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Returning 35 results for 'destroys speak'.
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destroy speak
Horn of Blasting
Legacy
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Magic Items
Basic Rules (2014)
You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC
. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.
Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
backgrounds
Curse of Strahd: Character Options
You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain
toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you.
Skill Proficiencies: Choose two from among Arcana, Investigation
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Horn of Blasting Wondrous item, rare You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away
percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Horn of Blasting Wondrous item, rare You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away
percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. Left to Right: Holy Avenger, Horn of Blasting, Immovable Rod, and Horn of Valhalla
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Haunted One You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain
toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you. Skill Proficiencies: Choose two from among Arcana, Investigation
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Haunted One You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain
toll, isolating you from most people and making you question your sanity. You must find a way to overcome it before it destroys you. Skill Proficiencies: Choose two of Arcana, Investigation, Religion
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
spell. Any deep gnome who can see a gem can activate the spell within it by using its action to speak the proper command word. Any attempt to pry a spell gem from the wall destroys the gem. At the north
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of 30 feet, and the ability to hover. It has blindsight out to a range of 60 feet and is blind beyond this radius. The staff’s alignment is neutral evil. It can speak and understand Common. It has the
following ability scores: Strength 12, Dexterity 12, Constitution 10, Intelligence 18, Wisdom 14, Charisma 10. Reducing the staff to 0 hit points destroys it. The staff is friendly toward Ezzat and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
rare (requires attunement)
While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor’s clawed gauntlets turn unarmed strikes with your
creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
Top to Bottom: Demon Armor,
Defender, and Dimensional Shackles
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. 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
cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
last commands, seeks revenge for its creator’s death, or destroys itself. Construct Nature. A scarecrow doesn’t require air, food, drink, or sleep. Scarecrow
Medium construct, chaotic evil
Armor
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge 1 (200 XP)
False Appearance. While the scarecrow remains motionless
Magic Items
The Book of Many Things
the transformation early. When you revert to your normal form, you return to the same state you were in when you initially transformed.
Book. You gain the ability to speak, read, and write 1d6 + 2
Speak with Plants without using a spell slot; you must finish a long rest before you can cast it this way again. If you have spell slots of 3rd level or higher, you can cast this spell using them. Use
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spells and similar magic have no effect on the secret door, but a disintegrate spell destroys it. No amount of physical force can open the secret door from this side, but the door opens easily from
realm. If the characters claim to have killed Fazrian or helped the planetar achieve atonement, the deva uses a commune spell to verify as much. If the characters speak the truth, Aryx shows its
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Points Divide 50 XP equally among the characters if the party destroys the twig blights. 2. Blighted Cottages Wind and weather have done their work here, and little remains of these houses or their
XP equally among the characters if the party destroys these twig blights. 3. The Brown Horse This was formerly the Brown Horse, a tavern renowned for its excellent ale. A weathered signboard by the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, at which point, they swivel their heads toward the nearest characters and speak (see below). If any character steps within 5 feet of the globe of light, the clockwork dragons attack all creatures in
creatures do not know why Lottie did this. “It is best not to cross Lottie. She destroys all who dare rise against her.” If the creatures believe the characters’ cause is just (or at least coincidentally
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Otherwise, the thrones are empty, and the characters have nothing else to interact with. The apparitions refuse to speak in the characters’ presence, and they can’t be harmed or turned. Barely lifting
wyrm (dragon). When the proper ingredients are placed inside one, magical fire fills the brazier. This fire destroys the brazier’s nonmagical contents and burns for 1 hour. Only while all six braziers
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, though you can end this benefit early (for example, to speak). Ending it early doesn’t give you the benefit of exhaling the breath. Claws of the Umber Hulk Wondrous item, rare (requires attunement
is swept away. The flooding destroys crops and might trigger mudslides, depending on the terrain. Seeker Dart Weapon (dart), uncommon This small dart is decorated with designs like windy spirals that
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage. Languages. You can speak, read, and write Common and Primordial. Spell: Wall of Water
3rd-level evocation
-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it.
An unrivaled orator, the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
destroys and voids the contract, and causes the character and the devil to lose the ability to speak. A greater restoration spell or similar magic ends the effect on its recipient. Written in Stone. A
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
deals 11 (2d10) Acid damage each round, and any nonmagical wood or metal item used to scrape off the green slime is destroyed. Direct sunlight or any amount of Cold, Fire, or Radiant damage destroys a
target’s turns. The vine can grapple only one creature at a time. As an Influence action, a character under the effect of a Speak with Plants spell or similar magic can try to persuade the vine to
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
body of a veteran in Kalaman armor. Caradoc is eager to speak with the characters and enlist them in a plot to betray Lord Soth and steal the flying citadel for himself. He doesn’t try to disguise his
Paladine’s power. Extinguishing the flames destroys the brazier, as detailed below. Scaffold. The scaffold surrounding the brazier rises 10 feet off the ground. Stairs to the west and east climb to
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
gain the ability to speak, read, and write 1d6 + 2 languages of your choice. Bridge. You gain the ability to cast the Time Stop spell 1d3 times. Use your Intelligence, Wisdom, or Charisma as the
. Path. Your walking speed increases by 10 feet. Pit. A pit opens beneath you. You plummet 3d6 × 10 feet, take damage from the fall, and have the prone condition. Plant. You gain the ability to cast Speak
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Secrets of the Free City
avoid conversation. A character who takes the Influence action can attempt to persuade Caset to speak, making a DC 14 Charisma (Persuasion) check. On a success, Caset admits they were daydreaming about
destroys the remaining evidence. Adjusting the Encounter
Here are suggestions for adjusting this encounter:
Less Challenging: Remove one Bandit Captain.
More Challenging: Add one Bandit
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Zyrian at once, he fights back and begins to speak, saying, “You shall not free her! I will protect the free peoples of the world against the Princess of the Shadow Glass until the end of time!” If the
Zyrian the scrivener in area H4. The first part of the ritual summons Nintra, who must be reduced to 0 hit points. The second part of the ritual then destroys the Princess of the Shadow Glass for all
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
the third round of combat. Green moss grows over the remains of three headless ghouls stuffed into an alcove in the south. GNAWBONES DRUIDS
The Gnawbones are lawful evil female human druids who speak
can destroy the wall in the following ways: A character who casts the disintegrate spell destroys the wall. If the statues of Dove Falconhand (in area C8), Storm Silverhand (in area C8), and Laeral
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
thought to enter my palace and rob me, did you? Let’s make it interesting, then. See if you can convince me to spare you before my clockwork pet destroys you all!” The lich laughs as the clockwork
of seeking any distraction, and they urge Lottie to let the characters speak. Allow the characters to explain why they have come, and to plead the case for receiving the information they need and the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
a troglodyte with the following changes, which increase his challenge rating to 2 (450 XP): His AC is 13 (natural armor). He has 39 (6d8 + 12) hit points. His Charisma is 15 (+2). He can speak
successful one. Exposing a patch of the mold to sunlight or dealing any fire damage to it destroys it. Treasure. The dwarf skeleton clutches a +1 longsword that bears Durgeddin’s smith-mark. The human
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
person against a giant can bring furious retribution down on an entire community. A storm giant that destroys a town and kills innocents in a fit of rage is likely to regret it afterward and might offer
payment to make amends, though a sack of gold is likely little comfort to those who lost loved ones, homes, and livelihoods. It’s always wise to tread softly, speak deferentially, and act respectfully
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
githyanki are initially indifferent toward the characters and know nothing of the ship’s history. One of them carries a violet key card. If the characters speak with the githyanki, the knight steps forward
five times their size. Removing a viewer from the walkway destroys the device. A character who aims a viewer at the lake (area S59) and succeeds on a DC 18 Wisdom (Perception) check glimpses the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
in appearance to one character or to an ally accompanying the party. The creatures use the spy stat block with the following changes: they are neutral evil Fey who speak all languages known to the
psychic damage. They can be broken as an action with a successful DC 20 Strength (Athletics) check. They have no locks, but a spell of 3rd level or higher that creates bright light destroys the chains if
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
of the carved faces is magical. They are immune to all damage and speak a few programmed messages. When a creature approaches one of the tunnels leaving the chamber, the face beside it animates and
of the disturbance. The swarms extinguish any nonmagical light sources they come within 5 feet of with a flurry of buffeting wings. Whenever a creature destroys a swarm, a new swarm immediately forms
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
accepts the challenge or if they characters speak ill of their game. Treasure Karg and Maul carry large satchels. Between them, they have 160 gp, 22 pp, three red spinels (100 gp each), a fine amethyst
(Religion) check to identify this obscure deity. The “crystal” is worthless glass. Any creature that removes or destroys the stone must succeed on a DC 15 Wisdom saving throw or be subjected to
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
aren’t being worn or carried, and it destroys the balor’s weapons.
Fire Aura. At the start of each of the balor’s turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable
Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 9
Languages understands Abyssal but can’t speak
Challenge 1/8 (25 XP)
Actions
Claws. Melee Weapon Attack: +2 to
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
drooping wattles—all are strange and doleful.
The carved faces are magical. They are immune to all damage and speak a few programmed messages. When a creature approaches one of the tunnels, the face
sources they come within 5 feet of with a flurry of buffeting wings. Whenever a creature destroys a swarm, a new swarm immediately forms in an unoccupied space within 15 feet of the creature. The new
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
strike pillars. The juggernauts fight until they are destroyed or until a creature destroys the triangular stone in the control room (area T15). T15: Juggernaut Control Room A hidden door conceals this
but is a Construct. This central statue controls the two cobra statues; each cobra statue uses the spirit naga stat block but is a Construct. The statues speak Common. The statues are hostile toward