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Returning 35 results for 'sense of reclusive deep variants'.
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Monsters
Forgotten Realms: Adventures in Faerûn
Material components and using Wisdom as the spellcasting ability (spell save DC 13):
At Will: Druidcraft, Speak with Animals (swan form only)
1/Day Each: Animal Friendship, Beast Sense, Spike
GrowthSwanmays are members of a reclusive order of wilderness defenders. Each bears a primal blessing that allows them to transform into a swan to watch over the lakes and woods they call home. Swanmays get
monsters
incredible heights. Those who have escaped nightgaunts describe the touch of their razor-like claws as “tickling” in a way that causes every sense to scream.
A nightgaunt’s head is a smooth
, horned polyp. Before a nightgaunt kills, its head splits apart, revealing an otherworldly glow deep within.Lightning, Poison, PsychicTickle. Wisdom Saving Throw: DC 16, one creature Grappled by the
Vampiric Mist
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Monsters
Tales from the Yawning Portal
Life Sense. The mist can sense the location of any creature within 60 feet of it, unless that creature’s type is construct or undead.
Forbiddance. The mist can’t enter a residence
first encountered, a vampiric mist appears as a billowing mass of light clouds. As the creature feeds, its coloration darkens to a deep crimson. In the Temple of Blood inside the Doomvault (Dead in Thay
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Life Sense. The mist can sense the location of any creature within 60 feet of it, unless that creature’s type is Construct or Undead.
Forbiddance. The mist can’t enter a residence
victim, so vampiric mists can feed on sleepers without waking them. The more a mist feeds, the redder it gets, such that it turns pink, then red, and finally a deep scarlet hue; when sated, it rains blood
Monsters
Icewind Dale: Rime of the Frostmaiden
Petrified Death. A tomb tapper reduced to 0 hit points turns into a lifeless stone statue. Anything it's wearing or carrying is not transformed.
Sense Magic. The tomb tapper senses magic within 30
feet of it and can use an action to pinpoint the location of any creature, object, or area in that range that bears magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler
Intellect Devourer
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Monsters
Monster Manual (2014)
Detect Sentience. The intellect devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless
understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target’s statistics. It knows everything the creature knew, including spells and languages.
If the host body dies, the
Elder Brain
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Monsters
Volo's Guide to Monsters
Creature Sense. The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as
well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in
Gnome
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Species
Basic Rules (2014)
over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions. When dealing with humans and others who are “stuffy” about
know that most races don’t share their sense of humor, but they enjoy anyone’s company just as they enjoy everything else they set out to do.
Subrace
Choose one of the subraces below
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Creature Sense. The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as
well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in
Triton
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Species
Volo's Guide to Monsters
and worse, so you know you can count on them in a fight.
— Brego Stoneheart, sea captain
Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the
elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in
Charlatan
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Backgrounds
Player’s Handbook (2014)
, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you’re around. The bottle of pink
world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues.
d8
Personality Trait
1
I fall in and out of love easily, and am
Monsters
Mordenkainen's Fiendish Folio Volume 1
, looting and smashing any settlements they know of or encounter. After six days exactly, their rampage ends, and they return to their humble lives.
Deep-Seated Memories. When a coastal raid or a theft of
crab folk have little sense of what drives them, but they understand that the effigy represents a mother and creator who must be obeyed. Legend holds that the green hag preferred to travel in the
Backgrounds
Baldur’s Gate: Descent into Avernus
, characters with this background are common.
You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to
during the voyage.
Baldur’s Gate Feature: Smuggler’s Sense
You’re familiar with the docks of Baldur’s Gate, the movement of inspectors and tax collectors, the way cargo and
Backgrounds
Baldur’s Gate: Descent into Avernus
one that you’re perfectly willing to use for your advantage.
You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that
sound too good to be true, but common sense seems to be in short supply when you’re around. The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment — nothing
Magic Items
Waterdeep: Dragon Heist
, electrum, and steel alloys whose edges constantly shimmer with a deep blue luminescence.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. The shield spell provides no
out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Common. It has a calm, delicate voice. The weapon can sense the presence of non
Monsters
Bigby Presents: Glory of the Giants
into the Underdark. They forge magical pacts with entities of the dark—perhaps powerful Fey of the Gloaming Court or eldritch entities buried deep in the Underdark. Their pacts give these
between hill and stone giants. In ancient times, they were scholars of magic known for their keen intellect—but also for their inflated egos and sense of entitlement. Karontor exploited these
Dwarf
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Species
Basic Rules (2014)
picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite all dwarves.
Short and Stout
Bold
human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.
Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most
Magic Items
Baldur’s Gate: Descent into Avernus
telepathically with any creature it can sense within 120 feet of it. Its voice is a deep, hollow whisper.
The shield has 3 charges. You can use an action to expend 1 charge to cast fireball or 2
Shifter
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Species
Eberron: Rising from the Last War
Geth’s ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or
animal’s tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable!
— Don Bassingthwaite, The Binding Stone
Shifters are sometimes called the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Rothé Ordinary rothé resemble musk oxen and have darkvision out to a range of 30 feet. Deep rothé are stunted Underdark variants of rothé. They are Medium instead of Large, have 13 (2d8 + 4) hit
points, and communicate with each other by using magical flashing lights. They have darkvision out to a range of 60 feet and the following additional trait: Innate Spellcasting. The deep rothé’s spellcasting ability is Charisma. It can innately cast dancing lights at will, requiring no components.
Monsters
Fizban's Treasury of Dragons
from its slumber.
Dragon Turtle Lairs
Dragon turtles make their lairs in underwater caves and coral reefs. Most such lairs are situated deep beneath the waves near the ocean’s floor
, though some dragon turtles prefer coastal lairs with easier access to settlements they can trade with—or prey upon. Particularly reclusive dragon turtles seek lairs in even more remote locales
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Neverwinter Wood The forest east of Neverwinter seems to have a magical quality about it, or at least an air of mystical secrecy. Reclusive spellcasters are rumored to dwell deep within.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Neverwinter Wood The forest east of Neverwinter seems to have a magical quality about it, or at least an air of mystical secrecy. Reclusive spellcasters are rumored to dwell deep within.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Neverwinter Wood The forest east of Neverwinter seems to have a magical quality about it, or at least an air of mystical secrecy. Reclusive spellcasters are rumored to dwell deep within.
Monsters
Mythic Odysseys of Theros
features made monstrous by cruel magic and ages of hatred. Webs fill her lair deep in the Nessian Wood, sticky strands made not of silk but of her own endless hair. In her darkened realm, Arasta broods on
those who enter her domain unbidden almost never go unnoticed, for Arasta can sense the slightest vibration along her web hair, and her children act as spies on her behalf.
Lair Actions
On initiative
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Forest Gnomes The reclusive forest gnomes live simply in hillside dwellings deep in the woods. A neighbor could live only a few miles from a forest gnome settlement for a lifetime and never know it
Monsters
Fizban's Treasury of Dragons
a constant battle against deep gnome miners, who scour the tunnels of the dragon’s lair in search of emeralds.
2
An adult silver dragon tries to befriend and draw out a reclusive adult
the dragon acting like the curator of a museum.An Emerald Dragon’s Lair
Emerald dragons dwell in enormous caverns, lava tubes, and tunnel networks deep within the earth. They favor warm spaces
Species
Acquisitions Incorporated
the color of any verdan’s hair, skin, and eyes can transform from their original jade tones to pale white, deep ebon, or any other shade in between. A verdan’s ears also undergo numerous
migrated. Still, a sense of not truly belonging is felt even by verdan who have been welcomed into other cultures. They are often stricken with wanderlust, keeping their possessions limited and
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
nations shut their borders. The dwarves of Thorbardin withdrew to their deep tunnels, refusing entrance to refugees from the surface. Many societies turned on one another or fell to disease and war
disaster waned. Though many elves and mountain dwarves remained reclusive, other cultures tentatively rebuilt. Explorers ventured forth to map the drastically altered continent. Societies reestablished
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
members can attempt to steal one or more of the boats, but doing so requires a successful DC 16 Dexterity (Stealth) check (and the kuo-toa are able to sense invisible creatures). The kuo-toa pursue any
vessel enters or leaves without submitting to “auguries” to determine if a crew’s actions are pleasing to the god of the hour — in this case, the Deep Father. The auguries consist of a half-hour ritual
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
said to hoard precious magic items, tomes, and other secrets in lochs, ponds, and wishing wells across Eldraine. Fauns. Prior to the Phyrexian invasion, fauns (use the satyr stat block) were reclusive
creatures living in tight family units deep in the forest. Seeing their homeland under attack inspired them to leave the woods and join the rest of Eldraine in its defense. Since the end of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Shifters Geth’s ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed
animal’s tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable!
- Don Bassingthwaite, The Binding Stone
Shifters are sometimes called the weretouched, as
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Shifters Geth’s ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed
animal’s tough hide. A sense of invincibility spread through him. For the moment at least, he felt unstoppable!
—Don Bassingthwaite,
The Binding Stone Shifters are sometimes called the weretouched, as
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
temple is dedicated to Segojan Earthcaller, the svirfneblin god of deep earth and nature. The rituals and day-to-day duties of the temple are overseen by a deep gnome named Glyphic Shroomlight, a nervous
Cunning, and Innate Spellcasting features of a deep gnome). Despite the desecration of the drow invasion and the decades of scavenging and raiding in its aftermath, the old city’s honored dead still rest
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
claws as “tickling” in a way that causes every sense to scream.
A nightgaunt’s head is a smooth, horned polyp. Before a nightgaunt kills, its head splits apart, revealing an otherworldly glow deep
Senses Blindsight 60 ft.; Passive Perception 13
Languages Understands Deep Speech but can’t speak
CR 8 (XP 3,900; PB +3)
Traits
Flyby. The nightgaunt doesn’t provoke an Opportunity Attack when it