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Returning 35 results for 'before barking dousing creatures reveals'.
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Magic Items
Dungeon Master’s Guide
This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 − 1 cards.
The
card.
Any physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature
Magic Items
Dungeon Master’s Guide
effect.
Comet. The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that
until they or someone else reveals it. Nothing less than a Wish spell or divine intervention can end the NPC’s hostility toward you.
Ruin. All forms of wealth that you carry or own, other than
Faithful Hound
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.
At the start of each of your turns, the hound attempts
from it.
The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you
Mordenkainen's Faithful Hound
Legacy
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Spells
Player’s Handbook (2014)
cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.
At the start of each of your turns, the hound attempts
from it.
The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you
Magic Items
Candlekeep Mysteries
damage except radiant damage. A detect evil and good spell or similar magic reveals that the figurine has been desecrated. As long as it has at least 1 hit point, the figurine has the following magical
properties:
Undead within 30 feet of the figurine can’t be turned.
Dead creatures within 30 feet of the figurine can’t be brought back to life.
A creature that holds the figurine while
Monsters
Mordenkainen Presents: Monsters of the Multiverse
attack, a catoblepas reveals the extent of its horrific nature. The creature’s serpentine neck has trouble lifting its head, but one glare from its bloodshot eyes can rot flesh. At the end of its
. Degenerate creatures are likely to take up residence near a catoblepas’s territory, as are those seeking to avoid notice.
Catoblepases in Folklore
Ordinary folk rarely see a catoblepas, but
Magic Items
Strixhaven: A Curriculum of Chaos
effects, targeting one or more creatures it has cursed:
Unconsciousness. The cursed creature falls unconscious for 1 hour. The creature is roused if it takes damage or someone uses an action to shake
or slap it awake.
Visions of Terror. The cursed creature sees terrifying visions, causing it to view all creatures that aren’t also cursed as dangerous monsters for 10 minutes. The cursed
Monsters
Spelljammer: Adventures in Space
eye and mouth are closed, an eye monger looks like nothing more than a 12-foot-diameter asteroid. When it senses vibrations in the space around it, the eye monger opens its eye and reveals its true
items that belonged to the creatures it swallowed.
Although an eye monger doesn’t project an antimagic cone from its eye as a beholder does, magic is suppressed inside its gullet, which prevents a swallowed creature from using magic to escape.
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
Movement. The dream eater can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Incorporeal
foes’ greatest fears. However, all dream eaters share one thing: a gaping, always-smiling mouth, which it reveals before engulfing its prey in a phantasmagorical nightmare.
The key to defeating a
Monsters
The Book of Many Things
presence reveals a glimpse of its otherworldly nature to a creature it can see within 30 feet of itself. The target must succeed on a DC 22 Wisdom saving throw or have the paralyzed condition until
row:
Distraction. A shrill sound fills the lair. Creatures that can hear it must succeed on a DC 15 Constitution saving throw or lose concentration.
Snares. Hidden snares target up to three
Deck of Illusions
Legacy
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Magic Items
Basic Rules (2014)
illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except
with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
ability to cast the wish spell 1d3 times.
Rogue. A nonplayer character of the GM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals
Challenge -- (0 XP)
Incorporeal Movement. The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
To the Edge of Wildspace Once the characters are aboard the Second Wind and safely off the Rock of Bral, Krux reveals his plan to them: to travel to another Wildspace system called Doomspace, where
purpose and authority, barking out orders like the military commander he once was. Any time the conversation turns to Krux’s history with the Xaryxian Empire, however, the giff becomes quiet and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions. At the start of each of your turns, the hound attempts to bite one
is invisible to all creatures except you and can’t be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell
Magic Items
Tasha’s Cauldron of Everything
released and destroyed. This reveals a fifteenth soul, a lich, that inhabits the Nether card, which appears only when the fourteen souls are defeated. If this ancient entity is destroyed, the Nether card
creatures of the night. “We may wander amid the shadows,” Mother Luba said. “But we must ever serve as a light to our fellow travelers.”
Some years ago, Mother Luba disappeared into
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
the galley, followed by Petty Officer Ryeback screaming in pain and barking orders at them. Krik’Lit and Pffred did as they were told and opened the barrels of water while Petty Officer Ryeback
know the mercane’s name, Miken reveals that he was promised enough money to set him and his equally young fiancé up for life. Miken surrenders to the characters at this point, throwing himself on their mercy.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
near the center of the village is slightly larger than the others, and is home to the Ice Hunter chieftain, Barking Seal. A yurt standing apart from the rest of the shelters is home to the shaman
characters approach by the obvious path up the chasm from the ice ledge, they are noticed by the village’s 12 sled dogs (treat as wolves). As soon as the dogs begin barking and growling, the whole
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the center of the village is slightly larger than the others, and is home to the Ice Hunter chieftain, Barking Seal. A yurt standing apart from the rest of the shelters is home to the shaman
characters approach by the obvious path up the chasm from the ice ledge, they are noticed by the village’s 12 sled dogs (treat as wolves). As soon as the dogs begin barking and growling, the whole
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. Illusory Walls This 10-foot-high hallway is closed off to the west and east by illusory walls. A detect magic spell reveals that the walls are illusions without substance, and creatures and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
other rules refer to them. Schools of Magic School Typical Effects Abjuration Prevents or reverses harmful effects Conjuration Transports creatures or objects Divination Reveals information
Enchantment Influences minds Evocation Channels energy to create effects that are often destructive Illusion Deceives the mind or senses Necromancy Manipulates life and death Transmutation Transforms creatures or objects
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
28. More Halaster Statues This area is identical to area 24, with the added feature of an illusory wall to the west. A detect magic spell cast on the western wall reveals that the wall gives off an
aura of illusion magic. It has no substance, and creatures and objects can pass right through it. The illusory wall can be removed with a successful dispel magic spell (DC 14).
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
other rules refer to them. Schools of Magic School Typical Effects Abjuration Prevents or reverses harmful effects Conjuration Transports creatures or objects Divination Reveals information
Enchantment Influences minds Evocation Channels energy to create effects that are often destructive Illusion Deceives the mind or senses Necromancy Manipulates life and death Transmutation Transforms creatures or objects
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
of pale gray marble stands gouged and cracked against one wall. A successful DC 13 Intelligence (Investigation) check reveals that the damage to this room is relatively recent, and that the creatures that caused it left no tracks of any kind in the layer of dust on the floor.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
reveals several grisly wounds on the corpse, including one on his neck where the skin has peeled outward, suggesting that something emerged from within. This human died after spider eggs hatched inside his body and the creatures swarmed out of him.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
about. A strong smell of unwashed bodies and rotten meat fills the air. Three tall, furry humanoids are lounging among the mess, barking orders at a sad little goblin that demeans itself for their
reveals as much as he can remember in an attempt to be useful to the party. Some of the details might be confusing or mixed up. He is a goblin, after all. If the bugbears are dispatched, Droop tries to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
by 15 inches wide, contained in a corked glass bottle 5 feet long and 1½ feet wide. The bottle rests on its side in a wooden stand and is portable. A detect magic spell reveals an aura of
transmutation magic around the ship. An identify spell or similar magic cast on the model reveals that it’s an actual longship magically reduced to one-twelfth its normal size. The spell also reveals that the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Solution Each painting features a number of creatures of a particular kind, as summarized in the Creature Paintings table. Counting into each creature’s name by the number of creatures in the
painting reveals a letter. When unscrambled, the letters spell out “owlbear.” Characters are likely to reveal these letters in random order. Arranging them in the correct order is part of the puzzle
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. Inner Forest A thorough exploration of this part of the forest reveals several items of note: Litter. The forest is strewn with rusty weapons, burnt torch stubs, empty bottles, and other worthless
after a humanoid Wyllow has killed.)
General features of the forest are summarized in the “Forest Features” sidebar. Characters who engage in wanton destruction are accosted by several creatures
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
–4 Shadowfell Fog 5–6 Wild Magic Fog Mist Thickness Mist lightly obscures the area it fills. Depending on its density, it heavily obscures an area beyond a certain distance from creatures within. Use
contains the souls of murder victims whose bodies were thrown into the sea. A DC 15 Intelligence (Arcana) check reveals that this mist is ghost fog. The souls of the dead want the living to join them
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
observation reveals that the light is emitted by giant beetles. There seem to be around a dozen of these creatures in the room, each about three feet in length. They don’t appear to take notice of you
. From within the largest pile of trash, where most of the beetles are clustered, come glints of something shiny.
Creatures. The garbage-infested room is home to thirteen giant fire beetles. They
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(Insight) check reveals that the statues once depicted drow. 29b. Wraith This Way This room is deathly cold and contains the following: Undead. A wraith and three specters haunt the room. They attack all
living creatures that enter.
Corpses. Lying on the dusty floor amid pieces of broken furniture are three dead drow, their bodies shriveled.
Fireplace. A massive fireplace dominates the east wall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
character who understands Dwarvish knows that the oversized rune on the north wall is an ancient symbol meaning “cold.” A detect magic spell reveals an aura of conjuration magic around the rune. The
all creatures in the room. Once the rune has released this cold energy, it can’t do so again for 1 hour.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
(Perception) check reveals movement in the western part of the surrounding brush. If the characters linger here for a round, they catch the attention of two ankhegs. The aggressive creatures attack
table’s cabinet inside the hut reveals a pest mascot (see chapter 7) gnawing on a cracked, strange-looking stone. The pest is one of the mascots the characters must catalog for Professor Sharpbeak, as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
levitating.
A detect magic spell reveals an aura of transmutation magic around the skull, which belonged to a duergar. Halaster preserved within the skull the duergar’s magical ability to enlarge
enlarged by the duergar skull, the gelatinous cube has the following modified statistics: The cube is Gargantuan and can hold up to nine Large creatures or up to thirty-six Medium or smaller creatures
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the ceiling of area 35. Magical darkness fills the mouth and the shaft. A detect magic spell or similar effect reveals auras of evocation and illusion magic within the shaft. A successful dispel magic
(DC 16) cast on the darkness dispels it. If the darkness is dispelled, its fading essence magically coalesces into a swarm of bats that flies up out of the shaft and attacks any creatures in the room.






