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Returning 35 results for 'detect serving race'.
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Monsters
Waterdeep: Dragon Heist
slots): comprehend languages, identify, mage armor, shield
2nd level (3 slots): detect thoughts, suggestion
3rd level (3 slots): clairvoyance, sending
4th level (1 slot): locate creature, Otiluke's
inherited from his grandmother. When not serving the Watchful Order, he spends his days reading and writing books in his library.
Barnibus uses spells that help him investigate crimes, pry secrets
Monsters
Planescape: Adventures in the Multiverse
Intelligence as the spellcasting ability (spell save DC 15):
At will: detect magic, disguise self
1/day each: alter self, fog cloud, silenceUncanny Dodge. The cuprilach halves the damage it takes
from an attack that hits it, provided it can see the attacker.Cuprilachs infiltrate places of power throughout the multiverse, serving as spies and assassins. They strike surgically, following the
Monsters
Planescape: Adventures in the Multiverse
spellcasting ability (spell save DC 19):
At will: detect magic, detect thoughts
1/day each: fly, geas (as an action), slow, suggestionFrom redoubts near the Spire in the Outlands, aurumachs oversee the
preservation of the cosmic status quo, serving as leaders and strategists of the rilmani. Employing mysterious magic, occult calculations, and networks of informants, aurumachs monitor forces across the
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
villages.
Devils of the Deep. Sahuagin are a predatory, piscine race that ventures from the ocean's black depths to hunt the creatures of the shallows and shore. Though they dwell in the deepest
Monsters
Mordenkainen Presents: Monsters of the Multiverse
casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 17):
At will: alter self, major image
3/day each: charm person, detect
responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.
Abishais stand
Monsters
Storm King's Thunder
one of the following spells, requiring no material spell components and using Charisma as the spellcasting ability (spell save DC 17):
At will: detect magic, levitate, light
1/day each: control
presided over a court that included representatives of every race of giant, from mighty storm giants to lowly hill giants. He used the power of the Wyrmskull Throne — a gift given to him by his wife
Monsters
Mythic Odysseys of Theros
her hatred of the gods and their servants. She doesn’t do so alone, though, as innumerable arachnids fawn over her, serving as her eyes throughout the wilderness, disposing of victims trapped
touching her webs. Each creature restrained by a web or Arasta’s Web of Hair must make a DC 21 Intelligence saving throw. On a failed save, Arasta gains knowledge of a creature’s name, race
Hexblood
Legacy
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Species
Van Richten’s Guide to Ravenloft
unusual crown, often called an eldercross or a witch’s turn. This living, garland-like part of a hexblood’s body extends from their temples and wraps behind the head, serving as a visible
player, unless the DM rules otherwise.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of one of the game’s fantastical races
Yeenoghu
Legacy
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Monsters
Out of the Abyss
). He can innately cast the following spells, requiring no material components:
At will: detect magic, spiritual weapon (8th-level spell, 4d8 + 2;{"diceNotation":"4d8+2","rollType":"damage
hands before ripping out its throat with his teeth.Yeenoghu’s Lair
Yeenoghu’s lair in the Abyss is called the Death Dells, its barren hills and ravines serving as one great hunting ground
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
you create your D&D character, you decide whether your character is a member of the human race or one of the game’s fantastical races. If you create a character using a race option
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the following choices: Race. Choose one of the playable races detailed in this chapter, or pick a race from the Player’s Handbook and learn here how Eberron has affected that species’ development
serving a dragonmarked house. Artificer. You have the option of choosing the artificer as your character’s class, becoming an unmatched magical inventor. Group Patron. Working with the other players
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Doppelganger I’m a shapechanger. I have none of the traits of the race I’m imitating, but I retain my class features, background, and alignment. I have darkvision out to a range of 60 feet. I can
use an action to do either of the following at will: I can innately cast detect thoughts, requiring no components. My spellcasting ability is Intelligence. The spell’s Wisdom save DC is 8 + my
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
village from a necromancer who is sucking the life out of the land, or race through a dungeon to acquire a necromantic relic before the Claw can claim it. The Emerald Claw is ideally suited to pulp action
members of the Emerald Claw believe that they are fighting for Karrnath, they are truly serving the lich Lady Illmarrow (see chapter 6). The greatest necromancer of the age, she seeks to unlock the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
the detect thoughts spell with it. Once you cast shield or detect thoughts with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those
this race). None of these spells require spell components when you cast them with this trait. Mental Discipline. Your innate psychic defenses grant you advantage on saving throws you make to avoid or
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Archmage Archmage
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18)
Speed 30 ft.
STR
10(+0)
DEX
14(+2)
CON
12(+1
self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
body, thought, and emotion. Freed from the limitations of their human bodies, the yuan-ti used their new abilities to conquer new lands and expand their borders.
One Race, Many Forms
The bodies of all
that the yuan-ti have prepared a special ambush at the end of the pursuit.
Capture, Not Kill
The objective of the yuan-ti as a race is to conquer and enslave others; they don’t espouse the sort
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Warlock of the Great Old One Warlock of the Great Old One
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft.
STR
9(–1
innately cast the following spells (spell save DC 15), requiring no material components:
At will: detect magic, jump, levitate, mage armor (self only), speak with dead
1/day each: arcane gate, true
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
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
transmutation magic around each pumpkin. As an action, a character can carve open a pumpkin to reveal six servings of seeds within. Any creature that eats a serving of pumpkin seeds as an action
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
and remain aloof from others when not serving in their official capacity. Luskan has a temple dedicated to Auril, the white-spired Winter Palace. The structure is a roofless array of pillars and
participants. Those who finish the race are thought to have helped make the winter easier, and they rarely have to pay for food or ale all winter long.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
abode has numerous magical wards and guardians to discourage interlopers. Archmage
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18
hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, identify, mage armor,* magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots
Compendium
- Sources->Dungeons & Dragons->Monster Manual
them, serving their creators as tireless guards and sharing the lore they collected in life. Undeath disrupts the perfect memory bone nagas enjoyed while alive, leaving them with gaps in their memories
or details scrambled into puzzle-like jumbles. In rare cases, bone nagas continue to pursue the goals they had while alive instead of serving other creatures. Most free-willed bone nagas are evil
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Aurumach Rilmani From redoubts near the Spire in the Outlands, aurumachs oversee the preservation of the cosmic status quo, serving as leaders and strategists of the rilmani. Employing mysterious
one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 19):
At will: detect magic, detect thoughts
1/day each: fly, geas (as
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
detect magic and disguise self spells with this trait. When you use this version of disguise self, you can seem up to 3 feet shorter or taller. Once you cast either of these spells with this trait, you
spells when you cast them with this trait (choose when you select this race). Hidden Step. As a bonus action, you can magically turn invisible until the start of your next turn or until you attack
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Upwind, plumes of smoke billow up from the hillsides. Grass is catching fire at a furious rate, and the fire is moving quickly your way. Big creatures made of flame race over the ground, while small
shapes flit in the smoke.
The adventurers detect the fire when it is 500 feet away. It covers a front of about 200 feet. At the start of each round, the fire advances 2d6 × 10 feet. Smoke renders the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Master Sage Medium humanoid (any race)
Armor Class 10 (13 with mage armor)
Hit Points 54 (12d8)
Speed 30 ft.
STR
8 (-1)
DEX
10 (+0)
CON
10 (+0)
INT
20 (+5
attacks):
At will: light, mage hand, mending, prestidigitation
3/day each: comprehend languages, detect magic, dispel magic, identify, levitate, locate object, Tenser’s floating disk, unseen servant
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Cuprilach Rilmani Cuprilachs infiltrate places of power throughout the multiverse, serving as spies and assassins. They strike surgically, following the orders of aurumachs without question or
spellcasting ability (spell save DC 15):
At will: detect magic, disguise self
1/day each: alter self, fog cloud, silence
Bonus Actions
Assassin’s Agility. The cuprilach takes the Dash or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spell that deals fire damage, which clears all the webs in the spell’s area. 4a. Wandering Quaggoths Three quaggoths serving as guards for the drow are patrolling this 10-foot-high area. When they
detect intruders, one tries to run to area 5 to sound the alarm while the remaining two attack. On the second round of combat, the clamor attracts the spiders in area 4b. 4b. Phase Spider Lair Four phase
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
their race by dragooning mobs of red and blue slaadi and invading other planes. Humanoids who survive the incursion become incubators for new slaadi. Death Slaad
Medium aberration (shapechanger
save DC 15, +7 to hit with spell attacks). The slaad can innately cast the following spells, requiring no material components:
At will: detect magic, detect thoughts, invisibility (self only), mage
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
grandmother. When not serving the Watchful Order, he spends his days reading and writing books in his library. Barnibus uses spells that help him investigate crimes, pry secrets from the minds of suspects, and
the following wizard spells prepared:
Cantrips (at will): blade ward, light, mage hand, message
1st level (4 slots): comprehend languages, identify, mage armor, shield
2nd level (3 slots): detect
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
experiments without interference. Mage
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed 30 ft.
STR
9 (−1)
DEX
14 (+2)
CON
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
Goblin
Legacy
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Species
Volo's Guide to Monsters
.
Beast Masters and Slave Drivers
Goblins know they are a weak, unsophisticated race that can be easily dominated by bigger, smarter, more organized, more ferocious, or more magical creatures. Their god
serving as the tribe’s boss, a fiend that has made its way into the world, or an undying lord such as a lich or a vampire. (For more information on undying lord patrons, see the Sword Coast
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Monsters B - E Bandit Captain
Medium humanoid (any race), any non-lawful alignment
Armor Class 15 (studded leather)
Hit Points 65 (10d8 + 20)
Speed 30 ft.
STR
15(+2)
DEX
16(+3
weapon.
Berserker
Medium humanoid (any race), any chaotic alignment
Armor Class 13 (hide armor)
Hit Points 67 (9d8 + 27)
Speed 30 ft.
STR
16(+3)
DEX
12(+1)
CON
17(+3
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest. Wisdom is your spellcasting ability
for these spells. When you cast them with this trait, they don’t require components. Random Height and Weight Race Base Height Base Weight Height Modifier Weight Modifier Githyanki 5'0" 100 lb
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
take up to 1 hour. However long the ritual takes, it requires extra material components, usually in the form of dragonshards. Magewright
Medium humanoid (any race), any alignment
Armor Class 11
Healer Resistance, spare the dying. Ritual only: detect poison and disease, lesser restoration (1 hour). Medicine (+4), herbalism kit 4 Lamplighter Light. Ritual only: continual flame (1 hour). Tinker’s
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
as Tormentor of the Wojek, as a way of mocking their intended victims. Blood Witch
Medium humanoid (any race), chaotic evil
Armor Class 12 (15 with mage armor)
Hit Points 78 (12d8 + 24)
Speed
ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The witch can innately cast the following spells, requiring no material components:
At will: alter self, detect magic, eldritch