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Returning 35 results for 'bat blinded diffusing continue resort'.
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Beast Sense
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to
return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and
.
Oinoloths solve thorny problems by killing everyone involved. They are typically hired as a last resort when a siege has gone on too long or an army has proven too strong to overcome. Once summoned, oinoloths
Monsters
Curse of Strahd
turn, with disadvantage on the attack roll. Each time the zombie loses an arm, it loses a claw attack.
If its head is severed, the zombie loses its bite attack and its body is blinded unless the head
. Strahd zombies are suffused with horrible necromantic magic that allows their severed body parts to continue to attack. All parts of a Strahd zombie are considered one and the same creature, so damage to
Demilich (Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
blinded until the end of the demilich’s next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich’s next turn.
Energy Drain (Costs 2
souls of the insolent intruders to his tomb, magically transferring them to his phylactery.
Liches who follow Acererak’s path believe that by becoming free of their bodies, they can continue
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
Monsters
Van Richten’s Guide to Ravenloft
more, the target is also blinded until the end of its next turn.Untold, half-formed evils lurk amid the Mists, the yet-to-be-realized imaginings of the Dark Powers and the remnants of ruined domains
unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink forth into
Monsters
Van Richten’s Guide to Ravenloft
","rollDamageType":"psychic"} psychic damage and is deafened until the end of its next turn. If the saving throw fails by 5 or more, the target is also blinded until the end of its next turn.Untold, half-formed
horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink forth into other realms to slake unnameable hungers.
Customizing a Horror
An unspeakable horror
Monsters
Van Richten’s Guide to Ravenloft
by 5 or more, the target is also blinded until the end of its next turn.Untold, half-formed evils lurk amid the Mists, the yet-to-be-realized imaginings of the Dark Powers and the remnants of ruined
into unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink
Monsters
Van Richten’s Guide to Ravenloft
deafened until the end of its next turn. If the saving throw fails by 5 or more, the target is also blinded until the end of its next turn.Untold, half-formed evils lurk amid the Mists, the yet-to-be
eddies in the Mists sometimes gather such evils, forcing them into unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty
Monsters
Van Richten’s Guide to Ravenloft
throw fails by 5 or more, the target is also blinded until the end of its next turn.Untold, half-formed evils lurk amid the Mists, the yet-to-be-realized imaginings of the Dark Powers and the remnants
, forcing them into unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they
Monsters
Mordenkainen Presents: Monsters of the Multiverse
poisoned in this way, the target is blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. Zariel casts one of
allows her mortal followers to live out their lives provided they continue to hone their talents to increase their value. As a result, Zariel’s servants are universally effective, disciplined, and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you
gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you
gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you
gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
yuan-ti know they can’t resort to direct attacks in order to reclaim their rightful place in the world. Operating out of the subterranean ruins of their buildings in foreign lands, yuan-ti
Trait
1
I see omens in every event and action. The serpent gods continue to advise us.
2
I have very high standards for food, drink, and physical pleasures.
3
I prefer to be alone
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->Monsters of the Multiverse
to one of the awful plagues that oinoloths let loose. Oinoloths solve thorny problems by killing everyone involved. They are typically hired as a last resort when a siege has gone on too long or an
willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to one of the awful plagues that oinoloths let loose. Oinoloths solve thorny problems by killing everyone involved. They are typically hired as a last resort when a siege has gone on too long or an
willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to one of the awful plagues that oinoloths let loose. Oinoloths solve thorny problems by killing everyone involved. They are typically hired as a last resort when a siege has gone on too long or an
willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
are suffused with horrible necromantic magic that allows their severed body parts to continue to attack. All parts of a Strahd zombie are considered one and the same creature, so damage to any part
is blinded unless the head can see it. The severed head has a speed of 0 feet. It can make a bite attack, but only against a target in its space.
The zombie’s speed is halved if it’s missing a leg
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
in sticky, cord-like fibers. The web then drains its victim’s memories, sapping the creature’s life force in the process. A memory web can continue to feed on a corpse’s memories for days after its
)
CON
13 (+1)
INT
14 (+2)
WIS
14 (+2)
CHA
3 (–4)
Damage Resistances fire
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (can’t see beyond this radius), passive
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
are suffused with horrible necromantic magic that allows their severed body parts to continue to attack. All parts of a Strahd zombie are considered one and the same creature, so damage to any part
is blinded unless the head can see it. The severed head has a speed of 0 feet. It can make a bite attack, but only against a target in its space.
The zombie’s speed is halved if it’s missing a leg
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
in sticky, cord-like fibers. The web then drains its victim’s memories, sapping the creature’s life force in the process. A memory web can continue to feed on a corpse’s memories for days after its
)
CON
13 (+1)
INT
14 (+2)
WIS
14 (+2)
CHA
3 (–4)
Damage Resistances fire
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (can’t see beyond this radius), passive
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
in sticky, cord-like fibers. The web then drains its victim’s memories, sapping the creature’s life force in the process. A memory web can continue to feed on a corpse’s memories for days after its
)
CON
13 (+1)
INT
14 (+2)
WIS
14 (+2)
CHA
3 (–4)
Damage Resistances fire
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (can’t see beyond this radius), passive
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
are suffused with horrible necromantic magic that allows their severed body parts to continue to attack. All parts of a Strahd zombie are considered one and the same creature, so damage to any part
is blinded unless the head can see it. The severed head has a speed of 0 feet. It can make a bite attack, but only against a target in its space.
The zombie’s speed is halved if it’s missing a leg
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->Mordenkainen's Tome of Foes
succumb to one of the awful plagues that oinoloths let loose. Oinoloths provide the ultimate solution to thorny problems, usually by killing everyone involved. They are hired as a last resort, when a siege
5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or
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->Mordenkainen's Tome of Foes
succumb to one of the awful plagues that oinoloths let loose. Oinoloths provide the ultimate solution to thorny problems, usually by killing everyone involved. They are hired as a last resort, when a siege
5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
succumb to one of the awful plagues that oinoloths let loose. Oinoloths provide the ultimate solution to thorny problems, usually by killing everyone involved. They are hired as a last resort, when a siege
5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
gate-town derives its name. Ribcage’s menacing, arched gates, festooned with wings like those of a bat and forged from infernal steel, allude to the power of the Lords of the Nine Hells. Bound to the
oligarchs. The resort leverages a network of scalding geysers and terraced volcanic springs to create a paradise of steam rooms, saunas, and luxurious baths. Nobles schmooze with mercenaries and sellswords
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
gate-town derives its name. Ribcage’s menacing, arched gates, festooned with wings like those of a bat and forged from infernal steel, allude to the power of the Lords of the Nine Hells. Bound to the
oligarchs. The resort leverages a network of scalding geysers and terraced volcanic springs to create a paradise of steam rooms, saunas, and luxurious baths. Nobles schmooze with mercenaries and sellswords






