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Returning 35 results for 'speak seething adventures'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
not only a subject’s body but also their mind, making them instinctively obey any yuan-ti and filling them with a seething rage at the sight of non-reptilian creatures.
Although broodguards can
tongue, and they smell faintly of rotting meat. Broodguards can speak but rarely do so, preferring to communicate via snakelike hisses and guttural noises.
Making a Broodguard
Yuan-ti create broodguards
Monsters
Fizban's Treasury of Dragons
1
I speak slowly and deliberately, pausing to reflect after (or sometimes in the middle of) each utterance.
2
I am more interested in the shiny baubles people carry than in anything
. (Lawful)
6
Eradication. The peoples of the surface world were a mistake of creation. I will correct that error. (Evil)
Dragon Turtle Adventures
The Dragon Turtle Adventure Hooks
Monsters
Fizban's Treasury of Dragons
;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I speak slowly and deliberately, pausing to reflect after (or sometimes in the middle of) each utterance.
2
I am more
)
Dragon Turtle Spellcasting
Age
Spell Save DC
Spells Known
Young Dragon Turtle;Young
13
fog cloud
Dragon Turtle Adventures
The Dragon Turtle Adventure Hooks table offers
Monsters
Fizban's Treasury of Dragons
those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I speak slowly and deliberately
17
control water, control weather,* fog cloud
*This spell’s casting time is longer than 1 action.
Dragon Turtle Adventures
The Dragon Turtle Adventure Hooks table offers suggestions
Species
Mordenkainen Presents: Monsters of the Multiverse
dangers during adventures.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race such as the
above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of
Backgrounds
Sword Coast Adventurer's Guide
company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak
the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see “Practicing a Profession” under “Downtime Activities” in
Backgrounds
Sword Coast Adventurer's Guide
access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can
, empathizing with them and always working toward peace.
3
I see omens in every event and action. The gods try to speak to us, we just need to listen.
4
Nothing can shake my optimistic
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
also its mind, making it instinctively obey any yuan-ti and filling it with a seething rage that rises at the sight of non-reptilian creatures. Although broodguards have low intelligence, they are
able to perform simple yet important tasks, such as guarding eggs or patrolling for intruders. Broodguards can speak but rarely do so, preferring to use snake-like hisses and guttural noises. Yuan-ti
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Adventures in Hazlan While Hazlan’s magic-using elite test the boundaries of arcane possibility, the domain around them crumbles. The result is a realm where supernatural disasters wrack the land and
Hazlan Adventures table suggests other adventures that might unfold here. Hazlan Adventures d10 Adventure
1 Hazlik’s apprentice Eleni charmed the ancient albino purple worm Gravedrinker, using
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
process warps not only a subject’s body but also their mind, making them instinctively obey any yuan-ti and filling them with a seething rage at the sight of non-reptilian creatures. Although broodguards
faintly of rotting meat. Broodguards can speak but rarely do so, preferring to communicate via snakelike hisses and guttural noises. Making a Broodguard Yuan-ti create broodguards from captured
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Adventures in Yeonido Consider the plots on the Yeonido Adventures table when planning adventures in Yeonido. Yeonido Adventures d8 Adventure 1 A magistrate in Yeonido has information the
claims. 5 All except one member of a local clan are replaced by doppelgangers. Those who live near the clan have noticed them acting differently, but no one wishes to speak ill of them. 6 The
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle (see “Practicing a Profession” under “Downtime Activities” in chapter 8 of the Player’s Handbook).
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Gothic Horror Monsters Creatures imbued with tragedy or abominable origins work well in gothic horror adventures. Often, lower-level monsters embody aspects of a more powerful villain’s evil, powers
, or background. For example, swarms of bats suggest a vampire’s connection to the creatures of the night, while werewolves speak toward a vampire’s bloodthirsty nature. Gothic Horror Monsters
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
your pact will play in your character’s adventuring career. Your patron’s demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures. What kind
know other servants of your patron? How does your patron communicate with you? If you have a familiar, it might occasionally speak with your patron’s voice. Some warlocks find messages from their
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
language of your choice that is spoken by your favored enemies, if they speak one at all. You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
was in its infancy. Some surviving myths speak of a personified “destiny” in a way that vaguely suggests the possibility of an actual god’s involvement.
Rage of Titans. The greatest threat to the
civilized coasts lies a strand of Klothys’s hair that she purposefully plucked. Knotted in on itself, the strand appears as a seething ball of dense smoke. Any who touch the strand risk having it invade
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Adventures in I’Cath I’Cath presents two worlds: a reality of want and desperation, and a dream of beautiful control, both dominated by Tsien Chiang. The reality of I’Cath is an inescapable ghost
city or her dream is beyond redemption, her edicts turn dire. Consider the plots on the I’Cath Adventures table when planning adventures in this domain. I’Cath Adventures d10 Adventure
1 A
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, creature type, Intelligence score, and ability to speak. At the end of each Long Rest, the shape-shifted creature repeats the save. On a successful save, the creature returns to its true form. After three
in this wilderness of eternal night. Beastlands Adventures The Beastlands embodies wild, beautiful nature and the vibrant power of life thriving in the natural world. Visitors to the plane feel
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Forest Crystal Adventures Here are sample adventure hooks to bring characters to the Forest Crystal or to give them missions to pursue there. Lost Legacy A young green dragon who lairs near the
a Kingdom A virulent plague ravages the countryside. The only cure is a specific mushroom, but all accounts speak of it growing in a swamp that doesn’t exist. The characters must use the Forest
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of calm. The best horror adventures are like roller coasters, ratcheting up suspense and releasing it before building toward the next harrowing moment. Also, mix up social interaction, exploration
have less time to play than you think once late starts, food breaks, and other interruptions are all taken into account. When planning your adventures, account for less time than your full game session
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
knowledge and treasures are protected by the most difficult and deadly challenges. For a few bold—or foolish—investigators, the rewards are worth the risk. Temple of Mystery Adventures Exploring a temple of
mystery presents the opportunity for an adventure that features puzzles and traps, though you can also populate it with any other challenges you like. The Temple of Mystery Adventures table offers
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
your pact will play in your character’s adventuring career. Your patron’s demands might drive you into adventures, or they might consist entirely of small favors you can do between adventures. What kind
know other servants of your patron? How does your patron communicate with you? If you have a familiar, it might occasionally speak with your patron’s voice. Some warlocks find messages from their
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
daily life in Zilargo, used both for entertainment and for trickery. The Thurimbar rod is a common magic item that amplifies this natural gift for purposes of creating music. The power to speak with small
Zilargo and what ties you still have to it. You could be a sage gathering information for the Library of Korranberg, or an investigator sending stories of your adventures back to the Korranberg Chronicle
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, they kidnapped Erasmus van Richten and sold him to his death at the hands of the vampire Baron Metus. In the brief time she knew him, Ez befriended Erasmus and heard him speak lovingly of a
. “I go where angels fear to tread.” Adventures with Ez d’Avenir Use the statistics of an assassin to represent Ez, or you can use her stat block from Curse of Strahd. Consider the following plots
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
target. Hit: 14 (2d10 + 3) fire damage.
Spellcasting. The firbolg casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):
At will: entangle, speak with
animals, speak with plants
1/day each: commune with nature (as an action), detect magic, disguise self
Bonus Actions
Hidden Step (2/Day). The firbolg magically turns invisible until the start of its
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
can’t express himself as fully as he’d like, since he can appear for only a few minutes every day and can’t speak. However, he can manipulate ectoplasm to paint colorful, floating symbols and images
.” Adventures with Erasmus van Richten Erasmus is a ghost and the heart of the van Richten family. Consider the following plots when featuring Erasmus in an adventure: Erasmus understands the unquiet dead
Compendium
- Sources->Dungeons & Dragons->Rrakkma
of red goo on the far side of the chamber from where the adventures must enter. As the gith approach the chamber, the oblex sends a sulfurous impersonation of a human woman dressed in plate mail and
debris.
SOCIAL
If the gith wish to speak with the elder oblex, it is happy to waste their time with idle conversation. It tells them all manner of seemingly useful things that aren’t true.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
following elements to influence your game’s atmosphere and create moody trappings for your horror adventures. Customize what you can and don’t fret about what you can’t. Accessibility When choosing the
. Ravenloft in particular has a history of featuring props in its adventures (see “Tarokka Deck and Spirit Board” section later in this chapter). The world of creating custom props is endless, but don’t
Compendium
- Sources->Dungeons & Dragons->Rrakkma
Area Information Dimensions & Terrain This area appears to duplicate the same space as the cathedral the adventures just left (forty-five feet by one-hundred-ten feet). The main difference is the
the adventurers. That said, if they would like to speak with the creature on their turn, they get back a gibberish reply and their next saving throw against confusion is made with disadvantage.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
of whom speak Common, guide the packs: Ebonclaw (lawful neutral saber-toothed tiger with an Intelligence of 12 and a Charisma of 12), a silken-furred feline with a notch on his fangs for every kill
has an Intelligence of 10 and can speak and understand Common. Tropical Paradise. Frequent rainfall yields fruit and water in abundance. Wisdom (Survival) checks to forage in Faunel are made with
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
card a property as a standalone item, so characters who find only one card can still enjoy this famed item and use the card on adventures. Hinchel Or The deck has replicated
throughout the multiverse
they can use in subsequent adventures to find the cards that remain. Eventually the heroes assemble the entire deck, which they can then use in the traditional manner, drawing transformative cards from
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
cloud giant born in the unforgiving darkness of Pandemonium. None have heard Cirrus speak. The giant’s words are carried on the winds as eerie voices that invade the minds of her subjects. Regional
citizens in the Bleakheights and using Bumblewing’s machines for vandalism, robbery, and violence. Adventures in Bedlam The Bedlam Adventures table offers suggestions for encounters and stories in the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
carried by Speakers of the Past is not to be confused with the undead revenants described in the Monster Manual.) The bond between ancestor and living elf is holy. Your ancestor doesn’t speak to you or
want is to let your ancestors live again, and that means you need to perform deeds worthy of champions. That drives you now: seeking out adventures that will add to the legends of your patron. You and
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
adventures but wasn’t enough to save his life. On a crisp autumn day, Frody and his companions were beset by manticores on a lonely stretch of road, and Frody was killed by a manticore’s tail spike. Frody’s
disturbed the grave of a famous bard named Froderic Dartwild and that Frody’s corpse is “none too happy about it.” Locals ask the characters to speak with Frody, who is holed up in a cabin on the






