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Returning 35 results for 'before before detect connected removed'.
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before before direct connected remove
before before detect contested removed
Monsters
Forgotten Realms: Adventures in Faerûn
ability (spell save DC 19):
At Will: Detect Magic, Detect Thoughts, Light, Lightning Bolt (level 4 version), Mage Armor (included in AC), Mage Hand, Prestidigitation
2/Day Each: Scrying, Sending
knowledge of an even older version of himself. One of Manshoon’s enemies, Halaster Blackcloak, removed Manshoon’s left arm at the elbow. Manshoon now uses a mechanical prosthetic arm
Monsters
Astarion's Book of Hungers
vampire has the Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.
Sunlight. The vampire takes 20 Radiant damage if it starts its turn in
spellcasting ability (spell save DC 18):
At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 4 version), Mage Hand, Prestidigitation
2/Day: Scrying
1/Day: Wall of FireLegendary
Monsters
Forgotten Realms: Adventures in Faerûn
Resistance. Sammaster has Advantage on saving throws against spells and other magical effects.
Soul Gem. Sammaster has a magical soul gem as his dracolich heart. The gem can’t be damaged or removed
", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Blight, Detect Magic, Dispel Magic, Mage Hand, Prestidigitation, Ray of Sickness (level 6 version)
2/Day Each: Dimension Door
Night Hag
Legacy
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Monsters
Basic Rules (2014)
). She can innately cast the following spells, requiring no material components:
At will: detect magic, magic missile
2/day each: plane shift (self only), ray of enfeeblement, sleep
Magic
trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Spells
Xanathar's Guide to Everything
. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet
at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep
Magic Items
Eberron: Rising from the Last War
): detect thoughts (2 charges) or dissonant whispers (1 charge). Each time you use the earworm to cast the detect thoughts spell, it sends the information gleaned to the nearest daelkyr, or
to the next nearest earworm until it reaches a daelkyr.
The earworm regains 1d4 expended charges daily at dawn.
Symbiotic Nature. The earworm can’t be removed from you while you
Monsters
Acquisitions Incorporated
Innate Spellcasting (Psionics). Auspicia's innate spellcasting ability is Intelligence. She can innately cast the following spells, requiring no components:
At will: detect thoughts
1/day
of psionic power. She can't help but read others' minds, but finds that wearing a diamond earring helps tamp that unwitting ability down. This magic has also left her connected to the crypt in a way
Night Hag (Coven Variant)
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Monsters
Monster Manual (2014)
). She can innately cast the following spells, requiring no material components:
At will: detect magic, magic missile
2/day each: plane shift (self only), ray of enfeeblement, sleep
Magic
reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Aboleth
Legacy
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Monsters
Basic Rules (2014)
succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature’s
skin becomes translucent and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher
Magic Items
Strixhaven: A Curriculum of Chaos
cursed creature is incapacitated.
After either of these effects ends, the affected creature is no longer cursed. The curse can also be removed from a creature with a remove curse spell or similar
magic. All cases of the curse end if Murgaxor’s orb is destroyed.
Magical Signature. As a side effect of the orb’s curse, the spell detect magic reveals an aura of enchantment surrounding
Monsters
Fizban's Treasury of Dragons
hand is invisible), minor illusion
1/day each: detect thoughts, invisibility, silent imageEmerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to
individuals. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
its hit point maximum is reduced by 7 (2d6);{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Corrupted Healing"}. This reduction can be removed only by a wish spell or by casting greater
components and using Charisma as the spellcasting ability (spell save DC 16):
At will: darkness, detect magic, dispel magic, hold monster, invisibility (self only)
1/day each: feeblemind, globe of
Monsters
Tyranny of Dragons
, ray of frost
1st level (4 slots): charm person, detect magic, shield, thunderwave
2nd level (3 slots): cloud of daggers, hold person, see invisibility
3rd level (3 slots): animate dead, dispel
dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.
Dreadful Glare. Diderius targets one creature he can see within 60 feet of him. If the target
Monsters
Tales from the Yawning Portal
","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed
by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed
Monsters
Planescape: Adventures in the Multiverse
material components and using Charisma as the spellcasting ability (spell save DC 15):
At will: detect evil and good
1/day each: aid, continual flame, protection from evil and good, scrying (as an
portals and paths connected to goodly realms. They have powerfully built, bipedal bodies with the heads of great bears and eyes like pools of silvery light. When warden archons speak, glimmering
Monsters
Phandelver and Below: The Shattered Obelisk
telepathic conversations with up to ten creatures at a time. The brain breaker can let those creatures telepathically hear each other while connected in this way.Multiattack. The brain breaker makes two
). The brain breaker casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):
At will: detect thoughts, levitateBrain
Monsters
Phandelver and Below: The Shattered Obelisk
conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way.Multiattack. The elder brain makes two Tentacle
brain casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):
At will: detect thoughts, levitateThe Far Realm has tainted
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
spells, requiring no material components and using Charisma as the spellcasting ability:
At will: dancing lights, detect magic, prestidigitation
1/day: locate creatureFaerie pathlighters pry into
creatures found throughout the wilds of Eldraine. While often seen as foolish, ouphes are magically connected to the natural world and know more about the secret lives of trees, mushrooms, and moss than
Monsters
Icewind Dale: Rime of the Frostmaiden
: detect thoughts, levitate
1/day each: dominate monster, plane shift (self only)
Magic Resistance. The ceremorph has advantage on saving throws against spells and other magical effects.Tentacles. Melee
the weapon to fire 50 shots. After its last shot is expended, the device becomes inoperable. The energy cell can’t be removed without destroying the weapon.
Oinoloth
Legacy
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Monsters
Mordenkainen’s Tome of Foes
.
Innate Spellcasting. The oinoloth's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
At will: darkness, detect
);{"diceNotation":"2d6","rollType":"roll","rollAction":"Corrupted Healing"}. This reduction can be removed only by a wish spell or by casting greater restoration on the target three times within the same
Monsters
Eberron: Rising from the Last War
Innate Spellcasting. The hag's spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:
At will: detect magic, disguise self
and is cursed until the hag dies or the curse is removed. The cursed creature's hit point maximum decreases by 5 (1d10);{"diceNotation":"1d10","rollType":"roll","rollAction":"Nightmare Touch"} whenever
Vampire Spellcaster
Legacy
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Monsters
Monster Manual (2014)
vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.
Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts
, prestidigitation, ray of frost
1st level (4 slots): comprehend languages, fog cloud, sleep
2nd level (3 slots): detect thoughts, gust of wind, mirror image
3rd level (3 slots): animate dead, bestow
Magic Items
Tasha’s Cauldron of Everything
’t be removed while you are attuned to the teeth, and you can’t voluntarily end your attunement to them. If removed after your death, the tooth vanishes. You can have a maximum number of the
it are removed. When you use this action, a shimmering image of a unicorn’s horn appears until the end of your turn, sprouting from your forehead. The tooth regains all expended charges daily at
Geryon
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Medium when changing his appearance), detect magic, geas, ice storm, invisibility (self only), locate object, suggestion, wall of ice
1/day each: divine word, symbol (pain only)
Legendary Resistance
. This reduction lasts until the poisoned condition is removed.
Teleport. Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can
Geryon (Summoner Variant)
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Medium when changing his appearance), detect magic, geas, ice storm, invisibility (self only), locate object, suggestion, wall of ice
1/day each: divine word, symbol (pain only)
Legendary Resistance
. This reduction lasts until the poisoned condition is removed.
Teleport. Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
long rest. The target’s hit point maximum is reduced by an amount equal to half the poison damage taken. This reduction lasts until the poisoned condition is removed. The target dies if its hit
: alter self (can become Medium when changing his appearance), detect magic, ice storm, invisibility (self only), locate object, suggestion, wall of ice
1/day: banishment
Teleport. Geryon magically
Elder Brain
Legacy
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Monsters
Volo's Guide to Monsters
:
At will: detect thoughts, levitate
1/day each: dominate monster, plane shift (self only)
Legendary Resistance (3/Day). If the elder brain fails a saving throw, it can choose to succeed instead
conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way.Tentacle. Melee Weapon Attack: +7;{"diceNotation
Monsters
Fizban's Treasury of Dragons
Intelligence as the spellcasting ability (spell save DC 17):
At will: mage hand (the hand is invisible), minor illusion
1/day each: detect thoughts, dispel magic, invisibility, major imageThe dragon can
know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create
Monsters
Fizban's Treasury of Dragons
ability (spell save DC 20):
At will: mage hand (the hand is invisible), minor illusion
1/day each: detect thoughts, dispel magic, etherealness, major image, misleadThe dragon can take 3 legendary
of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions
Monsters
Mordenkainen Presents: Monsters of the Multiverse
−5, the object is destroyed. The penalty on an object can be removed by the mending spell.
Spellcasting. Juiblex casts one of the following spells, requiring no material components and using Wisdom
as the spellcasting ability (spell save DC 20):
At will: detect magic
3/day each: contagion, gaseous formJuiblex can take 3 legendary actions, choosing from the options below. Only one legendary
Monsters
Mordenkainen Presents: Monsters of the Multiverse
long rest. The target’s hit point maximum is reduced by an amount equal to half the poison damage taken. This reduction lasts until the poisoned condition is removed. The target dies if its hit
: alter self (can become Medium when changing his appearance), detect magic, ice storm, invisibility (self only), locate object, suggestion, wall of ice
1/day: banishment
Teleport. Geryon magically
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creatures telepathically hear each other while connected in this way.Tentacle. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Tentacle"} to hit, reach 30 ft., one
brain casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 18):
At will: detect thoughts, levitate
3/day: modify memory
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pounds. The rules of this gate are as follows: Only one piece of the arch can be removed at any given time. A detect magic spell reveals that one of the pieces (determined randomly) is magical. When that
piece is removed from the arch, it disappears, and the gate opens for 1 minute. When the gate closes, the piece removed from the arch magically reappears in its proper place, and a different piece
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
objects can pass right through them. An illusory wall can be removed with a successful dispel magic spell (DC 14).
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).






