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Returning 35 results for 'monsters speak with only around for for long'.
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monster speak with only around for for long
Magic Items
Dungeon Master’s Guide
an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss
you. You can’t use this property again until you finish a Short or Long Rest.
Ranged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal range of 30 feet and a
Spells
Player’s Handbook
another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver
or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
Magic Items
Dungeon Master’s Guide
While this doll is within 5 feet of you, you can spend a Short Rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks
each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it
Monsters
Monster Manual
":"Lightning Breath"}. Dexterity Saving Throw: DC 23, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 82 (15d10);{"diceNotation":"15d10", "rollType":"damage", "rollAction":"lightning
(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals, Thaumaturgy1/Day Each
Monsters
Monster Manual
Throw: DC 18, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 54 (12d8);{"diceNotation":"12d8", "rollType":"damage", "rollAction":"Acid Breath", "rollDamageType":"Acid"} Acid damage. Success
", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Fear, Melf's Acid Arrow (level 3 version)
1/Day Each: Speak with Dead, Vitriolic
Monsters
Monster Manual
", "rollDamageType":"Fire"} Fire damage.
Fire Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Fire Breath"}. Dexterity Saving Throw: DC 18, each creature in a 60-foot-long, 5
Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals 1/Day Each: Detect Thoughts, Control
Monsters
Monster Manual
Throw: DC 22, each creature in a 90-foot-long, 10-foot-wide Line. Failure: 67 (15d8);{"diceNotation":"15d8", "rollType":"damage", "rollAction":"Acid Breath", "rollDamageType":"Acid"} Acid damage
":"1d20+13", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Fear, Melf's Acid Arrow (level 4 version) 1/Day Each: Create Undead, Speak with Dead
Monsters
Monster Manual
90-foot-long, 5-foot-wide Line. Failure: 58 (13d8);{"diceNotation":"13d8", "rollType":"damage", "rollAction":"Fire Breath", "rollDamageType":"Fire"} Fire damage. Success: Half damage.
Sleep Breath
3 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals 1
Monsters
Monster Manual
", "rollAction":"Lightning Breath"}. Dexterity Saving Throw: DC 19, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 55 (10d10);{"diceNotation":"10d10", "rollType":"damage", "rollAction":"Lightning
(Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain the spell), Speak with Animals, Thaumaturgy1/Day Each
Spells
Player’s Handbook
Points of the new form. These Temporary Hit Points vanish if any remain when the spell ends.
The target is limited in the actions it can perform by the anatomy of its new form, and it can’t speak
kind of creature, as long as the creature’s size is no larger than the object’s size and the creature has a Challenge Rating of 9 or lower. The creature is Friendly to you and your allies
Magic Items
Dungeon Master’s Guide
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
skull surmounts it. For this to happen, the long-lost hero must first be restored to life—no easy task, given the fact that Orcus has imprisoned the hero’s soul and keeps it hidden and well
Monsters
Waterdeep: Dragon Heist
spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
2nd level
"} bludgeoning damage with shillelagh.Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren’t being worn
or carried.These fierce and majestic monsters exhibit attributes of both birds and reptiles, but are truly neither. Giant striders have a supernatural affinity to fire and can spit gouts of flame at
Monsters
Icewind Dale: Rime of the Frostmaiden
attacks). He has the following druid spells prepared:
Cantrips (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
2nd level (3
.
Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.
Monsters
Strixhaven: A Curriculum of Chaos
the titan doesn’t heal.Daemogoth titans are towering monsters that blight the land around them. A daemogoth grows in power over the course of decades spent feeding on sorrow and draining life from
Legendary Resistance (3/Day). If the titan fails a saving throw, it can choose to succeed instead.
Pact of Suffering. Using a 10-minute long ritual, the titan can forge a magical bond with a willing
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
origin of Sweettooth Village. This eerie, abandoned town constructed of gingerbread and frosting lies deep in the wilds of Eldraine. Some say the fiendish candy monsters that prowl its butterscotch-lined
control, that time has long since passed.
“I smell frosting. Ready your weapons!”
—Greta, scourge of Sweettooth
Horrors of Sweettooth Village
In addition to the Sweettooth horror
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, the choker’s starfish-shaped hands dart out of its hiding spot, wrap around the victim’s throat, and pin the unfortunate creature against the cavern wall. Because its arms are so long, the
Aberrant Quickness (Recharges after a Short or Long Rest). The choker can take an extra action on its turn.
Boneless. The choker can move through and occupy a space as narrow as 4 inches wide
Magic Items
Ghosts of Saltmarsh
This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes
Magic Items
Ghosts of Saltmarsh
This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt.
This charm has 3
charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor, and attitude of plants. The charm regains all expended charges at dawn each day.
Pole of Collapsing
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Xanathar's Guide to Everything
While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole’s weight doesn’t change. You
can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.
Monsters
Spelljammer: Adventures in Space
struggling to find their new role.
A zodar can cause speech to issue from the air around it on three occasions in its lifetime. When it feels compelled to speak, it chooses its words wisely. It can
Disembodied Voice. Up to three times in its life, the zodar can cause a message of up to twenty-five words to issue from the air around it. It speaks only when it has something profoundly important
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
monstrous creatures that live in the frozen wastes, thanoi are adept hunters. In addition to their tusks, they use harpoons on long ropes that they can quickly reel back. Groups of thanoi hunters work
together to take down monsters far larger than themselves, including remorhaz;remorhazes and white dragons.Cold
Monsters
Strixhaven: A Curriculum of Chaos
"}. Thundering golden energy erupts around a creature the pledgemage can see within 90 feet of it. The creature must make a DC 13 Constitution saving throw, taking 44 (8d10);{"diceNotation":"8d10", "rollType
each: comprehend languages, locate object
1/day each: mage armor, speak with dead, stone shapeLearn from the Past (2/Day). When another creature within 60 feet of the pledgemage misses a target with an
Monsters
Mordenkainen Presents: Monsters of the Multiverse
DC 12):
At will: druidcraft, guidance
2/day each: cure wounds, hold person, speak with animals, thunderwaveMany tortles view the world as a place of wonder. They live for the chance to hear a soft
around them.
Tortles
Tortles are omnivorous, turtle-like bipeds with shells that cover most of their bodies. Because they carry their homes on their backs, tortles feel little need to stay put for
Monsters
Strixhaven: A Curriculum of Chaos
hit points. An affected creature’s hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest. The creature dies if
):
At will: druidcraft, spare the dying
1/day each: antilife shell, bane, feign death, speak with deadProfessors of decay wield magic that drains and twists the essence of the professors&rsquo
Monsters
Fizban's Treasury of Dragons
Death Throes. When the draconian is reduced to 0 hit points, it turns into a puddle of acid and splashes acid on those around it. Each creature within 5 feet of the draconian must succeed on a DC 12
dissolve into pools of acid.
On the world of Krynn, draconian infiltrators formed from copper dragon eggs are called kapak draconians.
Draconians
Draconians are bipedal monsters born from dragon eggs
Monsters
Fizban's Treasury of Dragons
flames, scorching everything around them.
On the world of Krynn, draconian dreadnoughts formed from silver dragon eggs are called sivak draconians.
Draconians
Draconians are bipedal monsters born
Monsters
Dragonlance: Shadow of the Dragon Queen
Death Throes. When the draconian is reduced to 0 hit points, it dissolves into acid that splashes on those around it. Each creature within 5 feet of the draconian must succeed on a DC 12 Dexterity
that can splash onto nearby creatures.
Draconians
Draconians are bipedal monsters born from metallic dragon eggs that have been corrupted by a combination of warped alchemy and the Dragon Queen
Monsters
Dragonlance: Shadow of the Dragon Queen
Death Throes. When the draconian is reduced to 0 hit points, it dissolves into acid that splashes on those around it. Each creature within 5 feet of the draconian must succeed on a DC 12 Dexterity
die, kapaks dissolve into acid that can splash onto nearby creatures.
Draconians
Draconians are bipedal monsters born from metallic dragon eggs that have been corrupted by a combination of warped
Monsters
Mordenkainen Presents: Monsters of the Multiverse
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
out of nowhere to protect swimmers from sharks and other aquatic predators.
Dolphins
Dolphins are clever, social marine mammals that feed on small fish and squid. An adult specimen is between 5 and 6 feet long.
Monsters
Quests from the Infinite Staircase
indefinitely so long as the climate remains hospitable to their fungal bodies.
To learn more about vegepygmies, see Monsters of the Multiverse.Lightning, PiercingNimble Escape. The vegepygmy takes the Disengage or Hide action.
Monsters
Quests from the Infinite Staircase
long as the climate remains hospitable to their fungal bodies.
To learn more about vegepygmies, see Monsters of the Multiverse.Lightning, Piercing
Monsters
Out of the Abyss
(escape DC 16). Until this grapple ends, the target is restrained, and the rocktopus can't use its tentacles on another target.
Ink Cloud (Recharges after a Short or Long Rest). A 20- foot-radius cloud of
ink extends all around the rocktopus. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the rocktopus can use the Dash action as a bonus action.
Magic Items
Out of the Abyss
Created by the stone giant librarians of Gravenhollow, this nineteen-inch-long shard of quartz grants you advantage on Intelligence (Investigation) checks while it is on your person.
The crystal has
10 charges. While holding it, you can use an action to expend some of its charges to cast one of the following spells from it: speak with animals (2 charges), speak with dead (4 charges), or speak
Monsters
The Wild Beyond the Witchlight
Amphibious. The knight can breathe air and water.
Speak with Frogs and Toads. The knight can communicate simple concepts to frogs and toads when it speaks in Bullywug.
Standing Leap. The knight
’s long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.Multiattack. The knight makes two Glaive attacks.
Glaive. Melee Weapon Attack: +5;{"diceNotation






