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Returning 35 results for 'beasts banneret diffusing could read'.
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Magic Items
Dungeon Master’s Guide
Protection (Aberrations);Aberrations
11-15
Scroll of Protection (Beasts);Beasts
16-20
Scroll of Protection (Celestials);Celestials
21-25
Scroll of Protection (Constructs);Constructs
(Oozes);Oozes
86-90
Scroll of Protection (Plants);Plants
91-00
Scroll of Protection (Undead);Undead
Using a Magic action to read the scroll creates a 5-foot Emanation originating
Scroll of Protection
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
Aberrations
11-20
Beasts
21-30
Celestials
31-40
Elementals
41-50
Fey
51-75
Fiends
76-80
Plants
81-00
Undead
Using an action to read the scroll encloses
monsters
Alien Mind. Intelligence Saving Throw: DC 22, any creature that tries to read Valaar’s thoughts or deals Psychic damage to it. Failure: The target has the Stunned condition and repeats the save
; below).
Swarming Tyrant. Beasts that live within a mile of the passage undergo physical transformation, developing insect characteristics such as compound eyes, extra limbs, chitinous plating, and
Monsters
Eberron: Rising from the Last War
Alien Mind. If a creature tries to read Belashyrra’s thoughts or deals psychic damage to it, that creature must succeed on a DC 22 Intelligence saving throw or be stunned for 1 minute. The
more of the following effects:
Creatures within 1 mile of the passage sometimes feel as if they’re being watched.
Beasts that live within 5 miles of the passage undergo magical
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Temple of the Immortal Lotus. When the characters enter the forest, read: As you begin your journey into the Cloakwood, the forest darkens at an alarming rate. From all around, you hear whispers, rustling
foliage, and the distant roars of unidentifiable beasts.
The Cloakwood is home to many fierce fey and beasts. Due to its dangerous inhabitants and flora, only the desperate dare enter these woods, making it a suitable location for Bak Mei’s secret temple complex.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Temple of the Immortal Lotus. When the characters enter the forest, read: As you begin your journey into the Cloakwood, the forest darkens at an alarming rate. From all around, you hear whispers, rustling
foliage, and the distant roars of unidentifiable beasts.
The Cloakwood is home to many fierce fey and beasts. Due to its dangerous inhabitants and flora, only the desperate dare enter these woods, making it a suitable location for Bak Mei’s secret temple complex.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Temple of the Immortal Lotus. When the characters enter the forest, read: As you begin your journey into the Cloakwood, the forest darkens at an alarming rate. From all around, you hear whispers, rustling
foliage, and the distant roars of unidentifiable beasts.
The Cloakwood is home to many fierce fey and beasts. Due to its dangerous inhabitants and flora, only the desperate dare enter these woods, making it a suitable location for Bak Mei’s secret temple complex.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, you gain the ability to converse with beasts and many fey. You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises
Circle of the Shepherd Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, you gain the ability to converse with beasts and many fey. You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises
Circle of the Shepherd Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, you gain the ability to converse with beasts and many fey. You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises
Circle of the Shepherd Druids of the Circle of the Shepherd commune with the spirits of nature, especially the spirits of beasts and the fey, and call to those spirits for aid. These druids recognize
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
they hold in their hands. They have no use for the invisible world, instead relying on their senses to hunt and survive like the wild beasts they emulate. Both of these attitudes can give rise to
trouble. Never sleep with a magic object within ten feet of you. 5 When you walk through a graveyard, be sure to wear silver, or a ghost might jump into your body. 6 If an elf looks you in the eyes, she’s trying to read your thoughts.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
01–10 Aberrations 11–15 Beasts 16–20 Celestials 21–25 Constructs 26–35 Dragons 36–45 Elementals 46–50 Humanoids 51–60 Fey 61–70 Fiends 71–75 Giants 76–80 Monstrosities 81–85 Oozes 86–90 Plants 91–00
Undead Using a Magic action to read the scroll creates a 5-foot Emanation originating from you. For 5 minutes, creatures of the specified type can’t enter or affect anything in the area. However, if
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
01–10 Aberrations 11–15 Beasts 16–20 Celestials 21–25 Constructs 26–35 Dragons 36–45 Elementals 46–50 Humanoids 51–60 Fey 61–70 Fiends 71–75 Giants 76–80 Monstrosities 81–85 Oozes 86–90 Plants 91–00
Undead Using a Magic action to read the scroll creates a 5-foot Emanation originating from you. For 5 minutes, creatures of the specified type can’t enter or affect anything in the area. However, if
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
they hold in their hands. They have no use for the invisible world, instead relying on their senses to hunt and survive like the wild beasts they emulate. Both of these attitudes can give rise to
trouble. Never sleep with a magic object within ten feet of you. 5 When you walk through a graveyard, be sure to wear silver, or a ghost might jump into your body. 6 If an elf looks you in the eyes, she’s trying to read your thoughts.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
01–10 Aberrations 11–20 Beasts 21–30 Celestials 31–40 Elementals 41–50 Fey 51–75 Fiends 76–80 Plants 81–00 Undead Using an action to read the scroll encloses you in a invisible barrier that extends
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Beginning the Adventure Read the following boxed text to the players to kick off the adventure: A fungal plague is ravaging the Sword Coast, spreading quickly from one settlement to the next
, gooey, fungal growths before losing their autonomy, acting like zombies. They also release spores that infect other beasts and humanoids. Eventually, the plague reduces all infected creatures and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
01–10 Aberrations 11–15 Beasts 16–20 Celestials 21–25 Constructs 26–35 Dragons 36–45 Elementals 46–50 Humanoids 51–60 Fey 61–70 Fiends 71–75 Giants 76–80 Monstrosities 81–85 Oozes 86–90 Plants 91–00
Undead Using a Magic action to read the scroll creates a 5-foot Emanation originating from you. For 5 minutes, creatures of the specified type can’t enter or affect anything in the area. However, if
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
01–10 Aberrations 11–20 Beasts 21–30 Celestials 31–40 Elementals 41–50 Fey 51–75 Fiends 76–80 Plants 81–00 Undead Using an action to read the scroll encloses you in a invisible barrier that extends
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, only shades of gray. Emissary of the Sea. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the
. Languages. You can speak, read, and write Common and Primordial. SPELL: WALL OF WATER
3rd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a drop of water)
Duration
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, only shades of gray. Emissary of the Sea. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the
. Languages. You can speak, read, and write Common and Primordial. SPELL: WALL OF WATER
3rd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a drop of water)
Duration
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, only shades of gray. Emissary of the Sea. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the
. Languages. You can speak, read, and write Common and Primordial. SPELL: WALL OF WATER
3rd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a drop of water)
Duration
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Beginning the Adventure Read the following boxed text to the players to kick off the adventure: A fungal plague is ravaging the Sword Coast, spreading quickly from one settlement to the next
, gooey, fungal growths before losing their autonomy, acting like zombies. They also release spores that infect other beasts and humanoids. Eventually, the plague reduces all infected creatures and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Beginning the Adventure Read the following boxed text to the players to kick off the adventure: A fungal plague is ravaging the Sword Coast, spreading quickly from one settlement to the next
, gooey, fungal growths before losing their autonomy, acting like zombies. They also release spores that infect other beasts and humanoids. Eventually, the plague reduces all infected creatures and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
01–10 Aberrations 11–20 Beasts 21–30 Celestials 31–40 Elementals 41–50 Fey 51–75 Fiends 76–80 Plants 81–00 Undead Using an action to read the scroll encloses you in a invisible barrier that extends
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
they hold in their hands. They have no use for the invisible world, instead relying on their senses to hunt and survive like the wild beasts they emulate. Both of these attitudes can give rise to
trouble. Never sleep with a magic object within ten feet of you. 5 When you walk through a graveyard, be sure to wear silver, or a ghost might jump into your body. 6 If an elf looks you in the eyes, she’s trying to read your thoughts.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Knights of the Shield The following encounter occurs only if the characters have the Shield of the Hidden Lord. Otherwise, skip ahead to the “Tale of the Hellriders” section. Read the following to
leap out of the hay and attack. Meanwhile, the cambion assumes his true form, flies up into the air, and targets creatures with his Fire Ray attack. The two draft horses are ordinary beasts but don’t
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Knights of the Shield The following encounter occurs only if the characters have the Shield of the Hidden Lord. Otherwise, skip ahead to the “Tale of the Hellriders” section. Read the following to
leap out of the hay and attack. Meanwhile, the cambion assumes his true form, flies up into the air, and targets creatures with his Fire Ray attack. The two draft horses are ordinary beasts but don’t
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
capacity and the weight you can push, drag, or lift. Speech of Beast 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. Languages. You can speak, read, and write Common, Elvish, and Giant.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
capacity and the weight you can push, drag, or lift. Speech of Beast 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. Languages. You can speak, read, and write Common, Elvish, and Giant.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Knights of the Shield The following encounter occurs only if the characters have the Shield of the Hidden Lord. Otherwise, skip ahead to the “Tale of the Hellriders” section. Read the following to
leap out of the hay and attack. Meanwhile, the cambion assumes his true form, flies up into the air, and targets creatures with his Fire Ray attack. The two draft horses are ordinary beasts but don’t
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
capacity and the weight you can push, drag, or lift. Speech of Beast 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. Languages. You can speak, read, and write Common, Elvish, and Giant.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the site, read the following: The Moon Glade is a secluded clearing, roughly eighty feet in diameter, with half that space taken up by the pool of water at its center. Huge ancient trees around the
.
Inscribed Stones. Anyone able to read Druidic can read the writing on the stones, all of which makes reference to divination and magic. The stones of the pool were brought here by visiting druids using
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the site, read the following: The Moon Glade is a secluded clearing, roughly eighty feet in diameter, with half that space taken up by the pool of water at its center. Huge ancient trees around the
.
Inscribed Stones. Anyone able to read Druidic can read the writing on the stones, all of which makes reference to divination and magic. The stones of the pool were brought here by visiting druids using
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the site, read the following: The Moon Glade is a secluded clearing, roughly eighty feet in diameter, with half that space taken up by the pool of water at its center. Huge ancient trees around the
.
Inscribed Stones. Anyone able to read Druidic can read the writing on the stones, all of which makes reference to divination and magic. The stones of the pool were brought here by visiting druids using
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Ghost Ship As the party’s ship gets closer to the Thunder Cliffs, the spectral ship that the characters heard about approaches. Use the following read-aloud text to set the scene: The skies darken
should trigger many encounters with undead creatures from the army of Ularan Mortus, random ogre and giant attacks, and confrontations with other hostile beasts, humanoids, and monsters.
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