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Returning 35 results for 'detect intense are blocking'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17):
At will: detect magic, mage hand
3/day each: darkness, dimension door, dispel magic
failed save, the creature feels an intense urge to use its movement on each of its turns to enter the lair and to move toward the morkoth’s location (the target doesn’t realize it’s
Sahuagin Priestess
Legacy
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Monsters
Monster Manual (2014)
has the following cleric spells prepared:
Cantrips (at will): guidance, thaumaturgy
1st level (4 slots): bless, detect magic, guiding bolt
2nd level (3 slots): hold person, spiritual weapon (trident
maritime trade and drawing other races into the bloody conflict.
So intense is sahuagin hatred for the aquatic elves that the sea devils have adapted to combat their ancient foes. A sahuagin born near
Morkoth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
grasp
1st level (4 slots): detect magic, identify, shield, witch bolt
2nd level (3 slots): darkness, detect thoughts, shatter
3rd level (3 slots): dispel magic, lightning bolt, sending
4th level (3 slots
not incapacitated. Any creature within 30 feet of such an entrance and able to see it must make a DC 15 Wisdom saving throw. On a failed save, the creature feels an intense urge to use its movement on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
intense heat spill from a crevasse that splits the room nearly in two. (The source of the light is a river of lava 30 feet below, which widens toward the southeast, originating in area 40d.)
Statues
trapped them. A detect magic spell reveals auras of abjuration and evocation magic around each one. It doesn’t require an ability check to realize that a humanoid head would fit nicely inside each mind
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
jumble does collapse. Then, a 10-foot section of the tunnel is buried in the heap, blocking passage. Removing the debris takes a few hours of work. Moving Stones. This area was a large storage cellar and
chamber floor to levitate stone in contact with it, so the floor’s magic can be detected with detect magic (transmutation school). A moderate impact on the floor, such as a dropped object weighing at
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, and green copper. Its heavy iron gauntlets are clenched into fists, and the ominous helm that forms its head turns slowly from side to side.
Shield Guardian. The construct blocking passage into
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->Tomb of Annihilation
two exits, including an adamantine portcullis blocking a passage to the north. Set into a metal plate above the portcullis is a row of five red crystals shaped like drops of blood.
The adamantine
250 pounds, stands 6½ feet tall, and radiates an aura of conjuration magic to a detect magic spell or similar effect. A wardrobe is a Medium object with AC 11, 30 hit points, and immunity to poison and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
crystal cylinder 20 feet high and 10 feet in diameter. The adamantine struts that suspend it above the lava attach to an adamantine ring around the cylinder’s midsection. Under the scrutiny of a detect
magic spell or similar effect, the Soulmonger radiates an intense aura of necromantic magic. Destroying the Soulmonger not only ends the effects of the death curse (see the introduction to the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
spell attacks). The morkoth has the following wizard spells prepared:
Cantrips (at will): acid splash, mage hand, mending, ray of frost, shocking grasp
1st level (4 slots): detect magic, identify
, shield, witch bolt
2nd level (3 slots): darkness, detect thoughts, shatter
3rd level (3 slots): dispel magic, lightning bolt, sending
4th level (3 slots): dimension door, Evard’s black tentacles
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
character accepts, they immediately become aware of how to use the altar to speak with the dead, and they don’t need a holy symbol to do so. Chemosh’s Altar. A detect magic spell reveals an aura of
center of this chamber. Scattered around it are the skeletal remains of an elf. An inset in the ceiling above the slab holds a mirror the same size as the slab.
A detect magic spell reveals the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
material components and using Intelligence as the spellcasting ability (spell save DC 17):
At will: detect magic, mage hand
3/day each: darkness, dimension door, dispel magic, lightning bolt
failed save, the creature feels an intense urge to use its movement on each of its turns to enter the lair and to move toward the morkoth’s location (the target doesn’t realize it’s heading toward a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
”). Treasure. Zala carries two spell scrolls (crown of madness and sleep) and a spellbook that contains the following spells: arcane lock, detect magic, detect thoughts, knock, mage armor, magic missile
northernmost room find a spellbook that contains the following spells: comprehend languages, detect magic, detect thoughts, identify, mage armor, misty step, Tasha’s hideous laughter, and unseen servant. D17
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Sense and detect evil and good reveal that this zone is thoroughly desecrated. 26. Temple of Light Glowing pillars brightly light this chamber of white marble. Each pillar is carved in the likeness of a
pillars, their seemingly dead eyes open wide as if in a state of intense focus.
Silver Pillars. Exuding enchantment magic that dulls will and perception, the silver pillars cause any creature in the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X4. No ability check is needed to find either secret door from inside the tunnel. DUERGAR NAMES
Here are some names
door behind the brazier in the southwest corner. This 5-foot-wide, 10-foot-tall stone door swings into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X3. No ability
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
wolves from Loch Wynnis. Each wolf can cast see invisibility on itself once per day, enabling it to see the invisible watermarks on the guests’ invitations as well as detect invisible party-crashers. The
, blocking a short staircase that climbs to a turret, is a ten-foot-tall marble statue of a reindeer.
The statue is a stone golem that guards the way to area P12. Zorhanna, her simulacrum, or someone
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
seconds. C4: Captain’s Quarters The door to the captain’s quarters is barricaded from the inside, though the heavy wooden bar blocking the door is half rotten. A character who tries to force the door
—braided together and knotted around two small finger bones. If a character casts detect magic, the talisman is revealed to carry magic of the school of necromancy. See “Ending This Chapter” for more about
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
.
Spellcasting (Psionics). Qunbraxel casts one of the following spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 16):
At will: detect magic
, detect thoughts, levitate, mage armor (self only), mage hand (the hand is invisible), prestidigitation
2/day each: confusion, sending, telekinesis
1/day each: dominate monster, plane shift (self only
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
make a DC 16 Dexterity saving throw as the south end of the path collapses, blocking the way to area R7. On a successful save, the creature safely dodges back into area R3. On a failed save, it takes
Sarlamir’s tomb is the distinctive head of a rusty spear—all that remains of his dragonlance. A detect magic spell reveals an aura of evocation magic, though the spearhead has no obvious properties. A
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
transmutation to a detect magic spell or similar effect. Double Doors. The lock on the double doors opens with a key granted by passing the trials of the pools (see below). If the characters have that
submerged in this pool must make a DC 10 Wisdom check to endure the intense itching caused by the acid that fills it. On a failure, the character takes 5 (1d10) acid damage and gains vulnerability to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
verbal components to cast its spells. The orc has the following cleric spells prepared:
Cantrips (at-will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bane, detect magic
thieves that follow the cult of the Red Fang. They perform assassinations, stealthy raids, and other covert operations on the tribe’s behalf. They rely on a mix of intense training and magic granted to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
coffin is a mimic left to guard this area by agents of the Six. In its current form, this monster is indistinguishable from an object, so it surprises any group that has no means to detect it before
other abilities that detect such creatures. Prisoners. The two prisoners in the south cell are the sisters Ebella and Ocheri Splintfig (N female half-elf commoners). When the characters enter, the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
are six spell scrolls (three of detect magic, two of comprehend languages, and one of greater restoration). Also inside is a bottle of ink and an ink pen with fifteen sheets of parchment. Glyph Key
. The stone serves as a contact stone in this zone. Heat. This chamber is uncomfortably hot due to the fire elemental in area 6. The heat grows more intense to the east and in the eastern secret
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
leading west contains a white gate, which leads to the Flesh Golem Mortuaries. 90. Golem Pen Pillars of white marble glow with an intense white light that brightly illuminates the area. The light is so
bright that it almost obscures the arcane glyphs carved in the archways that lead into the room.
Pillars of Light. The intense bright light, created by evocation magic in the pillars, causes
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->Tasha’s Cauldron of Everything
. Supernaturally powerful winds—like those from planes such as Pandemonium or Minethys, the third layer of Carceri—can spawn flaywinds. A flaywind is an intense sandstorm, gathering large rocks and other debris in
spring gains advantage on Wisdom (Insight) checks and can cast the detect thoughts spell once, requiring no components. The effects of the spring fade when either the spell is used or 24 hours pass
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barrier, which is immune to all damage and can’t be dispelled by dispel magic. The barrier also extends into the Ethereal Plane, blocking ethereal travel. Any creature that touches the barrier for the
shines from its highest window.
A detect magic spell cast here reveals an aura of abjuration magic. Runes cover every inch of this tower’s exterior. A glyph for the symbol (insanity) spell is hidden
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
, Color Spray, Counterspell, Darkvision, Detect Magic, Feather Fall, Invisibility, Mage Armor, Magic Missile, Melf’s Acid Arrow, Phantasmal Force, Sending, Speak with Dead, Unseen Servant, and Vampiric
are gathered here. Your arrival interrupts their quiet yet intense conversation. The monks—an orc, an elf, a dwarf, a dragonborn, a tiefling, and some humans—turn toward you with looks of mild
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
song coming from the eastern passage. Dwellings carved in the walls of this cavern have been torn asunder by some intense force. Ruins of several dwellings resemble gaps in the walls and piles of rubble
, causing bits of debris to ricochet off the walls, exploding into dust from the impact. In the middle of the cavern a stone brazier is lit with a steady green flame. Blocking the tunnel to the north
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
will: chromatic orb (cold orb only; see “Actions” below), detect magic, misty step
2/day each: control weather, detect thoughts, ice storm
Legendary Resistance (2/Day in This Form). If Auril fails
sharp point at the bottom. It hovers in the air, radiating intense cold all around it. When Auril speaks, her voice seems to emanate from the heart of the diamond. If Auril is killed in her third and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
succumbing to temptation, dying at the hands of fiends, and suffering eternal torture. When viewed, those images shift and swirl unsettlingly. A detect magic spell reveals that the frescoes, mosaics
that it is enchanted with powerful magic, and a detect magic spell reveals an aura of enchantment magic around it. A character who plays the organ and succeeds on a DC 15 Charisma (Performance) check
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->Waterdeep: Dragon Heist
-diameter pentagram has been burned into the floor around him. A detect magic spell reveals a powerful aura of abjuration magic emanating from the symbol. Osvaldo’s chains are wrapped around the beams
(Athletics) check. The vault is empty. Cold Trap. If a creature enters the vault without first saying “Gold is my shield,” an intense blast of magical cold fills the room. All creatures in the vault at
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
if the characters look into the shaft: Intense heat and light radiate up from the bottom of this smooth-sided shaft, and the crackle of flames is easily discernible from below. A chain ladder is coiled
the chambers. Teresiel is a member of the Emerald Enclave. She managed to conceal on her person a tiny leather packet that holds nine yellow seeds. Under the scrutiny of a detect magic spell, each seed
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
dealing damage to the target or enveloping its head. Magic Mirror. A detect magic spell reveals an aura of conjuration magic around the freestanding mirror, which acts as a portal. Touching the reflective
faulty well is a 10-foot-high gelatinous cylinder (use the gelatinous cube stat block) that’s blocking the normal flow of water. The creature’s presence has also contaminated the water above it
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Intense buzzing or grinding noises fill the region for the next 24 hours. With the exception of truly cacophonous sounds, creatures can only hear speech and noises that originate within 10 feet of them. 06
. Psychic Resonance Effects d100 Effect 01–06 One random creature in the region gains the ability to cast the detect thoughts spell (save DC 13) once over the next 24 hours, requiring no components






