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VOLO'S GUIDE ro MONSTERS CREDITS ABOUT THIS BOOK Lead Designer: Mike Mearls Lead Rules Developer: Jeremy Crawford. Races of the Dragon. Races of the Wild. Monster Manual 2 (4e). The Complete Book of Humanoids. Unnaproachable East. Underdark. Volo's Guide to Monsters. Volo's Guide To Monsters (Dungeons & Dragons) pdf download, Volo's Guide To Monsters (Dungeons & Dragons) audiobook download.
When winter ar- adventuring firbolgs fall into this latter category. Outcast firbolgs can never return home. They commit- ted some unforgivable deed, usually something that put In a firbolg's eyes, there is no greater fault than greed. These firbolgs when each creature takes only what it needs. Material are loners who wander the world in hope of finding a goods, especially precious gems and gold, have little new place to call home.
What use are such things when winter lingers and food runs short? Orphaned firbolgs are those whose clans or home- lands have been destroyed.
Firbolgs have a talent for druidic magic. Almost every firbolg These firbolgs feel like pilgrims in a strange land, and learns a few spells, typically those used to mask their usually they wish only to complete their quests and re- presence, and many go on to master nature magic. Firbolgs who become druids serve as stronghold lead- The Firbolg Adventurers table can serve as inspiration ers.
With every action the tribe takes, the druids weigh for determining why a firbolg character leaves home. They don't try to dominate 3 Clan slain by invading humanoids nature, but rather seek to ensure that it prospers and survives according to its own laws.
This approach allows them to avoid the politics and struggles of elves, humans, and ores. Such 6 Homeland destroyed by natural disaster events concern the firbolgs only when the events affect 7 Personal quest ordained by omens the forest.
Among outsiders, although the concept of names strikes them their kind, these vocations are passed down from one as strange. They know the animals and plants of the for- generation to the next.
The firbolgs' magical heritage also est without formal names, and instead identify the for- expresses itself in other ways; those who become bards est's children by their deeds, habits, and other actions. Firbolg wizards arise when a clan becomes By the same token, their tribe names merely refer to friendly with elves. When dealing with other races, firbolgs re- fer to their lands by whatever name the surrounding folk Firbolg rogues are typically scouts tasked with spying on use, as a matter of tact and hospitality, but among their neighboring folk to determine their intentions.
They are own kind they simply call it "home. Sometimes firbolgs adopt the nicknames or titles out- siders give them under the assumption that those who Firbolg barbarians are rare except among clans that face need names can call them whatever they wish. Your firbolg character has the following racial traits. Your Wisdom score increases Firbolg warlocks are rare, but some clans forge alliances and arcane pacts with powerful fey beings.
As humanoids related to the fey, firbolg have long Firbolg monks are almost entirely unheard of, though a monastery might take in the young survivors of a devas- lifespans.
A firbolg reaches adulthood around 30, and tated firbolg clan. RACES ture and see themselves as its caretakers, firbolg are typically neutral good. Evil firbolg are rare and are usu- ally the sworn enemies of the rest of their kind. Firbolg are between 7 and 8 feet tall and weigh between and pounds. Your size is Medium. Firbolg Magic. You can cast detect magic and disguise selfwith this trait, using Wisdom as your spellcasting ability for them.
Once you cast either spell, you can't cast it again with this trait until you finish a short or long rest. When you use this version of disguise self, you can seem up to 3 feet shorter than normal, allowing you to more easily blend in with humans and elves.
Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw. Once you use this trait, you can't use it again until you finish a short or long rest. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Speech ofBeast and Leaf.
You have the ability to communicate in a limited manner with beasts and plants. They can understand the meaning of your words, though you have no special ability to understand them in return. You have advantage on all Charisma checks you make to influence them.
You can speak, read, and write Common, Elvish, and Giant. They are as hard and unforgiving as This dedication to competition has a dark side. Goli- the mountain stone, as cold and pitiless as its bitter, cold aths are ferocious competitors, but above all else they winds. Ijyou approach them in strength, they might con- are driven to outdo their past efforts.
If a goliath slays sideryou worthy ofan alliance. Few goliath adventurers reach old -Tordek, A Guide to the Peaks age, as most die attempting to surpass their past accom- plishments.
At the highest mountain peaks- far above the slopes where trees grow and where the air is thin and the frigid FAIR PLAY winds howl- dwell the reclusive goliaths. Few folk can claim to have seen a goliath, and fewer still can claim For goliaths, competition exists only when it is sup- friendship with one. Goliaths wander a bleak realm of ported by a level playing field.
Competition measures rock, wind, and cold. Their bodies look as if they are talent, dedication, and effort. Those factors determine carved from mountain stone and give them great physi- survival in their home territory, not reliance on magic cal power.
Their spirits take after the wandering wind, items, money, or other elements that can tip the balance making them nomads who wander from peak to peak. Goliaths happily rely on such Their hearts are infused with the cold regard of their benefits, but they are careful to remember that such an frigid realm, leaving each goliath with the responsibility advantage can always be lost.
A goliath who relies too to earn a place in the tribe or die trying. Food, interact with other folk. The relationship between peas- water, and shelter are rare in the uppermost mountain ants and nobles puzzles goliaths. If a king lacks the reaches. A single mistake can bring doom to an entire intelligence or leadership to lead, then clearly the most tribe, while an individual's heroic effort can ensure the talented person in the kingdom should take his place.
Goliaths rarely keep such opinions to themselves, and mock folk who rely on society's structures or rules to Goliaths thus place a premium on self-sufficiency and maintain power. A lone goliath has little chance of sur- vival, especially an older or weaker one. Goliaths have little pity for adults who can't take care of themselves, though a sick or injured individual is treated, as a result of the goliath concept of fair play.
A permanently injured goliath is still expected to pull his or her weight in the tribe. Typically, such a goliath dies attempting to keep up, or the goliath slips away in the night to seek the cold will of fate. In some ways, the goliath drive to outdo themselves feeds into the grim inevitability of their decline and death. A goliath would much rather die in battle, at the peak of strength and skill, than endure the slow decay of old age.
Few folk have ever meet an elderly goliath, and even those goliaths who have left their people grap- ple with the urge to give up their lives as their physical skills decay. Because of their risk-taking, goliath tribes suffer from a chronic lack of the experience offered by long- term leaders.
They hope for innate wisdom in their leadership, for they can rarely count on a wisdom grown with age. Every goliath has three names: a birth name assigned by the newborn's mother and father, a nickname as- signed by the tribal chief, and a family or clan name.
Volo's Guide to Monsters
A birth name is up to three syllables long. Clan names are five syllables or more and end in a vowel. To a goliath, the person who is best at a job should be the one tasked with doing it. Priest King's treasure cache right in the middle of the ruined section of the city. We approached our destination ,without A goliath's nickname is a description that can change on the whim of a chieftain or tribal elder.
It refers to a issue, but as we arrived at the burned-out building, a sud- notable deed, either a success or failure, committed by den cacophony erupted around us. Birds squawked, cats the goliath. Goliaths assign and use nicknames with their friends of other races, and change them to refer to hissed, and dogs growled.
Lidda hustled us back to the city's an individual's notable deeds. In casual conversation, they use their nickname. Kenku icknames: Bearkiller, Dawncaller, Fearless, Flint- suffer from a sinister reputation that is not wholly un- finder, Horncarver, Keeneye, Lonehunter, Long- earned, but they can prove to be valuable allies. Unable to resist the lure of a beautiful sparkling treasure, the kenku plotted to steal the item and escape Goliaths share a number of traits in common with to the Material Plane.
Unfortunately for the kenku, their master discovered their plan before they could enact it. Enraged, the en- Ability Score Increase. Your Strength score tity imposed three dreadful curses upon them. First, increases by 2, and your Constitution score in- the kenku's beloved wings withered and fell away from creases by 1.
Second, because their ingenuity and skill had turned toward Al,e. Goliaths have lifespans comparable to humans. Finally, to ensure that the less than a century. Once the entity was satisfied that they Alignment. Goliath society, with its clear roles and had been sufficiently punished, the kenku were set loose tasks, has a strong lawful bent. The goliath sense of fair- on the Material Plane. They settle in places that accept them, usually bleak cities that have fallen on hard times and are overrun Size.
Goliaths are between 7 and 8 feet tall and weigh with crime. Natural Athlete. You have proficiency in the Ath- Above all else, kenku wish to regain their ability to fly. Every kenku is born with a desire to take to the air, and Stone's Endurance. You can focus yourself to occa- those who learn spellcasting do so in hope of mastering sionally shrug off injury.
When you take damage, you spells that will allow them to fly. Rumors of magic items can use your reaction to roll a dl2. Add your Constitu- such as flying carpets, brooms capable of flight, and tion modifier to the number rolled, and reduce the dam- similar objects provoke a great desire for the kenku to age by that total.
After you use this trait, you can't use it acquire the items for themselves. You count as one size larger when Despite their lack of wings, kenku love dwelling in determining your carrying capacity and the weight you towers and other tall structures. They seek out ruins can push, drag, or lift. You're acclimated to high altitude, and creativity to make repairs or fortify such places. You're also natu- rally adapted to cold climates, as described in chapter 5 - of the Dungeon Master's Guide.
You can speak, read, and write Common and Giant. They can copy books, man or an ore. Few kenku find this work satisfying, since their sengers.
The kenku dwell in the tallest buildings and quest for the freedom of flight makes them ill-suited to towers the guild controls, allowing them to lurk in the settle into a routine. A flock is led by As a result of their lack of creativity, kenku function the oldest and most experienced kenku with the widest comfortably as minions of a powerful master.
Flock store of knowledge to draw on, often called Master. Thus, am- bitious kenku can excel as superb spies and scouts. A Although unable to speak in.
The kenku lack ling's voice to the noise of rocks clattering down a hill- the talent to improvise or alter a plan, but a wise Master side.
However, kenku cannot create new sounds and sets multiple plans in motion at once, confident that un- 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. For this reason, many kenku make an easy living serving as messengers, spies, and lookouts for thieves' By the same token, kenku have no ability to invent new guilds, bandits, and other criminal cartels.
A network of ideas or create new things. R R trol or signaling a prime opportunity for a robbery. Since kenku can precisely reproduce any sound, the messages they carry rarely suffer degradation or shifts in meaning.
Human messengers might switch words or phrases and garble a message inadvertently, but the kenku produce perfect copies of whatever they hear. 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, despite their relative indepen- dence, still have a tendency to seek out a companion to emulate and follow.
A kenku loves to mimic the voice and words of its chosen companion. Kenku names tend to break down into three categories that make no distinction between male and female names.
Non-kenku refer to the kenku by describing this noise. Examples of this type of name include Smasher, Clanger, Slicer, and Basher. Kenku thieves, con artists, and burglars adopt animal noises, typically those common in urban settings.
In this manner, kenku can call out to each other while those who overhear them mistake them for common animals.
The mate trades. These kenku adopt noises made as part of their craft. A sailor duplicates the sound of a fluttering strange, inhuman glint in its eyes as it looksyou over is the sail, while a smith mimics the clanging of a hammer on metal.
Non-kenku describe these folk by their trade same lookyou might give afreshly grilled steak. Their physical shape notwith- Ability Score Increase. Your Dexterity score in- standing, lizardfolk have more in common with iguanas or dragons than they do with humans, dwarves, or elves.
Lizardfolk possess an alien and inscrutable mindset, Age. Kenku have shorter lifespans than humans. They their desires and thoughts driven by a different set of basic principles than those of warm-blooded creatures. Their dismal swamp homes might lie hundreds of miles Alignment. Kenku are chaotic creatures, rarely mak- from the nearest human settlement, but the gap be- tween their way of thinking and that of the smooth-skins ing enduring commitments, and they care mostly for is far greater.
They are generally chaotic neutral in outlook. Despite their alien outlook, some lizardfolk make an effort to understand and, in their own manner, befriend Size. Kenku are around 5 feet tall and weigh between people of other races. Such lizardfolk make faithful and 90 and pounds.
Index of /files/dnd
You can duplicate other creatures' handwriting and craftwork. You have advantage on all The lizardfolk's reptilian nature comes through not checks made to produce forgeries or duplicates of exist- only in their appearance, but also in how they think and ing objects. Lizardfolk experience a more limited emotional life Kenku Trainil1ll.
You are proficient in your choice than other humanoids. Like most reptiles, their feelings of two of the following skills: Acrobatics, Deception, largely revolve around fear, aggression, and pleasure. Stealth, and Sleight of Hand. You can mimic sounds you have heard, Lizardfolk experience most feelings as detached including voices.
A creature that hears the sounds you descriptions of creatures and situations. For example, make can tell they are imitations with a successful Wis- humans confronted by an angry troll experience fear on dom Insight check opposed by your Charisma Decep- a basic level. Their limbs shake, their thinking becomes tion check. The Languages.
You can read and write Common and Au- emotion of fear takes hold and controls their actions. In contrast, lizardfolk see emotions as traits assigned to other creatures, objects, and situations.
If such creatures attack, liz- noises can come across as confusing or irritating rather ardfolk flee, fighting only if cornered. Lizardfolk aren't than entertaining. You can just as easily describe the scared of a troll; instead, they understand that a troll is a sounds your character makes and what they mean. Be fearsome, dangerous creature and react accordingly. Lizardfolk never become angry in the way others do, but they act with aggression toward creatures that they You might say, "Snapper makes the noise of a hammer could defeat in a fight and that can't be dealt with in slowly and rhythmically tapping a stone to show how some other manner.
They are aggressive toward prey bored he is. He plays with his dagger and studies the they want to eat, creatures that want to harm them, Lords' Alliance agent sitting at the bar. Pleasurable things should be preserved and protected, sometimes at the cost of the lizardfolk's own safety.
The most pleasurable creatures and things are ones that allow lizardfolk to assess more situations as benign rather than fearsome. The swamps they inhabit are filled with a staggering variety of threats. Lizardfolk focus on survival above all, with- out sentiment. Lizardfolk assess everyone and everything in terms of utility. Art and beauty have little meaning for them. A sharp sword serves a useful and good purpose, while a dull sword is a dead weight without a whetstone.
Lizardfolk see little need to plan more than a season or so into the future. This approach allows them to maintain their current level of influence in the world, but it limits their growth. Lizardfolk have no interest in developing writing, making long-term plans, or cultivat- ing other methods to progress beyond their simple exis- tence as hunters and gatherers.
Born into the world lacking stout scales and sharp teeth, it's a wonder they have managed to survive for so long. The typical human would barely make it through a day in the swamps.
Still, if other creatures prove useful to lizardfolk, those creatures can trigger a protective response made all the stronger by their apparent weakness. The liz- ardfolk assess such beings as hatchlings, young ones incapable of protecting themselves but who might prove useful in the future if they receive care.
The same label serves as an apt depiction of lizardfolk. Monster Lore Nonplayer Characters Bad Dreams Come True C Monster Lists W orId Sh akers The Insatiable Hunger The Conquering Host.
Dark Sisterhood Little Dragons Scourge of Worlds The Godsworn Snake People Yes, in this very tome, I set forth diven detail,.
Then perhaps I'll have the chence to pen an even more useful Auide, in future. Beholders Giants Gnolls Goblinoids Hags Kobolds Mind flayers Ores Yuan-ti If you plunder this chapter for ideas and maps the next time you create an adventure or a villain, then this material has served its purpose. Let each entry spark your imagination! You might be wondering why certain monsters were chosen above others.
Where are dragons and githyanki? What, no fiends or undead? We hope to tackle other monsters in other products over time. Until then, mind the kobolds hiding under the stairs, and beware of hags bearing strange gifts.
These bizarre creatures are possessed of alien intelligence, inhuman forms of perception, and the ability to shape reality through force of will-or even by their mere presence. Inside the comfortable confines of its subterranean lair, a beholder is nearly unassailable thanks to the combination of its peerless intellect and the brutal effects of its eye rays. Some of the behaviors and motivations that beholders exhibit are analogous to those of humans and other intelligent creatures.
The difference is one of degree. In any case, the beholder's reaction is calculated, because it has thought about what it and its minions must do in response to every situation. A human chess player becomes a master by honing the ability to look several moves ahead during a gamewhich is still no match for what a beholder can accomplish with its superior intelligence and awareness. The mind of a beholder is powerful and versatile enough that it can envision literally any possibility, and it prepares accordingly, making it virtually impossible for any invaders to catch it unawares.
This way of thinking could be interpreted as a form of paranoia- and if so, it would be the most extreme form imaginable.
While a human tyrant might be rightfully paranoid about unperceived threats, a beholder is paranoid even though it perceives everything, because that attitude is the natural companion to eternal vigilance. Beholders are among the few creatures that can shape reality in their vicinity. In addition, beholders don't truly sleep when they rest. Instead, a beholder's mind remains semiconscious even as it dreams.
As a result, on rare occasions when a beholder dreams of another beholder, the dream-reality becomes warped and takes on physical form, becoming another actual beholder. To call this process reproduction would be inaccurate, because in most cases the old and new beholders fight to the death- a fact for which the rest of the world is thankful. It is always looking for concealed attackers.
Even when it sleeps, its smaller eyes remain open, scanning its lair for threats. If a human acted this way, the constant vigilance and lack of truly peaceful rest would lead to a dangerous level of psychosis, but a beholder's mind accepts this attitude as normal and necessary- it is always alert to the possibility of assassination or betrayal by unknown threats that stand ready to pounce on the beholder the instant it lets its guard down.
Complementing this ever-present, passive paranoia is the beholder's genius-level intelligence. Where another creature would ignore the occurrence of two seemingly unrelated events as merely coincidental, a beholder imagines multiple ways they could be related, finding or fabricating a pattern out of supposed or actual randomness.
By thinking of all these possibilities- however implausible they might be-and extrapolating its own actions in response, a beholder is truly prepared for any situation and has a strategy to counteract it. A beholder has plans on top of plans, even for the least likely circumstances. It doesn't matter if invading A beholder believes it is superior to all other entities.
Unintelligent foes are regarded as food or pets. An intelligent creature is seen as food or a potential minion. A beholder's true rivals are other beholders, for only another beholder has the intellect, power, and magic to threaten another of its kind. Most of a beholder's mental activity is devoted to unearthing plots against itself real or imaginary , planning attacks against known rivals, and preparing its defenses against all possible threats.
It considers itself the center of the world, in a narcissistic way; of course the clan of duergar moving into its territory is because a rival is trying to oust it, of course the gang of adventurers in its lair were sent to kill it by a cowardly rival, and so on, because it is the perfect example of beholderness and all other creatures are jealous.
Volo's Guide to Monsters for D&D 5E
A beholder's arrogance is a prominent aspect of its personality. Although it isn't inclined to brag of its superiority, especially in combat, it is dismissive of its opponents' efforts and insulting of their abilities and failures. An exceptional challenger can earn a measure of respect- enough that the beholder might be merciful and pacify the creature with a charm ray or a sleep ray instead of killing it outright.
Of course, this mercy has a purpose; the defeated opponent is interrogated, subjugated, and offered a role in the beholder's retinue once its will is broken.
A beholder might consider a group of skilled adventurers to be a valuable prize and use its abilities to capture them all for this purpose, giving them the opportunity to serve as guards, spies, or assassins against a rival. Refusal means, at best, servitude as a charmed minion, and at worst, disintegration. When a beholder sleeps, its body goes briefly dormant but its mind never stops working. The creature is fully aware, even though to an outside observer it might appear oblivious of its surroundings.
Sometimes a beholder's dreams are dominated by images of itself or of other beholders which might or might not actually exist. On extremely rare occasions when a beholder dreams of another beholder, the act creates a warp in reality- from which a new, fully formed beholder springs forth unbidden, seemingly having appeared out of thin air in a nearby space.
Volos Guide to Monsters a D&D Adventurers League Reference (5e) (10295414)
It might also be a truly unique creature, such as could be spawned! In most cases, the process yields one of the three principal forms of the beholder: When a solitary beholder dreams another beholder into existence, the creatures' basic nature often means that the first thing they do is try to destroy one another.
A solitary beholder lairs within a cave system or a ruined structure, either one of its own making or a place the creature took over after killing or driving off the beholder that gave it birth.Pools high in the Lost Peaks your race, that is where youre from. Sprinkled throughout the book are observations and musings from two denizens of the Forgotten Realms: Few folk can claim to have seen a goliath, and fewer still can claim For goliaths, competition exists only when it is sup- friendship with one.
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Volo's Guide to Monsters
Stay curious you wonderful new people! Thats no good. Your tabaxi character has the following racial traits. Ed Greenwood Managing Editor:
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