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Returning 35 results for 'horn are detect'.
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Monsters
Monster Manual
effects.Multiattack. The unicorn makes one Hooves attack and one Radiant Horn attack.
Hooves. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Hooves"}, reach 5 ft. Hit
: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Hooves", "rollDamageType":"Bludgeoning"} Bludgeoning damage.
Radiant Horn. Melee Attack Roll: +7;{"diceNotation":"1d20+7
Unicorn
Legacy
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Monsters
Basic Rules (2014)
Charge. If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8);{"diceNotation":"2d8","rollType":"damage
unicorn’s innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:
At will: detect evil and good, druidcraft, pass
Ki-rin
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
(at will): light, mending, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): command, cure wounds, detect evil and good, protection from evil and good, sanctuary
2nd level (3 slots
resurrectionMultiattack. The ki-rin makes three attacks: two with its hooves and one with its horn.
Hoof. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Hoof"} to hit, reach
Geryon
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Medium when changing his appearance), detect magic, geas, ice storm, invisibility (self only), locate object, suggestion, wall of ice
1/day each: divine word, symbol (pain only)
Legendary Resistance
.
If Geryon dies, these effects fade over the course of 1d10;{"diceNotation":"1d10","rollType":"roll"} days.
VARIANT: SOUND THE HORN
Geryon can have an action that allows him to summon enslaved
Geryon (Summoner Variant)
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Medium when changing his appearance), detect magic, geas, ice storm, invisibility (self only), locate object, suggestion, wall of ice
1/day each: divine word, symbol (pain only)
Legendary Resistance
see.
Sound the Horn (1/Day). As an action Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4","rollType":"roll","rollAction":"Sound the Horn"} minotaur;minotaurs to appear in unoccupied spaces
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: alter self (can become Medium when changing his appearance), detect magic, ice storm, invisibility (self only), locate object, suggestion, wall of ice
1/day: banishment
Teleport. Geryon magically
–6). As a reaction when this creature takes damage, it can roll a d10 and subtract the number rolled from the damage.
Geryon (Variant);VARIANT: SOUND THE HORN
Geryon can have an action that
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: alter self (can become Medium when changing his appearance), detect magic, ice storm, invisibility (self only), locate object, suggestion, wall of ice
1/day: banishment
Teleport. Geryon magically
teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.
Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4
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
the sahuagin hunting horn — a call to raid and battle. Coastal settlers refer to sahuagin as “sea devils,” for sahuagin have no compassion in them, slaughtering the crews of ships and decimating coastal
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The Melairkyn dwarves forged the horn and placed it here to guard the treasure in this hall (see “Treasure” below). A detect magic spell or similar magic reveals an aura of conjuration magic around
-long, 20-foot-high curtain of black dragon scales hangs from an iron rod bolted to the west wall. (The scales have become brittle with age and are not valuable.)
Hanging Horn. Suspended from the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
.
Magic Resistance. The unicorn has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The unicorn makes one Hooves attack and one Radiant Horn attack
.
Hooves. Melee Attack Roll: +7, reach 5 ft. Hit: 11 (2d6 + 4) Bludgeoning damage.
Radiant Horn. Melee Attack Roll: +7, reach 5 ft. Hit: 9 (1d10 + 4) Radiant damage.
Spellcasting. The unicorn casts one
Magic Items
Tasha’s Cauldron of Everything
it are removed. When you use this action, a shimmering image of a unicorn’s horn appears until the end of your turn, sprouting from your forehead. The tooth regains all expended charges daily at
telepathy out to 120 feet as described in the Monster Manual, and you can cast the detect thoughts spell at will, requiring no components. You also have disadvantage on Wisdom (Insight) and Wisdom
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Coals” section in the description of area D4. What’s Cooking? Inside the cauldron is a bubbling, frothy, gray-black liquid that radiates an aura of transmutation magic under the scrutiny of a detect magic
chance) or a giant dragonfly (25 percent chance; see appendix C). Unicorn Horn. If the Story Tracker indicates that the missing unicorn’s horn is here, the characters can find it amid the coals. (Bavlorna
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
brow sports a single spiraling horn of ivory whose magical touch can heal the sick and the injured. Its ears catch the words and whispers of the creatures that share its domain, and it knows the
denizens. A creature might catch a passing glimpse of the unicorn then suddenly see nothing but the wild woods.
Sacred Horns. A unicorn’s horn is the focus of its power, a shard of divine magic
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
smothering. It attacks the first creature that disturbs it. The urns contain the skulls and bones of six dead Umberlee worshipers. The cage was salvaged from the ***** Queen (see “High Horn”), where it was
rest, it leaves behind a pearlescent conch shell that weighs 2 pounds. The conch radiates an aura of evocation magic under the scrutiny of a detect magic spell or similar effect. An identify spell
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
-foot-wide wooden gangplank allows creatures to board and disembark safely. One frost giant guards each ship. If the horn hasn’t sounded, the brothers are throwing ice at each other (the frost giant
equivalent of a snowball fight) when the characters approach. If they detect intruders, they hurl chunks of ice at them instead. Treasure Each greatship holds treasure that has been piled up and concealed
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
13
Languages Celestial, Elvish, Sylvan, telepathy 60 ft.
Challenge 5 (1,800 XP)
Charge. If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the
innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:
At will: detect evil and good, druidcraft, pass without trace
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(DC 15) Variants: Bagpipes (30 GP, 6 lb.), drum (6 GP, 3 lb.), dulcimer (25 GP, 10 lb.), flute (2 GP, 1 lb.), horn (3 GP, 2 lb.), lute (35 GP, 2 lb.), lyre (30 GP, 2 lb.), pan flute (12 GP, 2 lb
: Intelligence Weight: 2 lb. Utilize: Detect a poisoned object (DC 10) Craft: Basic Poison Thieves’ Tools (25 GP) Ability: Dexterity Weight: 1 lb. Utilize: Pick a lock (DC 15), or disarm a trap (DC 15)
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
(DC 15) Variants: Bagpipes (30 GP, 6 lb.), drum (6 GP, 3 lb.), dulcimer (25 GP, 10 lb.), flute (2 GP, 1 lb.), horn (3 GP, 2 lb.), lute (35 GP, 2 lb.), lyre (30 GP, 2 lb.), pan flute (12 GP, 2 lb
: Intelligence Weight: 2 lb. Utilize: Detect a poisoned object (DC 10) Craft: Basic Poison Thieves’ Tools (25 GP) Ability: Dexterity Weight: 1 lb. Utilize: Pick a lock (DC 15), or disarm a trap (DC 15)
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
save, or half as much damage on a successful one. A character who searches for traps can detect the holes hidden behind the dial with a DC 25 Wisdom (Perception) check; once found, these holes can be
radiate auras of abjuration and conjuration to a detect magic spell or similar effect. The statues are impervious to damage and spells. When any creature steps on an incorrect floor tile, all four statues
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
clutches a brass horn (see “Treasure” below). The minotaur shaman treats all intruders as enemies to be carved up and added to his pile of dismembered bodies. His first action in combat is to blow his
brass horn while the other minotaurs try to hack intruders to pieces. Baphomet does not answer prayers, nor does the demon lord have any interest in Maku’s tribe. As such, the minotaur shaman’s ritual
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
shackles and chains bolted to the ceiling near the north wall. A lantern-shaped device resting atop the table appears to be the source of the music. An old man lies asleep in the chair, his horn-rimmed
arcanaloth melts into a pool of ichor, leaving behind its robes and horn-rimmed spectacles (see “Treasure” below). Alcove The alcove in the southwest corner of the room is empty. If the magic at the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
abandoning it. A rainstorm extinguished the flames before they could do much damage, but strong winds blew the derelict vessel to its doom. Of all the wrecked ships found at High Horn, the Sea Mare is the
top of the archmage’s staff is shaped like a demon’s claw. The staff is not magical, but it radiates a false aura of conjuration magic when studied under a detect magic spell or similar magic. Casting
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
mane and tail, coppery cloven hooves, and a spiral-shaped coppery horn just above and between its luminous violet eyes. In a breeze or when aloft, the creature’s scales and hair can create the
god. Some are horse-shaped, looking like gigantic unicorns, and are often used as guardians. Others have draconic features and tend to be aggressive foes of evil. One horn is most common, but a ki
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
changing his appearance), detect magic, ice storm, invisibility (self only), locate object, suggestion, wall of ice
1/day: banishment
Teleport. Geryon teleports, along with any equipment he is
rolled from the damage.
Variant: Sound the Horn Geryon can have an action that allows him to summon minotaurs. Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4 minotaurs (see the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
this area must succeed on a DC 21 Wisdom saving throw or derive no benefit from the rest. If Geryon dies, these effects fade over the course of 1d10 days. VARIANT: SOUND THE HORN
Geryon can have an
action that allows him to summon enslaved minotaurs.
Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4 minotaurs to appear in unoccupied spaces of his choice within 600 feet of him
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
carries a horn that it can blow (as an action) to summon reinforcements. The first wave of reinforcements arrives in 1d4 + 4 rounds and consists of another 2d4 drow elite warriors. The second wave
lair in the cap of a giant mushroom, fluttering out to attack when they detect light or motion within 20 feet of their roost. Violet Fungi These fungi extrude their branches and attack when the characters pass between them.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
and Starting Equipment As a rank 1 decisionist, you gain proficiency with a musical instrument (horn). Head office also grants you the use of a musical instrument (your choice of horn), a voting kit
can detect your manipulation with a successful DC 13 Wisdom (Insight) check. Better Odds When you reach rank 3, your coin of decisionry gains a measure of actual divination power and becomes an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
lute as a spellcasting focus. Davil can put the characters in contact with other leaders of the Black Network’s Waterdeep division, namely Istrid Horn (if they need a loan), Skeemo Weirdbottle (if
ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Istrid Horn Istrid is regarded as the Black Network’s Master of Trade and Coin in Waterdeep. The shield dwarf operates an illegal lending
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
equipped with a weapons and throwing stones, plus a giant’s bag. If a conflict erupts, the giant tries to sound a great iron horn suspended from the ceiling on iron chains in the center of the cavern
. The giant has to use an action to blow the horn. 6. Emissaries’ Cavern An oni and its four ogre servants are staying here. They have had an audience with the jarl, and after a special wassail to be
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
molds and repeat the process. Without their armor, Brok and Fumira have AC 10. They keep their war picks and javelins close by, but fight only in self-defense. If they detect intruders, they stop working
north half of the room, an elderly male duergar carrying an iron cane and an ear horn sits in a stone rocking chair next to a pile of iron molds and clamps.
Iron Bars. The south half of the room
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Doorway. A Detect Magic spell reveals an aura of evocation magic radiating from the doorway. If a creature pulls on either of the doors’ crescent-shaped handles, the doorway emits a 30-foot cone of
runes to activate the door. V4: Halls Four ghostly soldiers patrol these hallways. Their eyes are red, and each wears spectral, ridged armor and carries a hollowed-out goat horn.
The creatures are four
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, which is kept in the aviary (area P20). To free a creature frozen in time, one must touch it with a unicorn horn while speaking the creature’s true name. (Thinnings knows that “Zybilna” is not
Zybilna’s true name. He thinks her true name is Iggwilv, but it’s not.) The League of Malevolence is searching Prismeer for a unicorn horn so that Kelek can free Ringlerun, his archenemy, from temporal
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
their instruments are Peeta Brightmoon (drum), Kevin Gladriver (fiddle), Philomena Gladriver (viol), Olivia Tallrush (horn), and Shardon Underbough (flute). They are strongheart halfling commoners
waiting for her to return. The throne is a Large object with AC 18, 80 hit points, and immunity to poison and psychic damage. A detect magic spell reveals an aura of abjuration magic around the throne
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the rock at the center of this chamber. Across the arms of the throne, a pearl- and sapphire-encrusted narwhal horn rests like a lordly scepter. The smooth surface of the cavern’s pool reflects the
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
Magic Items
Infernal Machine Rebuild
violates the unicorn’s alignment, the unicorn immediately vanishes.
You grow a unicorn horn.
10
A specialized clockwork compass floats in front of you. You can name one character, place, or
automatically know the direction to the greatest danger within 500 feet of you.
You leave a trail of black footprints that allow anyone to automatically follow you.
45
You can cast the detect