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Returning 35 results for 'detect more adopt'.
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Monsters
Keys from the Golden Vault
(Humanoid or Hybrid Form Only). Eliphas casts one of the following spells, using Intelligence as the spellcasting ability (save DC 15):
At will: light, minor illusion, prestidigitation
2/day each: detect
werebear who can adopt the form of a polar bear.Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Monsters
Icewind Dale: Rime of the Frostmaiden
hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): acid splash,* light, minor illusion, shocking grasp*
1st level (2 slots): detect magic, disguise self, magic
. If this change occurs, the simulacrum effectively becomes a clone of Dzaan, authentic in every way.
Companion. Because they're so despised throughout Faerûn, Red Wizards often adopt disguises and
Monsters
Icewind Dale: Rime of the Frostmaiden
spell attacks). He has the following wizard spells prepared:
Cantrips (at will): acid splash,* light, minor illusion, shocking grasp*
1st level (4 slots): detect magic, disguise self, magic missile
effectively becomes a clone of Dzaan, authentic in every way.
Companion. Because they’re so despised throughout Faerûn, Red Wizards often adopt disguises and rarely travel abroad without an escort
Species
Spelljammer: Adventures in Space
Plasmoids are amorphous beings with no typical shape. In the presence of other folk, they often adopt a similar shape, but there’s little chance of mistaking a plasmoid for anything else. They
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
Monsters
Fizban's Treasury of Dragons
hand is invisible), minor illusion
1/day each: detect thoughts, invisibility, silent imageEmerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to
like to impress visitors by reciting epic poetry.
4
The only people I’m interested in are those who know history and those who make history.
5
I like to adopt the personas of
Monsters
Fizban's Treasury of Dragons
Intelligence as the spellcasting ability (spell save DC 17):
At will: mage hand (the hand is invisible), minor illusion
1/day each: detect thoughts, dispel magic, invisibility, major imageThe dragon can
visitors by reciting epic poetry.
4
The only people I’m interested in are those who know history and those who make history.
5
I like to adopt the personas of characters from legend
Monsters
Fizban's Treasury of Dragons
ability (spell save DC 20):
At will: mage hand (the hand is invisible), minor illusion
1/day each: detect thoughts, dispel magic, etherealness, major image, misleadThe dragon can take 3 legendary
reciting epic poetry.
4
The only people I’m interested in are those who know history and those who make history.
5
I like to adopt the personas of characters from legend.
6
I
monsters
.
Magic Resistance. Nyarlathotep has Advantage on saving throws against spells and other magical effects.
Poisoned Words, Rotten Soul. A creature that succeeds in a Wisdom (Insight) check to detect one of
. If that is true, it might explain his penchant for mingling with humans and living among them. He seems to enjoy meddling in mortal affairs, using his magic to adopt a human guise to spread madness
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Plasmoid Plasmoids are amorphous beings with no typical shape. In the presence of other folk, they often adopt a similar shape, but there’s little chance of mistaking a plasmoid for anything else
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
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Plasmoid Plasmoids are amorphous beings with no typical shape. In the presence of other folk, they often adopt a similar shape, but there’s little chance of mistaking a plasmoid for anything else
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
Compendium
- Sources->Dungeons & Dragons->Monster Manual
rakshasas have a physical oddity that remains when they adopt magical disguises, such as palms where the backs of the hands would be on humans. Rakshasa Medium Fiend, Lawful Evil
AC 17 Initiative +8 (18
other magical effects, and the attack rolls of spells automatically miss it. Without the rakshasa’s permission, no spell can observe the rakshasa remotely or detect its thoughts, creature type, or
Compendium
- Sources->Dungeons & Dragons->Monster Manual
rakshasas have a physical oddity that remains when they adopt magical disguises, such as palms where the backs of the hands would be on humans. Rakshasa Medium Fiend, Lawful Evil
AC 17 Initiative +8 (18
other magical effects, and the attack rolls of spells automatically miss it. Without the rakshasa’s permission, no spell can observe the rakshasa remotely or detect its thoughts, creature type, or
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Perception 22
Languages Celestial, Common
CR 17 (XP 18,000, or 20,000 in lair; PB +6)
Traits
Inscrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom
damage only.
Spellcasting. The sphinx casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 20):
At Will: Detect Evil and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Perception 22
Languages Celestial, Common
CR 17 (XP 18,000, or 20,000 in lair; PB +6)
Traits
Inscrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom
damage only.
Spellcasting. The sphinx casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 20):
At Will: Detect Evil and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
walls are carved with bas-reliefs of unicorns and bare-branched trees.
A detect magic spell reveals an aura of abjuration magic around the pillars. Touching a pillar while speaking the proper command
adopt it, and gave it a name: Halastron. The modron considers Halaster its friend and follows his orders to the best of its ability. Its orders are as follows: Remember its name. Defend itself. Attack
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
walls are carved with bas-reliefs of unicorns and bare-branched trees.
A detect magic spell reveals an aura of abjuration magic around the pillars. Touching a pillar while speaking the proper command
adopt it, and gave it a name: Halastron. The modron considers Halaster its friend and follows his orders to the best of its ability. Its orders are as follows: Remember its name. Defend itself. Attack
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
easily attune to the supernatural forces that caused your inherited affliction. You always have the Detect Evil and Good spell prepared and can cast it without expending a spell slot. In addition
, choose one of the following types of creatures as the being that cursed your ancestor: Fey, Fiend, or Undead. On each of your turns while you maintain Concentration on Detect Evil and Good, including the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
toadstools located in a small clearing protected by the thick forest canopy. It radiates an aura of conjuration magic when scrutinized with a detect magic spell. To determine whether a fairy ring is
, the campestris adopt the song into their routine and bestow a charm of heroism (see “Supernatural Gifts” in the Dungeon Master’s Guide) on the character responsible. The campestris in any given fairy
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. These immortal messengers adopt the shapes of mystical beasts or idealized, winged mortals. As with all angels, their true forms are known only to the gods they serve.
Rather than literal
) Radiant damage.
Spellcasting. The deva casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Detect Evil and
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
toadstools located in a small clearing protected by the thick forest canopy. It radiates an aura of conjuration magic when scrutinized with a detect magic spell. To determine whether a fairy ring is
, the campestris adopt the song into their routine and bestow a charm of heroism (see “Supernatural Gifts” in the Dungeon Master’s Guide) on the character responsible. The campestris in any given fairy
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. These immortal messengers adopt the shapes of mystical beasts or idealized, winged mortals. As with all angels, their true forms are known only to the gods they serve.
Rather than literal
) Radiant damage.
Spellcasting. The deva casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 17):
At Will: Detect Evil and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature. Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends
the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. Level 3: Paladin Subclass You gain a Paladin subclass of your
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature. Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends
. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. Level 3: Paladin Subclass You gain a Paladin subclass of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature. Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends
. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. Level 3: Paladin Subclass You gain a Paladin subclass of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature. Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends
the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell. Level 3: Paladin Subclass You gain a Paladin subclass of your
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
illusion, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile
2nd level (3 slots): flaming sphere, knock, scorching ray
3rd level (3 slots): counterspell, fireball, fly
4th
. Because they’re so despised throughout Faerûn, Red Wizards often adopt disguises and rarely travel abroad without an escort. They generally favor undead servants and bodyguards, since they find that
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
illusion, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile
2nd level (3 slots): flaming sphere, knock, scorching ray
3rd level (3 slots): counterspell, fireball, fly
4th
. Because they’re so despised throughout Faerûn, Red Wizards often adopt disguises and rarely travel abroad without an escort. They generally favor undead servants and bodyguards, since they find that
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
spots the rune, which can also be found with a detect magic spell. Pressing the rune’s tile opens hidden pipes at the bottom of the pool and drains it completely in 1 minute. The pool remains empty
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
spots the rune, which can also be found with a detect magic spell. Pressing the rune’s tile opens hidden pipes at the bottom of the pool and drains it completely in 1 minute. The pool remains empty
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
light.
A detect magic spell cast here reveals an aura of illusion magic. This magic makes the eyes carved into the tower appear to follow those who approach the structure. Characters who enter the
. Pink light pours out of the highest window—a single point of illumination in a dark and out-of-the-way region of the city.
A detect magic spell cast here reveals an aura of enchantment magic. The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
light.
A detect magic spell cast here reveals an aura of illusion magic. This magic makes the eyes carved into the tower appear to follow those who approach the structure. Characters who enter the
. Pink light pours out of the highest window—a single point of illumination in a dark and out-of-the-way region of the city.
A detect magic spell cast here reveals an aura of enchantment magic. The
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
story of Yondalla begins at the dawn of the world, when halflings were timid wanderers, scraping out a meager existence. The goddess Yondalla took note of them and decided to adopt the halflings as her
their caps doffed, humbly asking permission from Sheela to continue. Charmalaine Charmalaine is an energetic and spontaneous deity, unafraid of danger, for she expects to be able to detect it as it
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
clouded white crystal. To the right of the mosaic is a closed door.
A character who examines the relief with a Detect Magic spell or similar magic finds that the relief’s mouth radiates conjuration magic
is to drink from the cask marked with the red square to adopt a cloudlike form. The floorboards are otherwise immovable and immune to all damage. If the characters have trouble solving the puzzle, any
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
story of Yondalla begins at the dawn of the world, when halflings were timid wanderers, scraping out a meager existence. The goddess Yondalla took note of them and decided to adopt the halflings as her
their caps doffed, humbly asking permission from Sheela to continue. Charmalaine Charmalaine is an energetic and spontaneous deity, unafraid of danger, for she expects to be able to detect it as it
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
clouded white crystal. To the right of the mosaic is a closed door.
A character who examines the relief with a Detect Magic spell or similar magic finds that the relief’s mouth radiates conjuration magic
is to drink from the cask marked with the red square to adopt a cloudlike form. The floorboards are otherwise immovable and immune to all damage. If the characters have trouble solving the puzzle, any