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Returning 35 results for 'detect ignore are buildings'.
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Monsters
Storm King's Thunder
Detect Invisibility. Within 60 feet of the tressym, magical invisibility fails to conceal anything from the tressym’s sight.
Keen Smell. The tressym has advantage on Wisdom (Perception) checks
that rely on smell.
Poison Sense. A tressym can detect whether a substance is poisonous by taste, touch, or smell.Claws. Melee Weapon Attack: +0;{"diceNotation":"1d20+0","rollType":"to hit
Backgrounds
Guildmasters’ Guide to Ravnica
basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such
d6
Flaw
1
If there’s a plan, I’ll probably forget it. If I don’t forget it, I’ll probably ignore it.
2
I get bored easily, and if nothing is happening I&rsquo
Baphomet
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
.
Innate Spellcasting. Baphomet’s spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components.
At will: detect magic
3/day
reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the
Magic Items
Baldur’s Gate: Descent into Avernus
normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a
!
5
I allow nothing to stand in the way of my crusade to eradicate evil from the multiverse.
6
I ignore those who do not support my plans, for my calling is higher than all others
Species
Spelljammer: Adventures in Space
internal organs of the usual sort. Their bodies are composed of cells, fibers, plasma-like ooze, and clusters of nerves. These nerves enable a plasmoid to detect light, heat, texture, sound, pain, and
; section for your character’s class offers suggestions on which scores to increase. You’re free to follow those suggestions or to ignore them. Whichever scores you decide to increase, none of
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
—are scattered across the floor.
The cave is large enough that it contains two freestanding structures. Each of these stone buildings is proportioned for human use, as opposed to the dwarf-sized
, into which a flight of stairs has been cut. Passages lead out of this area to the north, south, and west.
The damaged buildings are described in areas 14 and area 15. Minerals in the ceiling are
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Entering the City When the characters see Omu for the first time, read: The jungle parts to reveal a dead city enclosed by sheer cliffs. Ruined buildings and stone boulevards rise like ghosts from
tries to climb up or down the cliffs, but they ignore intruders who enter by the river or the ravine to the southwest. They serve Acererak and take orders from his undead tomb custodian, Withers (see chapter 5).
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
known to form strong friendships with humanoids, particularly rangers and wizards. Tressym get along well with others of their kind, but they rarely lair or hunt together. They peacefully ignore bats
Senses darkvision 60 ft., passive Perception 15
Languages understands Common but can’t speak
Challenge 0 (10 XP)
Detect Invisibility. Within 60 feet of the tressym, magical invisibility fails
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
on a DC 12 Intelligence (Nature) check realizes. The detect magic spell also reveals that the fog emanates an aura of enchantment magic. As the characters near the city gate, they notice the guards
and other travelers are bewildered by the strange weather but do their best to ignore it or joke to hide their insecurity. If asked about the fog, locals say they’ve never seen anything like this. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rating of 2 (450 XP). The ballistae can’t perceive (and thus they ignore) creatures that keep to the easternmost 60-foot section of the hallway. Once they detect intruders, however, the ballistae
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
W1. Pumpkin Patches Nine boars graze in the pumpkin patches — one per patch. Of these, six are actual boars. The other three are anchorites of Talos in boar form. The anchorites ignore the characters
anchorites retaliate. If you need to determine whether a boar is an anchorite or not, roll a d6. On a 5 or 6, the boar is an anchorite in disguise. Pumpkins. A detect magic spell reveals a dim aura of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
been known to form strong friendships with humanoids, particularly rangers and wizards. Tressym get along well with others of their kind, but they rarely lair or hunt together. They peacefully ignore
(10 XP)
Detect Invisibility. Within 60 feet of the tressym, magical invisibility fails to conceal anything from the tressym’s sight.
Keen Smell. The tressym has advantage on Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. See appendix D for these creatures’ statistics. The grungs on the roof unleash arrows to ward off intruders. If the intruders fight back, more green-skinned grungs close in from nearby buildings
, the illusion drops and the treasure reverts to its true form: gold coins become disks of tin, silver decanters revert back to clay jugs, and glittering armor becomes rusty scrap metal. A detect magic
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, beyond which you see a windmill, a tall steeple, and the high-pitched rooftops of several other buildings. Apart from the ringing of the bell, you detect no other activity in the village. The trail
it and radiated magic under the scrutiny of detect magic spells, but its properties and purpose couldn’t be ascertained. The villagers assumed it was a relic of some bygone age or kingdom and left it
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, mother, and three young children) dash across their path, hounded by seven kobolds. Without warning, five humans dash out from between two buildings on your left. A limping man and three young children
carrying a child has disadvantage on attack rolls and cannot wield a two-handed weapon. Unless characters interfere, the kobolds assume the characters are cultists and ignore them. Assuming
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, mother, and three young children) dash across their path, hounded by seven kobolds. Without warning, five humans dash out from between two buildings on your left. A limping man and three young children
carrying a child has disadvantage on attack rolls and cannot wield a two-handed weapon. Unless characters interfere, the kobolds assume the characters are cultists and ignore them. Assuming characters
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Auvryndar assumed control of it. The cavern has the following features: Ruins. The 30-foot-high cavern is a deathly quiet maze of crumbling stone buildings, many of which have partially collapsed. The
buildings’ walls are 10 feet high, and their roofs have mostly caved in.
Webs and Spiders. Webs are strung between the buildings, but they’re not thick enough to inhibit movement. Nine giant spiders roam
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
anything except their search for a meal.
The termite mounds here are natural and aren’t dangerous; the giant anteaters (use the giant badger stat block) ignore the characters unless disturbed
creature to squeeze into. A character who casts detect magic finds the gap radiates an aura of conjuration magic. A creature who passes through the gap enters a planar portal that transports them to the Ghost Orchid Tepui.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
its hit points or fewer, it attempts to withdraw. The shadows and the mimic ignore each other. Statues. The four wooden statues are carved and painted to look like tortles. They stand 6 feet tall and
weigh 200 pounds each. Throne. The granite throne weighs 3,000 pounds and radiates a strong aura of transmutation magic under the scrutiny of a detect magic spell or a similar effect. An identify
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
ground can be any size, and a detect evil and good spell cast within range reveals its presence. Undead standing on desecrated ground have advantage on all saving throws. A vial of holy water purifies a
into the quicksand. Razorvine Razorvine is a plant that grows in wild tangles and hedges. It also clings to the sides of buildings and other surfaces as ivy does. A 10-foot-high, 10-foot-wide, 5-foot
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
beings attuned to its effects, who can ignore any restrictions on spellcasting, can direct targetable effects of the mythal, and can teach others of appropriate skill how to access its secrets. Except
MAGIC
Certain spells allow casters to perceive or manipulate the effects of the Weave in particular ways. The Weave itself also has irregularities that affect spells.
Detect Magic. Detect magic
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
much for comfort as to flaunt their musculature. Airy Aesthetes. Djinn rule floating islands of cloudstuff covered with enormous pavilions, or topped with wondrous buildings, courtyards, fountains, and
components:
At will: detect evil and good, detect magic, thunderwave
3/day each: create food and water (can create wine instead of water) , tongues, wind walk
1/day each: conjure elemental (air
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Endshift Street in the Field Ward, are being robbed nightly, and the innkeeper says he’s seen giant rats prowling around the back alleys. Sounds dull, but it’s a plea for help that we can’t ignore
devils, which have locals pinned down in nearby buildings. Right afterward, Gysheer Omfreys (LE female Tethyrian human cult fanatic) emerges from an alley and attacks Savra. Gysheer is an overzealous
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Smoldertown (Areas L7–L9) When the characters first enter this district, describe it as follows: The acrid stench of hot metal hangs over this district. Buildings here have no decoration, and nearly
tools. There are enough tools here to assemble one set of smith’s tools and one set of tinker’s tools. The trapdoor in the ceiling opens into area L9b. Geometric Design. A detect magic spell reveals an
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
and desires of your players. Edermath Orchard The apple trees of Edermath Orchard surround a small group of buildings on the edge of town. The smell of fruit is strong around the orchard year round
truth or are just the ramblings of a would-be ironworker who wants Maza’s job is up to you. Stonehill Inn The Stonehill Inn is one of the largest buildings in town. The business is run by Trilena and
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Security” and “Curator Alda Arkin”). Encountering Museum Guards As long as the characters aren’t caught entering a restricted area or causing a public incident, the museum’s guards ignore them during
locations, by searching the records room (area V6); the alarms can also be detected using detect magic. The alarms aren’t armed while the museum is open to the public. Animated Statues. The statues that
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Three deathlock wights (see appendix B) oversee six skeletons. They attack intruders. Aura. A detect magic spell reveals a transmutation aura on the whole area, which is a simple magical effect to control
unconscious while on a bridge has a 50 percent chance to fall into the pigpen. Enchanted Pillars. A detect magic spell reveals that each pillar radiates an aura of enchantment magic. Any humanoid that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
points, vulnerability to fire, and immunity to bludgeoning, piercing, and psychic damage. A sturdy iron-barred gate set into the east wall is held shut with an arcane lock spell that only drow can ignore
waiting for her to return. The throne is a Large object with AC 18, 80 hit points, and immunity to poison and psychic damage. A detect magic spell reveals an aura of abjuration magic around the throne
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
.
Spellcasting. The faerie casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability:
At will: dancing lights, detect magic, prestidigitation
1/day
created by a spell of 3rd level or lower, the spell that created the darkness is dispelled.
Faerie Pest Tarry not in Tuinvale,
Ignore the flowers’ heady scents.
Take no thing, stay to the trail
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
here and Sigil.
A Detect Magic spell reveals an aura of conjuration magic emanating from the oval. This oval served as a conduit for powerful teleportation magic in Cyre, but the Day of Mourning
from the ruined buildings. In the center of a nearby intersection stands an eroded stone statue of a humanoid draped in colorful scraps of cloth.
Mournland-roaming pilgrims (see the “Warforged
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
) patrol near the tower. They ignore creatures wearing Dragon Army armor but confront anyone else on the floating island. If the tower’s guards are attacked, this patrol arrives to aid their allies in
checks made to influence the tower’s guards. The draconians ignore sounds inside the tower. T2: Entry Murals of idyllic life in the flying city adorn this grand foyer’s gray stone walls. One on the west
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
in the adventure for inspiration. Flauma is pleased to see new playthings, and as long as the characters appease her, she doesn’t cry. If they ignore her, hurt her, or make her angry, she sobs and
hang in bunches from the highest branches. A Detect Magic spell reveals the trees carry a faint aura of enchantment magic. A character investigating the greenhouse who succeeds on a DC 17 Intelligence
Magic Items
Infernal Machine Rebuild
automatically know the direction to the greatest danger within 500 feet of you.
You leave a trail of black footprints that allow anyone to automatically follow you.
45
You can cast the detect
thoughts spell three times.
All creatures within 30 feet of you automatically know your surface thoughts, as if having cast detect thoughts against you.
46
You can cast the misty step spell three
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, message, prestidigitation
2/day each: arcane eye, detect magic, detect thoughts, fly, lightning bolt, locate object, mage armor, Rary’s telepathic bond
1/day: true seeing
Reactions
Portent (3
DC 15 Dexterity saving throw. The evoker can select up to three creatures it can see in the area to ignore the explosion, as the evoker sculpts the energy around them. On a failed save, a creature
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
. Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. (This is included above.) Bypass Cover. Your attack rolls for spells ignore Half Cover and Three-Quarters Cover. Casting in
Evocation — Mage Hand Conjuration — Ray of Frost Evocation — Level 1 Wizard Spells (Slots: 4) Spell School Special* Burning Hands Evocation — Comprehend Languages Divination R Detect Magic






