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                        Returning 35 results for 'speak good location'.
                    
                
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     following spells from it:
Detect Evil and Good
Detect Magic
Detect Poison and Disease
See Invisibility
Protective Aura. As a Magic action, you can plant the haft end of the rod in the ground
                                                
                                            
                                                
                                                     throws and can sense the location of any Invisible creature that is also in the Bright Light.
The rod’s head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     from Evil and Good, plus the spells listed for the particular instrument
Anstruth harp
Very Rare
Cure Wounds (level 5), Ice Storm, Wall of Thorns
Canaith mandolin
Rare
Cure Wounds (level
                                                
                                            
                                                
                                                     damage only), Protection from Poison
Fochlucan bandore
Uncommon
Entangle, Faerie Fire, Shillelagh, Speak with Animals
Mac-Fuirmidh cittern
Uncommon
Barkskin, Cure Wounds, Fog Cloud
Ollamh harp
Legendary
Confusion, Control Weather, Fire Storm
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    .
Supernatural Awareness. While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can cast Detect Evil and Good or Locate
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion
                                                
                                            
                                                
                                                     were in its space. As a Magic action, you can move it up to 60 feet and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
Physical interaction with the
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You conjure a portal linking an unoccupied space you can see within range to a precise location on a different plane of existence. The portal is a circular opening, which you can make 5 to 20 feet in
                                                
                                            
                                                
                                                     speak the name of a specific creature (a pseudonym, title, or nickname doesn’t work). If that creature is on a plane other than the one you are on, the portal opens next to the named creature and
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on
                                                
                                            
                                                
                                                     has an Intelligence of 8 and can speak Common. It also has Blindsight with a range of 60 feet. Once it has been used, it can’t be used again until 7 days have passed.
Figurine of Wondrous
                                                
                                            
                                        
                                                     Magic Items
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    The blasphemous weapon Heretic was created by a cult to steal power from good-aligned gods. The blade hungers to strike down servants of the Upper Planes and weaken the forces of good.
You gain a +3
                                                
                                            
                                                
                                                     following spells from it: Detect Evil and Good (1 charge), Fly (2 charges), or True Seeing (3 charges).
Sentience. Heretic is a sentient, chaotic evil weapon with an Intelligence of 17, a Wisdom of
                                                
                                            
                                        
                                                     Monsters
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    , sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, speak with deadPriests
                                                
                                            
                                                
                                                     under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Speak with Beasts and Plants. Amidor can communicate with Beasts and Plants as if it shared a language with them.Rapier. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
                                                
                                            
                                                
                                                     of others.
Alignment. Neutral good.
Personality Trait. “My speech drifts into flowery verse, if you’ll pardon the pun. Allow me to demonstrate: Do not cry, my love! Let me catch your
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     drops to 0 hit points, the eidolon uses a bonus action to move out of the statue, or the eidolon is turned or forced out by an effect such as the dispel evil and good spell. When the eidolon leaves the
                                                
                                            
                                                
                                                     temples and vaults to ensure that no enemy defiles, damages, or plunders these sites. If an enemy sets foot inside a warded location, the eidolon plunges into a statue specially prepared to house its
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     material components and using Charisma as the spellcasting ability (spell save DC 15):
At will: detect evil and good
1/day each: aid, continual flame, protection from evil and good, scrying (as an
                                                
                                            
                                                
                                                     portals and paths connected to goodly realms. They have powerfully built, bipedal bodies with the heads of great bears and eyes like pools of silvery light. When warden archons speak, glimmering
                                                
                                            
                                        
                                                     Magic Items
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     detection. It regains all of its expended charges at dawn and isn’t at risk of crumbling if its last charge is used.
Sentience. Waythe is a sentient weapon of neutral good alignment, with an
                                                
                                            
                                                
                                                     Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak and understand Giant and Common, and it can communicate telepathically
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     prepared:
Cantrips (at will): chill touch, mending, resistance, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): cure wounds, detect evil and good, false life, inflict wounds, ray of
                                                
                                            
                                                
                                                     sickness
2nd level (3 slots): blindness/deafness, gentle repose, hold person, ray of enfeeblement, spiritual weapon
3rd level (3 slots): animate dead, magic circle, speak with dead, spirit guardians
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    : banishment, calm emotions, create food and water, greater restoration, plane shift, protection from evil and good, revivify, wind walkThe ki-rin can take 3 legendary actions, choosing from the options
                                                
                                            
                                                
                                                     Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, ki-rins are celebrated far and wide as harbingers of destiny
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     cleric spells prepared:
Cantrips (at will): guidance, light, mending, thaumaturgy
1st level (4 slots): cure wounds, detect evil and good, protection from evil and good, sanctuary
2nd level (3 slots
                                                
                                            
                                                
                                                    ): augury, lesser restoration, protection from poison
3rd level (3 slots): magic circle, remove curse, speak with dead
4th level (3 slots): death ward, freedom of movement
5th level (1 slot): dispel
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    Astral Existence. The apparition can exist only on the Astral Plane. If it is sent to a location not on the Astral Plane, the apparition is destroyed.
Illumination. While it has at least 1 hit point
                                                
                                            
                                                
                                                     until the body drops to 0 hit points, the apparition ends it as a bonus action, the body leaves the Astral Plane, or the apparition is forced out by an effect like the dispel evil and good spell. When
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's
                                                
                                            
                                                
                                                     Possession for 24 hours after succeeding on the saving throw or after the possession ends.A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life.Cold, Necrotic, PoisonAcid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 2: Dragonlance Creatures
                                                    
                                                
                                            
                                                    Duty-Bound. The foresworn is bound to enacting a singular duty it pledged itself to in life. While this duty is incomplete, whenever the foresworn is destroyed, it re-forms at its previous location
                                                
                                            
                                                
                                                     save DC 15):
2/day each: command, detect evil and good
1/day: wall of forceForesworn are the spirits of fallen Solamnic knights who attend to their duty long after death. Armed with spectral armor and
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving
                                                
                                            
                                                
                                                     is the soul of a once-living creature, bound to haunt a location, creature, or object from its life.Cold, Necrotic, PoisonAcid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's
                                                
                                            
                                                
                                                     Possession for 24 hours after succeeding on the saving throw or after the possession ends.A ghost is the soul of a once-living creature, bound to haunt a location, creature, or object from its life.Cold, Necrotic, PoisonAcid, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Detect Sentience. The brain can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature
                                                
                                            
                                                
                                                    ;s flesh. The transformation renders the brain ageless and imbues it with psionic power, so that it can spend eternity plotting and executing its desires.
A brain in a jar can speak without vocal
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                    Magic Resistance. The witchstalker has advantage on saving throws against spells and other magical effects.
Smell Magic. The witchstalker can sense the presence and location of magic within 120 feet
                                                
                                            
                                                
                                                     forests of Dunbarrow make for good hunting grounds. The greater the source of magic, the more witchstalkers are drawn to the area. To their dismay, witches have drawn as many as a dozen witchstalkers
                                                
                                            
                                        
                                                     Monsters
                                                    Adventure Atlas: The Mortuary
                                                    
                                                
                                            
                                                    ", "rollType":"spell", "rollAction":"Spellcasting"} to hit with spell attacks):
At-will: detect evil and good, mage armor (self only), mage hand
2/day each: protection from evil and good, remove curse
                                                
                                            
                                                
                                                    , speak with dead
1/day each: banishment, dispel evil and goodDauntless in the face of death, exorcists in the Heralds of Dust cleanse hapless creatures and resting places haunted by ghost;ghosts, specter
                                                
                                            
                                        
                                                     Magic Items
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     the location of the happiest creature in the carnival.
The butterfly shape at the top of the vane spins slowly clockwise when spirits in the carnival are generally high; if the general mood in the
                                                
                                            
                                                
                                                     carnival is dour, the top of the vane spins slowly counterclockwise.
Sentience. The vane is a sentient, chaotic good wondrous item with an Intelligence of 11, a Wisdom of 14, and a Charisma of 14. It
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    ":"damage","rollAction":"Rock","rollDamageType":"bludgeoning"} bludgeoning damage.Harshnag the Grim is a legendary good-aligned frost giant. In taverns throughout the North, he is known as a monster to
                                                
                                            
                                                
                                                     talking. When he does speak outside of combat, he comes across as surprisingly calm and soft-spoken. While swinging his axe in battle, however, he bellows and laughs like a berserker.
Harshnag knows the
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    "} radiant damage.
Spellcasting. The archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability:
At will: detect evil and good
1/day each: aid
                                                
                                            
                                                
                                                     from fiendish incursions and safeguard those threatened by wicked forces. Archons are skilled communicators, able to speak all the languages of the multiverse. When pushed into combat, they prefer to
                                                
                                            
                                        
                                                     Magic Items
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     cast the spell. Once this property of the weapon is used, it can’t be used again until the next dawn.
Sentience. Steel is a sentient, lawful good longsword with an Intelligence of 8, a Wisdom of
                                                
                                            
                                                
                                                     11, and a Charisma of 15. It can see and hear out to a range of 60 feet. The sword can speak, read, and understand Common and Draconic. It frets over your well-being while you are attuned to it, and it doesn’t like to back down from a fight.
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     will: detect magic, druidcraft, speak with animals
2/day each: polymorph, remove curse, speak with plants
1/day: awaken (as an action), plane shift (self only)Skabatha is the oldest member of the
                                                
                                            
                                                
                                                     key between her hunched shoulders that rotates quickly when she’s in a good mood and slows down as her mood sours. When she is furious, the key comes to a dead stop.
Alignment. Neutral evil
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     wearing or carrying, and reappears 24 hours later in the same location or the nearest unoccupied space.
Uncanny Awareness. Endelyn can’t be surprised.Multiattack. Endelyn makes two Puppeteer's Lash
                                                
                                            
                                                
                                                     the next as well. Nothing surprises me.”
Ideal. “Each of us gets to play the lead in our own tragedy, but if you can’t be bothered to put on a good show before you die, don’t
                                                
                                            
                                        
                                                     Magic Items
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     transformation. Your alignment becomes lawful good, and you gain the following traits:
Angelic Language. You can speak, read, and write Celestial.
Celestial Resistance. You have resistance to necrotic and
                                                
                                            
                                                
                                                    .
Ideals
D6
IDEAL
1
Charity. I always help those in need. (Good)
2
Faith. I choose to follow the tenets of a particular lawful good deity to the letter. (Lawful
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Web Sense. While in contact with a web, the chitine knows the exact location of any other creature in contact with the
                                                
                                            
                                                
                                                    , chitines make good workers, and they can be useful if the cult finds an independent chitine colony and want to infiltrate it. If the creation process yields a choldrith, though, the cult destroys
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     on a success.Meenlocks are Fey that invoke terror and seek to destroy all that is good, innocent, and beautiful. These bipeds have the heads and claws of crustaceans, and they primarily live in
                                                
                                            
                                                
                                                     forests, although they adapt well to urban and subterranean settings.
Meenlocks are spawned by fear. When terror overwhelms a creature in the Feywild or another location where the Feywild’s
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Bound to Candlekeep. Miirym can’t leave Candlekeep and is immune to any effect that would place her in a location outside it, including an extradimensional space. If she dies, Miirym regains
                                                
                                            
                                                
                                                     her form and all her hit points after 1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Reform"} days, reappearing in the location where she died or in the nearest unoccupied space
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     environment to resemble such a place. The imitation is imperfect, but it’s good enough to fool greedy or desperate creatures. Once its prey enters the trap, it snatches the targets and teleports away to
                                                
                                            
                                                
                                                     location sought by one Humanoid whose desires the balhannoth has sensed (see Regional Effects below). The transformation affects nonliving material only and can’t create anything with moving
                                                
                                            
                                        
                                                     Magic Items
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     marked with an invisible sigil. Once within the next 24 hours, as an action, you can speak the marked card’s name and teleport to the card’s location, along with any equipment you are
                                                
                                            
                                        





