Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'senses of ranger day verbal'.
Other Suggestions:
senses of range day verbal
senses of range day verdan
senses of ranges day verdan
sense of ranged day versa
sense of range day versa
Monsters
Monster Manual
Detect Life. The banshee magically senses the direction of creatures up to 1 mile away that aren’t Constructs or Undead.
Incorporeal Movement. The banshee can move through other creatures and
target is immune to this banshee’s Horrify for 24 hours.
Deathly Wail (1/Day). The banshee releases a mournful wail if it isn’t in sunlight. Constitution Saving Throw: DC 13, each creature
Spells
Player’s Handbook
You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed
damage if it acts in a manner directly counter to your command. It takes this damage no more than once each day.
You can issue any command you choose, short of an activity that would result in certain
Spells
Player’s Handbook
. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes
, Frightened
Senses Darkvision 60 ft.; Passive Perception 12
Languages Celestial, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Actions
Multiattack. The spirit makes
Spells
Player’s Handbook
when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands
Resistances Acid, Cold, Fire, Lightning, Poison
Immunities Charmed, Frightened, Poisoned
Senses Blindsight 30 ft., Darkvision 60 ft.; Passive Perception 12
Languages Draconic, understands
Spells
Player’s Handbook
the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no
(Fire only), Poison; Exhaustion, Paralyzed, Petrified, Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages Primordial, understands the languages you know
CR None (XP 0; PB equals your
Monsters
Monster Manual
that spell again.
Legendary Resistance (4/Day, or 5/Day in Lair). If the hag fails a saving throw, it can choose to succeed instead.
Magic Resistance. The hag has Advantage on saving throws against
spellcasting ability (spell save DC 22):
At Will: Detect Thoughts, Dimension Door,Dispel Magic, Hypnotic Pattern 2/Day Each: Mass Suggestion, Modify Memory, Plane Shift
Tongue Twister. The
Spells
Player’s Handbook
. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell
−3
−3
Resistances Poison
Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages Understands the languages
Spells
Player’s Handbook
spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no
Senses Darkvision 60 ft.; Passive Perception 10
Languages Sylvan, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Actions
Multiattack. The spirit makes a
Magic Items
Dungeon Master’s Guide
Crafted and wielded by Orcus, this ghastly wand slips from the demon lord’s grasp from time to time. When it does, it magically appears wherever the demon lord senses an opportunity to achieve
following day, remaining until Orcus dismisses them.
Sentience. The Wand of Orcus is a sentient Chaotic Evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and
Spells
Player’s Handbook
Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal
Mod
Save
INT
4
–3
–3
WIS
14
+2
+2
CHA
5
−3
−3
Senses Darkvision 60 ft.; Passive Perception 12
Languages
Spells
Player’s Handbook
shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses
15
+2
+2
Mod
Save
INT
4
−3
−3
WIS
14
+2
+2
CHA
3
−4
−4
Senses Darkvision 60 ft., Passive Perception 12
Spells
Player’s Handbook
creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you
Immunities Psychic
Senses Darkvision 60 ft.; Passive Perception 10
Languages Deep Speech, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Regeneration
Monsters
Monster Manual
Earth Glide. The cataclysm can burrow through nonmagical, unworked earth and stone. While doing so, the cataclysm doesn’t disturb the material it moves through.
Legendary Resistance (4/Day
cloud have the Blinded and Deafened conditions and can’t cast spells with a Verbal component. Dexterity Saving Throw: DC 23, each creature that enters the cloud for the first time on a turn or
Spells
Player’s Handbook
when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands
INT
4
−3
−3
WIS
10
+0
+0
CHA
9
−1
−1
Immunities Necrotic, Poison; Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft.; Passive
Spells
Player’s Handbook
an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you
WIS
10
+0
+0
CHA
16
+3
+3
Resistances Fire
Immunities Poison; Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages Abyssal, Infernal; telepathy 60 ft.
CR
Monsters
Forgotten Realms: Adventures in Faerûn
returns to the cultist’s hand immediately after a ranged attack.
Spellcasting. The cultist casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):
2/Day
: Mind Spike
1/Day Each: Dimension Door, MisleadCultists of Bhaal revel in bloodshed. They enjoy the act of murder, particularly when they can use inventive methods that instill fear among witnesses
Magic Items
Forgotten Realms: Heroes of Faerûn
and your allies. In combat, the wonder shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue
Wis
8
-1
-1
Cha
1
-5
-5
Immunities Poison; Exhaustion, Poisoned
Senses Passive Perception 9
Languages Understands Common but can’t speak
CR 0 (XP 0; PB +2)
Traits
Magic Items
Forgotten Realms: Adventures in Faerûn
and your allies. In combat, the wonder shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue
Wis
8
-1
-1
Cha
1
-5
-5
Immunities Poison; Exhaustion, Poisoned
Senses Passive Perception 9
Languages Understands Common but can’t speak
CR 0 (XP 0; PB +2)
Traits
Monsters
Forgotten Realms: Adventures in Faerûn
Chardalyn Sense. Zlan senses the emotions of anyone touching a piece of chardalyn within 100 miles of itself.
Legendary Resistance (3/Day). If Zlan fails a saving throw, it can choose to succeed
Thoughts, Dispel Magic, Mage Hand, Message
2/Day Each: Dimension Door, Fly, Scrying
1/Day Each: Befuddlement, DisintegrateCounterspell. Zlan casts Counterspell in response to the spell’s trigger
Deva
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
, requiring only verbal components:
At will: detect evil and good
1/day each: commune, raise dead
Magic Resistance. The deva has advantage on saving throws against spells and other magical
":"radiant"} radiant damage.
Healing Touch (3/Day). The deva touches another creature. The target magically regains 20 (4d8 + 2);{"diceNotation":"4d8+2","rollType":"roll","rollAction":"Healing Touch
Monsters
Waterdeep: Dungeon of the Mad Mage
senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that she lacks. She can cast her spells with verbal or
.
Change Shape (2/Day). Wyllow magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. Wyllow can choose whether her equipment
Archdruid
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Scimitar","rollDamageType":"slashing"} slashing damage.
Change Shape (2/Day). The archdruid magically polymorphs into a beast or elemental
game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and
Monsters
Ghosts of Saltmarsh
with spell attacks). He can cast the following spell, requiring only verbal components:
1/day: fog cloudMultiattack. Kysh makes two melee attacks with his spear.
Spear. Melee or Ranged Weapon Attack: +4
Deathlock Wight
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Tales from the Yawning Portal
Innate Spellcasting. The wight's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material components:
At will: detect
magic, disguise self, mage armor
1/day each: fear, hold person, misty step
Sunlight Sensitivity. While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks
Monsters
Tomb of Annihilation
its former self, a tiny sphere of smooth stone, or a puddle of fresh water (your choice).Magical Gift (1/Day). The chwinga targets a humanoid it can see within 5 feet of it. The target gains a
unharmed.
Spellcasting. The chwinga casts one of the following spells, requiring no material or verbal components:
At will: druidcraft, guidance, pass without trace, resistance
classes
Food: it fuels thought, builds bones, and delights the senses. But more than that, breaking bread with a foe can be the beginning of a lasting peace, sculptures of sugar glass can inspire architects
to design soaring cities, and the fusion of disparate culinary traditions can tie cultures together. Though we see food every day, it is truly the epitome of inspiration.
Bards from the College of
Monsters
Curse of Strahd
spells, requiring no material components:
3/day each: counterspell, crown of madness, hypnotic pattern, telekinesis
False Appearance. While the figure in the portrait remains motionless, the portrait
portrait has no effective melee attacks, but it has a repertoire of innate spells that it can cast. When it casts a spell, the figure painted on the canvas makes all the appropriate somatic gestures and verbal incantations for the spell.
Poison
classes
Food: it fuels thought, builds bones, and delights the senses. But more than that, breaking bread with a foe can be the beginning of a lasting peace, sculptures of sugar glass can inspire architects
to design soaring cities, and the fusion of disparate culinary traditions can tie cultures together. Though we see food every day, it is truly the epitome of inspiration.
Bards from the College of
classes
Player’s Handbook
Core Ranger Traits
Primary Ability
Dexterity and Wisdom
Hit Point Die
D10 per Ranger level
Saving Throw Proficiencies
Strength and Dexterity
Skill Proficiencies
Choose 3
wilderness. A Ranger’s talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants.
Becoming a Ranger...
As a Level 1 Character
Gain all the
Monsters
Curse of Strahd
spells, requiring only verbal components:
At will: detect evil and good
1/day each: commune, raise dead
Magic Resistance. The Abbot has advantage on saving throws against spells and other magical
":"radiant"} radiant damage.
Healing Touch (3/Day). The Abbot touches another creature. The target magically regains 20 (4d8 + 2);{"diceNotation":"4d8+2","rollType":"roll","rollAction":"Healing Touch
monsters
Detect Intelligence. The brain magically senses the location of any creature within 300 feet of itself that has an Intelligence score of 3 or higher, regardless of interposing barriers.
Magic
):
At Will: Charm Person, Detect Thoughts, Mage Hand
1/Day Each: Compulsion, Hold Person (level 3 version)A brain in a jar is the gray matter of one who cheated death through magic or strange surgeries
Succubus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
.
Charm. One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic
monsters
Restoration"} weeks somewhere in Tepest.
Legendary Resistance (3/Day, or 4/Day in Domain). If Lorinda fails a saving throw, she can choose to succeed instead.
Mimicry. Lorinda can mimic noises and
Invisible), Minor Illusion, Ray of Sickness (level 3 version)
1/Day Each: Augury, Blight, Plant Growth, Scrying, Unseen ServantLegendary Action Uses: 3 (4 in Domain). Immediately after another creature&rsquo
Couatl
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Innate Spellcasting. The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:
At will: detect evil and good
, detect magic, detect thoughts
3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield
1/day each: dream, greater restoration, scrying
Magic
Spells
Tasha’s Cauldron of Everything
or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages you speak
Challenge — Proficiency Bonus equals your bonus
Terror Frenzy