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Returning 35 results for 'bravery being diffusing command read'.
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Swarm of Cranium Rats
Legacy
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Monsters
Volo's Guide to Monsters
than half of its hit points remaining, the swarm can innately cast the following spells, requiring no components:
At will: command, comprehend languages, detect thoughts
1/day each: confusion
temporary hit points.
Telepathic Shroud. The swarm is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.Bites. Melee Weapon Attack: +5
Monsters
Planescape: Adventures in the Multiverse
effect that would sense its emotions or read its thoughts, as well as to divination spells.Bites. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bites"} to hit
the spellcasting ability (spell save DC 13):
At will: command,* detect thoughts,* sending*
1/day each: confusion,* dominate monster*
*To cast this spell, the swarm must have more than half its hit
Monsters
Mordenkainen Presents: Monsters of the Multiverse
temporary hit points.
Telepathic Shroud. The swarm is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.Bites. Melee Weapon Attack: +5
of its hit points remaining, the swarm casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13):
At will: command
Monsters
Van Richten’s Guide to Ravenloft
, calm emotions, detect magic, detect thoughts, dispel magic, sending, suggestion
1/day each: mass suggestion, modify memory
Inquisitor’s Command (Recharge 5–6);{"diceNotation":"1d6","rollType
":"recharge","rollAction":"Inquisitor's Command"}. Each creature of the inquisitor’s choice that it can see within 60 feet of it must succeed on a DC 15 Wisdom saving throw or be charmed until
Monsters
Guildmasters’ Guide to Ravnica
Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the
sphinx has the following wizard spells prepared:
Cantrips (at will): friends, mage hand, message
1st level (4 slots): command, ensnaring strike, shield
2nd level (3 slots): calm emotions, hold person
Monsters
Guildmasters’ Guide to Ravnica
. Isperia is immune to any effect that would sense her emotions or read her thoughts, as well as any divination spell that she refuses. Wisdom (Insight) checks made to ascertain her intentions or
":"Spellcasting"} to hit with spell attacks). Isperia has the following cleric spells prepared:
Cantrips (at will): guidance, light, resistance, sacred flame, thaumaturgy
1st level (4 slots): command
Androsphinx
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Monsters
Basic Rules (2014)
Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the
following cleric spells prepared:
Cantrips (at will): sacred flame, spare the dying, thaumaturgy
1st level (4 slots): command, detect evil and good, detect magic
2nd level (3 slots): lesser restoration
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
races
Mordenkainen Presents: Monsters of the Multiverse
;and were imbued with a measure of their masters’ power over winds. Their descendants still command echoes of that power.
From below, aarakocra look like large birds and thus are sometimes called
increase. 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
Bugbear
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races
Volo's Guide to Monsters
, and the bugbears use your head to magically command all whom you once knew.
Lurid tales such as these have flowered from the seeds of truth. Bugbears do rely on stealth and strength to attack
deities who are brothers, Hruggek and Grankhul. Hruggek is the fearsome elder sibling, possessed of legendary might and prowess in battle. Bugbears believe their strength and bravery come from him
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you






