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Returning 14 results for 'before blinded during could route'.
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Banderhobb
Legacy
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Monsters
Volo's Guide to Monsters
Resonant Connection. If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that
the attack hits, the creature is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb, and it
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Resonant Connection. If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that
":"3d6+5", "rollType":"damage", "rollAction":"Swallow", "rollDamageType":"piercing"} piercing damage. The creature is also swallowed, and the grapple ends. The swallowed creature is blinded and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Connection. If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or
damage. The creature is also swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb, and it takes 10
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
)
DEX
14 (+2)
CON
16 (+3)
INT
7 (–2)
WIS
12 (+1)
CHA
10 (+0)
Skills Perception +3, Stealth +4
Damage Resistances bludgeoning, fire, piercing
Condition Immunities blinded
breath, unless it can breathe water.
If the charmed target is more than 5 feet away from the kelpie, the target must move on its turn toward the kelpie by the most direct route, trying to get within 5
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
cliff — requiring a successful DC 15 Strength (Athletics) check — and toss down the ladder, the characters can proceed. Otherwise, they lose a day’s travel finding another route. If the characters remove
within the radius must succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A creature blinded by this effect repeats the Constitution saving throw at the end of each of its turns
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
) check (your choice) to cross the impediment. On a failed check, the impediment counts as 10 feet of difficult terrain. 5 Make a DC 10 Constitution saving throw. On a failed save, you are blinded by
blowing sand, dirt, ash, snow, or pollen until the end of your turn. While blinded in this way, your speed is halved. 6 A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within 1 mile of the
a Medium or smaller creature it is grappling. If the attack hits, the creature is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
12 Wisdom saving throw or be blinded, deafened, and rendered unable to speak for 1 minute. Additionally, an illusion makes it appear that the creature has had its face erased. The remove curse spell
Dash action and move away from the haunted area by the safest available route on each of their turns, unless there is nowhere else to move. After the haunted trap is activated, it won’t activate again for 24 hours.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
between rugged hills, a dry streambed that offers a route through the rising rocks. A bend in the steep bluffs hides what lies ahead, but the sound of hacking coughs comes from around this corner.
Just
, 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->Tomb of Annihilation
sheer cliffs can be scaled, but only with a climbing kit, proficiency in the Athletics skill, and at least 300 feet of rope. The path is a much easier route to the top. It begins on the north side of
arthritis, blinded by cataracts. Her dark face and bald pate are outlined with streaks of yellow clay suggesting the shape of a skull — or perhaps it’s her shriveled flesh creating that illusion
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the walls of this room. In the southern end of the chamber, an open hatch reveals a route leading underground.
The armory holds equipment used by the duergar, including two suits of scale mail sized
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->Rrakkma
Skills Arcana +10, Deception +8, History +10, Nature +10, Perception +5, Religion +10
Condition Immunities blinded, charmed, deafened, exhaustion, prone
Senses blindsight 60 ft. (blind beyond this
throw or be frightened of it for 1 minute. While frightened in this way, the creature must take the Dash action and move away from the eidolon by the safest available route at the start of each of its
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
saving throw or become blinded until it finishes a short rest. Spawning Pools In these connected chambers, Red Wizards breed oozes for their experiments. Noise. Anyone near area 68 can hear the loud
next turn. A creature that enters a pool for the first time on a turn, or starts its turn in one, takes 9 (2d8) acid damage. White Gate. The route to the southwest contains a white gate that connects
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
wriggle out of the window and drop to the garden below (area M14). Hellenrae flees by this route if she is cornered and doesn’t believe she can defeat her enemies. Treasure Hellenrae has little interest
walls.
The monster in the western portion of the chamber is an umber hulk. The cultists partially blinded the creature and removed its natural claws, so the hulk no longer has its Confusing Gaze power






