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Returning 35 results for 'both before detected contested range'.
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Equipment
As a bonus action, you can make a contested Strength check against a creature within range, moving the target to another unoccupied space within 5 feet of you on a success.
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
of a creature within 5 feet of it using a pair of spare laces. It makes a Dexterity (Sleight of Hand) check contested by the target’s Dexterity (Acrobatics) or Strength (Athletics) check. On a
Telekinesis
Legacy
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Spells
Basic Rules (2014)
that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no
longer affected by the spell.
Creature. You can try to move a Huge or smaller creature. Make an ability check with your spellcasting ability contested by the creature's Strength check. If you win the
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
Magic Items
The Wild Beyond the Witchlight
hearing and darkvision out to a range of 120 feet. It can speak, read, and understand Common, and its voice sounds silvery and melodic. Snicker-Snack craves the destruction of evil Dragons and urges
finish a long rest after that happens, you can attempt to regain the sword’s trust by making a contested Charisma check against Snicker-Snack. If you win the contest, your attunement to the weapon is instantly restored. Your attunement to the weapon can’t be restored in any other way.
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
Sword of Kas
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
sentient chaotic evil weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with
Kas. The creature must cast the wish spell and make a Charisma check contested by the Charisma check of the sword. The sword must be within 30 feet of the creature, or the spell fails. If the sword
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
Detect Thoughts
Legacy
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Spells
Basic Rules (2014)
creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at
detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
Arcane Hand
Legacy
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Spells
Basic Rules (2014)
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the
.
Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the
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
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
Bigby's Hand
Legacy
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Spells
Player’s Handbook (2014)
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the
.
Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the
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
Spells
Xanathar's Guide to Everything
. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.
The devil is unfriendly toward you and your companions
, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Telekinesis 5th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You gain the ability to move or manipulate creatures or objects by
thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Telekinesis 5th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You gain the ability to move or manipulate creatures or objects by
thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Telekinesis 5th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You gain the ability to move or manipulate creatures or objects by
thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Telekinesis 5th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You gain the ability to move or manipulate creatures or objects by
thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Telekinesis 5th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You gain the ability to move or manipulate creatures or objects by
thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Telekinesis 5th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 10 minutes You gain the ability to move or manipulate creatures or objects by
thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below
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->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->D&D Beyond Basic Rules
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->Mordenkainen's Tome of Foes
Bronze Scout A bronze scout seldom emerges from below ground; thanks to its telescoping eyestalks, it can observe enemies at close range while most of its segmented, wormlike body remains buried. If
it is detected, the bronze scout deters pursuers by sending electrical shocks through the ground while it retreats to safety. Bronze Scout
Medium construct, unaligned
Armor Class 13
Hit Points
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rulership and move to the swamp’s edge to attack intruders detected in area 11a. If enemies close to melee range, the drow switch to melee weapons. If one drow elite warrior falls in battle, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rulership and move to the swamp’s edge to attack intruders detected in area 11a. If enemies close to melee range, the drow switch to melee weapons. If one drow elite warrior falls in battle, the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Bronze Scout A bronze scout seldom emerges from below ground; thanks to its telescoping eyestalks, it can observe enemies at close range while most of its segmented, wormlike body remains buried. If
it is detected, the bronze scout deters pursuers by sending electrical shocks through the ground while it retreats to safety. Bronze Scout
Medium construct, unaligned
Armor Class 13
Hit Points
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Bronze Scout A bronze scout seldom emerges from below ground; thanks to its telescoping eyestalks, it can observe enemies at close range while most of its segmented, wormlike body remains buried. If
it is detected, the bronze scout deters pursuers by sending electrical shocks through the ground while it retreats to safety. Bronze Scout
Medium construct, unaligned
Armor Class 13
Hit Points
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rulership and move to the swamp’s edge to attack intruders detected in area 11a. If enemies close to melee range, the drow switch to melee weapons. If one drow elite warrior falls in battle, the