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Returning 35 results for 'before both detected climbing range'.
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Spells
Player’s Handbook
One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up
a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move
Monsters
Mordenkainen Presents: Monsters of the Multiverse
save, or half as much damage on a successful one.A bronze scout seldom emerges from underground. Its telescoping eyestalks observe foes at close range while most of its segmented body remains buried
. If detected, it sends electrical shocks through the ground toward pursuers while it retreats.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has produced many failed
Monsters
Eberron: Rising from the Last War
: detect thoughts, disguise self
1/day: shield
Limited Magic Immunity. The rakshasa can’t be affected or detected by spells of 1st level or lower unless it wishes to be. It has advantage on
;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Javelin"} to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Javelin
Monsters
Spelljammer: Adventures in Space
","rollAction":"Light Crossbow"} to hit, range 80/320 ft., one target. Hit: 12 (2d8 + 3);{"diceNotation":"2d8+3","rollType":"damage","rollAction":"Light Crossbow","rollDamageType":"piercing"} piercing
. Today, Wildspace is where most of them feel at home. Hadozees are often hired as mercenary crews by other spacefaring folk. Their natural climbing ability comes in handy, as does their ability to glide
Monsters
Spelljammer: Adventures in Space
Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType
. Today, Wildspace is where most of them feel at home. Hadozees are often hired as mercenary crews by other spacefaring folk. Their natural climbing ability comes in handy, as does their ability to
monsters
Wisdom (Perception) checks that rely on sight.Slingshot. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Slingshot"} to hit, range 20/60 ft., one target. Hit: 4 (1d4
success, the target’s walking and climbing speeds are halved until it unties its laces as an action, or cuts them with an attack with a slashing weapon.
“This little friend is sehr helpful
Levitate
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up
as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up
Monsters
Candlekeep Mysteries
;t grab another creature.
Trident. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Trident"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5
"} piercing damage if the grippli had advantage on the attack roll.
Shortbow. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Shortbow"} to hit, range 80/320 ft
Monsters
Spelljammer: Adventures in Space
","rollAction":"Musket"} to hit, range 40/120 ft., one target. Hit: 16 (2d12 + 3);{"diceNotation":"2d12+3","rollType":"damage","rollAction":"Musket","rollDamageType":"piercing"} piercing damage.Safe Descent
the trees to avoid large predators that walk on land. Today, Wildspace is where most of them feel at home. Hadozees are often hired as mercenary crews by other spacefaring folk. Their natural climbing
Monsters
Acquisitions Incorporated
damage if he fails. He can't use this trait if he's incapacitated.
Second-Story Work. Climbing does not cost Viari extra movement. Additionally, when he makes a running jump, the distance he covers
.
Dagger. Melee or Ranged Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5);{"diceNotation":"1d4+5
Monsters
Eberron: Rising from the Last War
, destructive wave, fly, mass suggestion, staggering smite, suggestion, true seeing
Limited Magic Immunity. Mordakhesh can't be affected or detected by spells of 6th level or lower unless he wishes to be
+10","rollType":"to hit","rollAction":"Chromatic Orb"} to hit, range 120 ft., one creature. Hit: 13 (3d8);{"diceNotation":"3d8","rollType":"roll","rollAction":"Chromatic Orb"} damage of a type chosen
Monsters
Spelljammer: Adventures in Space
typically feed on kindori, scavvers, and other forms of space-dwelling wildlife. A solar dragon might mistake a distant spelljamming ship for possible prey and come within range of the vessel’s weapons
are detected in a solar dragon’s lair can expect to be met with resistance, followed by hostility, especially if the lair contains eggs.
A solar dragon egg has an obsidian shell, shiny black and
Monsters
Spelljammer: Adventures in Space
feed on kindori, scavvers, and other forms of space-dwelling wildlife. A solar dragon might mistake a distant spelljamming ship for possible prey and come within range of the vessel’s weapons
detected in a solar dragon’s lair can expect to be met with resistance, followed by hostility, especially if the lair contains eggs.
A solar dragon egg has an obsidian shell, shiny black and
Monsters
Van Richten’s Guide to Ravenloft
thoughts, and it can’t be detected by abilities that sense Fiends.Multiattack. The slasher makes two Slasher’s Knife attacks.
Slasher’s Knife. Melee or Ranged Weapon Attack: +7
;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Slasher's Knife"} to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4","rollType":"damage","rollAction
Monsters
Spelljammer: Adventures in Space
. Solar dragons typically feed on kindori, scavvers, and other forms of space-dwelling wildlife. A solar dragon might mistake a distant spelljamming ship for possible prey and come within range of the
tiresome. Trespassers who are detected in a solar dragon’s lair can expect to be met with resistance, followed by hostility, especially if the lair contains eggs.
A solar dragon egg has an obsidian
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollAction":"Lancing Bolt"} to hit, reach 5 ft. or range 100/400 ft., one target. Hit: 15 (2d10 + 4);{"diceNotation":"2d10+4", "rollType":"damage", "rollAction":"Lancing Bolt", "rollDamageType":"piercing
"} piercing damage.
Harpoon. Ranged Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Harpoon"} to hit, range 50/200 ft., one target. Hit: 9 (1d10 + 4);{"diceNotation":"1d10+4
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it’s holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it
indistinguishable from a stopped machine.
2
Sensors. The range of the clockwork’s darkvision increases by 60 feet, and it gains proficiency in Perception if it lacks that proficiency.
3
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Shadow Spear"} to hit, reach 5 ft. or range 30/120, one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4", "rollType":"damage
the heart, causing those nearby to feel the approach of death. If detected, gloom weavers use their shadow magic to reduce enemies to ghastly corpses.
Shadar-kai
In the gloom of the Shadowfell live
Monsters
Spelljammer: Adventures in Space
. Solar dragons typically feed on kindori, scavvers, and other forms of space-dwelling wildlife. A solar dragon might mistake a distant spelljamming ship for possible prey and come within range of the
tiresome. Trespassers who are detected in a solar dragon’s lair can expect to be met with resistance, followed by hostility, especially if the lair contains eggs.
A solar dragon egg has an obsidian
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. While motionless, it is indistinguishable from a stopped machine.
2
Sensors. The range of the clockwork’s darkvision increases by 60 feet, and it gains proficiency in Perception if it
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
monsters
Legendary Resistance (5/Day). If the rakshasa fails a saving throw, it can choose to succeed instead.
Limited Magic Immunity. The rakshasa can’t be affected or detected by spells of 6th level
is proving too difficult for your players, you can choose to play the two creatures suboptimally and have them move more than 5 feet apart from one another, out of range of the Guardian Reaction
monsters
Legendary Resistance (3/Day). If the rakshasa fails a saving throw, it can choose to succeed instead.
Limited Magic Immunity. The rakshasa can’t be affected or detected by spells of 4th level
proving too difficult for your players, you can choose to play the two creatures suboptimally and have them move more than 5 feet apart from one another, out of range of the Guardian Reaction.
Pygmy
monsters
Legendary Resistance (3/Day). If the rakshasa fails a saving throw, it can choose to succeed instead.
Limited Magic Immunity. The rakshasa can’t be affected or detected by spells of 2nd level
difficult for your players, you can choose to play the two creatures suboptimally and have them move more than 5 feet apart from one another, out of range of the Guardian Reaction.
Pygmy Rakshasa Lairs
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
a direct approach, they can try to bluff their way aboard once they have been detected. For instance, they might say they are new recruits to the smuggling gang, unaccustomed to the codes and thus
, they are believed up to the point when the first three characters get aboard by means of a rope ladder lowered for them. Once the characters’ approach is detected, the entire crew attempts to repel the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
a direct approach, they can try to bluff their way aboard once they have been detected. For instance, they might say they are new recruits to the smuggling gang, unaccustomed to the codes and thus
, they are believed up to the point when the first three characters get aboard by means of a rope ladder lowered for them. Once the characters’ approach is detected, the entire crew attempts to repel the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
appendix A) and seven magma mephits frolic in this lava pool and watch for intruders in areas 18 and 21. If intruders are detected, the mephits incite the lava children into climbing up the walls to attack the new arrivals, while the mephits use their breath weapons and keep their distance.
and have abundant handholds and footholds. Climbing them requires a successful DC 10 Strength (Athletics) check; on a check that fails by 5 or more, the creature slips and falls into the lava. 40a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
appendix A) and seven magma mephits frolic in this lava pool and watch for intruders in areas 18 and 21. If intruders are detected, the mephits incite the lava children into climbing up the walls to attack the new arrivals, while the mephits use their breath weapons and keep their distance.
and have abundant handholds and footholds. Climbing them requires a successful DC 10 Strength (Athletics) check; on a check that fails by 5 or more, the creature slips and falls into the lava. 40a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
appendix A) and seven magma mephits frolic in this lava pool and watch for intruders in areas 18 and 21. If intruders are detected, the mephits incite the lava children into climbing up the walls to attack the new arrivals, while the mephits use their breath weapons and keep their distance.
and have abundant handholds and footholds. Climbing them requires a successful DC 10 Strength (Athletics) check; on a check that fails by 5 or more, the creature slips and falls into the lava. 40a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
a direct approach, they can try to bluff their way aboard once they have been detected. For instance, they might say they are new recruits to the smuggling gang, unaccustomed to the codes and thus
, they are believed up to the point when the first three characters get aboard by means of a rope ladder lowered for them. Once the characters’ approach is detected, the entire crew attempts to repel the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spider Climb 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration, up to 1 hour Until the spell ends, one willing
creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Spider Climb 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration, up to 1 hour Until the spell ends, one willing
creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Spider Climb 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration, up to 1 hour Until the spell ends, one willing
creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Sequester Level 7 Transmutation (Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (gem dust worth 5,000+ GP, which the spell consumes)
Duration: Until dispelled
With a touch, you
magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can’t be targeted by Divination spells, detected by magic, or viewed remotely with
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Spider Climb 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration, up to 1 hour Until the spell ends, one willing
creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spider Climb 2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration, up to 1 hour Until the spell ends, one willing
creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.