Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'speaking stone'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        13. Speaking Stones
                                    
                                
                                    
                                        speaking score
                                    
                                
                                    
                                        spending stone
                                    
                                
                                    
                                        stealing stone
                                    
                                
                        
                    
                
                        
                                                     Magic Items
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    The key to long-distance, virtually instantaneous communication across Khorvaire is House Sivis’s network of message stations. Each station contains at least one speaking stone, which is carved
                                                
                                            
                                                
                                                     sending spell from it. The target is any other speaking stone whose location or unique sequence of symbols you know. A creature within 5 feet of the stone hears the message as if they were the target.
In a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Speaking Stone Wondrous item, very rare The key to long-distance, virtually instantaneous communication across Khorvaire is House Sivis’s network of message stations. Each station contains at least
                                                
                                            
                                                
                                                     one speaking stone, which is carved from a Siberys dragonshard and inscribed with arcane symbols that uniquely identify it. If you’re a gnome with the Mark of Scribing, you can touch the stone and use
                                                
                                            
                                        
                                                     Magic Items
                                                    Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     1 minute. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks this projection. If you project your voice while speaking a language the listening
                                                
                                            
                                        
                                                     Monsters
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                     stone. Each creature of the dabus’s choice in that area must succeed on a DC 13 Dexterity saving throw or take 9 (2d8);{"diceNotation":"2d8", "rollType":"damage", "rollAction":"Grasping Ground
                                                
                                            
                                                
                                                     cobblestone hands.
When dabus communicate, rather than speaking or signing words, they create esoteric illusory images and symbols in front of themselves. Scholars have yet to determine the origin of
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     each: comprehend languages, locate object
1/day each: mage armor, speak with dead, stone shapeLearn from the Past (2/Day). When another creature within 60 feet of the pledgemage misses a target with an
                                                
                                            
                                                
                                                     Lorehold apprentice;apprentices and then as pledgemages—study the magic of the past, searching for arcane artifacts and speaking with long-dead adventurers to uncover secrets lost to time.
Though
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     reach, and only those mortals who have the tenacity to complete the daunting journey to a ki-rin’s lair can prove themselves worthy of speaking with its occupant. Many of those who do end up
                                                
                                            
                                                
                                                     1 minute later in unoccupied spaces of the ki-rin’s choice on the floor of the lair.
Create Stone and Metal. The ki-rin conjures up one or more temporary objects made of stone or metal that
                                                
                                            
                                        
                                                     magic-items
                                                    
                                                    
                                                
                                            
                                                    Speaking Stones come in pairs, with each stone carved to match the other.
While you touch one stone, you can take a Magic action to send a short message of 25 words or fewer to the bearer of the
                                                
                                            
                                                
                                                     other stone. That creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The stones enable creatures to understand the meaning
                                                
                                            
                                        
                                                     Species
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     Sivis facilitate communication. This is seen most literally in speaking stones, magic items allowing a Sivis heir to send a short message to another speaking stone. House Sivis’s message stations
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen's Fiendish Folio Volume 1
                                                    
                                                
                                            
                                                     Stone upon Limbo. A powerful being suffused with entropic power, Ygorl delights in the act of unmaking and bringing chaos to any ecosystem it visits. Lesser slaadi follow close behind the lord of
                                                
                                            
                                                
                                                    .
Speaking to Ygorl is a taxing endeavor, as the lord of entropy channels its thoughts as a stream of consciousness that is both disturbing and difficult to follow. Mortal creatures that have attempted
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    , you’ll turn to the message stations of House Sivis. The basic tool is the speaking stone, which allows a dragonmarked operator to send a short message to any other speaking stone. Sending a message through
                                                
                                            
                                                
                                                     speaking stone network is the backbone of communication, but if it’s not fast enough, there is one more option. A Sivis enclave might have a heir who can perform sending, which can send a message instantly
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    House Sivis The gnomes of House Sivis facilitate communication. This is seen most literally in speaking stones, magic items allowing a Sivis heir to send a short message to another speaking stone
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    13. Speaking Stones A circle of stone menhirs predating Blingdenstone stands at the center of this small cavern. The gnomes believe this henge is a cluster of truly ancient galeb duhr, venerated as
                                                
                                            
                                                
                                                     interest in the Speaking Stones (use the priest statistics in the Monster Manual, but also give Gurnik the Stone Camouflage, Gnome Cunning, and Innate Spellcasting features of a deep gnome). He asks them
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     most literally in speaking stones, magic items allowing a Sivis heir to send a short message to another speaking stone. House Sivis’s message stations employs these items as the backbone of their long
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     mile of yourself, regardless of intervening noise, for 1 minute. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks this projection. If you
                                                
                                            
                                                
                                                     project your voice while speaking a language the listening creatures don’t understand, you can make the creatures understand what you’re saying. You must be able to see the creatures to make them understand. The ring regains 1d6 expended charges daily at dawn. CoupleOfKooks  Ring of the Orator
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    -wide, 3-foot-high stone tables stand in the middle of the room.
 Xorn. Piles of broken rocks surround the tables, some as high as 6 feet. A xorn is picking through the rocks and licking the gem dust
                                                
                                            
                                                
                                                     off them.
 If it notices the characters, the xorn approaches them and demands gemstones and precious metals, speaking in Terran. The xorn can sense if the characters are carrying such treasure, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     illusory script spell, and House Kundarak can secure packages with the glyph of warding spell. The gnomes of House Sivis also maintain a network of speaking stones (described in chapter 5) to facilitate
                                                
                                            
                                                
                                                     instantaneous communication across long distances. Short messages pass from one stone to another one within a network of message stations. The Communication and Security Services table shows typical
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     a large scroll in one arm and raises the other hand as if about to speak. Stone plaques set into the statue’s foundation are engraved with Queen Young-Soo’s many achievements.
 A character who reads
                                                
                                            
                                                
                                                     overlap with the magistrate’s efforts (see the “Lingering Memories” section). If the characters arrive before speaking with Young-Gi, the park is lovely but empty. After they’ve learned more about Dae Won
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     catastrophic damage, the lair collapses over the course of 1 hour. Characters can learn this information by speaking to Thorvin in area X13. The unstable areas are as follows: Area X2, in the threshold
                                                
                                            
                                                
                                                     of the secret door Area X6, at the top of the stone buttresses Area X17, at the base of any three pillars Area X20, against the back wall Area X22, between the columns Area X30, anywhere in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     consciously trying to control its petrifying gaze. When Veldyskar becomes aware of the characters, he calls them over, speaking in all the languages he knows until he determines that the characters
                                                
                                            
                                                
                                                     guide, it takes the characters another eight hours to reach the gates of Gravenhollow. Untold years ago, a visiting stone giant druid presented the librarians with a gift: Veldyskar, an intelligent
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Speaking with the Victims The dead are taken to a City Watch station in the North Ward and kept in a cellar morgue. Clerics from local temples are brought in to cast gentle repose spells on the
                                                
                                            
                                                
                                                     information from Dalakhar’s corpse if the right questions are asked: Dalakhar stole an artifact called the Stone of Golorr from the lair of a beholder known as Xanathar, in a dungeon deep below the city
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     Wisdom (Perception) check hears gruff voices speaking Goblin and talking about how hungry they are. Old stone bunks line the walls of this barracks, which is lit and heated by a glowing iron brazier in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     prevent a return to the horrors of the Last War 7 A bored but effective manager who refuses to be impressed by anything you do or shocked by anything that happens to you 8 A mysterious voice on the other end of a speaking stone
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     the seeking of treasure or ale, that they forgot how to live in any other way but in pursuit of it. That’s what stone giants do.
 — Elminster
 Speaking Stones Although they are unsurpassed masters of
                                                
                                            
                                                
                                                     incorporate runic letterforms, for example). Stone giants also make extensive use of the carved word through “speaking stones.” A speaking stone is an upright stone cylinder into which writing is carved
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     once held skeletal guardians that fought the cultists. The bones of more than a dozen humanoids now litter the ground. Characters who chose well when speaking with the statues in area 1 are struck by a
                                                
                                            
                                                
                                                     passes the halfway point of the room, the sound of grinding stone announces the statues turning their cowled heads to follow the characters’ movements. The characters must not look into the darkness in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     once held skeletal guardians that fought the cultists. The bones of more than a dozen humanoids now litter the ground. Characters who chose well when speaking with the statues in area 1 are struck by a
                                                
                                            
                                                
                                                     passes the halfway point of the room, the sound of grinding stone announces the statues turning their cowled heads to follow the characters’ movements. The characters must not look into the darkness in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     follow the bats eventually arrive at the entrance to the Lost Caverns. Alternatively, characters who have a means of speaking with Beasts can obtain directions to the caverns from the bats. Trial and
                                                
                                            
                                                
                                                     the entrance give the cave mouth the impression of fangs waiting to snap together. The opening is 40 feet wide, 20 feet high, and blackened by soot. Past the stone maw, a wide passage with roughly
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . Painted stone tiles of dwarf smiths at work once covered the walls, but most have cracked and fallen to the floor, where they lie in small heaps of swept-up rubble.
 Scuff Marks. Scuff marks on the
                                                
                                            
                                                
                                                     floor show evidence of stone furnishings long since removed.
 Characters who hold bright light sources in this room or make a lot of noise alert the githzerai in area 24c, who remain where they are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                    . Doors Haskasori’s few doors are at the end of the bridge (area H2), at the entrance to the vault (area H8), and in the temple (area H14). These massive stone doors are sealed with powerful magic. The
                                                
                                            
                                                
                                                     only way a creature can open a sealed door is by speaking or signing the passphrase “Cozmioko grins” in any language. Once opened, a door can’t be resealed. Illumination Dim Light streaks into the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    X30. Preserved Library This stone library has twenty-foot-high walls and a thirty-foot-high vaulted ceiling. Covering the ceiling is a fresco that depicts angels being set ablaze in a hell. A black
                                                
                                            
                                                
                                                     and empty pages. Holding a book while speaking its secret command word causes the book’s text to magically appear. Only the lich in area X27 knows the command word for each book, and only if its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    Shrine of Luck Built from material scavenged from the surrounding wilds, the Shrine of Luck consists of a strange assemblage of rocks and stones. Unbeknownst to the townspeople, one such stone in the
                                                
                                            
                                                
                                                    , Trilena. However, as they were walking up, part of the shrine collapsed, and three small creatures—the goblins—hurried away from the rubble carrying a stone. Tamara and Trilena have since been helping
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     darkness.
 The square tower is twenty feet on a side and thirty feet high, with arrow slits in each wall. A battlement crowns its top, with a stone gargoyle peering over each side. Set into the middle of
                                                
                                            
                                                
                                                     the trap door on the roof is “mimsy.” The command word to transform the tower into a one-inch metal cube is “brillig,” but speaking it has no effect since the shadow demons are still inside. To return
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     worked. Then the room grows cooler, the lights dim, and the planchette moves to the word “Greetings.” One of the investigators asks the first question: “Who are we speaking to?” The spirit replies by
                                                
                                            
                                                
                                                     characters after the Chimney Witch detailed in area 10. Theodora Halvhrest: “SEEK THE WITCH STONE”. The planchette then moves to the candle image. Theodora tests the characters’ willingness to help by
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     addition to the speaking stone, this outpost specializes in translating exotic texts and providing legal services to adventurers in trouble with the law. Josilian Tarli d’Sivis is one of the best
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     The castle walls are carved from solid ice and possess the resiliency and texture of stone. The walls provide a great defense against attacks from the ground. While the castle is airborne, the walls
                                                
                                            
                                                
                                                     nearby gate towers; see area 6B for details. The two statues flanking the portcullis inside the gateway are Huge but otherwise have the statistics of stone golems. Anyone who passes through the gateway
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     something to gain, preferably treasure. Among the genies, dao are on speaking and trading terms with the efreet, but they have nothing but scorn for djinn and marids. Other races native to the Elemental Plane
                                                
                                            
                                                
                                                     burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn’t disturb the material it moves through.
 Elemental Demise. If the dao dies, its body disintegrates into
                                                
                                            
                                        





