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Returning 35 results for 'psychic sound'.
Spells
Player’s Handbook
other phenomenon that is no larger than a 10-foot Cube and that is perceivable only to the target for the duration. The phantasm includes sound, temperature, and other stimuli.
The target can take a
creature or hazard. On each of your turns, such a phantasm can deal 2d8 Psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm. The target perceives the damage as a type appropriate to the illusion.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
5 ft. or range 120 ft., one target. Hit: 14 (2d10 + 3);{"diceNotation":"2d10+3", "rollType":"damage", "rollAction":"Arcane Burst", "rollDamageType":"psychic"} psychic damage.
Spellcasting. The
, mage armor, major image, phantasmal force, phantom steed (as an action)Illusionists twist light, sound, and even thought to create illusory effects. Some illusionists are delightful entertainers
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Rending Bite","rollDamageType":"psychic"} psychic damage if the target is frightened. This attack ignores damage resistance.
Mind-Breaking Howl (Recharge 4–6);{"diceNotation":"1d6","rollType
":"3d10","rollType":"damage","rollAction":"Mind-Breaking Howl","rollDamageType":"psychic"} psychic damage and be frightened until the end of the howler’s next turn. While a creature is frightened in
Monsters
Mordenkainen Presents: Monsters of the Multiverse
covers every surface, muffling sound.
A meenlock can supernaturally sense areas of darkness and shadow in its vicinity and can teleport from one darkened space to another—enabling it to sneak up on
creature must make a Wisdom saving throw, taking 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Telepathic Torment","rollDamageType":"psychic"} psychic damage on a failed save, or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollAction":"Bite", "rollDamageType":"psychic"} psychic damage if the target is frightened.
Baleful Baying. The yeth hound bays magically. Every enemy within 300 feet of the hound that can hear it must
. Its head has a human-like face and glowing red eyes. The creature gives off a smoky odor.
Yeth hounds make a ghastly baying sound that causes most creatures to flee in terror. They chase those who
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
"} psychic damage and be frightened of the mastermind until the start of the mastermind’s next turn.
Thunderscream. This gadget emits a screeching wave of sound in a 30-foot cone originating from
sphere. Each creature within the sphere must succeed on a DC 16 Wisdom saving throw or take 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Phasmoball", "rollDamageType":"psychic
Monsters
The Book of Many Things
Blade", "rollDamageType":"piercing"} piercing damage plus 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Whispering Blade", "rollDamageType":"psychic"} psychic damage. If the target
(4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Amorphous Escape", "rollDamageType":"psychic"} psychic damage on a failed save, or half as much damage on a successful one. This
Monsters
The Book of Many Things
":"Misdirecting Escape", "rollDamageType":"psychic"} psychic damage on a failed save, or half as much damage on a successful one. The invisibility lasts until the end of the infiltrator’s next turn.An
lair actions; the villain can’t take the same lair action two rounds in a row:
Distraction. A shrill sound fills the lair. Creatures that can hear it must succeed on a DC 15 Constitution saving
Monsters
The Book of Many Things
", "rollDamageType":"psychic"} psychic damage, and the assassin has the invisible condition. This invisibility lasts until the end of the assassin’s next turn.Appropriate for tier 1 play (levels
; the villain can’t take the same lair action two rounds in a row:
Distraction. A shrill sound fills the lair. Creatures that can hear it must succeed on a DC 15 Constitution saving throw or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollDamageType":"psychic"} psychic damage and suffers 1 level of exhaustion. On a successful save, it takes half as much damage and doesn’t gain a level of exhaustion.Wracked with despair over the
anyone unfortunate enough to be in their presence. Those who have escaped the onslaught of a soul monger can hardly shake the memory of the sound they make—the moan of a tortured soul, lost in a
Monsters
The Book of Many Things
row:
Distraction. A shrill sound fills the lair. Creatures that can hear it must succeed on a DC 15 Constitution saving throw or lose concentration.
Snares. Hidden snares target up to three
holding it is destroyed. Each snare has AC 11, 10 hit points, and immunity to poison and psychic damage.
Traps. Traps target up to two creatures the villain can see in the lair. Each target must
Monsters
Fizban's Treasury of Dragons
Breath"}. The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 90-foot cone. Each creature in that area must make a DC 23 Constitution saving throw. On a failed save, the creature
.
Claw. The dragon makes one Claw attack.
Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting.
Telekinetic Fling (Costs 3 Actions). The dragon chooses one Medium or smaller object
Monsters
Storm King's Thunder
reaches the forest floor carries an emerald green cast, and every sound seems muffled.
At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an
of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses
Monsters
Fizban's Treasury of Dragons
dragon exhales a pulse of high-pitched, nearly inaudible sound in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, the creature takes 44 (8d10
attack.
Psionics (Costs 2 Actions). The dragon uses Psychic Step or Spellcasting.
Telekinetic Fling (Costs 3 Actions). The dragon chooses one Small or smaller object that isn’t being worn or
Monsters
Fizban's Treasury of Dragons
Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Debilitating Breath"}. The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 30-foot cone. Each creature
dragons’ psionic nature is evident in the horn and bone structures of their bodies. Their tail barbs and horn tips are all separate pieces, but they float in place, held aloft by psychic energy
Monsters
The Book of Many Things
., burrow 30 ft.
Damage Immunities: poison, psychic
Only Malaxxix can pilot this vehicle. If Malaxxix is slain, the palanquin crumbles in seconds.
Lair Actions
In its lair on initiative count 20
hear an incessant scraping sound in their minds.
Grinding Gears. Constructs within 1 mile of the palanquin move sluggishly. Constructs’ speeds are halved, and they have disadvantage on Dexterity
Monsters
Fizban's Treasury of Dragons
"}. The dragon exhales a pulse of high-pitched, nearly inaudible sound in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw. On a failed save, the creature takes 22
separate pieces, but they float in place, held aloft by psychic energy while the dragons live. These levitating horns and spines shift slightly with the dragons’ moods, bobbing in amusement or
Monsters
Divine Contention
sound seems muffled.
At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an entrance hidden from prying eyes. Some seek out cave mouths
, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.
Magical fog billows
Phantasmal Force
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
.
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
The target can use its action to examine the phantasm with an Intelligence (Investigation) check
. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm
Adult Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
, and every sound seems muffled.
At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an entrance hidden from prying eyes. Some seek out cave
fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies
Ancient Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
green cast, and every sound seems muffled.
At the center of its forest, a green dragon chooses a cave in a sheer cliff or hillside for its lair, preferring an entrance hidden from prying eyes. Some seek
, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
immunity to poison and psychic damage. Destroying a statue doesn’t stop sound from issuing from its location until all its rubble is removed from the area. Statue Sound Effects d8 Effect 1 One statue
sound to erupt from one statue or the other, or both. Roll a d8 and consult the Statue Sound Effects table to determine what occurs. Each statue is a Large object with AC 15, 50 hit points, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
immunity to poison and psychic damage. Destroying a statue doesn’t stop sound from issuing from its location until all its rubble is removed from the area. Statue Sound Effects d8 Effect 1 One statue
sound to erupt from one statue or the other, or both. Roll a d8 and consult the Statue Sound Effects table to determine what occurs. Each statue is a Large object with AC 15, 50 hit points, and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
water, icy blasts Fire Flames, unbearable heat Force Pure magical energy Lightning Electricity Necrotic Life-draining energy Piercing Fangs, puncturing objects Poison Toxic gas, venom Psychic Mind
-rending energy Radiant Holy energy, searing radiation Slashing Claws, cutting objects Thunder Concussive sound
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
water, icy blasts Fire Flames, unbearable heat Force Pure magical energy Lightning Electricity Necrotic Life-draining energy Piercing Fangs, puncturing objects Poison Toxic gas, venom Psychic Mind
-rending energy Radiant Holy energy, searing radiation Slashing Claws, cutting objects Thunder Concussive sound
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
water, icy blasts Fire Flames, unbearable heat Force Pure magical energy Lightning Electricity Necrotic Life-draining energy Piercing Fangs, puncturing objects Poison Toxic gas, venom Psychic Mind
-rending energy Radiant Holy energy, searing radiation Slashing Claws, cutting objects Thunder Concussive sound
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
water, icy blasts Fire Flames, unbearable heat Force Pure magical energy Lightning Electricity Necrotic Life-draining energy Piercing Fangs, puncturing objects Poison Toxic gas, venom Psychic Mind
-rending energy Radiant Holy energy, searing radiation Slashing Claws, cutting objects Thunder Concussive sound
Compendium
- Sources->Dungeons & Dragons->Monster Manual
to strangers. These tentacled, telepathic creatures jet through the air in short bursts, venting gases with a sound that gives them their name. Rather than speaking, flumphs communicate
telepathically and by changing color to reflect their moods. Flumphs dwell in psychically charged regions or near creatures with psionic magic. They harmlessly feed off psychic energies, but in doing so, they
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
.
The crystal window peers into Obo’laka’s tomb (area 10), cannot be opened, and blocks all sound between area 6 and area 10. The window has AC 5, a damage threshold of 15, 10 hit points, and immunity to
poison and psychic damage. When any character approaches the crystal window and peers through it, read the boxed text in area 10, omitting the last sentence about the window. If the characters enter
Compendium
- Sources->Dungeons & Dragons->Monster Manual
to strangers. These tentacled, telepathic creatures jet through the air in short bursts, venting gases with a sound that gives them their name. Rather than speaking, flumphs communicate
telepathically and by changing color to reflect their moods. Flumphs dwell in psychically charged regions or near creatures with psionic magic. They harmlessly feed off psychic energies, but in doing so, they
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
.
The crystal window peers into Obo’laka’s tomb (area 10), cannot be opened, and blocks all sound between area 6 and area 10. The window has AC 5, a damage threshold of 15, 10 hit points, and immunity to
poison and psychic damage. When any character approaches the crystal window and peers through it, read the boxed text in area 10, omitting the last sentence about the window. If the characters enter
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
high unless otherwise noted. Darkness. All areas are cast in complete darkness unless otherwise noted. Echoes. Sound travels quickly here. All Wisdom (Perception) checks to hear sounds in these caves
is in a position where it can view its surroundings. Psychic Hauntings The Caves of Hunger have a way of capturing and holding on to psychic trauma. In certain locations, the text will ask you to check
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
high unless otherwise noted. Darkness. All areas are cast in complete darkness unless otherwise noted. Echoes. Sound travels quickly here. All Wisdom (Perception) checks to hear sounds in these caves
is in a position where it can view its surroundings. Psychic Hauntings The Caves of Hunger have a way of capturing and holding on to psychic trauma. In certain locations, the text will ask you to check
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
monsters' bites, deal piercing damage. Poison. Venomous stings and the toxic gas of an adult green dragon's breath deal poison damage. Psychic. Mental abilities such as a psionic blast deal psychic
' claws deal slashing damage. Thunder. A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
and monsters’ bites, deal piercing damage. Poison. Venomous stings and the toxic gas of an adult green dragon’s breath deal poison damage. Psychic. Mental abilities such as a psionic blast deal psychic
monsters’ claws deal slashing damage. Thunder. A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage.