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Returning 35 results for 'some of ranges detect voices'.
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Monsters
Astarion's Book of Hungers
.
Spellcasting. The devil casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 18):
At Will: Detect Magic, Detect Thoughts
2/Day
their large tongues, speaker devils speak with clear and pleasing voices. Among the ranks of the Nine Hells, they are known as logokrons.
Many speaker devils are loyal to the archdevil Mephistopheles
Ulitharid
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the
is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components:
At will: detect thoughts, levitate
1/day each: confusion, dominate monster, eyebite
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
overexerts itself on the Concordant Opposition.
Rilmani are bipedal, with bodies of living metal that ranges in appearance from cold iron to brilliant gold. Most have smooth faces with few features, and
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
frequently encountered on their home plane, the Outlands, where they work to ensure that no force overexerts itself on the Concordant Opposition.
Rilmani are bipedal, with bodies of living metal that ranges
Monsters
Planescape: Adventures in the Multiverse
components and using Intelligence as the spellcasting ability (spell save DC 14):
At will: detect magic
1/day each: dispel magic, ice stormFerrumachs are the foot soldiers of the rilmani, preserving the
living metal that ranges in appearance from cold iron to brilliant gold. Most have smooth faces with few features, and their extraordinary anatomies often act in defiance of natural forces.Psychic
Monsters
Phandelver and Below: The Shattered Obelisk
.
Spellcasting (Psionics). The mind flayer casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):
At will: detect magic, detect
starless depths and been subsequently rewarded with extraordinary powers.
Instead of heeding an elder brain, a mind flayer clairvoyant listens to the whispers and whims of the voices of the Far Realm. In
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the
spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):
At will: detect thoughts, levitate
1/day each: dominate monster, feeblemind, mass suggestion
Monsters
Planescape: Adventures in the Multiverse
material components and using Charisma as the spellcasting ability (spell save DC 15):
At will: detect evil and good
1/day each: aid, continual flame, protection from evil and good, scrying (as an
radiance shines from within their mouths, punctuating their deep, resonant voices.
A warden archon knows when a creature uses a portal the archon is tasked to guard, and it moves swiftly to interrogate
Zariel
Legacy
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Monsters
Mordenkainen’s Tome of Foes
), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Legendary Resistance (3/Day). If Zariel fails a saving throw
following effects:
The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.
Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 26):
At will: alter self (can become Medium when changing her appearance), detect
:
Hellscape. The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.
Pyres. Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise from the
Monsters
Quests from the Infinite Staircase
ability (spell save DC 21):
At will: Detect Evil and Good, Detect Magic, Thaumaturgy
3/day each: Create Food and Water (the food is always tasty), Dispel Magic, Invisibility, Legend Lore (as an action
, can be heard within 3 miles of the lair as fleeting voices carried on gentle breezes.
If Nafas is destroyed, all these effects end immediately, resuming when he either gains a new body or is replaced
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
, can live for centuries—a fact noted in the description of the race in question.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of height and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of a hand, amid stains of dried blood.
Distant Voices. Echoes of distant voices occasionally fill the room, emanating from 10-inch-long, 5-inch wide vents in the ceiling (see “Echoes” below
.
The longsword is easy to remove from the armor stand, requiring no ability check. A detect magic spell reveals that the sword is magical. It sheds dim light in a 10-foot radius. It also carries a
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
secrets of creatures they then compel to perform wicked deeds. Despite their large tongues, speaker devils speak with clear and pleasing voices. Among the ranks of the Nine Hells, they are known as
) Thunder damage.
Spellcasting. The devil casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 18):
At Will: Detect
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
realm’s starless depths and been subsequently rewarded with extraordinary powers. Instead of heeding an elder brain, a mind flayer clairvoyant listens to the whispers and whims of the voices of the
17):
At will: detect magic, detect thoughts, mage hand (the hand is invisible)
3/day each: clairvoyance (as an action), dispel magic
1/day: plane shift (self only)
Unleash Void (Recharge 5–6
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
powerful, so their voices do carry some weight. Blood witches strive both to protect the cult from external interference and to punish those who bring harm to the guild. They claim grandiose titles, such
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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
magical effects.
Psionic Hub. If an elder brain establishes a psychic link with the ulitharid, the elder brain can form a psychic link with any other creature the ulitharid can detect using its
Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the ulitharid and the elder brain. The ulitharid can maintain its psychic link with the elder brain regardless
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
pools of silvery light. When warden archons speak, glimmering radiance shines from within their mouths, punctuating their deep, resonant voices. A warden archon knows when a creature uses a portal the
archon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15):
At will: detect evil and good
1/day each: aid, continual
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
favor. They speak in voices as soft as the sea breeze or as sonorous as storm waves breaking against a rocky cliff. In flight, their lower bodies transform into columns of foamy water. Water Lords
components:
At will: create or destroy water, detect evil and good, detect magic, fog cloud, purify food and drink
3/day each: tongues, water breathing, water walk
1/day each: conjure elemental
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
across the multiverse, including those within the Infinite Staircase, can be heard within 3 miles of the lair as fleeting voices carried on gentle breezes. If Nafas is destroyed, all these effects
spells, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 21):
At will: Detect Evil and Good, Detect Magic, Thaumaturgy
3/day each: Create Food and Water (the
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
tunnel branches east and west. H2: War Room The door to this makeshift war room is ajar, allowing the characters to hear two gruff voices bickering inside. When the characters enter or peek inside, read or
width of the stairway. Two goblins stand guard on a landing halfway up the stairs.
These two Goblin Warriors are Hostile toward the characters. When the goblins detect an intruder to the south, roll
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
submerging any sort of organic material, recognizes the water’s magical corruption. The detect magic spell reveals that the water has an aura of necromantic magic. A2: Ancient Statue A small stone
Wisdom (Perception) check realizes the voices are coming from behind the statue. The cloakers attack when a creature comes within 5 feet of the statue or it’s clear no one’s buying their lies. Statue. A
Magic Items
Infernal Machine Rebuild
feet of you over the previous hour.
You are distracted by voices and visions, forcing you to succeed on a Wisdom saving throw every 4 hours or gain one level of exhaustion.
15
You understand all
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
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 21):
At Will: Detect Magic, Mind Spike (level 5 version)
1/Day Each: Geas, Modify Memory
Legendary
mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check.
Actions
Multiattack. The hag makes two Claw
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
detect the presence of undead. As the young remorhazes engage the characters in battle, Tekeli-li assumes its gnoll form and joins the fray, keeping its distance from the remorhazes. See the “Tekeli-li
“Psychic Hauntings”). Each cave has a ceiling that ranges in height from 10 to 20 feet. TO THE UNDERDARK
West of area H24, a remorhaz tunnel leads down to the Underdark. The slide extends for a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the following effects: The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat. Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame
self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
as these marks persist, the character detects as a fiend when subjected to detect evil and good spells or similar magic. The character gains a new flaw. A character who exhibits behavior inconsistent
voices (in Infernal) and spew blood when they are hugged. To enter the contract, the devil and the character making the deal must each hug a doll. When the contract is finalized, the devil keeps one
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
hill are awakened trees that speak Common in low, rumbling voices. Telemy Hill uses the trees to communicate, rather than speaking itself. As the characters move up the hill, 1d4 + 1 awakened trees
lead down into what feels like a cellar. It’s chilly in here, and you detect a subtle scent of iron in the air. From a distant spot within the chamber, sputtering candles illuminate a multitude of keys
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
), detect evil and good, fireball, invisibility (self only), major image, wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Teleport. Zariel teleports, along with any
filled with screaming voices and the stench of burning meat. Pyres. Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise from the ground. Any creature or object that touches the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, the honorable Wigglewog, did not survive. I’ve been trapped up here for a while now. Help me. I must tell my queen of the fall of Prismeer!”
If the characters speak in raised voices, Sir Talavar
following additional action option: +1 Tiny Sword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) piercing damage.
A detect magic spell reveals an aura of abjuration magic
Equipment
creatures within 30 feet of the triggering creature (but not the triggering creature) gain the benefit of Detect Thoughts spell for 1 minute.
71–72
The triggering creature begins melting. Their
hovering 10 feet above. Anyone within 30 feet of the orb hears the incoherent whispering of several voices. The first creature who touches the orb can communicate with the voices as if by the Contact
Equipment
All creatures within 30 feet of the triggering creature (but not the triggering creature) gain the benefit of Detect Thoughts spell for 1 minute.
71–72
The triggering creature begins
orb appears hovering 10 feet above. Anyone within 30 feet of the orb hears the incoherent whispering of several voices. The first creature who touches the orb can communicate with the voices as if by
Equipment
creatures within 30 feet of the triggering creature (but not the triggering creature) gain the benefit of Detect Thoughts spell for 1 minute.
71–72
The triggering creature begins melting. Their
hovering 10 feet above. Anyone within 30 feet of the orb hears the incoherent whispering of several voices. The first creature who touches the orb can communicate with the voices as if by the Contact
Equipment
within 30 feet of the triggering creature (but not the triggering creature) gain the benefit of Detect Thoughts spell for 1 minute.
71–72
The triggering creature begins melting. Their
hovering 10 feet above. Anyone within 30 feet of the orb hears the incoherent whispering of several voices. The first creature who touches the orb can communicate with the voices as if by the Contact
Equipment
within 30 feet of the triggering creature (but not the triggering creature) gain the benefit of Detect Thoughts spell for 1 minute.
71–72
The triggering creature begins melting. Their skin
hovering 10 feet above. Anyone within 30 feet of the orb hears the incoherent whispering of several voices. The first creature who touches the orb can communicate with the voices as if by the Contact Other