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Returning 35 results for 'bat blinded diffusing contiguous reveals'.
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Project Image
Legacy
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Spells
Basic Rules (2014)
, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Physical interaction with the
image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence
Adult Brass Dragon
Legacy
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Monsters
Basic Rules (2014)
Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Regional Effects
The region
illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.
Whenever a creature with an
Ancient Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself
image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass
Monsters
Infernal Machine Rebuild
Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Wakeful. When one of the
stewards.
If the ettin is defeated, examining the pouches around his necks reveals a collection of eyeballs and still-beating dragon hearts. The silver wires connect those living tissues to the ettin
Monsters
Spelljammer: Adventures in Space
the eye monger and deposited in the eye monger’s gullet (see Antimagic Gullet). The eye monger can swallow one creature at a time. A swallowed creature is blinded and restrained, has total cover
eye and mouth are closed, an eye monger looks like nothing more than a 12-foot-diameter asteroid. When it senses vibrations in the space around it, the eye monger opens its eye and reveals its true
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
foes’ greatest fears. However, all dream eaters share one thing: a gaping, always-smiling mouth, which it reveals before engulfing its prey in a phantasmagorical nightmare.
The key to defeating a
is restrained and blinded, and it takes an additional 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Engulfing Nightmare", "rollDamageType":"psychic"} psychic damage at the start
Monsters
The Wild Beyond the Witchlight
);{"diceNotation":"2d8+3", "rollType":"damage", "rollAction":"Moon Ray", "rollDamageType":"radiant"} radiant damage, and the target must succeed on a DC 13 Wisdom saving throw or be transformed into a bat for 1
", "rollAction":"Sun Ray", "rollDamageType":"radiant"} radiant damage, and the target must succeed on a DC 13 Wisdom saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
chip of mica or a bit of bat fur). Lists The parchment has a list of spells and a list of material components. However, the components to the right don’t match with the adjacent spells to the left. The
parchment itself doesn’t have any magical qualities, but the word it reveals potentially does. Wizards and other spellcasters can identify the correct spell components for any spell they know, but they
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
chip of mica or a bit of bat fur). Lists The parchment has a list of spells and a list of material components. However, the components to the right don’t match with the adjacent spells to the left. The
parchment itself doesn’t have any magical qualities, but the word it reveals potentially does. Wizards and other spellcasters can identify the correct spell components for any spell they know, but they
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
chip of mica or a bit of bat fur). Lists The parchment has a list of spells and a list of material components. However, the components to the right don’t match with the adjacent spells to the left. The
parchment itself doesn’t have any magical qualities, but the word it reveals potentially does. Wizards and other spellcasters can identify the correct spell components for any spell they know, but they
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
fearsome aspect. In all three of his forms, Mobar’s left eye is blinded by a cataract, and he has a shock of white hair. Mobar has the statistics of a werebat (see appendix A), with these changes: Mobar
question. He spends his idle hours making gifts for her and, in bat form, leaving them in front of her tower. The lovestruck fool is otherwise bereft of conscience, and he presides over the werebat tribe
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
fearsome aspect. In all three of his forms, Mobar’s left eye is blinded by a cataract, and he has a shock of white hair. Mobar has the statistics of a werebat (see appendix A), with these changes: Mobar
question. He spends his idle hours making gifts for her and, in bat form, leaving them in front of her tower. The lovestruck fool is otherwise bereft of conscience, and he presides over the werebat tribe
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
fearsome aspect. In all three of his forms, Mobar’s left eye is blinded by a cataract, and he has a shock of white hair. Mobar has the statistics of a werebat (see appendix A), with these changes: Mobar
question. He spends his idle hours making gifts for her and, in bat form, leaving them in front of her tower. The lovestruck fool is otherwise bereft of conscience, and he presides over the werebat tribe
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image
reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image
reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image
reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image
reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image
reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image
reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
reveals the gnome druid’s old hovel: an igloo-like mound of hardened bat guano. Inside, characters find a ratty old blanket hiding two potions of healing in stoppered gourds. The awakened zurkhwoods attack characters who loot the druid’s abandoned home.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
reveals the gnome druid’s old hovel: an igloo-like mound of hardened bat guano. Inside, characters find a ratty old blanket hiding two potions of healing in stoppered gourds. The awakened zurkhwoods attack characters who loot the druid’s abandoned home.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to alcoves in the north, west, and south walls. At the back of each alcove is a wooden statue with coins piled around its base.
Altar and Extradimensional Rift A detect magic spell reveals auras of
reveals that these inscriptions spell out the core tenets of Shar’s faith: In darkness, act. Never wait for the darkness to pass before making your move. Quench the light of the moon when you can. Hide
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to alcoves in the north, west, and south walls. At the back of each alcove is a wooden statue with coins piled around its base.
Altar and Extradimensional Rift A detect magic spell reveals auras of
reveals that these inscriptions spell out the core tenets of Shar’s faith: In darkness, act. Never wait for the darkness to pass before making your move. Quench the light of the moon when you can. Hide
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to alcoves in the north, west, and south walls. At the back of each alcove is a wooden statue with coins piled around its base.
Altar and Extradimensional Rift A detect magic spell reveals auras of
reveals that these inscriptions spell out the core tenets of Shar’s faith: In darkness, act. Never wait for the darkness to pass before making your move. Quench the light of the moon when you can. Hide
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
reveals the gnome druid’s old hovel: an igloo-like mound of hardened bat guano. Inside, characters find a ratty old blanket hiding two potions of healing in stoppered gourds. The awakened zurkhwoods attack characters who loot the druid’s abandoned home.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
through narrow tunnels to reach this area (see the “Whorlstone Tunnels: General Features” sidebar). The glow of faerzress in these tunnels reveals sticky white strands clinging to the walls. The
throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. The Spider King senses when intruders enter its domain and can’t be surprised by them. Along with two normal
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
through narrow tunnels to reach this area (see the “Whorlstone Tunnels: General Features” sidebar). The glow of faerzress in these tunnels reveals sticky white strands clinging to the walls. The
throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. The Spider King senses when intruders enter its domain and can’t be surprised by them. Along with two normal
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
through narrow tunnels to reach this area (see the “Whorlstone Tunnels: General Features” sidebar). The glow of faerzress in these tunnels reveals sticky white strands clinging to the walls. The
throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. The Spider King senses when intruders enter its domain and can’t be surprised by them. Along with two normal
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
obscured, as the dream eater twists its hazy form into surreal illusions of its foes’ greatest fears. However, all dream eaters share one thing: a gaping, always-smiling mouth, which it reveals before
, piercing, and slashing from nonmagical attacks
Damage Immunities psychic
Condition Immunities blinded, charmed, frightened, grappled, paralyzed, petrified, restrained
Senses blindsight 120 ft
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
obscured, as the dream eater twists its hazy form into surreal illusions of its foes’ greatest fears. However, all dream eaters share one thing: a gaping, always-smiling mouth, which it reveals before
, piercing, and slashing from nonmagical attacks
Damage Immunities psychic
Condition Immunities blinded, charmed, frightened, grappled, paralyzed, petrified, restrained
Senses blindsight 120 ft
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
obscured, as the dream eater twists its hazy form into surreal illusions of its foes’ greatest fears. However, all dream eaters share one thing: a gaping, always-smiling mouth, which it reveals before
, piercing, and slashing from nonmagical attacks
Damage Immunities psychic
Condition Immunities blinded, charmed, frightened, grappled, paralyzed, petrified, restrained
Senses blindsight 120 ft
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands.
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5 feet that is
the vampire.
Shape-Shift. If the vampire isn’t in sunlight or running water, it shape-shifts into a Tiny bat (Speed 5 ft., Fly Speed 30 ft.) or a Medium cloud of mist (Speed 5 ft., Fly Speed 20 ft
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands.
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5 feet that is
the vampire.
Shape-Shift. If the vampire isn’t in sunlight or running water, it shape-shifts into a Tiny bat (Speed 5 ft., Fly Speed 30 ft.) or a Medium cloud of mist (Speed 5 ft., Fly Speed 20 ft
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
a Large or smaller creature, it has the Grappled condition (escape DC 14) from one of two hands.
Bite (Bat or Vampire Form Only). Constitution Saving Throw: DC 17, one creature within 5 feet that is
the vampire.
Shape-Shift. If the vampire isn’t in sunlight or running water, it shape-shifts into a Tiny bat (Speed 5 ft., Fly Speed 30 ft.) or a Medium cloud of mist (Speed 5 ft., Fly Speed 20 ft
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Curse” in chapter 4. The characters likely have many questions about Leedara herself: why she’s here, how she knows so much about Soth, and so forth. If questioned, Leedara reveals her true, ghostly
character accepts, they immediately become aware of how to use the altar to speak with the dead, and they don’t need a holy symbol to do so. Chemosh’s Altar. A detect magic spell reveals an aura of






