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Returning 9 results for 'vocal sense'.
Other Suggestions:
vocal serve
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
Mordenkainen Presents: Monsters of the Multiverse
Suction. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water Propulsion. The clockwork gains
its movement. It can rotate freely if it doesn’t use any of its speeds on its turn.
6
Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water Propulsion. The clockwork gains a
movement. It can rotate freely if it doesn’t use any of its speeds on its turn.
6
Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water Propulsion. The clockwork gains a
movement. It can rotate freely if it doesn’t use any of its speeds on its turn.
6
Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its
Monsters
Mordenkainen Presents: Monsters of the Multiverse
number of Hit Dice.
8
Suction. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water
and again at the midpoint of its movement. It can rotate freely if it doesn’t use any of its speeds on its turn.
6
Overactive Sense of Self-Preservation. If the clockwork has half its hit
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
without vocal cords, psionically projecting its disembodied voice outward for all to hear. It enjoys conversation so much that it is prone to talking for hours on end, sometimes to itself if there are no
Languages the languages it knew in life
Challenge 3 (700 XP) Proficiency Bonus +2
Detect Sentience. The brain can sense the presence and location of any creature within 300 feet of it that has an
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
clockwork gains a climbing speed of 30 feet. 9 Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish (creator’s choice). 10 Water Propulsion. The clockwork gains a swimming
its movement. It can rotate freely if it doesn’t use any of its speeds on its turn. 7 Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. A brain in a jar can speak without vocal cords, psionically projecting its disembodied voice outward for all to hear. It enjoys conversation so much that it is prone to talking for hours on end
), passive Perception 10; see also “Detect Sentience” below
Languages the languages it knew in life
Challenge 3 (700 XP) Proficiency Bonus +2
Detect Sentience. The brain can sense the presence and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
feet. 9 Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish. 10 Water Propulsion. The clockwork gains a swimming speed of 30 feet. Clockwork Malfunctions d8
can rotate freely if it doesn’t use any of its speeds on its turn. 6 Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll






