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Returning 35 results for 'carry rolling good to have read'.
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carry rolling god to have read
carry rolling gods to have read
Equipment
Draft Horse Stat BlockSpeed 40 ft.Carrying Capacity 540 lb.
A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down.
Equipment
Mule Stat BlockSpeed 40 ft.Carrying Capacity 420 lb.
A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down.
Equipment
Camel Stat BlockSpeed 50 ft.Carrying Capacity 450 lb.
A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down.
Equipment
Warhorse Stat BlockSpeed 60 ft.Carry Capacity 540 lb.
A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down.
Equipment
Riding Horse Stat BlockSpeed 60 ft.Carrying Capacity 480 lb.
A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down.
Equipment
Pony Stat BlockSpeed 40 ft.Carrying Capacity 225 lb.
A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down.
Monsters
Monster Manual
Shielded Mind. The couatl’s thoughts can’t be read by any means, and other creatures can communicate with it telepathically only if it allows them.Bite. Melee Attack Roll: +7
save DC 15):
At Will: Detect Evil and Good, Detect Magic, Detect Thoughts, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary
Equipment
Elephant Stat BlockSpeed 40 ft.Carrying Capacity 1,320 lb.
A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down.
Equipment
Mastiff Stat BlockSpeed 40 ft.Carrying Capacity 195 lb.
A good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down.
Magic Items
Dungeon Master’s Guide
When you take a Magic action to read this scroll, a particular titan named in the scroll appears in an unoccupied space on the ground or in water that you can see within 1 mile of yourself. The DM
picks a suitable titan or determines it randomly by rolling on the table below (see the Monster Manual for the creature’s stat block).
The titan is Hostile toward all other creatures and
Magic Items
Dungeon Master’s Guide
of Flying exist. The DM chooses the size of a given carpet or determines it randomly by rolling on the following table. A carpet can carry up to twice the weight shown on the table, but its Fly Speed
Magic Items
Dungeon Master’s Guide
Each Scroll of Protection works against creatures of a specific creature type chosen by the DM or determined by rolling on the following table.
1d100
Creature Type
01-10
Scroll of
(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
Magic Items
Dungeon Master’s Guide
The definitive treatise on all that is good in the multiverse, the Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book
’s authors filled the pages with their own visions of true virtue, providing guidance for defeating evil.
The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it
Magic Items
Dungeon Master’s Guide
This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly by rolling on the Quaal
the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it can’t attack. It obeys your simple commands and can carry up to 500
Magic Items
Quests from the Infinite Staircase
The blasphemous weapon Heretic was created by a cult to steal power from good-aligned gods. The blade hungers to strike down servants of the Upper Planes and weaken the forces of good.
You gain a +3
following spells from it: Detect Evil and Good (1 charge), Fly (2 charges), or True Seeing (3 charges).
Sentience. Heretic is a sentient, chaotic evil weapon with an Intelligence of 17, a Wisdom of
Magic Items
Baldur’s Gate: Descent into Avernus
transformation. Your alignment becomes lawful good, and you gain the following traits:
Angelic Language. You can speak, read, and write Celestial.
Celestial Resistance. You have resistance to necrotic and
creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet.
New Personality. You gain new personality traits, determined by rolling once on each of the
Monsters
Curse of Strahd
cleric spells prepared:
Cantrips (at will): guidance, light, mending, thaumaturgy
1st level (4 slots): cure wounds, detect evil and good, protection from evil and good, sanctuary
2nd level (3 slots
evil and good
Undead Slayer. When Rictavio hits an undead with a weapon attack, the undead takes an extra 10 (3d6);{"diceNotation":"3d6","rollType":"roll","rollAction":"Undead Slayer"} damage of the
Magic Items
The Wild Beyond the Witchlight
cast the spell. Once this property of the weapon is used, it can’t be used again until the next dawn.
Sentience. Steel is a sentient, lawful good longsword with an Intelligence of 8, a Wisdom of
11, and a Charisma of 15. It can see and hear out to a range of 60 feet. The sword can speak, read, and understand Common and Draconic. It frets over your well-being while you are attuned to it, and it doesn’t like to back down from a fight.
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
, detect evil and good, ensnaring strike, sanctuary, shield of faith
2nd level (3 slots): arcane lock, augury, calm emotions, hold person, silence, zone of truth
3rd level (3 slots): bestow curse
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
Planescape: Adventures in the Multiverse
powerful, hocked legs carry them over great distances. These good-natured, boisterous Celestials boast their might in contests of strength and rarely back down from a challenge. Tough and courageous
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
guildless masses of the city.
Consider why you’re embedded in the secondary guild. Create a story with your DM, inspired by rolling on the following table or choosing a reason that suits you
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
Magic Items
Out of the Abyss
creature. Once used, this ability can’t be used again until the next dawn.
Sentience. Dawnbringer is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 14
. It has hearing and darkvision out to a range of 120 feet.
The sword can speak, read, and understand Common, and it can communicate with its wielder telepathically. Its voice is kind and feminine. It
Magic Items
Baldur’s Gate: Descent into Avernus
carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non
hellfire weapon or an infernal war machine’s furnace (see "Soul Fuel").
Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.
Hellish Currency
Monsters
Icewind Dale: Rime of the Frostmaiden
mettle. Those who impress her with their fighting skills are bitten and become goliath werebears themselves—goliaths who carry Oyaminartok’s curse of lycanthropy. Contrary to myth
, Oyaminartok is not a monster but a force of good in the region, and she passes her curse only to goliaths whose hearts are pure.
Oyaminartok and others of her kind try to help creatures they come across, for
Monsters
Mordenkainen Presents: Monsters of the Multiverse
evil and good, fireball, invisibility (self only), major image, wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Teleport. Zariel teleports, along with any equipment
this creature hits with an attack roll that isn’t a critical hit, it can turn the hit into a critical hit.
Infernal Tactics. Immediately after rolling initiative, this creature can choose
Monsters
Fizban's Treasury of Dragons
the spellcasting ability (spell save DC 13):
1/day each: protection from evil and good, Tenser's floating disk, unseen servantAmethyst dragons, the mightiest of the gem dragons, study and
also prize understanding of the cosmic forces that emanate from the Outer Planes, studying the opposing tides of good and evil, chaos and order, so they can offer counsel to those with the wisdom to
Magic Items
The Wild Beyond the Witchlight
Strength modifier for attack and damage rolls made with the weapon.
Sentience. Snicker-Snack is a sentient, chaotic good greatsword with an Intelligence of 9, a Wisdom of 14, and a Charisma of 18. It has
hearing and darkvision out to a range of 120 feet. It can speak, read, and understand Common, and its voice sounds silvery and melodic. Snicker-Snack craves the destruction of evil Dragons and urges
Magic Items
Wayfinder's Guide to Eberron
you and can speak, read, and understand any language it knows (see “Random Properties” below).
Life Support. Whenever you end your turn with 0 hit points, the docent can make a Wisdom
(roll a d6): (1–2) detect evil and good or (3–6) detect magic. The docent decides when to cast the spell.
Personality. A docent is designed to advise and assist the warforged it’s
Magic Items
Bigby Presents: Glory of the Giants
used five times, and it regains all uses at dawn.
Sentience. The harp is a sentient, chaotic good object with an Intelligence of 13, a Wisdom of 15, and a Charisma of 20. It has hearing and darkvision
to a range of 120 feet.
The harp can speak, read, and understand Common and Giant. It can also communicate telepathically with the creature attuned to it.
The harp has a dramatic and pompous
Aasimar
Legacy
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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
regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase
Monsters
Fizban's Treasury of Dragons
, dispel magic, protection from evil and good, sendingAmethyst dragons, the mightiest of the gem dragons, study and psionically manipulate the fundamental principles of the multiverse, from the force
Planes, studying the opposing tides of good and evil, chaos and order, so they can offer counsel to those with the wisdom to accept it.
Amethyst dragons pay particular attention to intrusions of the