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Returning 32 results for 'some of readies detect violence'.
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Monsters
Waterdeep: Dungeon of the Mad Mage
spell attacks). Violence has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile
Spellcasting. Violence is a 9th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with
Monsters
Waterdeep: Dragon Heist
slots): comprehend languages, identify, mage armor, shield
2nd level (3 slots): detect thoughts, suggestion
3rd level (3 slots): clairvoyance, sending
4th level (1 slot): locate creature, Otiluke's
from the minds of suspects, and locate missing persons. He finds violence appalling and would never use his magic to inflict harm on others — even those who harm him.
Monsters
Acquisitions Incorporated
with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, distort value,* sleep
physical labor, Flabbergast is a bit of a bridge builder in his own way, always striving to bring people together and flexing his diplomatic muscles. A pacifist bureaucrat, he abhors violence, and rarely
Magic Items
Quests from the Infinite Staircase
following spells from it: Detect Evil and Good (1 charge), Fly (2 charges), or True Seeing (3 charges).
Sentience. Heretic is a sentient, chaotic evil weapon with an Intelligence of 17, a Wisdom of
folk, at whom it often directs sneering comments. When Heretic identifies its quarry, it erupts in a frenzied need for violence.
Monsters
Eberron: Rising from the Last War
(spell save DC 24). He can innately cast the following spells, requiring no material components:
At will: detect thoughts, dispel magic, spirit guardians
1/day each: banishing smite, blinding smite
to bear on the world. But he can influence events in the vicinity of any of his shards, drawing power from acts of violence.
The Last War was a boon that allowed Rak Tulkhesh to darken the hearts of
Graz'zt
Legacy
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Monsters
Out of the Abyss
spells, requiring no material components:
At will: charm person, crown of madness, detect magic, dispel magic, dissonant whispers
3/day each: counterspell, darkness, dominate person, sanctuary
body ornamentation to their secret assignations.
Although he prefers charm and subtle manipulation, Graz’zt is capable of terrible violence when provoked. He wields the greatsword Angdrelve
Monsters
Mordenkainen Presents: Monsters of the Multiverse
spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
At will: charm person, detect magic, dispel magic
3/day each: darkness, dominate person
ecstatic expressions and ostentatious dress and body ornamentation to their secret assignations.
Although he prefers charm and subtle manipulation, Graz’zt is capable of terrible violence when
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
locate missing persons. He finds violence appalling and would never use his magic to inflict harm on others — even those who harm him. Barnibus Blastwind
Medium humanoid (human), lawful good
the following wizard spells prepared:
Cantrips (at will): blade ward, light, mage hand, message
1st level (4 slots): comprehend languages, identify, mage armor, shield
2nd level (3 slots): detect
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
sword, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: Detect Evil and Good (1 charge), Fly (2 charges), or True Seeing (3 charges). Sentience
condescending and snobby, especially in the company of priests and other pious folk, at whom it often directs sneering comments. When Heretic identifies its quarry, it erupts in a frenzied need for violence.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only its pixie dust as a component:
At will: druidcraft
1/day each: confusion, dancing lights, detect evil
and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep
Actions
Superior Invisibility. The pixie magically turns invisible until its concentration ends (as if
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
together and flexing his diplomatic muscles. A pacifist bureaucrat, he abhors violence, and rarely puts his magical prowess on display. One thing that is known (though it’s seldom spoken of) is that
save DC 13, +5 to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
: “Turbulence” (area 8a), “Violence” (area 8b), “Karstis” (area 8c), “Yarek” (area 8d), “Spite” (area 11a), “Skrianna” (area 11b), “Vacant” (area 11c), “Cephalossk” (area 11d), “Elan” (area 11e), “Nylas” (area
covers the spell’s triggering glyph, the characters have little chance of spotting the glyph unless they use a detect magic spell or magic that allows them to see through the rug. When the glyph triggers
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Interacting with Myconids The myconids’ initial attitude toward outsiders is hostile (see “Social Interaction” in the Basic Rules). They aren’t malicious, though, and they don’t resort to violence
Spores When myconids take damage, they release spores that alert all other myconids within 240 feet of them. All myconids in the cave are in range of each other’s Distress Spores. Myconids in areas B2 and area B3 move to area B4 if they detect Distress Spores.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sister Violence to escape. Statues The room’s three statues are life-size carvings of robed human wizards. They are used for testing the spellcasting abilities of pupils. A detect magic spell reveals
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Xanathar Guild members. The creatures use their Detect Sentience trait to telepathically detect intelligent creatures approaching.
Shunn and his thugs can’t be surprised if the intellect devourers
prefers diplomacy over violence when dealing with adventurers. If the characters seem interested in a truce, Shunn offers them 50 gp if they find the wererats that are troubling his gang and return
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
hit points. Flumphs This cloister of flumphs feeds on the psychic energy they detect from a nearby mind flayer that has enslaved 2d4 quaggoths. The flumphs warn adventurers who communicate with them
violence, hoping that the characters slaughter his brethren. Once they are dead, Kurr bows his head solemnly, begs Yeenoghu’s forgiveness (first in his own language and then in Abyssal), and then throws
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
conquer Red Larch without violence by subverting and exploiting the Believers. Before the adventurers came along, he planned to ensnare the Believers with ever-darker acts of obedience and evil, then take
chamber floor to levitate stone in contact with it, so the floor’s magic can be detected with detect magic (transmutation school). A moderate impact on the floor, such as a dropped object weighing at
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
disturbance without resorting to violence. If attacked, the guard reacts in kind and shouts for reinforcements. All other guards arrive in 3 rounds. Security Mirrors Throughout the casino are
security mirrors, each one anchored to a wall at a downward angle twelve feet off the floor. A detect magic spell reveals an aura of divination magic around each mirror, which is a Large object with AC 13, 5
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
bear on the world. But he can influence events in the vicinity of any of his shards, drawing power from acts of violence. The Last War was a boon that allowed Rak Tulkhesh to darken the hearts of
soldiers and civilians alike, whose actions then weakened the overlord’s bonds to give him even greater sway over the regions surrounding his shards. The violence seen in Thaliost and other occupied
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
characters are hostile, the trees do what they can to drive the invaders off the hill. If the trees are not met with violence, they shepherd the characters up the hill to Jingle Jangle’s den, waving them on
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->Phandelver and Below: The Shattered Obelisk
transformed it into a miserable, obsessive shell of its former self. The Eyepiece. A detect magic spell or similar magic reveals an aura of divination magic on the unbroken eyepiece. A character who looks
monster is not immediately visible when the characters enter due to the area’s dividing walls. Golcuus lost its towering ego, and the loss drives it to spontaneous acts of violence. Golcuus attacks any
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
masks with ecstatic expressions and ostentatious dress and body ornamentation to their secret assignations. Although he prefers charm and subtle manipulation, Graz’zt is capable of terrible violence when
spellcasting ability (spell save DC 23):
At will: charm person, detect magic, dispel magic
3/day each: darkness, dominate person, telekinesis, teleport
1/day each: dominate monster, greater
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
The Dreaming Dark The sinister and mysterious Dreaming Dark—a metaphysical force trying to prolong the current age of despair and violence—seeks to extend its reach toward Khorvaire. Over a century
infiltrator casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 15):
3/Day: Detect Thoughts
1/Day: Synaptic Static
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
academy, and isn’t looking for friendship from anyone. It shadows adventurers and casts detect thoughts spells on them to glean their true intentions. The mind flayer considers itself intellectually
fight breaks out. The Horned Sisters Two tiefling sisters named Turbulence and Violence sought to join the Arcane Brotherhood of Luskan but were turned down. They served aboard pirate ships for a few
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
hang in bunches from the highest branches. A Detect Magic spell reveals the trees carry a faint aura of enchantment magic. A character investigating the greenhouse who succeeds on a DC 17 Intelligence
door from sliding along its tracks. Removing the planks allows the door to be slid open. Ingredient: Milk Inside the barn, cows chew away on troughs of Arthur’s special bovine feed. A Detect Magic
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
, message, prestidigitation
2/day each: arcane eye, detect magic, detect thoughts, fly, lightning bolt, locate object, mage armor, Rary’s telepathic bond
1/day: true seeing
Reactions
Portent (3
attack roll, saving throw, or ability check.
Enchanter Wizard Enchanters know how to magically influence minds. Benign enchanters use this magic to defuse violence and sow peace, while malevolent
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
, resistance, sacred flame, thaumaturgy
1st level (4 slots): command, detect evil and good, ensnaring strike, sanctuary, shield of faith
2nd level (3 slots): arcane lock, augury, calm emotions, hold person
lock, detect thoughts, hold person
3rd level (3 slots): clairvoyance, dispel magic, slow
4th level (2 slots): locate creature, stoneskin
Actions
Quarterstaff. Melee Weapon Attack: +4 to hit
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
transmutation to a detect magic spell or similar effect. Double Doors. The lock on the double doors opens with a key granted by passing the trials of the pools (see below). If the characters have that
character notices that the floor in this area shows signs of charring that obscures faint runes. A weak fire trap triggers if any creature enters the area, which radiates evocation to a detect magic spell or
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
mantelpiece is a stuffed and mounted aarakocra with blue plumage. This poor creature is the remains of Jakka (see the “Aarakocra Simulacra” section earlier in this chapter). A detect magic spell reveals a
easily moved to violence. Only those who harm his plants or his sister’s children stir the deep-seated rage inside him. Unlike other cloud giant nobles, Thullen doesn’t wear a mask to illustrate his
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Ilvaash who planned to sacrifice their warriors to Ilvaash. Violence ensued, and the duergar killed each other. The corpses are those of the duergar warriors. The two mages now lurk in area B3 as psionic
is to open a gate, but she’s learned that they’re more deeply connected to the Briny Maze. When she overloads the charge by casting chain lightning into a rod, she can cast detect thoughts the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
(Perception) check. Under the scrutiny of detect magic, the door radiates a faint aura of abjuration magic. The door comes open, pivoting into the room, only if someone speaks the answer to the riddle. Once
fountain’s basin, but it is otherwise dry. Under the scrutiny of a detect magic spell, the fountain emits an aura of conjuration. A character who makes a successful DC 15 Wisdom (Perception) check
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
his hunger. Lludd is hostile toward intruders, but he doesn’t immediately resort to violence. Though he’s selfish and cruel, the behir hasn’t survived this long by attempting to devour every creature
this area recently. Though their tunnels collapsed behind them, the creatures lurk just beyond the alcove. If the irritable umber hulks detect the characters, the monsters burst through the rubble and