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Returning 20 results for 'see of instruct being'.
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see of instinct being
Spells
Player’s Handbook
You implant a message within an object in range—a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by
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.
Monsters
Strixhaven: A Curriculum of Chaos
vortex in a 30-foot-radius sphere centered on itself. Each creature of the professor’s choice that it can see within that area must make a DC 15 Constitution saving throw, taking 23 (5d8
natural cycle instruct their students to exploit the essence of life for their own needs. Professors of decay unravel the mysteries of death and the transition of decay, and they teach that any life
Magic Mouth
Legacy
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Spells
Basic Rules (2014)
You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature
visual 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.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
elemental airship or an elemental galleon to travel. This facility’s hireling is a dragonmarked heir of House Lyrandar. On an elemental airship, the airship’s Helm crew station is part of this facility (see
chapter 7). Empower: Travel. When you issue the Empower order to this facility, you instruct its hireling to pilot the Bastion to a destination you specify. The Bastion travels at the vehicle’s speed
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
description will instruct you to roll on the Death House Encounters table below. With the exception of Meetings with Sarusanda, if you roll an encounter the characters have already overcome or an encounter that
would be difficult to resolve in the location, choose an unencountered result instead. Death House Encounters d12 Encounter 1–4 Meeting with Sarusanda (see below)* 5–8 Three priests of Osybus
Compendium
- Sources->Dungeons & Dragons->Shadows of Sithicus
table and have one of the players roll 1d6, consulting the Random Events table in the adventure to see which random event occurs. Tell that DM which new monsters appear in their combat, then let the
other DMs know what benefit their parties receive. Ending the Encounter. Keep track of each group’s progress. If the final group hasn’t finished within 45 minutes, the remaining enemies disintegrate. After the final group has finished, instruct the DMs to start Encounter 4: The Mausoleum Door.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
order and its monastery. A tomb within the monastery contains Samular’s remains as well as the phylactery of his brother, Renwick Caradoon, who dwells in the Sacred Stone Monastery (see “Haunted Keeps
” above) as a lich. Lady Ushien Stormbanner (female Tethyrian human knight of Tyr) oversees Summit Hall. Veterans, many of them scarred and grim, train novices and instruct them in the moral “Rule of the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
You implant a message within an object in range—a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature
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.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
You implant a message within an object in range—a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by another creature
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.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
: Until dispelled You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by
based on visual 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.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
: Until dispelled You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by
based on visual 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.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
area D9, four armed bullywugs (neutral) come to get them and Morgort. The guards instruct the characters to choose a champion from among them to represent the group in the trial. The guards nominate
lake (see area D16). Illig is Gullop’s greatest political rival. If the characters are proclaimed innocent, they earn their freedom. Each is given the worthless honorific of “True Friend of Gullop XIX
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
11. The Court of Cemanahuac (Say-man-AH-wok, place surrounded by water) Describe the features of this room as the characters become able to see them or examine them. The text assumes the characters
of massive square columns. The walls are coated with slime, and there are glowing silver lines etched across them. From what you can see of the chamber’s walls, the stone appears to be crudely worked
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
throughout the lab can access the armor’s controls given enough time. Even after accessing the controls, though, no one can approach the armor without setting off its automatic defenses. See the
— clockwork ants forming signals and signs, messages drawn by mechanical hands, consultation with the trapped mind flayer, and so on. As best he can, Kwalish tries to instruct characters in the methods that
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
in the village circle. Assess how many ships the village has and roughly how many villagers they can carry. Instruct the villagers how to get to safety. Keep the villagers calm. Mayor Raven and
lid. If the characters open the box, they find it holds a suit of Solamnic plate armor. If the characters follow Becklin’s instructions, they won’t give the box to Darrett until after the evacuation. If they instead do so before leaving town, see the “Darrett’s Armor” section in chapter 4.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
encroaching on dwarven territory, send reliable spies to human settlements in the region, while pulling back as many of our folk as you can manage. Instruct the spies to pass along updates each day
that doesn’t rely on the loss of human life to see it succeed. I would gladly suggest one if such existed. Your best strategy is to defend our halls and let the humans serve as bait. Moradin knows they multiply quickly enough that their losses will soon be recouped.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
pass through it, nor can they teleport to any location inside it. Any creature that performs the Rite of the Arcane Octad (see "Rite of the Arcane Octad") near the spire can pass through the force
.
The magic that once sealed the doors has long since faded away. When visitors approach the doors, a hypnos magen (see appendix C) from area Y19d appears at the overlooking window and uses its
Compendium
- Sources->Dungeons & Dragons->Divine Contention
, and many bookshelves. A letter on the desk contains Gallio’s orders from the Many-Starred Cloak, which instruct him to “recover the ruinstone from the tower’s ethereal spire.” B12. Library The
existence.Bending the bars of a cell requires success on a DC 25 Strength check. The cell doors spring open automatically if the beacon is disabled. Two paralyzed star spawn manglers (see appendix A
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
off other visitors. The corpse is infested with two swarms of rot grubs (see appendix C). Any creature that touches the body comes under attack by the swarms as they spill out of gaps in the armor
can see that it is damaged and bent, as if something has tried to push the door open from the other side. Treasure. The ten wooden footlockers are locked. One can be opened by a character who succeeds
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
scarecrows (see “Coven Minions” earlier in the adventure) clean any unoccupied rooms. If the characters are staying here, the hags might instruct the scarecrows to “misplace” (steal) any potions, weapons
massage? Haircut? A shave or pedicure? Oh! Road-tired feet simply cry out for comfort! Whatever your pleasure, I am here to serve.”
The lobby is staffed by the disguised cambion Saeth (see “Coven Minions