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Returning 35 results for 'skin of range duplicate verbal'.
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Spells
Player’s Handbook
For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to
Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.
Spells
Player’s Handbook
You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a
successful one.
A Humanoid killed by this spell rises at the start of your next turn as a Zombie that follows your verbal orders.
Spells
Player’s Handbook
You unleash a storm of flashing light and raging thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see within range. While in this area, creatures have the Blinded and
Deafened conditions, and they can’t cast spells with a Verbal component.
When the storm appears, each creature in it makes a Constitution saving throw, taking 2d10 Radiant damage and 2d10 Thunder
Monsters
Monster Manual
+14", "rollType":"to hit", "rollAction":"Spectral Claw"}, reach 10 ft. or range 60 ft. Hit: 17 (3d6 + 7);{"diceNotation":"3d6+7", "rollType":"damage", "rollAction":"Spectral Claw", "rollDamageType
. Until the curse ends, the target can’t cast spells with a Verbal component, and when it speaks, it says the opposite of what it means.Legendary Action Uses: 3 (4 in Lair). Immediately after
Monsters
Monster Manual
attacks.
Elemental Burst. Melee or Ranged Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Elemental Burst"}, reach 30 ft. or range 150 ft. Hit: 25 (5d6 + 8) damage of
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
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
Spells
Player’s Handbook
You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit 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 commands
Spells
Player’s Handbook
You call forth an Elemental spirit. It manifests in an unoccupied space that you can see within range and uses the Elemental Spirit stat block. When you cast the spell, choose an element: Air, Earth
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
Spells
Player’s Handbook
You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose
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
Spells
Player’s Handbook
You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range and uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Mind Flayer
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
Spells
Player’s Handbook
You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay
. 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
Spells
Player’s Handbook
You call forth a Fey spirit. It manifests in an unoccupied space that you can see within range and uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy
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
Spells
Player’s Handbook
You call forth a Celestial spirit. It manifests in an angelic form in an unoccupied space that you can see within range and uses the Celestial Spirit stat block. When you cast the spell, choose
. 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
Spells
Player’s Handbook
You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range and uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land
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
Spells
Player’s Handbook
You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form
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
Spells
Player’s Handbook
You call forth a fiendish spirit. It manifests in an unoccupied space that you can see within range and uses the Fiendish Spirit stat block. When you cast the spell, choose Demon, Devil, or Yugoloth
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
Monsters
Forgotten Realms: Adventures in Faerûn
;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Rusted Shot Put"}, range 60/240 ft. Hit: 15 (2d8 + 6);{"diceNotation":"2d8+6", "rollType":"damage", "rollAction":"Rusted Shot Put", "rollDamageType
Poisoned condition until the end of the target’s next turn.A giant overtaken by the Rusting is a fearsome juggernaut, rending trees and hills in a mindless rage. Their tough, rusted skin turns away
Species
Lorwyn: First Light
Known for their mischief, faeries resemble insects with humanoid features. Their size and shape may vary, but all have antennae, black eyes, chitinous skin, and insectoid legs and wings. Every faerie
Shadowmoor. (See Lorwyn: First Light for more information.)
Shadowmoor faeries have Darkvision with a range of 120 feet.
Monsters
Forgotten Realms: Adventures in Faerûn
Spellcasting.
Arcane Burst. Melee or Ranged Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Arcane Burst"}, reach 5 ft., or range 120 ft. Hit: 32 (4d12 + 6);{"diceNotation
duplicate himself, his allies, and even his rivals. Manshoon knows that keeping people guessing about hidden identities makes them easier to manipulate.
Manshoon usually wears a mask and concealing
Equipment
This black iron needle easily pierces the skin. If a creature’s mouth is sewn shut with a Stitching Needle, it loses the ability to speak and cast spells with verbal components. The creature
gains the ability to communicate with telepathy out to a range of 60 feet.
Stitching the mouth of a willing, unconscious, or incapacitated creature takes 10 minutes. Removing the stitches takes 1 minute.
Monsters
Spelljammer: Adventures in Space
talarith.Multiattack. The reigar makes two Trident attacks.
Trident. Melee or Ranged Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Trident"} to hit, reach 5 ft. or range 20/60 ft
"} to hit, range 90 ft., one target. Hit: 22 (5d8) damage of a type chosen by the reigar from the following list: cold;{"diceNotation":"5d8", "rollType":"damage", "rollAction":"Chromatic Bolt (Cold
Magic Items
Tasha’s Cauldron of Everything
skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.
Disguise Self. As an
Produced by a special needle, this magic tattoo appears on your body as whatever you desire.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to
Magic Items
Phandelver and Below: The Shattered Obelisk
affected by the spell. The chosen creatures automatically succeed on their saving throws against the spell.
Mind Crystal (Distant);Distant (Uncommon). If the spell has a range of 5 feet or more and
doesn’t have a range of self, the spell’s range increases by 100 feet. If the spell has a range of touch, its range becomes 30 feet.
Mind Crystal (Empowered);Empowered (Uncommon). When you
Feats
The Book of Many Things
cantrip and can use it to create illusions that duplicate the effects of stage magic. When you use Prestidigitation in this way, you can conceal the verbal and somatic components of the spell as
Podling
Legacy
This doesn't reflect the latest rules and lore.
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monsters
Van Richten’s Guide to Ravenloft
comatose. Over the course of hours, the creature is dissolved and its body repurposed into a podling duplicate.
Podlings are near-perfect mimics of the creatures they replace. Despite having the
relishes exposing its skin to the sun. It resents clothing and hair.
4
The podling often reacts as if some unseen force is speaking to it, staring into the distance or nodding.
5
The
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
;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Spear
feats
Player’s Handbook
. You learn the Mage Hand spell. You can cast it without Verbal or Somatic components, you can make the spectral hand Invisible, and its range and the distance it can be away from you both increase by 30
Deathlock Wight
Legacy
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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
that rely on sight.Multiattack. The wight attacks twice with Grave Bolt.
Grave Bolt. Ranged Spell Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Grave Bolt"} to hit, range 120 ft
Grung
Legacy
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Monsters
Volo's Guide to Monsters
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger
Grung Elite Warrior
Legacy
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Monsters
Volo's Guide to Monsters
Amphibious. The grung can breathe air and water.
Poisonous Skin. Any creature that grapples the grung or otherwise comes into direct contact with the grung’s skin must succeed on a DC 12
;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Dagger
Kobold Scale Sorcerer
Legacy
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Monsters
Volo's Guide to Monsters
against the spell.
Subtle Spell: When the kobold casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components.
Pack Tactics. The kobold has advantage on an
, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Magic Items
Tasha’s Cauldron of Everything
Produced by a special needle, this magic tattoo is dark in color and abstract.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear
, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the
Monsters
Spelljammer: Adventures in Space
","rollDamageType":"bludgeoning"} bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Javelin"} to hit, reach 5 ft. or range 30/120
randomly) divides in half. When a plasmoid splits in two, one of the resulting creatures is the original, and the other is a physical duplicate that lacks the experience and knowledge of its parent.
A
Monsters
Spelljammer: Adventures in Space
":"Pseudopod","rollDamageType":"bludgeoning"} bludgeoning damage.
Spear. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. or range
":"1d20+4","rollType":"to hit","rollAction":"Pistol"} to hit, range 30/90 ft., one target. Hit: 7 (1d10 + 2);{"diceNotation":"1d10+2","rollType":"damage","rollAction":"Pistol","rollDamageType":"piercing
Monsters
Spelljammer: Adventures in Space
Glide. If it isn’t incapacitated or wearing heavy armor, the hadozee can extend its skin membranes to move up to 5 feet horizontally for every 1 foot it descends in the air.Dagger. Melee or
Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType