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Returning 35 results for 'being books diffusing carry read'.
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Monsters
Spelljammer: Adventures in Space
Aberrant Mind. Magic can’t read the psurlon’s thoughts or put the psurlon to sleep.Dagger. Melee or Ranged Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction
robes and rarely wear armor or carry weapons.
Psurlons live for thousands of years because they spend most of their time in the Astral Sea. Every hundred years or so, psurlons leave their astral
Monsters
Spelljammer: Adventures in Space
Aberrant Mind. Magic can’t read the psurlon’s thoughts or put the psurlon to sleep.Multiattack. The psurlon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +4
richly colored robes and rarely wear armor or carry weapons.
Psurlons live for thousands of years because they spend most of their time in the Astral Sea. Every hundred years or so, psurlons leave
Monsters
Strixhaven: A Curriculum of Chaos
Enigmatic Mind. The archaic’s mind can’t be read, creatures can communicate telepathically with the archaic only if it allows, and magic can’t determine whether the archaic is lying
target ends.Archaics are towering, multi-armed creatures overflowing with magic. Despite their solitude, archaics carry vast understanding of magic and the world’s history, as well as the ability
Monsters
Spelljammer: Adventures in Space
Aberrant Mind. Magic can’t read the psurlon’s thoughts or put the psurlon to sleep.
Two Heads. The psurlon has advantage on saving throws it makes to avoid or end the frightened, stunned
maw ringed with teeth. Psurlons adorn themselves in richly colored robes and rarely wear armor or carry weapons.
Psurlons live for thousands of years because they spend most of their time in the
Balhannoth
Legacy
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Monsters
Mordenkainen’s Tome of Foes
in the area reshapes to assume the appearance of a location sought by one intelligent creature whose mind the balhannoth has read (see Regional Effects below). The transformation affects nonliving
material only and can’t create anything with moving parts or magical properties. Any object created in this area is, upon close inspection, revealed as a fake. Books are filled with empty pages
Charlatan
Legacy
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Backgrounds
Player’s Handbook (2014)
You have always had a way with people. You know what makes them tick, you can tease out their hearts’ desires after a few minutes of conversation, and with a few leading questions you can read
them like they were children’s books. It’s a useful talent, and one that you’re perfectly willing to use for your advantage.
You know what people want and you deliver, or rather
Backgrounds
Baldur’s Gate: Descent into Avernus
can tease out their hearts’ desires after a few minutes of conversation, and with a few leading questions you can read them like they were children’s books. It’s a useful talent, and
Backgrounds
Guildmasters’ Guide to Ravnica
journals or hidden away in someone’s mind. Even you might not be aware of all the reasons behind the missions you carry out. Sometimes a mission’s sole purpose is to conceal the
) into a thought strand that others can potentially read, share, or steal. These thought strands are treated as valuable currency among the Dimir.
Suggested Characteristics
Skilled at infiltration
Species
Mordenkainen Presents: Monsters of the Multiverse
Water genasi descend from marids, aquatic genies from the Elemental Plane of Water. Water genasi are perfectly suited to life underwater and carry the power of the waves inside themselves.
Their
suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is
Aasimar
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Species
Mordenkainen Presents: Monsters of the Multiverse
Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease
. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
nonetheless killed by a group of adventurers. The jackalweres that survived fled with Nidalia’s heart and what books and scrolls they could carry. With Korvala as their new leader, the pack began
Amberdune Pack, a gang of jackalweres that sells books and scrolls in the markets of Baldur’s Gate. Korvala commanded the gingwatzim to take the form of Mazfroth’s Mighty Digressions, one of the more
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Cernant Valley Shalfey instructed his emissaries to visit Derwyth, an elf druid who lives near the Tegefed Mountains. According to the Books of Prophecy, she would know precisely where to find the
Derwyth’s eyes and ears, quickly bringing her news of events in the wood, particularly the arrival and actions of strangers. The creatures also carry messages to more powerful Beasts in the valley that sometimes come to Derwyth’s aid.
Kenku
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Species
Volo's Guide to Monsters
copy existing items with exceptional skill, allowing them to become excellent artisans and scribes. They can copy books, make replicas of objects, and otherwise thrive in situations where they can
city, alerting their allies to the approach of a guard patrol or signaling a prime opportunity for a robbery.
Since kenku can precisely reproduce any sound, the messages they carry rarely suffer
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of the room, engaged in a tense debate. Characters who get close to this area without alerting the githyanki hear the two arguing in Gith about which of them is worthier of “Al’chaia’s magic books
on sight. Treasure Eshant and Theru carry one Stardock rod apiece (see “Stardock Rods”). Eshant’s plate armor is set with six black jaspers (50 gp each) and six red spinels (100 gp each). Eshant also
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the markets of Baldur’s Gate. Unbeknownst to the characters, the book is a monster in disguise and attacks them as they try to read it. Afterward, the characters discover that other books in Candlekeep have behaved similarly, suggesting there might be something more malevolent going on.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, inherited the magic required to read these books from the line of sages who came before him—but this magic prevents him from turning more than one new page per day, allowing only a peek at the future
about their fate in hopes of receiving an answer from the sages. Unknown to outsiders, the sages’ talents come from their best-guarded secret: a series of ancient, magical tomes called the Books of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
concerning the history of Toril. They made the trip to Candlekeep because they’ve read all the books contained within the Font of Knowledge, a Waterdavian temple to Oghma, god of knowledge. Yalerion
sometimes read books in the Pillars of Pedagogy. As long as the characters are friendly and not confrontational, Yalerion is happy to talk with them. They are surprised to hear that Mazfroth’s Mighty
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
safety. The writings are laced with diabolical lore that is anathema to the mortal mind. Characters unable to read magic can’t make any headway in the books. A character who can read magic who examines
, whale bone, pieces of giants’ armor, and even the frozen limbs of yetis. A number of scrolls, books, parchments, and folios are carefully arranged on the shelves, all bearing the markings of magical
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
appear in the adventure are from the Monster Manual, along with a number of creatures from other books (including Volo’s Guide to Monsters and Mordenkainen’s Tome of Foes) plus a number of new creatures
block in that appendix. Full information on creatures from the Monster Manual, Volo’s Guide to Monsters, and Mordenkainen’s Tome of Foes can be found in those books. Spells and equipment mentioned in
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
safety. The writings are laced with diabolical lore that is anathema to the mortal mind. Characters unable to read magic can’t make any headway in the books. A character who can read magic who examines
, whale bone, pieces of giants’ armor, and even the frozen limbs of yetis. A number of scrolls, books, parchments, and folios are carefully arranged on the shelves, all bearing the markings of magical
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Finding the Books Alkazaar was an adventurer of great renown. Tales proliferate about his daring and incredible discoveries across Faerûn. Knowing that the definitive collection of Alkazaar’s
adventures rests within the walls of Candlekeep is reason enough for an adventurer to seek out this legendary book and claim a cozy corner to read about the escapades of Alkazaar and his dungeon-delving
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
characters spoke to Yalerion Highscroll or Valor, they’re able to find Amberdune Books with relative ease. Otherwise, they can make a DC 10 Charisma (Persuasion) check to ask around the Wide. On a
success, a customer or stall owner gives them directions to Amberdune Books. On a failed check, they eventually find the stall after 1 hour of searching. Other stalls the characters might encounter in the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
books, and three paper schemas in scroll tubes. Each book and schema is written in a magically coded language that can’t be read by the comprehend languages spell. Finding a way to read these documents
Confronting Garra When the characters peer into the foremost cabin of the first-class car, read or paraphrase the following: An eight-foot-tall muscular woman with a tusked, protruding jaw lounges on
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
Preparation Before running the adventure, prepare as follows: Step 1. Read through the adventure once. Step 2. Review the characters. It is recommended to use the premade characters on D&D Beyond
(see the list below). Step 3. Reference the monsters (open monster entries or bookmark physical books). They all appear in the 2024 Monster Manual or D&D Beyond Basic Rules (available for free on D&D
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
part of the library, close to a collection of ancient books, might be a compelling enough reason for the characters to stay there. The characters descend into the Firefly Cellar through the hatch in the
ceiling of area F1. As they do, read the description of area F1 to the players. When they arrive, they find the elderly elf Varnyr precariously balanced on a ladder while arranging a few of the
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
Preparation Before running the adventure, prepare as follows: Step 1. Read through the adventure once.
Step 2. Reference chapter 7, “Elemental Airships,” in Eberron: Forge of the Artificer for
the monsters (open monster entries on D&D Beyond, or bookmark physical books). They all appear in the Monster Manual or Eberron: Forge of the Artificer. Here’s a list of the stat blocks needed to run
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, which holds the first clues in the mystery. Like all other books in Candlekeep, Sarah of Yellowcrest Manor cannot be removed from the library, so make it clear to the characters that Sarah’s ghost
offer to carry adventurers as passengers for free, in exchange for their assistance if anything goes wrong along the way.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
house, read the following boxed text aloud:
Well-oiled oak beams crisscross the high ceilings of this stately guild house. Quiet murmurs and the sounds of crafting echo among workshops. A staircase
:
Administration. Toryn oversees the guild from a polished but cluttered oak desk in an office with a private elevator.
Library. The guild holds the largest collection of books and scrolls in the keep.
Workshops
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
system to deliver them to the academy’s students. The assignments involve reading books, completing experiments, and drafting essays on various arcane topics. The headmaster’s chair has an antipathy
11f), “Wormriddle” (area 23c), “Kitchen” (area 27a), “Study Hall” (area 39), “Guest Lecturer” (area 42), and “Muiral” (level 10, area 4b). 15b. Arcanaloth’s Lair Bookshelves. Books are packed into
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, one whose background features a similar tragedy, or one who struggled to rise from poverty as she did. Alternatively, if one of the characters has a penchant for reading books from Candlekeep’s
shelves at random, you might have Sarah appear because her story is being read for the first time since her diary came to the library. Sarah of Yellowcrest Manor is a nondescript general text, so it fits
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
shifts them when students approach, creating space to stand single-file between them. These books are mostly introductory texts, and first-year students are often directed here by their instructors. In
each of these areas, two cogwork archivists (see chapter 7) busily shelve returned or misfiled books. Characters who browse these shelves unaided stumble on what they need with a successful DC 15 Wisdom
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
rare tomes scholars might carry to gain admission. The Guild knows the signs of a traveler headed for Candlekeep, and often dispatches robbers to steal books and resell them to the merchants of the city
, anticipating that they can find such a book in the city’s markets. As such, Baldur’s Gate does a small but bustling trade in rare books. Several merchants have a known policy of buying valuable books without
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Arrival The following locations are keyed to the map of Butterskull Ranch. When the adventurers come within sight of the ranch, read the following boxed text aloud: Butterskull Ranch occupies a large
, gardens, and orchard. Between the farmhouse and the gutted barn lie the scattered corpses of two orcs and five humans (ranch hands) swarming with flies. The bodies carry nothing of value. Map: Butterskull Ranch View Player Version
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
rare tomes scholars might carry to gain admission. The Guild knows the signs of a traveler headed for Candlekeep, and often dispatches robbers to steal books and resell them to the merchants of the city
, anticipating that they can find such a book in the city’s markets. As such, Baldur’s Gate does a small but bustling trade in rare books. Several merchants have a known policy of buying valuable books without
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
, Dungeon Master’s Guide, and Monster Manual). In addition, you need the other two books included in this product: Boo’s Astral Menagerie and the Astral Adventurer’s Guide. Text that appears in a box
like this is meant to be read aloud or paraphrased for the players when their characters first arrive at a location or under a specific circumstance, as described in the text.
When a creature’s name






