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Returning 21 results for 'detect imp are bringing'.
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Monsters
Planescape: Adventures in the Multiverse
material components and using Intelligence as the spellcasting ability (spell save DC 15):
At will: detect magic, dispel magic, mending (as an action)
1/day each: plane shift (self only), protection from
evil and goodWhen modrons act against the will of Primus, nonatons are charged with bringing those rogue units into line. These inspectors also interrogate captured trespassers of Mechanus. Nonatons
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
Curse of Strahd
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, suggestion
more important, he believes that the Amber Temple holds the secret to bringing the ancient dead back to life.
With the characters' help, Kasimir thinks he might be able to find out how to restore
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->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->Waterdeep: Dungeon of the Mad Mage
pool liquid steel. Despite being liquefied, the metal is cool to the touch. A detect magic spell reveals a strong aura of transmutation magic emanating from each pool. No matter how much metal is
-foot cube, and hang weightless in the air at the edge of the pool, where anyone can grab it. The act of bringing forth one of these cubes is magically tiring, and a creature that does so gains one level
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
carrying a puzzle cube (see chapter 3) enters the tunnel, the oil basin matching the cube’s trickster god bursts into flame. A detect magic spell or similar effect reveals an aura of divination magic
tunnel, though it functions the same as the others. Bringing Unkh’s puzzle cube into the tunnel lights Unkh’s brazier, giving characters advantage on ability checks made to find the secret door. Treasure
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
transmutation magic under the scrutiny of a detect magic spell, but the aura is weak. If the characters repair the picture using a mending cantrip, read: The beacon in the picture flashes with a
crypt, and my spirit will shine here forever, bringing hope to this dark land.” With that, the dragon’s apparition fades away. The spectral dragon isn’t the spirit of Argynvost, but a spell-like effect. Once the dragon has spoken, the picture no longer glows and becomes nonmagical.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Nonaton Modron When modrons act against the will of Primus, nonatons are charged with bringing those rogue units into line. These inspectors also interrogate captured trespassers of Mechanus
the spellcasting ability (spell save DC 15):
At will: detect magic, dispel magic, mending (as an action)
1/day each: plane shift (self only), protection from evil and good
Julie Dillon
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Efreet view all other creatures as enemies or potential serfs. They raid the Material Plane and the elemental planes, bringing captives back to their homes on the Elemental Plane of Fire. Efreet are
spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect magic
3/day each
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->Bigby Presents: Glory of the Giants
odd quirk to their regenerative powers: their regeneration doesn’t function in sunlight, and in fact, sunlight can turn these creatures to stone. Bringing trolls to a place where nothing ever truly dies
has the petrified condition for 24 hours.
Spellcasting. The fensir casts one of the following spells, using Intelligence as the spellcasting ability:
1/day each: create or destroy water, detect magic, pass without trace
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->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->Ghosts of Saltmarsh
Wreck of the Marshal The Marshal was a seafaring vessel built by missionaries of St. Cuthbert. Their plan was to travel the world in the ship, bringing law, order, and the word of their god to every
that end in area M3. Cudgel Ram. A detect magic spell or similar effect reveals an aura of evocation magic around the 1,000-pound naval ram. A ship with the naval ram attached has advantage on all
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
after Primus unleashed the Spawning Stone upon Limbo. A powerful being suffused with entropic power, Ygorl delights in the act of unmaking and bringing chaos to any ecosystem it visits. Lesser slaadi
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->Quests from the Infinite Staircase
of Bakar, the people of Bakar brought food and drink to this room. They believed they were bringing offerings for the gods, but in truth, they were sending sustenance to the priests in the pyramid
onlooker who succeeds on a DC 14 Intelligence (Arcana) check can tell that the bowl teleported its contents somewhere else. A Detect Magic spell reveals an aura of conjuration magic around the bowl. P5
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->Vecna: Eve of Ruin
the grate. After that mishap, the cultists decided not to press their luck and left the treasure alone. Grate Trap. A character can detect the grate’s trap by examining the grate and succeeding on a DC
of area C14 come to investigate areas C8 and C12, bringing along both ghouls from area area C17. The cultists shout about “teaching those meddling elementals a lesson” as they arrive, allowing the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
blows up from below, bringing with it the scent of dust and a faint trace of rot.
3. Crumbled Courtyard The narrow stairs empty into a small courtyard, apparently the top of what was once a
(Perception) check. Under the scrutiny of detect magic, the door radiates a faint aura of abjuration magic. The door comes open, pivoting into the room, only if someone speaks the answer to the riddle. Once






