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Returning 35 results for 'before blinded diffusing carries replica'.
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Death Dog
Legacy
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Monsters
Basic Rules (2014)
Two-Headed. The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.Multiattack. The dog makes
. Hate burns in a death dog's heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim's flesh to slowly rot off the bone.
Orthon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
Invisibility Field. The orthon can use a bonus action to become invisible. Any equipment the orthon wears or carries is also invisible as long as the equipment is on its person. This invisibility
"} radiant damage. In addition, the target and all other creatures within 20 feet of it must each make a successful DC 17 Dexterity saving throw or be blinded until the end of the orthon’s next
Monsters
The Book of Many Things
Legendary Resistance (3/Day). If Euryale fails a saving throw, she can choose to succeed instead.
Special Equipment. Euryale carries one half of a pair of Sending Stones; the other half of the pair
make a DC 18 Constitution saving throw if it doesn’t have the blinded condition. If the saving throw fails by 5 or more, the creature has the petrified condition. Otherwise, on a failed save, the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
saving throw or be blinded until the end of the orthon’s next turn.
Concussion. The target and each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 13 (2d12
equipment it wears or carries is also invisible as long as the equipment is on its person. This invisibility ends immediately after it makes an attack roll or is hit by an attack roll.
Monsters
Waterdeep: Dungeon of the Mad Mage
, or its concentration is broken (as if concentrating on a spell). Any equipment the mummy lord wears or carries is invisible with it.The mummy lord can take 3 legendary actions, choosing from the
must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.
Blasphemous Word (Costs 2 Actions). The mummy lord utters a blasphemous word. Each non
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Project Image 7th-level illusion Casting Time: 1 action Range: 500 miles Components: V, S, M (a small replica of you made from materials worth at least 5 gp) Duration: Concentration, up to 1 day 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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Project Image 7th-level illusion Casting Time: 1 action Range: 500 miles Components: V, S, M (a small replica of you made from materials worth at least 5 gp) Duration: Concentration, up to 1 day 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
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
magically charged disks into special slots. Those doors open automatically, remaining open until the disks are removed. The doors cannot be opened by any other means. Replica Modrons A number of
instead has darkvision out to a range of 60 feet. It can understand Common but speaks only preprogrammed responses. If the modron has a flying speed, the replica has wings but can’t fly. The modron’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
detect a threat, they loose a pollen that the wind carries to other needle blights throughout the forest. Alerted to their foes’ location, needle blights converge from all sides to drench their roots
4 (−3)
WIS
8 (−1)
CHA
3 (−4)
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
Languages understands Common but
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
explorers. Death dog saliva carries a foul disease that causes a victim’s flesh to slowly rot off the bone. Death Dog
Medium monstrosity, neutral evil
Armor Class 12
Hit Points 39 (6d8 + 12
., passive Perception 15
Languages —
Challenge 1 (200 XP)
Two-Headed. The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Xibrindas is a drow mage. He prepares and casts the sending spell whenever he needs to communicate with his brother. In addition to his other gear, Nar’l carries a vial containing three doses of
eyescratch, a contact poison. A creature that comes into contact with the poison must succeed on a DC 14 Constitution saving throw or be poisoned for 1 hour and blinded while poisoned in this way. A lesser restoration spell or similar magic ends the effect.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, the servant continues to follow that order until its task is complete. When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form. At
)
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
disabling the trap must make a DC 16 Dexterity saving throw. On a failed save, the character is pricked by the needle, takes 5 (1d10) poison damage, and is blinded. The blindness is permanent but can be
pureblood, bottles and blends the venom to create deadly new strains. Five human zombies serve Xopal as laborers. Xopal carries a bronze syringe containing three doses of a poison cocktail. As an
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
armor, the helmed horror requires less direction and maintenance as it carries out its appointed tasks. A helmed horror follows its orders with complete loyalty, and is intelligent enough to
blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14
Languages understands the languages of its
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
carries around a fancy weather vane given to him by the carnival’s previous owner. He twirls it and waves it around like a fool’s scepter, but its power is far greater than he lets on. With this magic
Hand +5
Damage Vulnerabilities lightning
Damage Resistances necrotic
Condition Immunities blinded, deafened, petrified, stunned
Senses darkvision 60 ft., passive Perception 13
Languages Common
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
sight. If one is killed, the other flees. Treasure. Pojo has a pouch containing a gold ring (worth 25 gp), which he pulled from Semile Southwell’s dead hand. Tot carries a pouch that holds 5 cp and a
goblins are effectively blinded. If combat erupts here, the goblins in area 2e hear the disturbance and investigate. The goblins have already looted the Nesper cottage, the front door to which hangs
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dead within a day. Its corpse then becomes the spawning ground from which new gas spores arise. Beholder Memories. A gas spore that sprouts from a beholder’s corpse sometimes carries within it memories
Immunities blinded, deafened, frightened, paralyzed, poisoned, prone
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 5
Languages —
Challenge 1/2 (100 XP)
Death Burst. The
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.
Hag Covens
When hags must work together, they form covens, in spite of their selfish natures
takes 3d10 psychic damage and is blinded for 24 hours.
A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Challenge 18 (20,000 XP) Proficiency Bonus +6
Legendary Resistance (3/Day). If Euryale fails a saving throw, she can choose to succeed instead.
Special Equipment. Euryale carries one half of a pair of
petrifying magic from her eyes in a 30-foot cone. Each creature in that area must make a DC 18 Constitution saving throw if it doesn’t have the blinded condition. If the saving throw fails by 5 or more, the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
carries, an ancient relic he found deep in the Oraniad Mountains. The container is of sufficient size to hold a Medium creature, but only one that fits perfectly is acceptable for the purpose of the
, requiring the creature to make a DC 15 Constitution saving throw. On a failed save, the creature is blinded, restrained, and begins to suffocate (see chapter 8 of the Player’s Handbook). On a success, it is
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
it will strike. A scaly biped, the tarrasque is fifty feet tall and seventy feet long, weighing hundreds of tons. It carries itself like a bird of prey, leaning forward and using its powerful lashing
bite’s damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
any intruders they find. They particularly enjoy driving enemies toward the nearby lake and throwing them into its acidic waters. Treasure. Zohelm carries the following items in a velvet-lined bag at
take 22 (4d10) fire damage and have the blinded condition until the start of the creature’s next turn. On a successful save, the creature takes half as much damage only. Brimskarda and Theldin wear
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, and stagnant swamps, and which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs. When a humanoid creature is bitten by a creature that carries the disease
rely on sight. At the end of each long rest after the symptoms appear, the penalty worsens by 1. When it reaches −5, the victim is blinded until its sight is restored by magic such as lesser
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs. When a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact
each long rest after the symptoms appear, the penalty worsens by 1. When it reaches -5, the victim is blinded until its sight is restored by magic such as lesser restoration or heal. Sight rot can be
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
is sometimes transmitted by creatures that dwell in such areas, including otyughs and rats. Any Humanoid that is wounded by a creature that carries the contagion or that comes into contact with
throw or have the Blinded condition until the contagion ends. Fighting the Contagion. Magic such as a Heal or Lesser Restoration spell ends the contagion immediately. A character who is proficient with an
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
nonmagical weapons
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
Senses truesight 120 ft., passive Perception 22
Languages Abyssal
, Common, Draconic, Dwarvish, Elvish, Giant, Infernal, Primordial, Undercommon
Challenge 23 (50,000 XP)
Special Equipment. Acererak carries the Staff of the Forgotten One (see Appendix C). He wears a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
is sometimes transmitted by creatures that dwell in such areas, including otyughs and rats. Any Humanoid that is wounded by a creature that carries the contagion or that comes into contact with
throw or have the Blinded condition until the contagion ends. Fighting the Contagion. Magic such as a Heal or Lesser Restoration spell ends the contagion immediately. A character who is proficient with an
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
target takes 5 (1d10) radiant damage. In addition, the target and each creature within 20 feet of it must succeed on a DC 17 Dexterity saving throw or be blinded until the end of the orthon’s next turn
orthon becomes invisible. Any equipment it wears or carries is also invisible as long as the equipment is on its person. This invisibility ends immediately after it makes an attack roll or is hit by an
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, Infernal, telepathy 120 ft.
Challenge 10 (5,900 XP)
Invisibility Field. The orthon can use a bonus action to become invisible. Any equipment the orthon wears or carries is also invisible as long as
throw or be blinded until the end of the orthon’s next turn.
3. Concussion. The target and each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 13 (2d12) thunder
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
)
STR
24 (+7)
DEX
4 (-3)
CON
20 (+5)
INT
0
WIS
0
CHA
0
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened
16 (+3)
DEX
7 (-2)
CON
13 (+1)
INT
0
WIS
0
CHA
0
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion
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
ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.
Quickling
Tiny Fey, Chaotic Evil
Armor Class 16
Hit Points 10 (3d4 + 3)
Speed 120 ft
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
characters while he is searching for Pollenella, his lost queen bee. Mudlump wears a hooded veil to protect his eye from bee stings and carries a large beehive on a stick, which doubles as a greatclub
. These casks are used to ferment a mixture of water and honey, which Mudlump combines with other ingredients to make honey mead. A great beehive—considerably larger than the one Mudlump carries around
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
him will be beaten, blinded, or beheaded. Guides working for Jobal leave their contact information on message boards outside inns and taverns or at the harbormaster’s office in Port Nyanzaru. Several
is clothed in light blue robes and carries a walking stick carved in the likeness of a stylized couatl. In this form, Eku stands 5 feet 6 inches tall and weighs 110 pounds. She is on good terms with
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the bunker and shoots his heavy crossbow through the arrow slits at any creatures he sees. He carries this crossbow in addition to his regular weapons. Underground Tunnel. This 5-foot-high tunnel is
radius. They can’t be blinded, charmed, frightened, or paralyzed. They have an Intelligence of 2 (–4), a Wisdom of 6 (–2), and a Charisma of 1 (–5). They lose the Pack Tactics trait and all languages they
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. He keeps the tiny replica needed to recall the chest on his person, or on a nearby nightstand while he sleeps. Only Kolstaag can use the replica to recall the chest, which he does before entering
of noble blood and their servants are welcome; others are not. Draven keeps his wealth in his locked quarters, located on the top floor of the Everwyvern’s turret. He carries the only key to the door






