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Returning 35 results for 'traits speak'.
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Monsters
Monster Manual
Animal Lordship. An animal lord represents a Forager (DM’s choice), which determines certain traits in this stat block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw
components and using Wisdom as the spellcasting ability (spell save DC 20):
At Will: Animal Friendship, Animal Messenger, Speak with Animals 2/Day Each: Awaken, Greater RestorationLegendary Action Uses: 3
Monsters
Monster Manual
Animal Lordship. An animal lord represents a Hunter (DM’s choice), which determines certain traits in this stat block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw, it
no Material components and using Wisdom as the spellcasting ability (spell save DC 20):
At Will: Animal Friendship, Animal Messenger, Speak with Animals 2/Day Each: Awaken, Greater
Monsters
Monster Manual
Animal Lordship. An animal lord represents the Sage, which determines certain traits in this stat block.
Legendary Resistance (4/Day). If the animal lord fails a saving throw, it can choose to
, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 20):
At Will: Animal Friendship, Animal Messenger, Speak with Animals 2/Day Each: Awaken, Greater Restoration 1
Monsters
Monster Manual
Animal Lordship. An animal lord represents a Animal Lord (Forager);Forager, Animal Lord (Hunter);Hunter, or Animal Lord (Sage);Sage (DM’s choice), which determines certain traits in this stat
Material components and using Wisdom as the spellcasting ability (spell save DC 20):
At Will: Animal Friendship, Animal Messenger, Speak with Animals 2/Day Each: Awaken, Greater Restoration 1/Day Each
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
turn.
While in a new form, Wyllow retains her game statistics and ability to speak, but her AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and she gains any special
Archdruid
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and
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
Monsters
Curse of Strahd
Abbot 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
traits, and the Abbot, taking pity on them, yielded to their mad desires.
Enter Vasili von Holtz. The Abbot's early experiments proved fatal to their subjects, but the Belviews insisted that he keep trying
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
Nilbog
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
possesses only goblins. Bereft of a host, the spirit has a flying speed of 30 feet and can’t speak or be attacked. The only action it can take is to attempt to possess a goblin within 5 feet of it.
A
15 (unless it was already higher), and it gains the nilbog’s Innate Spellcasting and Nilbogism traits, as well as its Reversal of Fortune reaction. If the save succeeds, the spirit can’t
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you
magic-items
the weapon with a command word, at which point the weapon becomes sentient for 1 hour with the following traits:
Sentience. The weapon is a sentient, Neutral Good weapon with an Intelligence of 8, a
Wisdom of 7, and a Charisma of 8. It has hearing and Darkvision out to a range of 120 feet.
The weapon can speak, read, and understand all the languages you know, and it can communicate with you