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Returning 35 results for 'some scouts magic'.
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some slots magic
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Monsters
Netheril’s Fall
Magic Resistance. The phaerimm has Advantage on saving throws against spells and other magical effects.Multiattack. The phaerimm makes two attacks, using Stinger or Mindwarp Ray in any combination
no spell components and using Charisma as the spellcasting ability (spell save DC 13):
At Will: Detect Magic, Detect Thoughts, Mage Hand
1/Day: ClairvoyanceUncanny Dodge. Trigger: The phaerimm is
Monsters
Vecna: Eve of Ruin
Magic Resistance. The hazvongel has advantage on saving throws against spells and other magical effects.Multiattack. The hazvongel makes three Talon attacks.
Talon. Melee Weapon Attack: +10
a failed save or half as much damage on a successful one.
“They make excellent scouts and are capable aerial attackers, but their attention span is frustratingly wanting.”
—The
Monsters
Mythic Odysseys of Theros
). It can innately cast the following spells, requiring no material components:
3/day each: cure wounds, charm person, sleep
1/day each: calm emotions, lesser restoration, plant growth
Magic
their crops more abundant.
Nymphs
Divine servants that inhabit unspoiled corners of the world, nymphs protect places of natural power and infuse their surroundings with the magic of Nyx. Some are
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Magic Resistance. The dhergoloth has advantage on saving throws against spells and other magical effects.Multiattack. The dhergoloth makes two Claw attacks.
Claw. Melee Weapon Attack: +6
rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their gleeful laughter rising above their victims’ screams.
Since dhergoloths are little more than
Monsters
Mythic Odysseys of Theros
touch (see “Actions” below), gentle repose
Magic Resistance. The lampad has advantage on saving throws against spells and other magical effects.Multiattack. The lampad attacks twice with its necrotic
the magic of Nyx. Some are benevolent and aid those who live off the land, while others embody violent aspects of nature. In either case, nymphs generally avoid other sapient creatures, preferring to
Monsters
Fizban's Treasury of Dragons
":"Dagger", "rollDamageType":"poison"} poison damage.Copper, black, and topaz dragon eggs yield these sly and stealthy draconians, who often serve their creators as scouts and spies. They use the
that have been corrupted or warped by powerful magic. Most often, this corruption is a deliberate act, the work of an aspiring tyrant seeking to transform stolen eggs into a draconian army. A single
Monsters
Mythic Odysseys of Theros
ray
Invisible in Fire. The oread is invisible while fully immersed in fire.
Magic Resistance. The oread has advantage on saving throws against spells and other magical effects.Multiattack. The oread
the magic of Nyx. Some are benevolent and aid those who live off the land, while others embody violent aspects of nature. In either case, nymphs generally avoid other sapient creatures, preferring to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, scouts, and assassins. They spy to ferret out treachery, rebellion, and betrayal and deal with it ruthlessly. Iron shadows possess agility and stamina matched only by their ironclad commitment to the
will of their masters. They wield a deadly combination of unarmed fighting techniques and shadow magic to deceive and defeat their foes. While on secret missions, they wear masks crafted to resemble
Monsters
Mythic Odysseys of Theros
Amphibious. The naiad can breathe air and water.
Invisible in Water. The naiad is invisible while fully immersed in water.
Magic Resistance. The naiad has advantage on saving throws against spells
know for sure.
Nymphs
Divine servants that inhabit unspoiled corners of the world, nymphs protect places of natural power and infuse their surroundings with the magic of Nyx. Some are benevolent
Monsters
Icewind Dale: Rime of the Frostmaiden
, message, minor illusion, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile
2nd level (3 slots): flaming sphere, knock, scorching ray
3rd level (3 slots): counterspell
trained in the arcane tradition of evocation. She likes using her magic to destroy things, and her hunger for magic items knows no bounds. Her supreme confidence means that she never backs down from a
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
were minions of Grazz’t, while others say that they were scouts and explorers for the Wind Dukes of Aaqa. Whatever the truth, according to legend, the kenku betrayed their master. Unable to
. Every kenku is born with a desire to take to the air, and those who learn spellcasting do so in hope of mastering spells that will allow them to fly. Rumors of magic items such as flying carpets, brooms
Goblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
and know the most about the territory farthest from the tribe’s lair. These individuals hunt game in peaceful times, and in combat they serve as scouts, foot soldiers, and cavalry.
Gatherers
tradition rarely persists for more than a couple of generations. Because they have so little experience with magic, goblins make no distinction between its forms. To them all magic is “booyahg,&rdquo
Hobgoblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
Hobgoblins are relentless soldiers that cleave to rigid tactics and orders. I fear their less-predictable scouts and spies more.
— Volo
War is the lifeblood of hobgoblins. Its glories are
a powerful magic item), by fine performances (writing and performing a great ballad about the legion), by designing and constructing a great defense or monument, and through other means. But the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
onlookers are the smugglers’ signals to a ship out at sea. The unearthly shrieks and other sounds are caused by magic mouth spells strategically placed in the building. The smugglers, during their three years
), two hobgoblins, four bandits, and four scouts. All the bandits and scouts are humans of neutral evil alignment. Before being alerted to the characters’ incursion the smugglers are dispersed in the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
and looted, guards must be assigned to the outpost while the characters are away. Outposts not only allow scouts to easily backtrack through the Underdark, carrying messages and information to the
characters’ allies, but also allow additional supplies and reinforcements to reach the expeditionary force with relative ease. Characters without outposts must rely on magic to send messages or receive
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, but they migrate to and from Pandemonium throughout their existence. More powerful demons, especially the demon lord Pazuzu, use hazvongels as scouts, but hazvongels’ wanderlust makes them ill-suited
for extended missions. “They make excellent scouts and are capable aerial attackers, but their attention span is frustratingly wanting.”
—The demon lord Pazuzu
Hazvongel Huge Fiend (Demon
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
their ancestor’s message. Defending the Land. Djaynai’s leaders often employ experienced adventurers to exchange knowledge and magic with Djaynaian scouts and defenders. Based on the characters
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
Phaerimm Scout Phaerimm scouts typically operate alone and in the shadows, gathering information for upcoming phaerimm operations. Phaerimm Scout Medium Aberration, Neutral Evil
AC 13Initiative +3
; telepathy 120 ft.
CR 2 (XP 450; PB +2)
Traits
Magic Resistance. The phaerimm has Advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The phaerimm makes two
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
telepathically tells each character, “I can taste the magic here! You shall die!” The scouts fight the characters to the death. Once the scouts are defeated, the characters find three Potions of Healing in the
intact; Tyvern’s magical mishap exploded southward, sparing the structure. The characters notice two conical shapes near the fire. These are Phaerimm Scouts. When a character stands, one scout
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
high cost. Even in its diminished state, the nation serves as an exemplar of self-sovereignty and dignity, defended by scouts known as the Lightsea Lancers, who watch for bandit groups and marauders
shouted as they sought the ocean’s embrace. In the midnight depths, those ancient Djaynaians called upon their magic and that of the Nightsea, and they were transformed into beings dubbed Nightsea chil
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Natural Druids Firbolgs have a talent for druidic magic. Their cultural reverence for nature, combined with their strong and insightful minds, makes learning such magic an instinctive part of their
development. Almost every firbolg learns a few spells, typically those used to mask their presence, and many go on to master nature magic. Firbolgs who become druids serve as stronghold leaders. With
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Pursuit Level The closeness of the drow pursuit is measured by a pursuit level. It begins at 4, with the drow not far behind the characters. If the pursuit level reaches 5, the drow forward scouts
level reaches 5, the drow forward scouts spot the party. At this point, the pursuit might become an encounter if the characters spot the drow and engage them. The characters might try to run, at which
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
and the settlers who farm and ranch in the plains to the west. Now the Iceshields have become a prominent threat. Disruptions to the weather and landscape due to the powerful magic being used by the
elemental cults has been taken as a sign from Gruumsh that blood and gold must flow from the lands of lesser races. The orcs seek supply sources in the valley. Scouts found that the farmers and ranchers
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Hobgoblin Iron Shadow Iron shadows are hobgoblin martial artists who serve fey and mortal courts as secret police, scouts, and assassins. They spy to ferret out treachery, rebellion, and betrayal and
techniques and shadow magic to deceive and defeat their foes. While on secret missions, they wear masks crafted to resemble monsters, both to conceal their identities and to strike fear into their foes. An
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Magic Item Table B in chapter 7 of the Dungeon Master’s Guide) Scouts Each of these groups is in the Underdark on a secret mission. Roll a d6 and consult the table to determine what appears. d6
if the characters are resting 3 Carrion crawler 4–5 Escaped slaves 6–7 Fungi 8–9 Giant fire beetles 10–11 Giant “rocktopus” 12 Mad creature 13 Ochre jelly 14–15 Raiders 16 Scouts 17 Society of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
uprisings, clear out rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their unhinged laughter rising above their victims’ screams. Since dhergoloths are little more
innately cast the following spells, requiring no material components:
At will: darkness, fear
3/day: sleep
Magic Resistance. The dhergoloth has advantage on saving throws against spells and other
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
raid just as another group returns, laden with severed heads, sacks of loot, and armfuls of food. Warriors also serve as scouts, bringing back detailed reports about the surrounding area so that the
times and uttering “Gruumsh” wards off bad magic.
Symbolic Communication
Orcs have a written language adapted from that of the dwarves, but they aren’t a literate culture and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
contracts to put down uprisings, clear out rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their gleeful laughter rising above their victims’ screams. Since
poisoned
Senses blindsight 60 ft., darkvision 60 ft., passive Perception 10
Languages Abyssal, Infernal, telepathy 60 ft.
Challenge 7 (2,900 XP) Proficiency Bonus +3
Magic Resistance. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Elemental Plane of Air Noor Rahman Aarakocra scouts return home to a city on the Plane of Air The Plane of Air is home to constant winds of varying strength. Here and there, chunks of earth drift in
the openness, many covered with lush vegetation. These earth motes serve as homes for djinn and other natives of the plane. Other creatures live on cloud banks infused with magic to become solid
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Order of the Emerald Claw Daarken Two Emerald Claw Knights join their commander in a hunt for powerful magic Driven by fanatical evil and bolstered by legions of undead soldiers, the Order of the
espionage and assassination. Goals of the Emerald Claw In service of its undead leader, Lady Illmarrow, the Order of the Emerald Claw seeks powerful magic items, particularly those created with
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
are stored, staging points for scouts and rangers who keep an eye on nearby enemy movements, and defensive fortifications meant to protect passes, bridges, or other key strategic locations. In an
(with more arrow slits and defenders on the rooftop above), passing through another small gate area, and traversing the training yard before finally reaching the lone entrance. An enormous magic
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Detention Drones Kai Carpenter Detention Drone As the Donjon Sphere drifts about the Astral Sea, its systems send mechanical scouts called detention drones to nearby worlds to acquire new captives
or exit the orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys it. The orb
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
corner. These docile reptiles are used as mounts by the drow scouts in area 25b and have the Spider Climb trait (see the “Variant: Giant Lizard Traits” sidebar in appendix A of the Monster Manual
, and the hunt), Malyk (god of wild magic), Kiaransalee (god of undeath), Ghaunadaur (god of oozes, slimes, and all things subterranean), Zinzerena (god of assassins), Vhaeraun (god of thieves), Lolth
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
the lowest standing sleep and eat. At any time, there are eight scouts here, sleeping in four bunk beds that line the walls, or eating their fish broth at the table in the center of the room before
pity on the creature and uses plane shift to return it home — for a price!) The party can learn about the magic of the blowhole in a number of ways: One of the disgruntled anchorites tells the character
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, learning their ways. Cursed Cursed islands are steeped in dark magic from a ritual cast by necromancers, hag covens, evil spellcasters, foul deities, or worse. The island might still hold some hint as to
random place on their body. Only a remove curse spell or similar magic removes the scar. 6 When a creature that isn’t an inhabitant of the island completes a long rest there, it must succeed on a DC 15






