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Returning 35 results for 'creature wards respond'.
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Spells
Player’s Handbook
return within 10 minutes if dispersed while Guards and Wards lasts)
Gust of Wind in one corridor or room (the wind blows continuously while the spell lasts)
Suggestion in one 5-foot square; any creature that enters that square receives the suggestion mentally
, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects.
The spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards
Spells
Player’s Handbook
fails on this save.
An affected creature is aware of the spell and can avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive yet must be truthful.
You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell’s area for the first
Monsters
Tales from the Yawning Portal
receiving creature to telepathically respond.
Reduced Threat. This creature has -2 penalty on all ability checks and saving throws.Multiattack. The otyugh makes three attacks: one with its bite and two with
Limited Telepathy. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the
Monsters
Mythic Odysseys of Theros
Gatekeeper's Aura. Any creature that starts its turn within 10 feet of the phylaskia must make a DC 15 Wisdom saving throw. On a successful save, the creature is immune to this aura for the next 24
hours. On a failed save, the creature has disadvantage on saving throws and its speed is halved until the start of its next turn.
Undead Fortitude. If damage reduces the phylaskia to 0 hit points, it
Monsters
Icewind Dale: Rime of the Frostmaiden
upside down on ceilings, without needing to make an ability check.Drop. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Drop"} to hit, one creature directly underneath
from ordinary rock formations.
Patient Hunters. Piercers can see, but they can also respond to noise and heat, waiting for living creatures to pass beneath them, then falling to attack. A piercer
Monsters
Mordenkainen Presents: Monsters of the Multiverse
ft. or range 120 ft., one target. Hit: 20 (3d10 + 4);{"diceNotation":"3d10+4", "rollType":"damage", "rollAction":"Arcane Burst", "rollDamageType":"force"} force damage.
Force Blast. Each creature in
a 20-foot cube originating from the abjurer must make a DC 16 Constitution saving throw. On a failed save, a creature takes 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Force
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature with a soul, the soul rises from the River Styx as a lemure (see the Monster Manual) in Avernus in 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Hellfire Lance"} hours. If the
creature isn’t revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature’s original body can restore it to life. Constructs and devils are immune
Monsters
Mythic Odysseys of Theros
Aggressive. As a bonus action, the cerberus can move up to its speed toward a hostile creature that it can see.
Multiheaded. The cerberus can’t be surprised, and it has advantage on saving
throws against being knocked unconscious.
Pack Tactics. The cerberus has advantage on an attack roll against a creature if at least one of the cerberus’s allies is within 5 feet of the creature
Monsters
Van Richten’s Guide to Ravenloft
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can’t regain hit points or gain
","rollDamageType":"piercing"} piercing damage if the swarm has half of its hit points or fewer. A creature damaged by the swarm must succeed on a DC 12 Constitution saving throw or contract a disease
Monsters
Van Richten’s Guide to Ravenloft
the appropriate type to the target. A creature reduced to 0 hit points by the swarm’s piercing damage dies.Base creatures are among the first to respond to sinister forces at work in a land. As
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny scarab. The swarm can’t regain hit points or gain
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Pack Tactics. A howler has advantage on attack rolls against a creature if at least one of the howler’s allies is within 5 feet of the creature and the ally isn’t
":"recharge","rollAction":"Mind-Breaking Howl"}. The howler emits a keening howl in a 60-foot cone. Each creature in that area must succeed on a DC 13 Wisdom saving throw or take 16 (3d10);{"diceNotation
Monsters
Mythic Odysseys of Theros
Aura of Nightmares. Undead creatures within 30 feet of the shepherd gain a +5 bonus to attack and damage rolls. When any other creature that isn’t undead or a construct starts its turn within
30 feet of the shepherd, that creature must succeed on a DC 17 Wisdom saving throw or take 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Aura of Nightmares","rollDamageType
Monsters
Mordenkainen Presents: Monsters of the Multiverse
cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending
wander the Material Plane for centuries, collecting corpses while searching for a way to return home.
Cadaver collectors respond to a summons from a mortal only when they are called to the scene of a
Equipment
. Dreamlily dens can be found across the lower wards. Consuming dreamlily causes disorienting euphoria and brings about remarkable resistance to pain. A creature under the effects of dreamlily is poisoned
for 1 hour. While poisoned in this way, the creature is immune to fear, and the first time it drops to 0 hit points without being killed outright, it drops to 1 hit point instead. A dose of dreamlily
Monsters
Fizban's Treasury of Dragons
", "rollAction":"Disorienting Breath"}. The dragon exhales a wave of psychic dissonance in a 15-foot cone. Each creature in that area must make a DC 12 Intelligence saving throw. On a failed save, the
creature takes 17 (5d6);{"diceNotation":"5d6", "rollType":"damage", "rollAction":"Disorienting Breath", "rollDamageType":"psychic"} psychic damage, and until the end of its next turn, when the creature
Monsters
Quests from the Infinite Staircase
Nafas drops to 0 hit points, his body disintegrates into a whirl of multiversal dust that surrounds one creature responsible for his demise. That creature then hears Nafas’s last wish: for the
creature to take his place.
If the creature accepts, it is transformed into a noble djinni. The creature’s game statistics are replaced by those of Nafas (including this trait), though it
Monsters
Fizban's Treasury of Dragons
psychic dissonance in a 30-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw. On a failed save, the creature takes 31 (9d6);{"diceNotation":"9d6", "rollType":"damage
", "rollAction":"Disorienting Breath", "rollDamageType":"psychic"} psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d6
Monsters
Fizban's Treasury of Dragons
":"recharge", "rollAction":"Disorienting Breath"}. The dragon exhales a wave of psychic dissonance in a 60-foot cone. Each creature in that area must make a DC 18 Intelligence saving throw. On a failed save
, the creature takes 42 (12d6);{"diceNotation":"12d6", "rollType":"damage", "rollAction":"Disorienting Breath", "rollDamageType":"psychic"} psychic damage, and until the end of its next turn, when the
Monsters
Fizban's Treasury of Dragons
":"Disorienting Breath"}. The dragon exhales a wave of psychic dissonance in a 90-foot cone. Each creature in that area must make a DC 22 Intelligence saving throw. On a failed save, the creature takes 56
(16d6);{"diceNotation":"16d6", "rollType":"damage", "rollAction":"Disorienting Breath", "rollDamageType":"psychic"} psychic damage, and until the end of its next turn, when the creature makes an attack
Guards and Wards
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
these effects.
Guards and wards creates the following effects within the warded area.
Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or
branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.
Doors. All
Duergar Screamer
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Engine of Pain. Once per turn, a creature that attacks the screamer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 11
(2d10);{"diceNotation":"2d10","rollType":"roll","rollAction":"Engine of Pain"} damage to the screamer, and the screamer can respond by using its Multiattack with its reaction.Multiattack. The screamer
Duergar Hammerer
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Engine of Pain. Once per turn, a creature that attacks the hammerer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 5 (1d10
);{"diceNotation":"1d10","rollType":"roll","rollAction":"Engine of Pain"} damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction.
Siege Monster. The hammerer
Zone of Truth
Legacy
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Spells
Basic Rules (2014)
succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for
Warding Bond
Legacy
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Spells
Basic Rules (2014)
This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and
Monsters
Infernal Machine Rebuild
receiving creature to telepathically respond.
Innate Spellcasting (Psionics). The neo-otyugh's innate spellcasting ability is Intelligence (spell save DC 12). It can innately cast the following spells
Limited Telepathy. The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the
Cadaver Collector
Legacy
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Monsters
Mordenkainen’s Tome of Foes
cadaver collector releases paralyzing gas in a 30-foot cone. Each creature in that area must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats
. Cadaver collectors respond to a summons from a mortal only when they are called to the scene of a great battle — either where one is in progress, where one is imminent, or where one once took place
Telepathic
Legacy
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Feats
Tasha’s Cauldron of Everything
doesn’t give the creature the ability to respond to you telepathically.
You can cast the detect thoughts spell, requiring no spell slot or components, and you must finish a long rest before you
telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication
Feats
Player’s Handbook (2024)
language. Your communication doesn’t give the creature the ability to respond to you telepathically.
Detect Thoughts. You always have the Detect Thoughts spell prepared. You can cast it without a
. You can speak telepathically to any creature you can see within 60 feet of yourself. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that
Feats
Planescape: Adventures in the Multiverse
use this benefit on that portal again until you finish a long rest. On a successful check, you can force the portal open or closed for 1 hour. For that duration, the portal doesn’t respond to
its portal key unless a creature employing the key succeeds on a DC 20 Intelligence (Arcana) check as an action.
Portal Sense. You know the direction to the last planar portal you used while you and
Ranger
Legacy
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Classes
Basic Rules (2014)
the creature while he readies his bow. Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of
grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
pit fiend stands guard in each room. The pit fiends are silent observers who intervene if a fight breaks out. Wards Magical wards surround Dragon’s Pride. If a creature without the club’s mark attempts to teleport into Dragon’s Pride, the creature takes 33 (6d10) psychic damage, and the attempt fails.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Accessing the Rod Piece The rod piece was stored in a safe room in the Lambent Zenith’s prow (area Z19). When the ship crashed, the safe room’s security wards activated, and the room’s doors sealed
magically. To access the safe room and uncover the rod piece, the characters must first deactivate the security wards. Ward Runes The security wards are powered by two magical runes: one in area Z8 and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Accessing the Rod Piece The rod piece was stored in a safe room in the Lambent Zenith’s prow (area Z19). When the ship crashed, the safe room’s security wards activated, and the room’s doors sealed
magically. To access the safe room and uncover the rod piece, the characters must first deactivate the security wards. Ward Runes The security wards are powered by two magical runes: one in area Z8 and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a silver rod worth 10+ GP)
Duration: 24 hours
You create a ward that protects up to
area, makes the speaker immune to its effects. The spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards itself, but each of the following effects can be
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
pit fiend stands guard in each room. The pit fiends are silent observers who intervene if a fight breaks out. Wards Magical wards surround Dragon’s Pride. If a creature without the club’s mark attempts to teleport into Dragon’s Pride, the creature takes 33 (6d10) psychic damage, and the attempt fails.