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Returning 35 results for 'Avert its eyes'.
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alerts its ends
apart its ends
agent its eye
apart its eye
avert its ends
Monsters
random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach.
Unless surprise;surprised, a creature can avert its eyes
to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the umber hulk until the start of its next turn, when it can avert its eyes again. If the creature
Monsters
effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
A creature that isn't surprised can avert its eyes to avoid the saving throw at the
start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again.
If it looks at the basilisk in the meantime, it must immediately make the
Monsters
effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
A creature that isn't surprised can avert its eyes to avoid the saving throw at the start
of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again.
If it looks at the basilisk in the meantime, it must immediately make the
Monsters
by the greater restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa
until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.
If the medusa sees itself reflected on a
Monsters
effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
A creature that isn't surprised can avert its eyes to avoid the saving throw at the start
of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again.
If it looks at the basilisk in the meantime, it must immediately make the
Monsters
creature is freed by the greater restoration spell or other magic.
Unless surprise;surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it
can’t see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.
If the medusa
Monsters
the creature’s next turn.
A creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the golem until the start of its next
turn, when it can avert its eyes again. If the creature looks at the golem in the meantime, it must immediately make the save.Multiattack. The golem makes two slam attacks.
Slam. Melee Weapon Attack
Monsters
petrification lasts until the creature is freed by the greater restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the
creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.
If
Magic Items
the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.
A light spell cast on the robe or a daylight spell
that rely on sight.
You have darkvision out to a range of 120 feet.
You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.
The eyes on
Bodak
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Monsters
avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks
bodak. Undead and fiends ignore this effect.
Death Gaze. When a creature that can see the bodak's eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 13 Constitution
Monsters
, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see Marlos until the start of its next turn, when it can decide to avert its
;s eyes starts its turn within 30 feet of him, Marlos can force it to make a DC 14 Constitution saving throw if Marlos isn’t incapacitated and can see the creature. If the saving throw fails by
Monsters
by the greater restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa
until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.
If the medusa sees itself reflected on a
Gauth
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Monsters
’t incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn.
Unless surprised, a creature can avert its eyes at the start of its turn to
avoid the saving throw. If the creature does so, it can’t see the gauth until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it
Monsters
’t incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn.
Unless surprised, a creature can avert its eyes at the start of its turn to
avoid the saving throw. If the creature does so, it can’t see the gauth until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it
Monsters
surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes
Monsters
surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes
Monsters
(3d10);{"diceNotation":"3d10", "rollType":"damage", "rollAction":"Death Gaze", "rollDamageType":"psychic"} psychic damage on a failed save.
Unless surprised, a creature can avert its eyes to avoid
Death Gaze. When a creature that can see the bodak’s eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 13 Constitution saving throw if the bodak isn’t
Monsters
effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the
start of its turn. If the creature does so, it can’t see Hythonia until the start of its next turn, when it can avert its eyes again. If the creature looks at Hythonia in the meantime, it must
Monsters
creature that it can see within 120 feet of it. That target must make a DC 14 Wisdom saving throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically
Demogorgon
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Monsters
target must make a DC 23 Wisdom saving throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can&rsquo
Compendium
- Sources->Waterdeep: Dungeon of the Mad Mage
can see the golem must succeed on a DC 17 Wisdom saving throw or be blinded until the start of the creature’s next turn.
A creature can avert its eyes to avoid the saving throw at the start of its
turn. If the creature does so, it can’t see the golem until the start of its next turn, when it can avert its eyes again. If the creature looks at the golem in the meantime, it must immediately make the save.
Compendium
- Sources->Basic Rules
Plane, out to a range of 120 feet. The eyes on the robe can’t be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe. A
Robe of Eyes Wondrous item, rare (requires attunement) This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: The robe lets you see in all directions
Compendium
- Sources->Infernal Machine Rebuild
. The petrification lasts until the creature is freed by the greater restoration spell or other magic.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its
turn. If the creature does so, it can’t see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make
Compendium
- Sources->Infernal Machine Rebuild
direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach.
Unless surprised, a creature can avert its eyes to avoid the
saving throw at the start of its turn. If the creature does so, it can’t see the umber hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the umber hulk
Compendium
- Sources->Monster Manual
failure, the creature is petrified until freed by the greater restoration spell or other magic.
A creature that isn’t surprised can avert its eyes to avoid the saving throw at the start of its turn
. If it does so, it can’t see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.
If the
Compendium
- Sources->Monster Manual
.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the umber hulk until the start of its next turn, when it
can avert its eyes again. If the creature looks at the umber hulk in the meantime, it must immediately make the save.
Tunneler. The umber hulk can burrow through solid rock at half its burrowing speed
Compendium
- Sources->Sword Coast Adventurer’s Guide
other forms of acquisition of what belongs to others, such as pickpocketing, burglary, mugging, and con games. Ordinary folk pray to him to avert his eyes from their valuables, but the cautious
Compendium
- Sources->Dungeon Master’s Guide
Ethereal Plane, out to a range of 120 feet. The eyes on the robe can’t be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe
Robe of Eyes Wondrous item, rare (requires attunement) This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
The robe lets you see in all
Compendium
- Sources->Monster Manual
avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the medusa until the start of its next turn, when it can avert its eyes again. If the creature
, Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 6 (2,300 XP)
Petrifying Gaze. When a creature that can see the medusa’s eyes starts its turn
Compendium
- Sources->Eberron: Rising from the Last War
What Happens Next? After the adventurers witness an event on the streets of Sharn, what happens next depends largely on what they do. Maybe they avert their eyes and keep walking, as many residents
Compendium
- Sources->Ghosts of Saltmarsh
to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn
turn within 30 feet of the bodak. Undead and fiends ignore this effect.
Death Gaze. When a creature that can see the bodak’s eyes starts its turn within 30 feet of the bodak, the bodak can force it to
Compendium
- Sources->Monster Manual
.
Unless the target is surprised or the revelation of the hag’s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a
hags are by far the ugliest of all hags, with slimy scales covering their pallid skin. A sea hag’s hair resembles seaweed and covers her emaciated body, and her glassy eyes seem as lifeless as a doll’s
Compendium
- Sources->Infernal Machine Rebuild
throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can’t see the ettin until the start of the ettin’s
Compendium
- Sources->Monsters of the Multiverse
eyes at the start of its turn to avoid the saving throw. If the creature does so, it can’t see the gauth until the start of its next turn, when it can avert its eyes again. If the creature looks at
eyestalks, a central eye (sometimes surrounded by multiple smaller eyes), and four small grasping tentacles near its mouth. It has color and texture variations similar to a true beholder. A gauth can
Compendium
- Sources->Tomb of Annihilation
. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save.
Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it
. Undead and fiends ignore this effect.
Death Gaze. When a creature that can see the bodak’s eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 13 Constitution