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Returning 34 results for 'speak all contested'.
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Magic Items
The Wild Beyond the Witchlight
hearing and darkvision out to a range of 120 feet. It can speak, read, and understand Common, and its voice sounds silvery and melodic. Snicker-Snack craves the destruction of evil Dragons and urges
finish a long rest after that happens, you can attempt to regain the swordâs trust by making a contested Charisma check against Snicker-Snack. If you win the contest, your attunement to the weapon is instantly restored. Your attunement to the weapon canât be restored in any other way.
Detect Thoughts
Legacy
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Spells
Basic Rules (2014)
can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesnât speak any language, the creature is unaffected.
You initially learn the surface thoughts of
creatureâs thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at
Ancient Gold Dragon
Legacy
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Monsters
Basic Rules (2014)
absorbed or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and
action to make a Charisma check contested by the dragonâs. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect
Adult Gold Dragon
Legacy
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Monsters
Basic Rules (2014)
or borne by the new form (the dragon's choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and
make a Charisma check contested by the dragonâs. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the
Sword of Kas
Legacy
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Magic Items
Dungeon Masterâs Guide (2014)
its wielder and can speak, read, and understand Common.
Personality. The swordâs purpose is to bring ruin to Vecna. Killing Vecnaâs worshipers, destroying the lichâs works, and
Kas. The creature must cast the wish spell and make a Charisma check contested by the Charisma check of the sword. The sword must be within 30 feet of the creature, or the spell fails. If the sword
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
good greatsword with an Intelligence of 9, a Wisdom of 14, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. It can speak, read, and understand Common, and its voice sounds
if you miss on attack rolls with the weapon three times in a row. Each time you finish a long rest after that happens, you can attempt to regain the swordâs trust by making a contested Charisma check
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
choose has an Intelligence of 3 or lower or doesnât speak any language, the creature is unaffected. You initially learn the surface thoughts of the creatureâwhat is most on its mind in that moment. As
Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
choose has an Intelligence of 3 or lower or doesnât speak any language, the creature is unaffected. You initially learn the surface thoughts of the creatureâwhat is most on its mind in that moment. As
Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
kit, and one gaming set of your choice. You also learn two languages of your choice. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least
. You can present false thoughts by making a Charisma (Deception) check contested by the mind readerâs Wisdom (Insight) check. Additionally, no matter what you say, magic that would determine if you
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language
level, your thoughts canât be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind readerâs Wisdom
Kobold
Legacy
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Species
Volo's Guide to Monsters
moves its tribe to another area, ceding the contested territory to its more successful neighbors.
As demonstrated by their hatred of gnomes, kobolds have a persecution complex and easily take offense
of kobold legends speak of Kuraulyek, a winged godling servant of Kurtulmak, who betrayed his master in some way. Kobolds see urds as Kuraulyekâs favorites, and they project their resentment of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
more about the Twisted Caverns, the slaad warns them about the ropers in area 6. Also, it has struck up a friendship with the âtwo-headed giantâ in area 2 and urges the characters to speak with it
pilfer one with a successful Dexterity (Sleight of Hand) check contested by the slaadâs Wisdom (Perception) check. Potion of Comprehension. When you drink this potion, you gain the effect of a
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
and can speak, read, and understand Common. Personality. The swordâs purpose is to bring ruin to Vecna. Killing Vecnaâs worshipers, destroying the lichâs works, and foiling his machinations all help
spell and make a Charisma check contested by the Charisma check of the sword. The sword must be within 30 feet of the creature, or the spell fails. If the sword wins the contest, nothing happens, and the wish spell is wasted. If the sword loses the contest, it is destroyed.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, used a speak with animals spell to panic the dragonfly. Characters can spot Kettlesteam before she slips away with a successful Wisdom (Perception) check contested by the kenkuâs Charisma (Deception
an awakened tree (see the Monster Manual), except they canât speak. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies, until the treant dies or is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
how it communicates or roll on the following table. d100 Communication 01-60 The item communicates by transmitting emotion to the creature carrying or wielding it. 61-90 The item can speak, read
, and understand one or more languages. 91-00 The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
courts and other settings of power. Speak up! Itâs really hard to hear you over the screaming. Nope. Itâs no use. Iâll have to stop the screaming. Disintegrations all around, then.
College of
15th level. Words of Terror At 3rd level, you learn to infuse innocent-seeming words with an insidious magic that can inspire terror. If you speak to a humanoid alone for at least 1 minute, you can
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
duplicate, the hag can move it a distance equal to her walking speed as well as make the illusion speak on her turn (no action required). The illusion has the same statistics as the hag but canât take
prison demiplane. To escape, the creature must use its action to make a Charisma check contested by the hagâs. If the creature wins, it escapes the demiplane. Otherwise, the effect ends on initiative
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
gargoyle. A character disguised as Halaster can make a Charisma (Deception) check contested by the golemsâ Wisdom (Insight) check, with advantage on the check if the portrayal is particularly
follows: Strength 20, Dexterity 3, Constitution 13, Intelligence 3, Wisdom 10, Charisma 3. It has no attacks and canât speak. A pound of salt thrown onto the snailâs skin deals 1d6 acid damage to the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
moved on long ago but left behind a statue of a forgotten healer. Cloaker. Two pale cloakers that can speak Common and Elvish cling to the statueâs back, disguising themselves as leathery wings. When
Wisdom (Insight) check contested by the cloakersâ Charisma (Deception) check recognizes that the âspiritâ is a little too eager with its request. Additionally, a character who succeeds on a DC 18
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
contested by the characterâs Charisma (Deception) check to see through the deception. A character who is caught lying to the dragon can never win back its trust. If the dragon is incapacitated, a
hearing and truesight out to a range of 120 feet. It communicates telepathically with its attuned wielder and can speak, read, and understand Common, Draconic, Elvish, and Sylvan. In addition, the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, petrified, poisoned, prone, restrained, unconscious
Senses darkvision 60 ft., passive Perception 10
Languages understands all languages it knew in life but canât speak
Challenge 1 (200 XP
it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds.
If the target is a creature, the poltergeist makes a Charisma check contested by the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, he attempts to steal something from one randomly determined party member. Far from being a skilled thief, Zilch must succeed at a Dexterity check contested by the passive Wisdom (Perception) scores of
emotions spell allows Flink to speak coherently, whereupon he reveals the following information: A duergar ale merchant named Krimgol Muzgardt asked Flinkâs mistress, Yantha Coaxrock, to appraise a large
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
skirmish with each other every few days. Eventually the leader of one warring tribe realizes it is losing due to attrition and moves its tribe to another area, ceding the contested territory to its
Tiamat, ordinary kobolds resent urds and donât get along with them. Fragments of kobold legends speak of Kuraulyek, a winged godling servant of Kurtulmak, who betrayed his master in some way. Kobolds see urds as Kuraulyekâs favorites, and they project their resentment of this traitor onto their winged kin.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
their case while he asks questions. A character who tries to deceive Zastro must make a Charisma (Deception) check contested by the magisterâs Wisdom (Insight) check. A character who loses this contest
its true form when it dies.) Speak with dead spells can be cast on the cell block guards slain by the doppelganger to obtain testimony that clears the characters of the guardsâ murder. Next Encounter
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
contested by the creatureâs Strength check. If the broom wins the contest, it flies out of the creatureâs grasp and makes a melee attack against it with advantage on the attack roll.
[Tooltip Not Found
radius), passive Perception 13
Languages understands Common but canât speak
Challenge 6 (2,300 XP)
Antimagic Susceptibility. The armor is incapacitated while in the area of an antimagic field
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
action to reel in the harpoon. If another creature is holding onto the harpoon, the merrow regains the weapon if it wins a contested Strength check. If characters take cover to avoid harpoon attacks
developments. Regardless of what he is told, the king remains skeptical until he has had a chance to speak with his daughter, Serissa, and his brother, Uthor. He urges the characters to return to Maelstrom
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
speak to any patrons they wish. Long Lunch. The table farthest from the door is occupied by Sigil MacFinn, a tall and strong wagon worker, and his squat friend, a carpenter who goes by the name of
the characters. When Propha is asked any questions, characters can attempt a Wisdom (Insight) check contested by the doppelgangerâs Charisma (Deception) check, which is usually made with advantage
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
seen without his suave bodyguard, Valken Naspeer (N male half-elf assassin). Although Urlam and Valken are good-humored and speak highly of the local authorities, they know that the lord protector
(Deception) check contested by Urlamâs Wisdom (Insight) check. T10. Northshield House Northshield House is a fine local inn â stately, clean, and quiet. The proprietor, Urgala Meltimer (see appendix D
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
) check contested by the blightsâ Dexterity (Stealth) check to avoid being surprised by them. Developments Any loud noises here alert the cultists in area 13, who quietly and cautiously investigate
cultists wear black cloaks cut to resemble dragon wings, and black leather masks with stylized dragon horns. In addition to the Common tongue, these cultists speak Draconic.
The interior of the house is
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
themselves seem kobold-sized, they have a chance to fool the dragon into believing theyâre kobolds, but itâs easy to slip up. First, the kobolds speak only Draconic to the dragon. Second, they fill their
judgments. Whenever one of these precepts is broken, Tinder can make a Wisdom (Perception) check contested by the charactersâ Charisma (Deception) checks to see through the ruse. If additional characters
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(Deception) check contested by the guardsâ Wisdom (Insight) checks; if all the characters succeed, the guards are fooled and allow them to pass. If combat erupts here, two earth elementals burst up
they open their eyes and move. To cross the bridge without rousing the galeb duhrs, someone among the passersby must speak the cultâs pass phrase: âWe walk in the shadow of OgrĂ©moch!â Otherwise, the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this
choice).
In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
characters can move around without drawing attention to themselves. Ironbeard and Rizwin are both here, and the characters can speak to them to try to pick up clues as to the location of the orrery
(Sleight of Hand) check contested by Goratâs Wisdom (Perception) check. Gorat has disadvantage on the check from the distraction of the festivities â or, if controlled by a character, he could decide to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
with other Uthgardt over contested territory. Fireshear Long ago, a meteor strike blasted a crater in the frozen tundra near the coast of the Trackless Sea, shearing away tons of rock and exposing rich
events, whereas others have not occurred â at least, not yet. The ghosts speak mostly nonsense, but some of what they say might offer clues to past or future happenings. Dominating the skyline is the






