Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'span of remain detected verdan'.
Species
Acquisitions Incorporated
steeped in a culture, the verdan remain on the lookout for oppression and curtailment of freedoms. They understand the need for laws that protect, but they rail against laws that restrict and oppress
The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins, those who became the verdan were simply living their lives, doing goblinoid things. But
Shifter
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Mordenkainen Presents: Monsters of the Multiverse
’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral.
Most shifters resemble a particular kind of lycanthrope. You can
rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.
Life Span
The
Monsters
Eberron: Rising from the Last War
as they grow stronger, they gain more influence.
Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical
draconic creature twisted by demonic rage. Covered in iron spikes protruding from his bleeding flesh, this overlord looms fifteen feet high at the shoulders, and his wings span over forty feet. While
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
belongings strapped to their backs. Even when they are happily steeped in a culture, the verdan remain on the lookout for oppression and curtailment of freedoms. They understand the need for laws that
Cultural Chameleons The clan homes of the Underdark goblinoids who became the verdan covered an enormous area. As the verdan fled to the surface world, they emerged in culturally diverse locations
Species
Spelljammer: Adventures in Space
it, giff are drawn to the Astral Plane because, on a deep psychic level, they remain connected to their creator gods, who have just enough divine spark left in them to imbue giff with sparks of their
creature that has the Construct type. (The autognome is a noteworthy exception because of its Healing Machine trait.)
Life Span
The typical life span of a player character in the D&D multiverse is
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, their upper age limits remain subject to speculation. Alignment. Verdan are generally good, although their absence of racial identity and shared history can sometimes see individual verdan become
Verdan Traits Verdan characters have a number of traits in common with others of their kind. Ability Score Increase. Your Constitution score increases by 1, and your Charisma score increases by 2
Species
Mordenkainen Presents: Monsters of the Multiverse
emotions captured in the Feywild in the form of seasons—affinities that affect the eladrin’s mood and appearance. An eladrin’s season can change, though some remain in one season
wounds spell doesn’t work on a Construct or an Undead.
Life Span
The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
creatures to make it their home. Porphura used magic to extend her life so she could remain with Caerwyn throughout the elf’s longer life span. To protect their paradise, the lovers struck a bargain with
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
remain here. 5E 1 yakfolk warrior The yakfolk remains here. 6 1 yakfolk warrior When an alarm sounds, the yakfolk kills its prisoners, then heads to area 8, attacking intruders it encounters along the way
to area 8. 8 Chief Kartha-Kaya, 2 yakfolk priests If intruders are detected, one yakfolk strikes the gong to raise the alarm throughout the village while the others confront the interlopers. Yakfolk
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
great span of the world. You seek to act with the long-term interests of nature in mind. 4 The sea is a constant, churning cauldron of power and chaos. It reminds you that accepting change is necessary
to sustain yourself in the world. 5 The birds in the sky are evidence that even the smallest creatures can survive if they remain above the fray. 6 As demonstrated by the actions of the wolf, an individual’s strength is nothing compared to the power of the pack.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
detected. Any cloud giant or aarakocra simulacrum can place the castle on alert. A cloud giant does this by bellowing “To arms!” at the end of its first turn in combat. An aarakocra simulacrum does it by
the “Lady of Masks” section near the start of this chapter for more information on Sansuri’s tactics). Lyn Armaal Roster Area Creature(s) Notes 1 4 aarakocra simulacra The simulacra remain here
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
activity, they attempt to sound an alarm horn 1 round later on their turn. Once an alarm horn is sounded, the fort goes on alert. Alert If a threat is detected, the eight Dragon Army soldiers (see
appendix B) in area W5 rush to meet it (or gather in area W1 if the source is unclear). While on alert, Dragon Army troops have advantage on Wisdom (Perception) checks. Troops remain on alert for twelve
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
horn sounds or when intruders are detected. Svardborg Roster Area Creature(s) Behavior 1A 8 ice mephits The mephits remain in this area. 1E Nilraun Dhaerlost Nilraun retreats to area 1G. 1G 2 frost
to. The giants’ lodge has a warning horn on the upper floor (in area 2C). If it is blown, the sound puts all of Svardborg on alert. Some giants remain at their posts and can’t be surprised. Others
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Denizens The Maelstrom Roster table summarizes the locations of the inhabitants when the characters approach and indicates how those creatures react when intruders are detected. Loud noises in one
giants protect Nym and Mirran, who retreat to areas 6 and area 30, respectively, if seriously threatened. The crab and the other giants remain here. 15 Serissa, Uthor, Iymrith, 2 hill giants Uthor
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Denizens The Grudd Haug Roster table summarizes the locations of the den’s inhabitants and indicates how those creatures react when intruders are detected. As soon as trespassers are spotted or
noises in area 5. Otherwise, it guards the north docks. 8 4 hobgoblins The hobgoblins remain in the tower until intruders reach the den, then head to area 2 by way of area 5. 9 10 Iceshield orcs The
Monsters
Fizban's Treasury of Dragons
.
8
An emerald dragon has been spying for a villainous cabal, ensuring the villains remain one step ahead of the adventurers.
Connected Creatures
Emerald dragons generally go out of
disguised as a human merchant prince.
5
An adult emerald dragon shows an emerald dragon wyrmling how to safely observe Humanoids without being detected.
6
An adult emerald dragon keeps a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Denizens Ten stone giants reside in Deadstone Cleft when the adventurers arrive, including Thane Kayalithica. With the exception of the giant in area 6, who checks on the roc, the giants remain in
locations of the canyon’s inhabitants when the characters approach and indicates how those creatures react when intruders are detected. Deadstone Cleft Roster Area Creature(s) Notes area 2 1 roc The roc
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Gloom Weaver Although a formidable fighter, a gloom weaver is often content to remain hidden in the shadows, watching with rapt attention as its very presence affects its victims. Its dark energy
weighs down the heart, causing those within its oppressive aura to feel the approach of death. This torment alone is enough to please its master, the Raven Queen, but should it be detected, a gloom
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
narratives remain widely retold and studied: The Akroan War, The Callapheia, and The Theriad. The epic tale of the Akroan War is only nominally a history of the long siege of Akros, precipitated by the queen
champion of Heliod who is never named but simply called “the Champion.” A closer read, though, reveals that the tales take place over the span of centuries and the identity of the Champion changes
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
which the entire expeditionary force can enter along with the characters. The golems turn their heads to watch new arrivals but otherwise remain still. The basilisk Veldyskar guides the characters in
, and the ceiling’s height reminds you of the great halls of Gauntlgrym.
The corridor opens into a central well, with walkways crossing its span to the opposite side. You can barely see the ends of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
arcane and psionic power, he has survived far beyond the life span of an ordinary githzerai. Time has nevertheless taken its toll, and Menyar-Ag today is a decrepit, corpse-like entity — capable of
to found a new colony or might remain where it is and ascend to a leadership position. Zerths Zerthimon’s mortal form died in battle, but his sacrifice freed the githzerai from Gith’s dark designs
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
columns that support the twenty-foot-high ceiling. Two arched wooden bridges span the chasm.
The guardian of this cave is a nothic—an insane subterranean monster that hungers for flesh. The creature
using telepathy. If detected, it prefers to negotiate and isn’t above betraying the Redbrands for the right incentive, such as the promise of food. When roleplaying the nothic, consider speaking in
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
wash in from the south. The Bridges The North and South Banks are spanned by three bridges: the Upstream Span, from the South Bank straight to the North Gate; Dalath’s Span, the middle bridge with a
name none can place in legend, and Harbor Cross, split between the Short Span that runs from the South Bank to Blood Island, and the Long Span that continues on to North Bank. Only Ship members and those
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
14. Temple Only stone giant thanes are allowed inside this hallowed cave. All other stone giants must remain outside or face certain punishment, by order of Thane Kayalithica and the others who have
southeast walls. The mud is 20 feet deep. Two sturdy stone bridges span the mud pool, connecting the island to nearby ledges. Overlooking these bridges are two more fossilized stone giant thanes. The
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
respond.
8 An emerald dragon has been spying for a villainous cabal, ensuring the villains remain one step ahead of the adventurers.
Connected Creatures Emerald dragons generally go out of
emerald dragon wyrmling how to safely observe Humanoids without being detected.
6 An adult emerald dragon keeps a wary eye on the efreet who have built a tower near the dragon’s lair, and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
their jaws. Leave No Survivors A band of gnolls lives in a state of eternal war with everything it encounters, aside from fellow worshipers of Yeenoghu. To keep from being detected between major raids
devastated before the wider world becomes aware of a gnoll threat. ON DEFEATING GNOLLS
An excerpt from One Hundred Years of War, a famous manual of dwarven battle tactics:
Gnolls remain a threat
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
was first summoned, and the adventurers have run across him and his pack. The characters’ only advantage at this moment is that they haven’t yet been detected. Considering their level at this stage of
and eager for new prey. Yeenoghu gathers up most of the gnolls and hyenas and leads them down a tunnel on the right side of the cavern. Eight gnolls led by a gnoll pack lord remain in the cavern
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Citadel Felbarr Among the eldest and grandest of the Delzoun holds, Citadel Felbarr was built more than three thousand years ago — a span of time beyond the ability of younger races to comprehend
. Felbarran merchants remain willing to trade with the cities of the North, and will aid the other dwarven kingdoms when necessary, but it is doubtful that Queen Tithmel will ever consider an alliance with humans like the one that created Luruar, even if King Morinn might.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
difficult terrain. Additionally, each flight of steps is trapped at its midpoint with a magical rune that can be detected only with a successful DC 13 Intelligence (Investigation) or Wisdom (Perception
) check. Once detected, a rune can be disabled with a DC 15 Intelligence (Arcana) check or Dexterity check using thieves’ tools. A character aware of the rune can also attempt a DC 14 Strength (Athletics
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
), or if the characters arrive here from the east (area M36), Ronnom emerges from the shadows to parley with them. Otherwise, he tries to remain hidden. Ronnom doesn’t put himself in harm’s way if he
kidnapped Ronnom when he was a child. When the oni perceived the boy’s malevolent nature, she befriended Ronnom, and the two remain allies to this day. Using her shape-shifting ability, Veen presents
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
sundial identical to the one in the hedge maze. Paths of colorful gravel lead throughout the garden and to the palace proper.
The outer wall is 20 feet high, and the flowers in the garden remain
remain in the palace, the decanters and bowls refill every 24 hours. P6: Juliana and Orlando’s Room Zuzanna Wuzyk Juliana and Orlando lounge
carefree in the palace,
unaware two years have
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
and remain here, they reset the trap within a day after it has been triggered. Secret Stairwell. The secret door behind the east statue is well hidden, requiring a successful DC 18 Wisdom (Perception
) check to spot. If the characters detected the faint trail that leads there, a successful DC 10 Wisdom (Perception) check locates the door. Beyond is a flight of stone stairs that leads upward. The
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
as they grow stronger, they gain more influence. Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can’t take physical
draconic creature twisted by demonic rage. Covered in iron spikes protruding from his bleeding flesh, this overlord looms fifteen feet high at the shoulders, and his wings span over forty feet. While in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
with 5 feet of them. They remain open until Aurinax or someone else speaks the command word to close them (“Azaam”). The keys can open the doors from either side. The doors can’t be forced open or
secret door.) Three archways in the east wall lead to crumbling bridges that span the entrance foyer (area V2) and end in front of adamantine doors (leading to areas V6, V7, and V8). Black Pudding. A
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
arched, wooden bridges span the chasm.
A subterranean monster that hungers for flesh—a nothic named Ssarnak—guards this cave. Lured by a faint magical effect emanating from the crevasse, the creature
columns and watches them, attempting to use its Weird Insight to discern the intruders’ secrets. Ssarnak communicates via telepathy. If detected, it prefers to negotiate and will betray the Redbrands