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Returning 35 results for 'speak of remain dagger verbal'.
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speak of remain dangers verdan
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speak of remain dagger verdan
Spells
Player’s Handbook
another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver
spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The trigger can be as general or as detailed as you like, though it must be based on visual
Spells
Player’s Handbook
Hit Points equal to the Hit Points of the Beast form. These Temporary Hit Points vanish if any remain when the spell ends. The spell ends early on the target if it has no Temporary Hit Points left
.
The target is limited in the actions it can perform by the anatomy of its new form, and it can’t speak or cast spells.
The target’s gear melds into the new form. The creature can’t use or otherwise benefit from any of that equipment.
Spells
Player’s Handbook
Points of the new form. These Temporary Hit Points vanish if any remain when the spell ends.
The target is limited in the actions it can perform by the anatomy of its new form, and it can’t speak
. In combat, it takes its turns immediately after yours, and it obeys your commands.
If the spell lasts more than an hour, you no longer control the creature. It might remain Friendly to you, depending
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
Magic Items
Forgotten Realms: Adventures in Faerûn
the curse to you. Only a Wish spell or the will of Myrkul can remove this curse. As long as you remain cursed, the following properties apply to you:
Bound. You are unwilling to part with the crown
Humanoid killed by Cone of Undeath rises at the start of your next turn as a Specter that follows your verbal orders.
Damage Immunity. You have Immunity to Necrotic damage.
Fear Aura. While wearing the
Monsters
Waterdeep: Dungeon of the Mad Mage
attacks). She has the following druid spells prepared:
Cantrips (at will): druidcraft, mending, poison spray, produce flame
1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals
.
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
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Monsters
Volo's Guide to Monsters
with spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, mending, poison spray, produce flame
1st level (4 slots): cure wounds, entangle, faerie fire, speak with
with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new
Monsters
Tomb of Annihilation
When reduced to 0 hit points, a skeleton key falls apart, though its skull and bones remain intact.
A skeleton key does not trigger any trap placed in a room or on a door of the tomb.Multiattack. The
Skeleton Key may make two melee weapon attacks as an action.
Dagger. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft., one target. Hit
Kobold Scale Sorcerer
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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
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit
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
Monsters
The Wild Beyond the Witchlight
) check.Multiattack. Kettlesteam makes two Dagger attacks.
Dagger. Melee or Ranged Weapon Attack: +5;{"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","rollDamageType":"piercing"} piercing damage.
Spellcasting. Kettlesteam casts one of the following spells, using
Monsters
Spelljammer: Adventures in Space
appears in the shelter’s space, but is otherwise unharmed.
Spellcasting. The chwinga casts one of the following spells, requiring no material or verbal components and using Charisma as the
your hand or somewhere else in your space (your choice). Once used, this charm goes away, but the tools remain.
Chwinga
Chwingas are tiny elemental spirits that adapt easily to any habitable
Warlock of the Great Old One
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Monsters
Volo's Guide to Monsters
, levitate, mage armor (self only), speak with dead
1/day each: arcane gate, true seeing
Spellcasting. The warlock is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15
","rollDamageType":"psychic"} psychic damage, provided that the warlock isn't incapacitated.Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger
Monsters
Waterdeep: Dungeon of the Mad Mage
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","rollDamageType":"piercing"} piercing
damage.The floating skull and hanging skeletal arms are all that remain of him; they move like they're attached to an invisible body.
Deva
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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
retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
);{"diceNotation":"2d6","rollType":"damage","rollAction":"Dagger","rollDamageType":"necrotic"} necrotic damage.Ancient legends speak of a seelie fey who betrayed the Summer Queen. In the Summer Queens
":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage plus 7 (2d6
Monsters
Quests from the Infinite Staircase
Tree Shape (2/Day). Over the course of 1 minute, Derwyth can magically transform into a Huge or smaller tree and remain in that form for 24 hours or until she ends this transformation early (no
action required). Her equipment melds into her new form. While in this form, her Armor Class is 16, she has the incapacitated condition, and she can’t move or speak.
Spellcasting. Derwyth is a 4th
Monsters
The Wild Beyond the Witchlight
Special Equipment. Warduke wears a dread helm (see appendix A) and wields a flame tongue longsword.Multiattack. Warduke makes three Flame Tongue or Dagger attacks.
Flame Tongue. Melee Weapon Attack
hands, plus 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Flame Tongue","rollDamageType":"fire"} fire damage if the weapon is aflame.
Dagger. Melee or Ranged Weapon Attack: +6
Warlock of the Archfey
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Monsters
Volo's Guide to Monsters
, mage armor (self only), silent image, speak with animals
1/day: conjure fey
Spellcasting. The warlock is a 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6
, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleepDagger. Melee or Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Dagger
Darkling
Legacy
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Monsters
Volo's Guide to Monsters
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Dagger. Melee or Ranged Weapon Attack: +5;{"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","rollDamageType":"piercing"} piercing damage. If the darkling has
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollType":"damage", "rollAction":"Whispering Aura", "rollDamageType":"psychic"} psychic damage, provided the warlock isn’t incapacitated.Multiattack. The warlock makes two Dagger attacks
.
Dagger. Melee or Ranged Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4
Monsters
Mordenkainen Presents: Monsters of the Multiverse
sense, entangle, speak with animals
3/day each: animal messenger, dominate beast, faerie fire, tree stride
1/day each: commune with nature (as an action), mass cure woundsArchdruids watch over the
Elemental with a challenge rating of 6 or less and can remain in that form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the
Monsters
Acquisitions Incorporated
*New spell introduced in chapter 3Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","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","rollDamageType":"piercing"} piercing damage.
Minor Conjuration. Jim conjures an inanimate object, no larger than 3 feet
Monsters
Eberron: Rising from the Last War
: knockDagger. Melee or Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1);{"diceNotation":"1d4
+1","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.In Khorvaire, magic is part of everyday life. A chef might use prestidigitation to heat and season food
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, mirror imageFae Counterspell. The high fae interrupts a creature it can see that is casting a spell with verbal, somatic, or material components. The caster takes 10 (3d6);{"diceNotation":"3d6
frequently engage in deceptions and other complex games of wits against one another.
Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light found
Couatl
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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
new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any
Madam Eva
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monsters
Curse of Strahd
from evil and good
2nd level (3 slots): lesser restoration, protection from poison, spiritual weapon
3rd level (3 slots): create food and water, speak with dead, spirit guardians
4th level (3 slots
, regenerate
8th level (1 slot): earthquakeDagger. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft., one target. Hit: 2 (1d4);{"diceNotation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
at least 1 hour.Dagger. Melee or Ranged Weapon Attack: +5;{"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","rollDamageType":"piercing"} piercing damage plus 5 (2d4);{"diceNotation":"2d4","rollType":"damage","rollAction":"Dagger","rollDamageType
Monsters
Mordenkainen Presents: Monsters of the Multiverse
at least 1 hour.Dagger. Melee or Ranged Weapon Attack: +5;{"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","rollDamageType":"piercing"} piercing damage plus 5 (2d4);{"diceNotation":"2d4","rollType":"damage","rollAction":"Dagger","rollDamageType
Magic Mouth
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Spells
Basic Rules (2014)
. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message
after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like, though it must be based on
Awaken
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Spells
Basic Rules (2014)
of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines
awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
at least 1 hour.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":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage plus 5 (2d4);{"diceNotation":"2d4","rollType":"damage","rollAction":"Dagger","rollDamageType
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Speak with Rats. The ogre can verbally communicate simple concepts to ordinary rats and giant rats.Multiattack. The ogre makes two Club attacks, two Rat-Tail Whip attacks, or one of each.
Club
spoken commands, and take their turns immediately after the ogre’s turn on the same initiative count. The rats remain for 1 hour, until the ogre dies, or until the ogre dismisses them as a bonus action.
Monsters
Locathah Rising
druid spells prepared:
Cantrips (at will): guidance, mending, shape water, shillelagh1st level (4 slots): absorb elements, cure wounds, entangle, speak with animals2nd level (3 slots): darkvision, hold
unoccupied space they can see.Change Shape (2/Day). Amble magically polymorphs into a beast with a challenge rating of 1 or less, and can remain in this form for up to 6 hours. Amble's equipment melds with