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Returning 18 results for 'clubs of detect'.
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class of deceit
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Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
lead down into what feels like a cellar. It’s chilly in here, and you detect a subtle scent of iron in the air. From a distant spot within the chamber, sputtering candles illuminate a multitude of keys
bunch of harengons leapt out from behind the reeds and shrubbery. They took Jingle Jangle’s truffles, threw Jingle Jangle down in the mud, and whacked Jingle Jangle with their wooden clubs.”
Jingle
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
lead down into what feels like a cellar. It’s chilly in here, and you detect a subtle scent of iron in the air. From a distant spot within the chamber, sputtering candles illuminate a multitude of keys
bunch of harengons leapt out from behind the reeds and shrubbery. They took Jingle Jangle’s truffles, threw Jingle Jangle down in the mud, and whacked Jingle Jangle with their wooden clubs.”
Jingle
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
clubs, and three great axes are stored in the arsenal, scattered around the place. All are giant-sized. 13. Weapons Room Spears, shields, clubs, and axes are abundant here—no fewer than a dozen of each
only seen on close inspection of the room. Under the scrutiny of a detect magic spell, it radiates an aura of illusion magic due to a magic mouth spell placed on it. If picked up by a dwarf it barks out
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
clubs, and three great axes are stored in the arsenal, scattered around the place. All are giant-sized. 13. Weapons Room Spears, shields, clubs, and axes are abundant here—no fewer than a dozen of each
only seen on close inspection of the room. Under the scrutiny of a detect magic spell, it radiates an aura of illusion magic due to a magic mouth spell placed on it. If picked up by a dwarf it barks out
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
skull which is Snurre’s own device, flanked by fire giants with clubs over their shoulders. The northern one of these inlaid giant-images conceals a secret door hidden in the wall; a cresset to the left
scrutiny of Divine Sense or a detect evil and good spell. Each idol is associated with a different ability score. While one is carried, its bearer has disadvantage on all d20 rolls involving that
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
skull which is Snurre’s own device, flanked by fire giants with clubs over their shoulders. The northern one of these inlaid giant-images conceals a secret door hidden in the wall; a cresset to the left
scrutiny of Divine Sense or a detect evil and good spell. Each idol is associated with a different ability score. While one is carried, its bearer has disadvantage on all d20 rolls involving that
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
neutral alignment. Each child has a Strength score of 14 (+2). They speak Giant, though their vocabulary is limited. They wield wooden toys as clubs, gaining a +4 bonus to hit on their melee weapon
mantelpiece is a stuffed and mounted aarakocra with blue plumage. This poor creature is the remains of Jakka (see the “Aarakocra Simulacra” section earlier in this chapter). A detect magic spell reveals a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
neutral alignment. Each child has a Strength score of 14 (+2). They speak Giant, though their vocabulary is limited. They wield wooden toys as clubs, gaining a +4 bonus to hit on their melee weapon
mantelpiece is a stuffed and mounted aarakocra with blue plumage. This poor creature is the remains of Jakka (see the “Aarakocra Simulacra” section earlier in this chapter). A detect magic spell reveals a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
hounds detect the characters and attack, day or night. G3. Coach House This stone building contains a beautifully maintained coach and clean stables that house four draft horses and Lady Gralhund’s jet
be a spellbook, the tome on the lectern is a chronicle of the Gralhund family’s accomplishments, embellished or recast to paint the family in the most favorable light. A detect magic spell reveals an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
hounds detect the characters and attack, day or night. G3. Coach House This stone building contains a beautifully maintained coach and clean stables that house four draft horses and Lady Gralhund’s jet
be a spellbook, the tome on the lectern is a chronicle of the Gralhund family’s accomplishments, embellished or recast to paint the family in the most favorable light. A detect magic spell reveals an
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
, are armed with clubs, axes, daggers, and various cast-off weapons, as well as seven highly prized crossbows. They obtain food from raids, supplemented by fungus they find in a subterranean cave
shortsword. A character attuned to this sword can use an action to mentally command it to detect gems and jewels. Someone who does so learns the kind and number of such objects within 60 feet of the sword
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
, are armed with clubs, axes, daggers, and various cast-off weapons, as well as seven highly prized crossbows. They obtain food from raids, supplemented by fungus they find in a subterranean cave
shortsword. A character attuned to this sword can use an action to mentally command it to detect gems and jewels. Someone who does so learns the kind and number of such objects within 60 feet of the sword
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
can warn the characters about what lies in areas 15, 16, and 17. 15. Weapons Cave Herein are stored sixty-two throwing rocks, eight shields, fifteen spears, five clubs, and five helmets, all of frost
feet off the ground. To a casting of detect magic, the bar has a strong aura of conjuration. Noticing the bar without specifically looking up for it requires a successful DC 15 Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
can warn the characters about what lies in areas 15, 16, and 17. 15. Weapons Cave Herein are stored sixty-two throwing rocks, eight shields, fifteen spears, five clubs, and five helmets, all of frost
feet off the ground. To a casting of detect magic, the bar has a strong aura of conjuration. Noticing the bar without specifically looking up for it requires a successful DC 15 Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
stacked in wooden racks against the north wall. Three large wooden chests, all closed, line the east wall.
The unlocked chests contain the following weapons: 10 clubs 10 longswords 10 morningstars 7
. Kitchen If the characters pause in the corridor near the door to this room, they detect a smell in the air; it reminds them of cooking meat, though with an acrid tang to it. This odor is being emitted
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
stacked in wooden racks against the north wall. Three large wooden chests, all closed, line the east wall.
The unlocked chests contain the following weapons: 10 clubs 10 longswords 10 morningstars 7
. Kitchen If the characters pause in the corridor near the door to this room, they detect a smell in the air; it reminds them of cooking meat, though with an acrid tang to it. This odor is being emitted
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
“Moonwood” section). Map 3.8: One Stone View Player Version Ancient Relic Casting a detect magic spell on the boulder reveals an aura of transmutation magic emanating from it. The boulder itself is a
breastplates instead of leather armor, giving them AC 16. They wield stone clubs instead of daggers that deal 4 (1d4 + 2) bludgeoning damage on a hit. The cultists aren’t easily frightened or intimidated
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
“Moonwood” section). Map 3.8: One Stone View Player Version Ancient Relic Casting a detect magic spell on the boulder reveals an aura of transmutation magic emanating from it. The boulder itself is a
breastplates instead of leather armor, giving them AC 16. They wield stone clubs instead of daggers that deal 4 (1d4 + 2) bludgeoning damage on a hit. The cultists aren’t easily frightened or intimidated