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Returning 35 results for 'mace speak with only all from for least'.
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Monsters
Monster Manual
Pack Tactics. The tough has Advantage on an attack roll against a creature if at least one of the tough’s allies is within 5 feet of the creature and the ally doesn’t have the
Incapacitated condition.Mace. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Mace"}, reach 5 ft. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction
Magic Items
Dungeon Master’s Guide
. On a failed save, the creature dies and, if it is a Humanoid, turns into a Zombie.
Magic Weapon. You can wield the wand as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made
Death
3
Power Word Kill
4
Speak with Dead
1
While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand’s spells using 2 fewer charges (minimum of 0
Classes
Player’s Handbook
, Mace, Holy Symbol, Priest's Pack, and 7 GP; or (B) 110 GP
Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity
devotion through prayer and rituals, not through magic. Many mortals claim to speak for the gods, but few can marshal the power of those gods the way a Cleric can.
Becoming a Cleric...
As a Level 1
Monsters
Eberron: Forge of the Artificer
Pack Tactics. The heir has Advantage on an attack roll against a creature if at least one of the heir’s allies is within 5 feet of the creature and the ally doesn’t have the Incapacitated
):
At Will: Druidcraft, Light, Speak with Animals
3/Day Each: Animal Friendship, Animal Messenger
1/Day: Ice StormCombining druidic magic with skill at handling natural and monstrous animals, the
Thug
Legacy
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Monsters
Basic Rules (2014)
Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.Multiattack. The thug
makes two melee attacks.
Mace. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Mace"} to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2
Monsters
Out of the Abyss
Pack Tactics. The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.Multiattack. The thug
makes two melee attacks.
Mace. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Mace"} to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2
Deva
Legacy
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Monsters
Basic Rules (2014)
effects.Multiattack. The deva makes two melee attacks.
Mace. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Mace"} to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4
);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Mace","rollDamageType":"bludgeoning"} bludgeoning damage plus 18 (4d8);{"diceNotation":"4d8","rollType":"damage","rollAction":"Mace","rollDamageType
Monsters
Waterdeep: Dragon Heist
Pack Tactics. Yorn has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn't incapacitated.
Relentless Endurance. When
reduced to 0 hit points, he drops to 1 hit point instead (but can't do this again until he finishes a long rest).Multiattack. Yorn makes two melee attacks.
Mace. Melee Weapon Attack: +4;{"diceNotation
Monsters
Waterdeep: Dragon Heist
Pack Tactics. Noska has advantage on an attack roll against a creature if at least one of his allies is within 5 feet of the creature and the ally isn't incapacitated.
Dwarven Resilience. Noska has
advantage on saving throws against poison.
Missing Arm. He has disadvantage on Strength checks made to climb, due to his disability.Multiattack. The thug makes two melee attacks.
Mace. Melee Weapon
Monsters
Curse of Strahd
effects.Multiattack. The Abbot makes two melee attacks.
Mace. Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Mace"} to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4
);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Mace","rollDamageType":"bludgeoning"} bludgeoning damage plus 18 (4d8);{"diceNotation":"4d8","rollType":"damage","rollAction":"Mace","rollDamageType
Rope of Entanglement
Legacy
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Magic Items
Basic Rules (2014)
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20
feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by
Helm of Brilliance
Legacy
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Magic Items
Basic Rules (2014)
at least one ruby, you have resistance to fire damage.
As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into
: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.
As long as it has at least
Winter Wolf
Legacy
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Monsters
Basic Rules (2014)
Keen Hearing and Smell. The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one
. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations.Cold
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"bludgeoning"} bludgeoning damage. If the dolphin moved at least 30 feet straight toward the target
wisdom and playfulness among the sea folk of many worlds. Found in oceans and in the Elemental Plane of Water, dolphins are befriended by druids and rangers, and many tales speak of dolphins that appeared
Rope of Climbing
Legacy
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Magic Items
Basic Rules (2014)
This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action
rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Shapechange
Legacy
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Spells
Basic Rules (2014)
, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.
Your game statistics are
so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.
When you transform, you
Vampire Warrior
Legacy
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Monsters
Monster Manual (2014)
vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing
it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can
Vampire
Legacy
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Monsters
Basic Rules (2014)
, the vampire can’t speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it
, but nothing it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can’t take any actions, speak, or manipulate objects. It is weightless, has a flying
Vampire Spellcaster
Legacy
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Monsters
Monster Manual (2014)
vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing
it is carrying does. It reverts to its true form if it dies.
While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can
Monsters
Misplaced Monsters: Volume One
Magic Resistance. The dandylion has advantage on saving throws against spells and other magical effects.
Pack Tactics. The dandylion has advantage on an attack roll against a creature if at least
: 20 (4d6 + 6);{"diceNotation":"4d6+6", "rollType":"damage", "rollAction":"Claws", "rollDamageType":"slashing"} slashing damage. If the dandylion moved at least 20 feet straight toward the target
Monsters
Mordenkainen Presents: Monsters of the Multiverse
immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for
at least 1 hour.Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3
Monsters
Mordenkainen Presents: Monsters of the Multiverse
immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for
at least 1 hour.Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3
Summon Celestial
Legacy
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Spells
Tasha’s Cauldron of Everything
Resistances radiant
Condition Immunities charmed, frightened
Senses darkvision 60 ft., passive Perception 12
Languages Celestial, understands the languages you speak
Challenge
). Ranged Weapon Attack: your spell attack modifier to hit, range 150/600 ft., one target. Hit: 2d6 + 2 + the spell’s level radiant damage.
Radiant Mace (Defender Only). Melee Weapon Attack: your
Monsters
Mordenkainen Presents: Monsters of the Multiverse
immersed in water for at least 1 hour during a day, it suffers 1 level of exhaustion at the end of that day. The grung can recover from this exhaustion only through magic or by immersing itself in water for
at least 1 hour.Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
. Both trees must be at least as large as the treefolk.Multiattack. The treefolk makes two Crushing Vine attacks, two Nightshade Bolt attacks, or one of each.
Crushing Vine. Melee Weapon Attack: +10
, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 17):
At will: detect poison and disease, druidcraft
2/day each: enlarge/reduce, speak with plants
1
Monsters
The Book of Many Things
", "rollType":"damage", "rollAction":"Gore", "rollDamageType":"necrotic"} necrotic damage. If Brusipha moved at least 10 feet straight toward the target immediately before she hit, the target takes an extra
spellcasting ability (spell save DC 13):
At will: Prestidigitation, Speak with Animals
1/day each: Bestow Curse, Command, Crown of MadnessBaphomet’s Blessing. When Brusipha reduces a hostile
Aboleth
Legacy
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Monsters
Basic Rules (2014)
takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from
can sense, speak, and use telepathy from the image’s position as if present at that position. If the image takes any damage, it disappears.
If the aboleth dies, the first two effects fade over the course of 3d10;{"diceNotation":"3d10","rollAction":"Days","rollType":"roll"} days.
Wand of Orcus
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The wand deals an extra 2d12 necrotic damage on a hit.
Random Properties. The Wand of Orcus has the following random
(4 charges), or speak with dead (1 charge). The wand regains 1d4 + 3 expended charges daily at dawn.
While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand’s
Magic Items
The Wild Beyond the Witchlight
at least one head and roll a 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this
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
Monsters
Waterdeep: Dungeon of the Mad Mage
speak, his walking speed is 5 feet, and he has a flying speed of 30 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is
carrying does. He reverts to his true form if he dies.
While in mist form, Zorak can't take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, can hover, and can
Monsters
Acquisitions Incorporated
telepathically speak to any creature he can see within 30 feet of him, provided the creature can understand at least one language.
Fey Ancestry. K'thriss has advantage on saving throws against being
Summon Beast
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Spells
Tasha’s Cauldron of Everything
;understands the languages you speak
Challenge — Proficiency Bonus equals your bonus
Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an
enemy’s reach.
Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the
Monsters
Strixhaven: A Curriculum of Chaos
Regeneration. As long as the pledgemage has at least 1 hit point remaining, the pledgemage regains 5 hit points at the start of its turn.
Verdant Talisman. At the end of a 10-minute ritual, the
ward, pass without trace, speak with plantsWither Burst. When the pledgemage sees a creature within 30 feet of itself drop to 0 hit points, the pledgemage channels the expended life essence and targets
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. If the target has at least one head and the molydeus rolled a 20 on the attack roll, the target is decapitated and dies if it can’t survive without that head. A target is immune to this effect
’s head. Its demon lord can speak and see through the serpent head; this master also uses the molydeus to guard treasures, slay foes, and terrify troops into obedience.
A molydeus’s demon
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Familiar. The gazer can serve another creature as a familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded
’t speak any languages but can approximate words and sentences it hears, mimicking them in a high-pitched, mocking manner. Beholders find gazers amusing and tolerate their presence like spoiled






