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Returning 23 results for 'speak fringes'.
Other Suggestions:
spell fringes
speak finger
speak fingers
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
live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish outside their homes and fiercely
Monsters
Mythic Odysseys of Theros
, the creature is immune to this aura for the next 24 hours. On a failed save, the creature can't speak and is deafened until the start of its next turn.
Innate Spellcasting. The ashen rider's
archon overlords toppled, they scattered to the fringes of the world, and their holdings developed into the poleis of today.
Even though the age of archons is long past, many wonder if the few surviving
Monsters
Mordenkainen's Fiendish Folio Volume 1
humanoids have the ability to project intense, blinding light from their eyes. Dwelling on the fringes of the Underdark, blindheims are opportunistic ambushers who can be swayed into service with
the surface world. But when they have superior numbers or engage creatures that appear weak, blindheims will often ambush to take what they want.
Strange Outcasts. The blindheims speak of an ancient era
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
competition for territory and prey. Weretigers live in jungles on the fringes of humanoid civilization, traveling to isolated settlements to trade or revel. They live and hunt alone or in small family
aren’t silvered
Senses darkvision 60 ft., passive Perception 15
Languages Common (can’t speak in tiger form)
Challenge 4 (1,100 XP)
Shapechanger. The weretiger can use its action to polymorph
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
villages, concealed by the lamia’s magic as they attack. A lamia has a beautiful humanoid upper body that merges into a powerful four-legged leonine form. Its vicious black claws speak to its
the wastes.
As long as they have thralls to face their enemies, lamias fight from the fringes, beguiling foes with magic if they can. A lamia pressed into melee never stays there for long, shredding
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
villages, concealed by the lamia’s magic as they attack. A lamia has a beautiful humanoid upper body that merges into a powerful four-legged leonine form. Its vicious black claws speak to its
the wastes.
As long as they have thralls to face their enemies, lamias fight from the fringes, beguiling foes with magic if they can. A lamia pressed into melee never stays there for long, shredding
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
fringes of society even in Darguun, where they value self-sufficiency and violence. They are generally chaotic, organizing in loose tribes under charismatic and powerful leaders. Size. Your size is
turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat. Languages. You can speak, read, and write Common and Goblin. Goblin Traits Your goblin character
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
competition for territory and prey. Weretigers live in jungles on the fringes of humanoid civilization, traveling to isolated settlements to trade or revel. They live and hunt alone or in small family
aren’t silvered
Senses darkvision 60 ft., passive Perception 15
Languages Common (can’t speak in tiger form)
Challenge 4 (1,100 XP)
Shapechanger. The weretiger can use its action to polymorph
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
fringes of society even in Darguun, where they value self-sufficiency and violence. They are generally chaotic, organizing in loose tribes under charismatic and powerful leaders. Size. Your size is
turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat. Languages. You can speak, read, and write Common and Goblin. Goblin Traits Your goblin character
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
Blindheim These frog-like humanoids have the ability to project intense, blinding light from their eyes. Dwelling on the fringes of the Underdark, blindheims are opportunistic ambushers who can be
blindheims speak of an ancient era when their folk dwelled upon the surface. According to their tales, their ancestors stole a piece of the sun, then fled to the Underdark before devouring it and gaining
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
mongrelfolk’s mad combination of humanoid and animal forms results in its having a slow, awkward gait. Sound Mimicry. Mongrelfolk have misshapen mouths and vocal cords. They speak fragmented Common mixed with
, or shunned. They typically live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, enabling just enough of the wolves to survive that they aren’t wiped out completely. Human barbarians also inhabit the High Moor, living mostly on its western fringes with large herds of sheep and
speak a dialect of Illuskan I’d not heard before, and my first meetings with them were quite tense and filled with misapprehension. However, I came to know people from both the Girondi and Belcondi
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
mongrelfolk’s mad combination of humanoid and animal forms results in its having a slow, awkward gait. Sound Mimicry. Mongrelfolk have misshapen mouths and vocal cords. They speak fragmented Common mixed with
, or shunned. They typically live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
Blindheim These frog-like humanoids have the ability to project intense, blinding light from their eyes. Dwelling on the fringes of the Underdark, blindheims are opportunistic ambushers who can be
blindheims speak of an ancient era when their folk dwelled upon the surface. According to their tales, their ancestors stole a piece of the sun, then fled to the Underdark before devouring it and gaining
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, enabling just enough of the wolves to survive that they aren’t wiped out completely. Human barbarians also inhabit the High Moor, living mostly on its western fringes with large herds of sheep and
speak a dialect of Illuskan I’d not heard before, and my first meetings with them were quite tense and filled with misapprehension. However, I came to know people from both the Girondi and Belcondi
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
dominance ultimately came to an end. As the archon overlords toppled, they scattered to the fringes of the world, and their holdings developed into the poleis of today. Even though the age of archons is long
save, the creature can’t speak and is deafened until the start of its next turn.
Innate Spellcasting. The ashen rider’s spellcasting ability is Wisdom (spell save DC 18). The rider can innately cast
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
dominance ultimately came to an end. As the archon overlords toppled, they scattered to the fringes of the world, and their holdings developed into the poleis of today. Even though the age of archons is long
save, the creature can’t speak and is deafened until the start of its next turn.
Innate Spellcasting. The ashen rider’s spellcasting ability is Wisdom (spell save DC 18). The rider can innately cast
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
hands of Yurtrus. They dwell on the fringes of an orc lair, usually communing with other orcs through the auspices of those who follow Luthic. The hands of Yurtrus wear pale gloves made of the
gateway to the ancestors. Orcs who die having served the tribe well go on to rituals meant to send them to Gruumsh’s realm. As befits followers of a god who doesn’t speak, hands of Yurtrus remove
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
hands of Yurtrus. They dwell on the fringes of an orc lair, usually communing with other orcs through the auspices of those who follow Luthic. The hands of Yurtrus wear pale gloves made of the
gateway to the ancestors. Orcs who die having served the tribe well go on to rituals meant to send them to Gruumsh’s realm. As befits followers of a god who doesn’t speak, hands of Yurtrus remove
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
giants encountered on the fringes of their territory look and behave like primitives. First, personal adornment has little value in the ordning of stone giants, so their clothing tends to be simple
payment to make amends, though a sack of gold is likely little comfort to those who lost loved ones, homes, and livelihoods. It’s always wise to tread softly, speak deferentially, and act respectfully
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
giants encountered on the fringes of their territory look and behave like primitives. First, personal adornment has little value in the ordning of stone giants, so their clothing tends to be simple
payment to make amends, though a sack of gold is likely little comfort to those who lost loved ones, homes, and livelihoods. It’s always wise to tread softly, speak deferentially, and act respectfully
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
very quiet and still. The southern fringes of the Moonwood are home to small bands of moon elves and wood elves, as well as the rustic homes of a few woodcutters and trappers. Uthgardt and lycanthropes
events, whereas others have not occurred — at least, not yet. The ghosts speak mostly nonsense, but some of what they say might offer clues to past or future happenings. Dominating the skyline is the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
very quiet and still. The southern fringes of the Moonwood are home to small bands of moon elves and wood elves, as well as the rustic homes of a few woodcutters and trappers. Uthgardt and lycanthropes
events, whereas others have not occurred — at least, not yet. The ghosts speak mostly nonsense, but some of what they say might offer clues to past or future happenings. Dominating the skyline is the