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Returning 33 results for 'detected instantly are bear'.
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Fraz-Urb'luu
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Monsters
Out of the Abyss
divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or fiends.Multiattack. Fraz-Urb’luu makes three attacks: one with his bite and two with his
none.
Fraz-Urb’luu chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the simulacrum spell). This simulacrum obeys Fraz-Urb’luu
Monsters
Mordenkainen Presents: Monsters of the Multiverse
other magical effects.
Undetectable. Fraz-Urb’luu can’t be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or
);{"diceNotation":"6d10","rollType":"damage","rollAction":"Psychic Anguish","rollDamageType":"psychic"} psychic damage.
Simulacrum. Fraz-Urb’luu chooses one Humanoid within the lair and instantly
Magic Items
The Book of Many Things
protected by a box or pouch. The forty-four cards of the Deck of Many More Things bear similar imagery to those in the Deck of Many Things and have potent magical effects, which are detailed later in
Disintegrate spell destroys the chains instantly, freeing you. Another creature can also free you by succeeding on a DC 30 Dexterity check using thieves’ tools.
Ring. A rare or rarer magic ring appears
magic-items
This heavy tome is bound in dragonhide and reinforced with thick bands of cold iron. The original copies were made by wyrmspeakers of the Cult of the Dragon and bear that cult’s symbol on their
control.
At the end of the ritual, the target transforms into a Dracolich. If the ritual’s target was a living dragon, that dragon dies instantly, and its spirit is transferred to the gem
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
their caves and wait for enemies to come to them. Once they enter combat, the giants pursue enemies that attempt to flee. The Blue Bear tribe shares Kayalithica’s belief that civilization is a blight on
the land. The Uthgardt stalk the foothills of the Graypeaks and hunt wild game in Delimbiyr Vale. They also occupy several caves within Deadstone Cleft and look after the stone giants’ cave bear pets
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
aura of transmutation magic when such is detected for. Upwardly Mobile. Any character who touches a pillar with or without intent will uncontrollably float upward (as if affected by a levitate spell
of its gaping mouth will be sucked in and instantly teleported, to be “spat out” nude at area 6, while all non-living matter in the character’s possession goes to area 33. Northeast Devil Face. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
the stylized head of a coyote, and across from the hallway going west is the head of a grinning bear. Near the south end of the corridor, the head of a bison is mounted on the east wall.
At the
will cause the beak to snap shut instantly. Whatever was inserted into the mouth will be pinned, and the hinge of the mechanism will jam. The hinge can be loosened with oil, after which the beak opens
Compendium
- Sources->Dungeons & Dragons->Monster Manual
brute force isn’t enough to overwhelm their foes, barlguras can use demonic magic to conjure terrifying illusions and grasping vines. Most barlguras resemble nightmarish apes, and some bear exaggerated
new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Actions
Multiattack. The barlgura makes one Tormenting Bite attack and two Thrash attacks.
Tormenting Bite. Melee
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
detected. Camp Hc3 arrives if the disturbance persists. Treasure The druids have a scroll of elemental bane and a scroll of warding wind (see appendix B for descriptions of both spells) in a wooden
case in one of their tents. Hc2. Cult Camp Two human men in robes stand before the bonfire. On the other side of it, leashed to a peg pounded into the ground, is a brown bear.
The humans are two
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Examination of the tapestry reveals that all the flags flapping above the city bear the upright Shadowdusk family crest. The tapestry is worth 250 gp and weighs 50 pounds. 38b. Storage This room contains
action on her turn, Dezmyr can warp reality, undoing damage dealt to herself or another creature that she can see within 20 feet of her. The beneficiary of this warped reality instantly regains 10 hit
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, or detected by abilities that sense demons or Fiends.
Actions
Multiattack. Fraz-Urb’luu makes one Bite attack and two Fist attacks, and he uses Phantasmal Terror.
Bite. Melee Weapon Attack: +16
take 33 (6d10) psychic damage. Simulacrum. Fraz-Urb’luu chooses one Humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the simulacrum spell). This
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
collection (volumes 3 and 8 of Tales from the Gloaming Court), Skabatha placed wards on every one of the remaining books. Any book that is removed from her study turns to ashes instantly. A detect magic
spell reveals an aura of abjuration magic around each book. Shelved among the books are hundreds of scrolls that bear no magical wards; they describe encounters with individuals who struck bargains
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, Larlow was killed instantly. Taela managed to escape with their four children. Treasure. Goblins have already searched the cottage, but characters who conduct their own search and succeed on a DC 15 Wisdom
, which contains a tinderbox, a smoking pipe, a stuffed teddy bear, and boxed set of Three-Dragon Ante cards (worth 1 gp). 4h. Xelbrin Residence The Xelbrins were an elderly human couple who moved to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
specifically. Burney is under the effect of a permanent mind blank spell, and cannot be detected by magical or mundane means unless she wishes it. In exchange for this blessing, Burney can take no direct
Burney so desires, she can instantly transport herself to the court of Bahamut via a powerful blessing akin to the plane shift spell. Barber Pricing. Burney charges 1 gp for each service involving
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Once the pit trap is detected, an iron spike or similar object can be wedged between the pit's cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe
a wall. The mouth is 2 feet in diameter and roughly circular. No sound issues from it, no light can illuminate the inside of it, and any matter that enters it is instantly obliterated. A successful
Magic Items
Infernal Machine Rebuild
cut an astral projection’s silvery cord—the user suffers a sudden burst of feedback from the machine that kills them instantly.
Any effect of the Infernal Machine that requires
Anything poisonous within 50 feet of you is automatically detected and marked by the image of a small frog that is visible only to you.
A dozen small frogs constantly follow you around, chirping loudly
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
chairs, and a sideboard. Hanging above the mantelpiece is a framed portrait of two stern, well-dressed, middle-aged tieflings: a short, pudgy fellow and a tall, thin woman. The surrounding walls bear
minutes and disappear instantly when slain. (Graz’zt speaks only to those he considers worthy of his attention; the characters don’t qualify in this regard.) C6: Mezzanine This wooden mezzanine encircles
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
motionless in the air. Fruit Trees. Many of the trees in the garden bear glittering gold and silver fruit. A detect magic spell reveals auras of divination magic around the gold fruit and auras of
music and voices come from inside the place. If one or more characters look inside, read: Seven guests—one of them a talking bear—lounge around a picnic table covered with an emerald-green cloth and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
13. The Scavenger The Scavenger is a 290-foot-long, 50-foot-wide, 25-ton spelljamming vessel — a ship designed to travel through space. Halaster detected the vessel as it orbited Toril and lured it
Captain! The floor here is covered with shattered glass and brine, the remains of jars that once held pickled humanoid brains. The curved walls bear empty shelves where Captain N’ghathrod stored its
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
trap can break it and free the captive. Examples include a bear trap, a cage that drops from a ceiling, and a device that flings a net. Slay. Some traps are designed to eliminate intruders, plain and
is obvious. Understanding its nature is not. The DC of the check, regardless of its type, depends on the skill and care taken to conceal the trap. Most traps can be detected with a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
tomb. Bookshelves carrying various tomes and scholarly implements stand against the walls. At the center is a stone, gold-painted sarcophagus, the sides of which bear a beautiful relief carving of two
tomb. The sides of the sarcophagus bear a relief depicting two women gazing lovingly over a field and a city, and the lid has a faintly distinguishable family crest carved into it. Old weapons and
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
illuminated cards. The combined deck is usually protected by a box or pouch. The forty-four cards of the Deck of Many More Things bear similar imagery to those in the Deck of Many Things and have
the chains instantly, freeing you. Another creature can also free you by succeeding on a DC 30 Dexterity check using thieves’ tools. Ring. A rare or rarer magic ring appears on your finger. If you have
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
been here for years. Anyone who examined the thin, gray liquid in the cave entrance realizes that the white powder is residue from this liquid. The corpses are Cyran soldiers who were instantly killed
beast that resembles a bear with three long, fleshy tentacles sprouting from its skull. Each tentacle is topped with a glowing, knobby lump of flesh.
The monster dwelling here is a blazebear (see
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
hippogriff One tiger One axe beak One allosaurus Two death dogs Two panthers One giant vulture One owlbear One polar bear The death dogs and the giant vulture are evil, and the giant vulture can
towels. Against the back wall stands a wooden mannequin wearing an eye patch. A secret door along one wall can be detected with a successful DC 15 Wisdom (Perception) check. Starboard Closet. This closet
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
the sarcophagi that line the walls, half are made of stone, six are crafted from bronze, two are brass, and two are iron. All of them bear likenesses of fire giant kings and queens. Examination will
can tolerate their habits. Cell 8C. The cell is empty. Cell 9C. In this cell sits a troll that is used for torture practice from time to time. It is mindless and enraged, so it will attack instantly
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Guildhouse Locations The following locations are keyed to map 6.2. Map 6.2: DM’s map View Player Version G1: Front Porch Nailed to this lengthy porch are short planks that bear the words “Private
on the inner walls bear ropes, tackle, leather harnesses, wheels, and leatherworking tools. Shoved into a corner is a crate filled with horseshoes. Nearby, shelves hold smaller boxes filled with
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
creatures in area 15. 15. Mustering Hall The walls of this room bear frescoes that depict fire giants forging armor and weapons, marching to war, and binding red dragons in chains. Four basalt pillars
detected inside the forge, three ogres stand around the northernmost table, where two fire giants are locked in an arm-wrestling contest. The ogres are cheering on the giants and paying close attention
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, taking 27 (5d10) radiant damage on a failed save or half as much damage on a successful one. A creature not in its true form has disadvantage on this save; if it fails its save, the creature instantly
staircase descends 30 feet to area V10. Secret Door. A section of this chamber’s western wall is hollow and set onto hinges that allow it to swing out toward the courtyard. The secret door can be detected
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
of the god’s love and of the primal elves’ original fluid state of being. Many of Corellon’s chief priests bear this blessing.
The rarest of these blessed elves can change their sex whenever they
moon. Above a full moon, when it is most often detected, it means that an elf of great importance and advanced age will soon journey to Arvandor. Elves who see the sign might be compelled to seek out
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
creature that enters one of these 10-foot-square spaces is instantly teleported away, switching places with one of the wights in crypt 14. The wight materializes in the creature’s previous location and
apparatus still couldn’t bear his weight, and he plunged from the Pillarstone of Ravenloft to his death. His evil ghost attacks the characters on sight. If Ariel succeeds in possessing a character, his host
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
bear echoes of the past and, like ghosts, harass visitors even as they seek respite from age-old traumas. Few places are meaninglessly haunted, and you can easily customize the general results on the
minute. Each is 6 feet in diameter and floats 1 foot above the ground. One appears in an unoccupied space within 30 feet of the party. Any creature that moves through the disk instantly appears
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
nor occupants. Trophy Heads. The trophy heads are as follows, from north to south: West wall: giant crayfish, carrion crawler, hippopotamus, hobgoblin, sahuagin East wall: brown bear, lion, shark
because of the general hubbub, but their presence will certainly be detected if they move into the room. Even when their intrusion is noticed, the characters will not be greeted with hostility unless
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
vases and purple tapestries that bear Xanathar’s symbol. Jutting from the curved roof of the alcove is a spectral eyestalk (scrying sensor). A secret door is hidden in the south wall. If Xanathar is
instantly teleported to the arena (area X6). X34b. This tomb is empty except for an invisible, blue metal tile on the west wall. It functions identically to the one in area X34a. X35. Nar’l Xibrindas’s






