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Returning 35 results for 'spots of race detected variant'.
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Monsters
Planescape: Adventures in the Multiverse
disembodied Humanoid heads with wings. While most vargouilles roam the planes to curse Humanoids and create more vargouilles, a variant known as the vargouille reflection resides in Undersigil. When a
vargouille reflection spots a Humanoid target, it takes on that creature’s visage, terrifying that creature by appearing as its own disembodied head.PoisonCold, Fire, Lightning, Psychic
Monsters
Eberron: Rising from the Last War
guide the quori race, and the Devourer of Dreams — the personal emissary of the Dreaming Dark — is of this order. Although the kalaraqs never fight one another overtly, each has its own agenda, and
Inspired (Kalaraq variant);Inspired.Cold, Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Species
Mordenkainen Presents: Monsters of the Multiverse
spots in foes larger than themselves and for getting out of trouble. Goblins brought this fey boon with them to worlds across the Material Plane, even if they don’t remember the fey realm they
character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When determining your
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Creating a Dragonmarked Character Dragonmarks are associated with race, depicted by a combination of variant races and subraces. For humans and half-orcs, a dragonmark is a variant race that replaces
normal traits associated with those races. For half-elves, a dragonmark is a variant race. You keep some of the standard half-elf traits and replace others with the traits associated with your mark
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Creating a Dragonmarked Character Dragonmarks manifest on certain members of a few species, represented in the rules by variant race options: For humans and half-orcs, a dragonmark is a variant race
that replaces traits associated with those races. For half-elves, a dragonmark is a variant race that lets you keep some half-elf traits and replace others with the traits associated with your mark
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
section offers three variant dragonborn race options that can be used to create a character with clear connections to a specific draconic ancestry. When you’re making a new character using one of these races, use the rules under “Creating Your Character” to fill out the details.
dragonborn race in the Player’s Handbook is the most direct way to reflect a character with dragons somewhere far back in their ancestry. But for players who want to try a more nuanced approach, this
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
his home, then began to throw fits and terrorize any creatures coming near. Vazuk is a specter (use the poltergeist variant). He can’t be turned while inside his former home. He attacks the characters
as soon as they enter the house, all the while screaming “Mine! My stuff! Not yours!” Treasure. A character who searches the hovel and succeeds on a DC 15 Wisdom (Perception) check spots a concealed
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
character in the lead spots the trap automatically if his or her passive Wisdom (Perception) score is 12 or higher. Otherwise, the character must succeed on a DC 12 Wisdom (Perception) check to notice the
creature moves across it. The character in the lead spots the hidden pit automatically if his or her passive Wisdom (Perception) score is 15 or higher. Otherwise, the character must succeed on a DC 15
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
body, thought, and emotion. Freed from the limitations of their human bodies, the yuan-ti used their new abilities to conquer new lands and expand their borders.
One Race, Many Forms
The bodies of all
that the yuan-ti have prepared a special ambush at the end of the pursuit.
Capture, Not Kill
The objective of the yuan-ti as a race is to conquer and enslave others; they don’t espouse the sort
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
githyanki and githzerai who seek to reunify the gith races. By helping the githyanki defeat a common foe, Yrlakka hopes to demonstrate the merits of a single unified gith race — not only to the evil
githyanki, but also to the younger githzerai zerths who follow him. Yrlakka is concerned because his most headstrong pupil, a githzerai named Ezria, has disappeared. He fears (correctly) that Ezria was captured by the githyanki on level 16 while trying to find weak spots in their defenses.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
can dramatically shape adventurers’ lives. The following sections present a variety of options for creating characters with a tie to dragons: “Draconic Races” presents variant dragonborn race options to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. 7 1 yakfolk warrior If the yakfolk spots intruders, it abandons its prisoners and heads to area 8 to warn the chief. If it hears the sound of the gong, the yakfolk kills the prisoners before heading
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->Eberron: Rising from the Last War
with demonic fury, rushing into battle seeking vengeance against those who bound their fiendish masters. Rakshasas are described in the Monster Manual. A martial variant—the zakya rakshasa—is
thoughts, disguise self
1/day: shield
Limited Magic Immunity. The rakshasa can’t be affected or detected by spells of 1st level or lower unless it wishes to be. It has advantage on saving throws
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
character most likely chooses the race that matches the bloodline of the house. The Heir can be dragonmarked (with the appropriate marked subrace or racial variant) or unmarked. The house agent background (described in this chapter) proves particularly appropriate for this character.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
experiments without interference. Mage
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed 30 ft.
STR
9 (−1)
DEX
14 (+2)
CON
to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
VARIANT: FAMILIARS
Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
A Culture of Fugitives Despite all their unique and overwhelming abilities, the mind flayers are a race on the edge of extinction. Thousands of years ago, the illithids were the dominant power of the
mind flayers relied on a slave race, the gith, to provide physical labor and sustenance when other sources of food grew thin. Eventually, the gith revolted. Whether the mind flayers became decadent or
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
variant known as the vargouille reflection resides in Undersigil. When a vargouille reflection spots a Humanoid target, it takes on that creature’s visage, terrifying that creature by appearing as its own
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
dismiss the horses with a second command word (“Arvesh”). The horses can be dispelled (DC 15) but not harmed. The wagon has a hidden trapdoor in its underbelly that can be detected by a character who
flinders by the explosion, and the contents of the wagon (see “Treasure” below) are destroyed as well. A character inside the wagon spots the trap automatically (no ability check required) and can disable
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
your character’s six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Afterward, make any changes to your ability scores as a result of your race
final hit points: 10 + his Constitution modifier of +3, for a total of 13 hit points.
Variant: Customizing Ability Scores At your Dungeon Master’s option, you can use this variant for determining
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
result of cruel experiments on dwarves by mind flayers. Like duergar, the derro were a slave race to the mind flayers, but eventually freed themselves. Born to Madness. The process of their creation
years old, but they mature and breed quickly. When their elders deem that their numbers are becoming unmanageable, the derro declare war on some other race and surge forth in a reckless horde, fighting
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
firmly in the world by associating the class with a particular race or culture. For example, you might decide that bards, sorcerers, warlocks, and wizards represent the magical traditions of four
an existing feature that can be used as a model? How does the new class feature compare to other features of the same level? Variant: Spell Points One way to modify how a class feels is to change how
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
cult robbers stake out spots to waylay passersby. The group consists of 1d4 + 1 bandits and 1d4 Black Earth guards (see chapter 7). Elementals. A small group of elementals wanders freely. Roll a d4 to
discovers a homestead. Roll a d6 to determine the race of the people there: 1–3, Tethyrian human; 4, Illuskan human; 5–6, halfling. A homestead consists of 1d6 adult commoners and 1d6 − 1 noncombatant
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
any creature that isn’t a drow.
Drow. Four male drow elite warriors hide in the dead-end tunnels to the south. Any character who has a passive Wisdom (Perception) score of 20 or higher spots these
lizards have the Spider Climb trait (see the “Variant: Giant Lizard Traits” sidebar in appendix A of the Monster Manual), which allows them to climb over the web cables and exit this area. Treasure. Fastened to Talabsyn’s cloak is an obsidian scarab engraved with the insignia of House Freth (25 gp).
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
. Once detected, the pit can be safely avoided by sidling along its perimeter.
Escaping the Pit. The pit’s walls have cracks big enough to serve as handholds, allowing trapped creatures to climb out
toward intruders, but it’s also naive. Rather than alerting the other kobolds when it spots the characters, it marches toward them and asks what they want.
Attitudes. Every creature has a starting
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
southwest wall of this room contains a secret door to the exterior. Vidorant uses this door often. A character who examines the wall and succeeds on a DC 15 Wisdom (Perception) check spots the door
panels. If the check made to detect the trap succeeds by 5 or more, the character also spots a concealed switch on one wall that disables the trap. Treasure. The crates hold 60 pounds of gemstones. The
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
is obvious. Understanding its nature is not. The DC of the check, regardless of its type, depends on the skill and care taken to conceal the trap. Most traps can be detected with a successful DC 20
spots for traps, especially those that serve as alarms or restraints. The goal is to foil or delay intruders before they can reach a critical location, giving the dungeon’s denizens a chance to mount a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
scouted the grounds, any character in the baths (area T5) who has a passive Wisdom (Perception) score of 13 or higher spots the ruined stone building behind the trees. Characters who travel from the
glyph of warding spell. The hags use this glyph to eliminate intruders. It can be detected with a successful DC 13 Intelligence (Investigation) check and triggers when any creature except the hags or
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
any light shining through them creating a rainbow pattern. A successful DC 15 Wisdom (Perception) check also spots this difference. Dimensional Gateways. Touching a crystal bauble, or connecting with
information. If the steam mephits are released, they might try to immediately escape (a 50 percent chance), but they otherwise attack everyone in the lab. A mind flayer arcanist (a variant creature in the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. If the backpack is claimed, it holds maps worth 500 gp to Head Office. If only one of the checks succeeds, the characters still gain the maps but a crew member spots them if they are not already
human scouts among the Six operatives, two stay behind and fire arrows at the party, while the other two scouts and a human cult fanatic race toward the barges. The intention of the Six operatives is to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tunnels beneath the warehouse were dug as smugglers’ byways. Later, worshipers of That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3) excavated chambers beneath the ground
pit fills and eventually clamber out. Trap C. Nearly invisible runes cover the floor in this area. The runes radiate conjuration to a detect magic spell or similar effect, or can be detected with a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
magical stasis until a threat is detected. The masters of the haven once knew the rituals that would summon the keys held by the golems, allowing easy passage through the door to the great library. With
that the whole room is difficult terrain. Any inspection of the debris spots fragments of well-gnawed bone, which can be recognized as humanoid with a successful DC 15 Wisdom (Medicine) check. These are
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
spots. Cracks and crevices are common, but are too small to admit anything but insects and other tiny vermin. Automatic Doors. A number of doors in the super-secret basement are activated by placing
pentadrone, known as 57EV1E (or “Stevie” to its friends), has been disconnected from the axiomatic mind of Primus, making it a rogue modron. (See the “Variant: Rogue Modrons” sidebar in the modron section
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
know they are a weak, unsophisticated race that can be easily dominated by bigger, smarter, more organized, more ferocious, or more magical creatures. Their god was conquered by Maglubiyet, after all
Exterior. Anyone who is skilled or fortunate enough to pass through the territory of a goblin tribe without being detected is likely to come upon some telltale signs of habitation — complete with goblins at
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
alcove for traps spots the holes behind the painting with a successful DC 12 Wisdom (Perception) check. This check is made with advantage if the character saw the trap’s sketch in Dusk’s diary. Once
the trap is detected, a character can spend 1 minute trying to disable it, either by plugging the holes or by placing counterweights on the hooks as someone else carefully lifts the painting. The
Forums
- Re: Half-Elf, Half-Orc, and Tiefling race variant options not veiwable on iPhone 7+
This has been fixed, thanks