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Returning 27 results for 'detect imp are bards'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
(spell save DC 21):
At will: alter self (can become Medium when changing his appearance), confusion, detect magic, fly, major image, stinking cloud, suggestion, wall of fire
Teleport. Moloch teleports
by this failure. He schemes of ways to reclaim his former status, but every time he enters the Nine Hells, he is demoted to an imp (see the Monster Manual) and can’t regain his normal powers
monsters
is a Medium or smaller creature, it has the Grappled condition (escape DC 17) from one of two claws.
Bite (Imp or Vampire Form Only). Constitution Saving Throw: DC 18, one creature within 5 feet
spellcasting ability (spell save DC 18):
At Will: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 4 version), Mage Hand, Prestidigitation
2/Day: Scrying
1/Day: Wall of FireLegendary
compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
condition (escape DC 17) from one of two claws.
Bite (Imp or Vampire Form Only). Constitution Saving Throw: DC 18, one creature within 5 feet that is willing or that has the Grappled, Incapacitated
: Detect Magic, Detect Thoughts, Dispel Magic, Fireball (level 4 version), Mage Hand, Prestidigitation
2/Day: Scrying
1/Day: Wall of Fire
Bonus Actions
Shape-Shift. If the vampire isn’t in sunlight
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): misty step
likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player’s Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Spellcasting. Bel’s spellcasting ability is Charisma (spell save DC 23). Bel can innately cast the following spells, requiring no material components:
At will: detect magic, fireball
3/day each: dispel
Bel’s terms, an imp named Balakros is waiting for them when they return to the surface. Bel instructs the imp to help the characters reach the sibriex. The imp has performed this task before and knows
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Creating a Bard Bards thrive on stories, whether those stories are true or not. Your character’s background and motivations are not as important as the stories that he or she tells about them
a story. Some bards acquire their magical music through extraordinary means, including the inspiration of fey or other supernatural creatures. Did you serve an apprenticeship, studying under a master
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
magic depends on the Weave, though different kinds of magic access it in a variety of ways. The spells of wizards, warlocks, sorcerers, and bards are commonly called arcane magic. These spells rely on
such as detect magic or identify, they glimpse the Weave. A spell such as dispel magic smooths the Weave. Spells such as antimagic field rearrange the Weave so that magic flows around, rather than
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
will): guidance, sacred flame (see “Actions” below), thaumaturgy
1st level (3 slots): command, detect evil and good, sanctuary
Actions
Sacred Flame (Cantrip). Flame-like radiance descends on
kitchen, killing rats and eating whatever Gabourey drops on the floor. Slobberchops has no loyalty to the Vanthampur family, and detests Thurstwell and his imp spies. The tressym befriends any character who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
: Cantrips (at will): mage hand, prestidigitation, ray of frost 1st level (4 slots): detect magic, magic missile, shield, thunderwave 2nd level (3 slots): detect thoughts, enlarge/reduce, Melf’s acid
butterfly swarm is an instrument of the bards (Anstruth harp). The yellow sapphires carried by the animal-headed guards fit into the pillars in area 8. Each gemstone is worth 1,000 gp.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
demoted to an imp (see the Monster Manual) and can’t regain his normal powers until he leaves. Thus, he lives a split existence, sometimes plotting in Malbolge or other layers of the Hells and at other
), confusion, detect magic, fly, major image, stinking cloud, suggestion, wall of fire
Teleport. Moloch teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, offering information in exchange for its freedom. The character with whom the sibriex is speaking telepathically can detect the insincerity of the sibriex’s offer with a successful DC 17 Wisdom (Insight
the wreck’s location, but Balakros the imp knows where the wreck is and can lead the characters there if told about it. Lulu might also suddenly remember the wreck’s location, at your discretion
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
return to his former status, but every time he enters the Nine Hells, he is demoted to an imp and can’t regain his normal powers until he leaves. Thus, he lives a split existence, sometimes scheming
spells, requiring no material components:
At will: alter self (can become Medium when changing his appearance), animate dead, burning hands (as a 7th-level spell), confusion, detect magic, fly, geas
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
as many terracotta warriors as possible, as quickly as possible. Teleportation Runes Three teleportation runes are scribed on the floor along the north, east, and south walls of the tomb. A detect
heaped around Shagambi’s bones: 200 gp, five moonstones (50 gp each), the fine music box activated by the trap (250 gp), and an instrument of the bards (Canaith mandolin). The instrument turns to dust and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
some theatrical manner; for example, it might arrive in a puff of smoke, accompanied by a fiendish cackle or an imp waving a sparkler. Contracts take a variety of forms, with the terms of the deal
as these marks persist, the character detects as a fiend when subjected to detect evil and good spells or similar magic. The character gains a new flaw. A character who exhibits behavior inconsistent
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
crypts 37 and 38, between crypt 37 and the wall south of it, and between crypt 38 and the wall south of it. The traps can’t be perceived except with a detect magic spell, which reveals an aura of
apparition comes the faintest of whispers: “The vampire must be destroyed. Use me as your weapon.” With that, it fades away. Treasure. A detect magic spell reveals that the thighbone radiates an aura of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, replaced by the one in area F7. F2: Casino Cages Here gamblers can cash out their winnings or purchase razorleaves for 10 gp apiece. An attentive imp cashier sits behind each barred window, retrieving
the Dragon Bar, an imp encourages them to speak with Vez the oni. F3: Illusory Fountain Heavy doors swing inward, revealing a jingling fountain of gold coins rising from the floor of an extravagant
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
believe that their appearance derives from the primal fear inspired by fiendish creatures, while bards assert that panic, being such a repulsive emotion, is embodied by an equally ugly creature
cast the following spells, requiring no material components:
At will: blight, blink, chaos bolt,* darkness, detect magic, fly, shield
3/day each: circle of death, enervation,* phantasmal killer
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
imp is perched on the southeast fountain. If the characters look as though they intend to cause trouble, the imp observes them quietly until they enter the bathhouse, then flies to Vanthampur Villa in
the Upper City to alert Thurstwell Vanthampur, the oldest of Duke Thalamra Vanthampur’s sons. Thurstwell instructs the imp to return to its post but takes no further action, hoping that the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Trapped Secret Door. A secret door disguised to look like a section of wood-paneled wall is hidden behind the suit of armor. A character can detect the secret door by searching the wall and succeeding
duration of the spell). Once the glyph is triggered, the trunk is safe to open. Treasure. The trunk contains, among personal items and clothing of little value, the instrument of the bards (Canaith mandolin
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Two magic items are displayed here as well. Anstruth Harp. An exquisitely crafted harp sized for a human rests on a shelf. This instrument of the bards was acquired from a human bard who counseled
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->Monster Manual (2014)
options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The
another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within
the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
statuette of an imp with onyx eyes worth 180 gp, and a ring of swimming. G4. Bewildering Crystals This cave is a forest of glowing crystals, which grow like foliage on slender stone columns that make it
seven small gold spikes project upward.
The crowned helmet is an ancient dwarven relic (see “Treasure” below) that radiates strong magic when scrutinized with a detect magic spell. As soon as
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
empower and ward their spirit mound. A detect magic spell reveals an aura of conjuration magic emanating from the ground in front of the giant stone raven, and an aura of transmutation magic from
the spellcasting ability (spell save DC 15):
At will: druidcraft, guidance, resistance, speak with plants
2/day each: animal messenger, detect magic, entangle, goodberry, gust of wind, pass without
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
). Treasure. A character who searches the room finds curios worth 15,000 gp, a dagger of venom, a suit of demon armor, and an instrument of the bards (Anstruth harp), all designed with vulpine shapes
every 24 hours. The detect magic spell reveals that the mosaic sheds an aura of abjuration magic. Prisoners. Shemeshka tries to dissuade the characters from freeing random imprisoned creatures, many of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
pale-skinned, bare-chested man wearing an eyepatch. He is surrounded by seven cackling, prancing, imp-like creatures made of ice. Five humans are spread-eagled against the far wall, frozen to its
throne.
Gar Shatterkeel uses this chamber as his personal retreat, where he reflects on the future of his cult. The water here radiates divination magic under the scrutiny of a detect magic spell. Once
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
here when he isn’t conducting business in area B25 or entertaining visitors in area B26. Treasure. The lyre is an instrument of the bards (Cli lyre) decorated with carvings of phoenixes. Jarazoun
Darkness. Anyone examining the wall using detect magic can see the outline of the door. The scorch marks and cracked masonry are due to the book’s corrupting influence, which seeps out every time the






