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Returning 35 results for 'mine speak with only about for for lack'.
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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
largely indifferent elder entity from beyond reality. Tapped into this dark power, the “C” Team's hoardsperson sees all existence as a puzzle to unlock, and he is obsessed by the essential lack of meaning
Magic Items
Princes of the Apocalypse
. You gain the following benefits while you hold Drown:
You can speak Aquan fluently.
You have resistance to cold damage.
You can cast dominate monster (save DC 17) on a water elemental. Once you
part with anything that’s mine.” In addition, if you are attuned to Drown for 24 consecutive hours, barnacles form on your skin. The barnacles can be removed with a greater restoration spell or similar magic, but not while you are attuned to the weapon.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
difference is the lack of a mind flayer’s ever-present mucus coating. Without that protection, an alhoon’s skin becomes dry and cracked, and its eyes might appear shriveled and sunken. Both of
periapt can speak telepathically with the holder. A creature carrying the periapt can’t prevent communication from alhoons but can silence trapped souls.PoisonCold, Lightning, Necrotic
Magic Items
The Book of Many Things
Humanoid
27
Jester*
28
Key*
29
Knight*
30
Lance
31
Mage
32
Map
33
Maze
34
Mine
35
Monstrosity
36
Moon*
37
Ooze
38
Path
39
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
Backgrounds
Baldur’s Gate: Descent into Avernus
with opportunities for arcane study, although its masters are dispersed across individual wizards’ abodes and lack concentrated communities.
You spent years learning the lore of the multiverse
side of an argument before I make my own judgment.
6
I … speak … slowly … when talking … to idiots, … which … almost … everyone … is
Backgrounds
Sword Coast Adventurer's Guide
clothes, and a pouch containing 15 gp
Factions of the Sword Coast
The lack of large, centralized governments in the North and along the Sword Coast is likely directly responsible for the
, empathizing with them and always working toward peace.
3
I see omens in every event and action. The gods try to speak to us, we just need to listen.
4
Nothing can shake my optimistic
Backgrounds
Sword Coast Adventurer's Guide
artisan’s toolsLanguages: Dwarvish or one other of your choice if you already speak DwarvishEquipment: A set of artisan’s tools with which you are proficient, a maker’s mark chisel used
’m rude to people who lack my commitment to hard work and fair play.
6
I like to talk at length about my profession.
7
I don’t part with my money easily and will haggle
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
M14–M15. Miners’ Retreat These caves are home to five hungry dwarf miners. They are commoners who speak Common and Dwarvish, and who have darkvision out to a range of 60 feet. The miners refuse to
surrender the mine to a bunch of “filthy rats.” The wererats assume these miners will flee or die of starvation eventually.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
-third of the populace, and some in the city claim to have a touch of Celestial ancestry. Languages. The primary language is Zabaani. Although all citizens also speak Common, the lack of visitors to
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Platinum Mine A gaping hole in the mountainside northeast of the village marks the entrance to the platinum mine. Several carts sit outside the cavern. One is filled with rock and dirt pulled from
the mine, the others piled with large beams of wood—new supports that were never installed after the collapse. If the characters explore during the day, the first 30 feet inside the mine are dimly lit
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Exploring the Gulch Dumathoin’s Gulch was once a dwarven mine, but the erosion of the stream exposed it to the sky. The mine contained a shrine to Dumathoin, and the power of that deity still infuses
its next turn. This is a mental compulsion, and the creature doing it does not need to speak but must be able to see the statue. If the check fails, the statue acts independently on its turn.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
poorly to changing circumstances. They can’t read, speak, emote, or communicate in any way except to nod, shake their heads, or point. Still, skeletons are able to accomplish a variety of relatively
careful instructions explaining how such tasks are accomplished.
Although they lack the intellect they possessed in life, skeletons aren’t mindless. Rather than break its limbs attempting to batter its
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
crystals in a 5-mile radius but haven’t found any. The characters might have harvested a psi crystal from the gem mine near Termalaine (see “A Beautiful Mine"), in which case the gnome ceremorphs would be
to communicate using telepathy, Vorryn and Dredavex prefer to speak aloud in Gnomish or Undercommon, with an accent best described as “gooey.” Vorryn is persnickety and exasperated most of the time
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
Detect Magic spell reveals that a faint aura of enchantment magic emanates from the seeds. Arthur’s Grave West of the house is a small graveyard with three simple graves. The graves lack headstones or any
they’re starting to wilt, the flowers still smell fresh. Arthur’s corpse lies in this fresh grave, and the Speak with Dead spell works on him. A key inside his trouser pocket opens the safe in the house’s library.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
dwarves split into two gangs. A surly, browbeaten lot, they have no interest in who the characters are or what their business at the tomb is. If talked to, they grumble about their poor food and lack of pay
block with the following changes: They are neutral, have a speed of 25 feet, and speak Common and Dwarven. They have darkvision out to a range of 60 feet. They have advantage on saving throws against
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Simbon about how straining it must be to busy himself among the common rabble or visit a library. If told about the creatures in the mine, Kedjou believes the description matches that of monsters
doesn’t believe Awa’s story. If any of the creatures had survived the purge, their hunger for gold would have revealed the creatures long ago. If pressed to suggest what else might be in the mine
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
forged for a creature of its size.
Legendary Stupidity. Few ogres can count to ten, even with their fingers in front of them. Most speak only a rudimentary form of Giant and know a smattering of Common
, attacking anything that crosses its path. Only after an ogre has depleted an area of food does it move on.
Ogre Gangs. Ogres sometimes band together in small, nomadic groups, but they lack a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
annotation laments a lack of fresh subjects that is stalling her work. Treasure. Berlain’s spellbook rests atop the lectern. It contains all the spells she has prepared, plus fireball and modify memory
organs and personality traits. She can speak using one or both of her mouths. Berlain has dirty blonde hair, piercing dark eyes, and two mouths where one would normally be — one below the other, canted
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
lawful good. They have 35 (10d6) hit points each. They lack the Horrifying Visage action. They speak Common and have a challenge rating of 3 (700 XP). The children don’t like it when the characters
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
see some version of this display of civic spirit. SPEAK LIKE A NATIVE
The many idioms and slang expressions of Waterdavians would take a whole book to explore, but here I explain a few that might
,” “bullyblades,” and “alleyblades” Those who boast of martial skill but who shrink from violence or lack real ability are “sharpjaws.” In sharp contrast are Waterdeep’s “fastfists” (any lout easily provoked to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
throughout the district have been shut off. The characters can lower the bridges and turn on the streetlamps using a control console in area L6 or area L12. Mines. The mine entrances, once protected
at them until they leave or until the poltergeist is destroyed. The poltergeist is invisible and can’t speak. L11: Warehouse 6 Bright light seeps through cracks around the sliding metal doors of this
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, you gain the ability to converse with beasts and many fey. You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises
and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
vampire was never vanquished, and to this day, the soldiers dare to speak her name only in hushed tones. (Drelnza is further detailed in appendix B.) Consider awarding inspiration to characters who share
mountain-dwelling gnomes. The gnomes raise goats and sheep in the valley and mine metals in the surrounding bluffs. Five guards (lawful neutral, gnome scouts) watch the canyon entrance at all hours. If
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
difference is the lack of a mind flayer’s ever-present mucus coating. Without that protection, an alhoon’s skin becomes dry and cracked, and its eyes might appear shriveled and sunken. Both of these clues
throws, and checks against the holder. In addition, the holder can telepathically communicate with any sacrificed soul trapped within, and alhoons within the periapt can speak telepathically with the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
it the ability to speak Elvish. These goats have silvery-gray fur, wizened faces, and golden, hourglass-shaped pupils that observe the characters closely. The goats have the ability to hear prophecies
ground beneath them. This Elemental can’t speak and is a manifestation of the Feywild’s anger toward the characters. It attacks the party and fights until destroyed. There are plenty of boulders in the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
level of the undercity is mostly dwarves, with some few humans. The mixing of races is due to convenience of trade, preference, or skill; just as some few humans like to mine, to imbibe strong dwarven
with his fellow lords. Thus far, Selin Raurym has proved far more capable than his predecessors at making beneficial decisions for the city, and the council has given him great leeway to speak for
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
jewelry, made from gems and ore that they mine and then refine. A unique form of art that some fire giants produce involves manipulating magma as it cools, forming it into fantastical, one-of-a-kind
can match, but the giants’ understanding of strategy is rudimentary. This deficiency isn’t born from a lack of ability, but has its roots in tradition. In ages past, when the giants worked together
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. “Responsibility isn’t really my thing.”
Ideal. “What’s yours is mine; it’s only a matter of time.”
Bond. “I have a reputation to uphold. I can’t have it sullied by silly concepts like honesty and
. Cradlefall is Granny Nightshade’s most loyal servant—a slithering parcel of cruelty that’s never far from her side.
Alignment. Lawful evil.
Personality Trait. “I hiss when I speak and slink around
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
. “Responsibility isn’t really my thing.”
Ideal. “What’s yours is mine; it’s only a matter of time.”
Bond. “I have a reputation to uphold. I can’t have it sullied by silly concepts like honesty and
. Cradlefall is Granny Nightshade’s most loyal servant—a slithering parcel of cruelty that’s never far from her side.
Alignment. Lawful evil.
Personality Trait. “I hiss when I speak and slink around
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
equipment. Bonus Proficiencies 3rd-level Rune Knight feature You gain proficiency with smith’s tools, and you learn to speak, read, and write Giant. Rune Carver 3rd-level Rune Knight feature You can
Large, you become Large, along with anything you are wearing. If you lack the room to become Large, your size doesn’t change. You have advantage on Strength checks and Strength saving throws. Once on
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
docents found in Xen’drik (described in chapter 5), and though they lack the full sentience or functionality of a true docent, collectively they can guide and control a colossus. The network converged
inside a colossus is often terrifying. A horrific monster might have made its lair in a colossus’s interior in the years since the Mourning. The master docent in another one might speak through the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
score of 10 and the ability to speak Common or Druidic. The druids use these awakened beasts as spies and messengers. Roll a d8 and consult the Awakened Beast Encounter table to determine what kind of
speak Common and Dwarvish. They have advantage on saving throws against poison and resistance against poison damage. They wield handaxes and light crossbows instead of shortswords and longbows. Here
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
. This bunk’s mine now. Go tell the duty officer it wasn’t to your liking, and we’ll get ourselves swapped over. Tell him you’ve traded bunks with Veena.”
The elf points to an unkempt bunk in the
back. What is it? Speak, or it may just poison your ability to fly.” “Tell me honestly—who among your friends and fellow cadets do you most respect?” “Where did you come from? I sense a great destiny
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
to better fit the story you want to create with your players. HAVE WE BEEN HERE BEFORE?
The town of Phandalin will be recognizable to any players familiar with the Lost Mine of Phandelver adventure
influence the outcome.
Sildar Hallwinter cares about the good of the town but is wishy-washy. His lack of charisma hurts his chances for election. But a clever group of adventurers working behind the scenes
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
dragon in area 7. If they succeed, Reidoth will honor his part of the agreement but will not accompany the party inside the mine. If the characters attack him for any reason, Reidoth transforms into a
cultists wear black cloaks cut to resemble dragon wings, and black leather masks with stylized dragon horns. In addition to the Common tongue, these cultists speak Draconic.
The interior of the house is






