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Returning 35 results for 'bat blinded diffusing currently repels'.
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bat bonded diffusing currents rebels
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Monsters
Eberron: Rising from the Last War
","rollType":"damage","rollAction":"Swarm of Eyes","rollDamageType":"psychic"} psychic damage, and it is blinded for 1 minute. On a success, a creature takes half as much damage and isn't blinded. A
blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Possession (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction
Monsters
Icewind Dale: Rime of the Frostmaiden
of her must succeed on a DC 17 Wisdom saving throw or be blinded by Auril’s magical gleam for 1 minute. The blinded creature can repeat the saving throw at the end of each of its turns, ending
are affecting them currently.
Auril instantly teleports to any location on the island. If the space she chooses as her destination is already occupied, Auril appears in the closest unoccupied space to
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->Waterdeep: Dragon Heist
and howls, you can see that a half-dozen bat-like creatures are attached to its body, with three more circling above it like flies. Everyone in the tavern reacts in fear except for the barkeep
, Durnan, who shouts, “Troll!” The troll, which currently has 44 hit points, has crawled up from the first level of Undermountain to feed on tasty humanoid flesh, bringing nine stirges with it. Once in the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
elements that the witches use in their fell concoctions and rituals. The labels identify such items as “Eye of Newt,” “Hair of Bat,” “Snail Hearts,” and “Frog’s Breath.” There are no magic potions among the
bottles and jars. The leaded windows are fitted with iron hinges and can be opened. They are currently locked from the inside. If a character opens a window and leaves it open, there’s a 50 percent
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
and howls, you can see that a half-dozen bat-like creatures are attached to its body, with three more circling above it like flies. Everyone in the tavern reacts in fear except for the barkeep
, Durnan, who shouts, “Troll!” The troll, which currently has 44 hit points, has crawled up from the first level of Undermountain to feed on tasty humanoid flesh, bringing nine stirges with it. Once in the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
elements that the witches use in their fell concoctions and rituals. The labels identify such items as “Eye of Newt,” “Hair of Bat,” “Snail Hearts,” and “Frog’s Breath.” There are no magic potions among the
bottles and jars. The leaded windows are fitted with iron hinges and can be opened. They are currently locked from the inside. If a character opens a window and leaves it open, there’s a 50 percent
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
and howls, you can see that a half-dozen bat-like creatures are attached to its body, with three more circling above it like flies. Everyone in the tavern reacts in fear except for the barkeep
, Durnan, who shouts, “Troll!” The troll, which currently has 44 hit points, has crawled up from the first level of Undermountain to feed on tasty humanoid flesh, bringing nine stirges with it. Once in the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
elements that the witches use in their fell concoctions and rituals. The labels identify such items as “Eye of Newt,” “Hair of Bat,” “Snail Hearts,” and “Frog’s Breath.” There are no magic potions among the
bottles and jars. The leaded windows are fitted with iron hinges and can be opened. They are currently locked from the inside. If a character opens a window and leaves it open, there’s a 50 percent
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->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->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
member currently on a base reach home plate. Catching If a batter hits the ball, the defensive team moves to catch it. One fielder of your choice must succeed on a DC 20 Dexterity (Acrobatics) check
striking out or by having their ball caught, at which point the two teams switch places. Play Ball! Once the characters chose their team or decline, the game begins. The Righteous Hands are first to bat
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
member currently on a base reach home plate. Catching If a batter hits the ball, the defensive team moves to catch it. One fielder of your choice must succeed on a DC 20 Dexterity (Acrobatics) check
striking out or by having their ball caught, at which point the two teams switch places. Play Ball! Once the characters chose their team or decline, the game begins. The Righteous Hands are first to bat
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
member currently on a base reach home plate. Catching If a batter hits the ball, the defensive team moves to catch it. One fielder of your choice must succeed on a DC 20 Dexterity (Acrobatics) check
striking out or by having their ball caught, at which point the two teams switch places. Play Ball! Once the characters chose their team or decline, the game begins. The Righteous Hands are first to bat
Magic Items
Infernal Machine Rebuild
150 feet but lose all other movement.
You are blinded.
02
You can cast the speak with animals spell at will, but can use it to speak with only one animal of your choice.
All animals despise
in front of you, and points toward you. The DM determines whether a creature currently looking for you is drawn to your location. Additionally, when a creature attacks you for the first time during
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
smoke blocks vision entirely, and creatures in the smoke are effectively blinded. Each brazier bowl contains dozens of tiny holes through which the smoke seeps. Liquid poured into a brazier drains
. The dolls are crudely fashioned in the likenesses of the students currently enrolled in Dweomercore. The eight on the shelf represent Spite, Cephalossk, Nylas, Skrianna, the Horned Sisters, Elan, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
smoke blocks vision entirely, and creatures in the smoke are effectively blinded. Each brazier bowl contains dozens of tiny holes through which the smoke seeps. Liquid poured into a brazier drains
. The dolls are crudely fashioned in the likenesses of the students currently enrolled in Dweomercore. The eight on the shelf represent Spite, Cephalossk, Nylas, Skrianna, the Horned Sisters, Elan, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
smoke blocks vision entirely, and creatures in the smoke are effectively blinded. Each brazier bowl contains dozens of tiny holes through which the smoke seeps. Liquid poured into a brazier drains
. The dolls are crudely fashioned in the likenesses of the students currently enrolled in Dweomercore. The eight on the shelf represent Spite, Cephalossk, Nylas, Skrianna, the Horned Sisters, Elan, and
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
)
WIS
6(−2)
CHA
1(−5)
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft., passive Perception 8
Languages —
Challenge 1/2 (100
darkvision 120 ft., passive Perception 10
Languages Abyssal, Common
Challenge 1 (200 XP)
Shapechanger. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
)
WIS
6(−2)
CHA
1(−5)
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft., passive Perception 8
Languages —
Challenge 1/2 (100
darkvision 120 ft., passive Perception 10
Languages Abyssal, Common
Challenge 1 (200 XP)
Shapechanger. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
)
WIS
6(−2)
CHA
1(−5)
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft., passive Perception 8
Languages —
Challenge 1/2 (100
darkvision 120 ft., passive Perception 10
Languages Abyssal, Common
Challenge 1 (200 XP)
Shapechanger. The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
-foot Cone. Failure: 22 (4d10) Fire damage. Success: Half damage.
Weakening Breath. Strength Saving Throw: DC 13, each creature that isn’t currently affected by this breath in a 15-foot Cone. Failure
.
Weakening Breath. Strength Saving Throw: DC 17, each creature that isn’t currently affected by this breath in a 30-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
-foot Cone. Failure: 22 (4d10) Fire damage. Success: Half damage.
Weakening Breath. Strength Saving Throw: DC 13, each creature that isn’t currently affected by this breath in a 15-foot Cone. Failure
.
Weakening Breath. Strength Saving Throw: DC 17, each creature that isn’t currently affected by this breath in a 30-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
-foot Cone. Failure: 22 (4d10) Fire damage. Success: Half damage.
Weakening Breath. Strength Saving Throw: DC 13, each creature that isn’t currently affected by this breath in a 15-foot Cone. Failure
.
Weakening Breath. Strength Saving Throw: DC 17, each creature that isn’t currently affected by this breath in a 30-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Tests and subtracts 3
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Quori Dal Quor is the plane of dreams and is currently dominated by a dark power known as il-Lashtavar, or the Dreaming Dark. Il-Lashtavar is served by a host of aberrations that are the embodiments
Resistances cold, necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, exhaustion, frightened, grappled, paralyzed, petrified, prone
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Quori Dal Quor is the plane of dreams and is currently dominated by a dark power known as il-Lashtavar, or the Dreaming Dark. Il-Lashtavar is served by a host of aberrations that are the embodiments
Resistances cold, necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, exhaustion, frightened, grappled, paralyzed, petrified, prone
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Quori Dal Quor is the plane of dreams and is currently dominated by a dark power known as il-Lashtavar, or the Dreaming Dark. Il-Lashtavar is served by a host of aberrations that are the embodiments
Resistances cold, necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, charmed, exhaustion, frightened, grappled, paralyzed, petrified, prone
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
mainly for food deliveries and is barred shut from the inside at night. C3: Servants’ Quarters This room contains three two-level bunk beds, one of which is currently in use. A washbasin stands in a
but missing ammunition) mounted on the walls, as well as a stag’s head mounted above a fireplace. Joster Mareet conspires with three quasits, including
one in centipede form and one in bat form C5
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
mainly for food deliveries and is barred shut from the inside at night. C3: Servants’ Quarters This room contains three two-level bunk beds, one of which is currently in use. A washbasin stands in a
but missing ammunition) mounted on the walls, as well as a stag’s head mounted above a fireplace. Joster Mareet conspires with three quasits, including
one in centipede form and one in bat form C5
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Shapechanger trait allows her to become a rat instead of a bat) rests in the coffin. The Humanoid and rat tracks in the room to the north were both hers. She appears dead, feigning as much until the
temple’s priests. They are currently empty. S20: Storeroom This room is piled with bits of rubble, pottery, a pair of broken stone gargoyles, a painting of a sunset over a city skyline, and a bronze bust of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
tower, the drow mage summons a quasit and instructs it to notify Rilna Freth of the new arrivals. The quasit assumes bat form and flies to area 19c to deliver the news. Rilna decides what to do with any
, an iron-barred gate, and a 5-foot-thick roof of sticky webs with five giant spiders atop it. The pen currently holds five adult troglodytes and four troglodyte children (Small noncombatants), as






