Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'some of range detected vanish'.
Other Suggestions:
some of ranger detect vanish
some of ranger detected vanish
some of rangers detect vanish
some of rangers detected vanish
some of range detect vanish
Spells
Player’s Handbook
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a
Spells
Player’s Handbook
You attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shifting;shape-shift into Beast form for the duration. That
Hit Points equal to the Hit Points of the Beast form. These Temporary Hit Points vanish if any remain when the spell ends. The spell ends early on the target if it has no Temporary Hit Points left
Spells
Player’s Handbook
Roll 1d6 at the end of each of your turns for the duration. On a roll of 4–6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you
within 10 feet of the space you left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.
Spells
Player’s Handbook
Choose any number of willing creatures that you can see within range. Each target shape-shifting;shape-shifts into a Large or smaller Beast of your choice that has a Challenge Rating of 4 or lower
target gains a number of Temporary Hit Points equal to the Hit Points of the first form into which it shape-shifts. These Temporary Hit Points vanish if any remain when the spell ends. The transformation lasts for the duration or until the target ends it as a Bonus Action.
Spells
Player’s Handbook
Choose one creature or nonmagical object that you can see within range. The creature shape-shifting;shape-shifts into a different creature or a nonmagical object, or the object shape-shifts into a
Points of the new form. These Temporary Hit Points vanish if any remain when the spell ends.
The target is limited in the actions it can perform by the anatomy of its new form, and it can’t speak
Monsters
Eberron: Rising from the Last War
: detect thoughts, disguise self
1/day: shield
Limited Magic Immunity. The rakshasa can’t be affected or detected by spells of 1st level or lower unless it wishes to be. It has advantage on
;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Javelin"} to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Javelin
Monsters
Acquisitions Incorporated
":"slashing"} slashing damage.
Longbow. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Longbow"} to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4);{"diceNotation
":"1d8+4","rollType":"damage","rollAction":"Longbow","rollDamageType":"piercing"} piercing damage.The ranger Môrgæn is a renowned tracker and hunter, able to pinpoint-target foes at any range, then
Monsters
Eberron: Rising from the Last War
, destructive wave, fly, mass suggestion, staggering smite, suggestion, true seeing
Limited Magic Immunity. Mordakhesh can't be affected or detected by spells of 6th level or lower unless he wishes to be
+10","rollType":"to hit","rollAction":"Chromatic Orb"} to hit, range 120 ft., one creature. Hit: 13 (3d8);{"diceNotation":"3d8","rollType":"roll","rollAction":"Chromatic Orb"} damage of a type chosen
Monsters
The Book of Many Things
ritual, and the ritual can be performed only at night. The demons vanish at dawn.
Labyrinthine Recall. Brusipha can perfectly recall any path she has traveled.Multiattack. Brusipha makes two Eldritch
Blast attacks.
Eldritch Blast. Ranged Spell Attack: +5;{"diceNotation":"1d20+5", "rollType":"spell", "rollAction":"Eldritch Blast"} to hit, range 120 ft., one target. Hit: 8 (1d10 + 3);{"diceNotation
Steel Wind Strike
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Xanathar's Guide to Everything
You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a
Monsters
Planescape: Adventures in the Multiverse
, range 90 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Flying Brick", "rollDamageType":"bludgeoning"} bludgeoning damage.
Grasping Ground (Recharge 6
", "rollDamageType":"bludgeoning"} bludgeoning damage and have the grappled condition (escape DC 13). While grappled in this way, the creature has the restrained condition. The appendages vanish after 1
Fraz-Urb'luu
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
creatures within 1 mile of the lair frequently see hallucinations of long-dead friends and comrades that vanish after only a brief glimpse.
Roads and paths within 6 miles of the lair twist and turn back on
Monsters
Spelljammer: Adventures in Space
typically feed on kindori, scavvers, and other forms of space-dwelling wildlife. A solar dragon might mistake a distant spelljamming ship for possible prey and come within range of the vessel’s weapons
are detected in a solar dragon’s lair can expect to be met with resistance, followed by hostility, especially if the lair contains eggs.
A solar dragon egg has an obsidian shell, shiny black and
Monsters
Spelljammer: Adventures in Space
feed on kindori, scavvers, and other forms of space-dwelling wildlife. A solar dragon might mistake a distant spelljamming ship for possible prey and come within range of the vessel’s weapons
detected in a solar dragon’s lair can expect to be met with resistance, followed by hostility, especially if the lair contains eggs.
A solar dragon egg has an obsidian shell, shiny black and
Relentless Slasher
Legacy
This doesn't reflect the latest rules and lore.
Learn More
monsters
Van Richten’s Guide to Ravenloft
thoughts, and it can’t be detected by abilities that sense Fiends.Multiattack. The slasher makes two Slasher’s Knife attacks.
Slasher’s Knife. Melee or Ranged Weapon Attack: +7
;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Slasher's Knife"} to hit, reach 5 ft. or range 30/60 ft., one target. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4","rollType":"damage","rollAction
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
see hallucinations of long-dead friends and comrades that vanish after only a brief glimpse.
Twisted Paths. Roads and paths within 6 miles of the lair twist and turn back on themselves, making
Monsters
Mordenkainen Presents: Monsters of the Multiverse
save, or half as much damage on a successful one.A bronze scout seldom emerges from underground. Its telescoping eyestalks observe foes at close range while most of its segmented body remains buried
. If detected, it sends electrical shocks through the ground toward pursuers while it retreats.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has produced many failed
Monsters
Spelljammer: Adventures in Space
. Solar dragons typically feed on kindori, scavvers, and other forms of space-dwelling wildlife. A solar dragon might mistake a distant spelljamming ship for possible prey and come within range of the
tiresome. Trespassers who are detected in a solar dragon’s lair can expect to be met with resistance, followed by hostility, especially if the lair contains eggs.
A solar dragon egg has an obsidian
Monsters
Out of the Abyss
eye ray.A Beholder's Lair
A beholder's central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. A beholder encountered in its
the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Shadow Spear"} to hit, reach 5 ft. or range 30/120, one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4", "rollType":"damage
the heart, causing those nearby to feel the approach of death. If detected, gloom weavers use their shadow magic to reduce enemies to ghastly corpses.
Shadar-kai
In the gloom of the Shadowfell live
Monsters
Spelljammer: Adventures in Space
. Solar dragons typically feed on kindori, scavvers, and other forms of space-dwelling wildlife. A solar dragon might mistake a distant spelljamming ship for possible prey and come within range of the
tiresome. Trespassers who are detected in a solar dragon’s lair can expect to be met with resistance, followed by hostility, especially if the lair contains eggs.
A solar dragon egg has an obsidian
Blink
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails
choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one
Beholder
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
closing to melee range. A beholder encountered in its lair has a challenge rating of 14 (11,500 XP).
Lair Actions
When fighting inside its lair, a beholder can invoke the ambient magic to take lair
then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} radiant damage.
Sacred Fire. Ranged Spell Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Sacred Fire"} to hit, range 120 ft., one target. Hit: 18 (3d8 + 5);{"diceNotation
can collectively fill no more than a 2-foot cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin’s choice on the floor of the lair, and the objects vanish after 1 hour
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed.
Steel Wind Strike 5th-level conjuration Casting Time: 1 action Range: 30 feet Components: S, M (a melee weapon worth at least 1 sp) Duration: Instantaneous You flourish the weapon used in the casting
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee spell attack against each target. On a hit, a target takes 6d10 Force damage. You then teleport to an unoccupied space you can see within 5 feet of one of the targets.
Steel Wind Strike Level 5 Conjuration (Ranger, Wizard) Casting Time: Action
Range: 30 feet
Components: S, M (a Melee weapon worth 1+ SP)
Duration: Instantaneous
You flourish the weapon used
Monsters
Fizban's Treasury of Dragons
disguised as a human merchant prince.
5
An adult emerald dragon shows an emerald dragon wyrmling how to safely observe Humanoids without being detected.
6
An adult emerald dragon keeps a
dragon can’t take the same lair action two rounds in a row:
Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon’s telepathy. The creature must
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Sequester Level 7 Transmutation (Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (gem dust worth 5,000+ GP, which the spell consumes)
Duration: Until dispelled
With a touch, you
magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can’t be targeted by Divination spells, detected by magic, or viewed remotely with
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Animal Shapes Level 8 Transmutation (Druid) Casting Time: Action
Range: 30 feet
Components: V, S
Duration: 24 hours
Choose any number of willing creatures that you can see within range. Each
Hit Points vanish if any remain when the spell ends. The transformation lasts for the duration or until the target ends it as a Bonus Action.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Sequester Level 7 Transmutation (Wizard) Casting Time: Action
Range: Touch
Components: V, S, M (gem dust worth 5,000+ GP, which the spell consumes)
Duration: Until dispelled
With a touch, you
magically sequester an object or a willing creature. For the duration, the target has the Invisible condition and can’t be targeted by Divination spells, detected by magic, or viewed remotely with
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blink 3rd-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or
higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Blink 3rd-level transmutation Casting Time: 1 action Range: Self Components: V, S Duration: 1 minute Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or
higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Blink Level 3 Transmutation (Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: 1 minute
Roll 1d6 at the end of each of your turns for the duration. On a roll of 4
–6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Blink Level 3 Transmutation (Sorcerer, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: 1 minute
Roll 1d6 at the end of each of your turns for the duration. On a roll of 4
–6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Polymorph Level 4 Transmutation (Bard, Druid, Sorcerer, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S, M (a caterpillar cocoon)
Duration: Concentration, up to 1 hour
You
attempt to transform a creature that you can see within range into a Beast. The target must succeed on a Wisdom saving throw or shape-shift into Beast form for the duration. That form can be any Beast you