path ahead of them to the Silent Sound lighthouse
                                                
                                            
                                                
                                                     directly to Silent Sound using the timepiece of travel. Either option is fine. With an Acquisitions Incorporated campaign often involving access to crazy magic, donât be afraid to let the characters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    Kenku Adventurers Kenku adventurers are usually the survivors of a flock that has sustained heavy losses, or a rare kenku who has grown weary of a life of crime. These kenku are more ambitious and
                                                
                                            
                                                
                                                     daring than their fellows. Others strike out on their own in search of the secrets of flight, to master magic, or to uncover the secret of their curse and find a method to break it. Kenku adventurers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    Approaching the Den Adventurers can approach Grudd Haug from any direction. Those who come near the den without taking efforts to conceal themselves are spotted by the hobgoblins in the gong tower
                                                
                                            
                                                
                                                     (area 8), who ring the gong to sound the alarm. Characters stand a better chance of infiltrating the den if they approach cautiously, taking advantage of the terrain and using darkness, fog, camouflage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                    Adventurers and Organizations At the start of a campaign, backgrounds are a great way to connect adventurers to your world. As the game progresses, though, background ties often become less important
                                                
                                            
                                                
                                                    . Factions and organizations aimed at player characters are a way to keep higher-level adventurers connected to your world, providing ties to key NPCs and a clear agenda beyond individual gain. In the
                                                
                                            
                                        
                                                     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->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Planar Travel When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete
                                                
                                            
                                                
                                                     direct or indirect access to other planes of existence. Plane shift and gate can transport adventurers directly to any other plane of existence, with different degrees of precision. Etherealness allows
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     to strangers. These tentacled, telepathic creatures jet through the air in short bursts, venting gases with a sound that gives them their name. Rather than speaking, flumphs communicate
                                                
                                            
                                                
                                                     often encounter dangerous beings such as aboleths and mind flayers. While flumphs generally avoid combat, they often help adventurers in peril. Such help might be of doubtful use, but flumphs mean well
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                     smoke and the sound of clanging metal fill this smithy. Lit by the orange glow of a forge, a dark-haired dwarf pounds a molten ingot at an anvil behind a low wooden counter. Sparks fly with every
                                                
                                            
                                                
                                                     the talking.
 Standoffish. Kalista is curt toward people she doesnât know, especially adventurers.
 Stern. Kalista never cracks a smile.
  Rumors
 âEvery now and then, adventurers return from the
                                                
                                            
                                        






