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Returning 35 results for 'being being dim current remove'.
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Flameskull
Legacy
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Monsters
Basic Rules (2014)
Illumination. The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action
Holy Water (flask);holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.
Spellcasting. The flameskull is a 5th-level spellcaster. Its spellcasting ability is
Monsters
Waterdeep: Dungeon of the Mad Mage
Illumination. Trenzia sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. She can switch between the options as an action.
Magic
);holy water is sprinkled on her remains or a dispel magic or remove curse spell is cast on them.
Spellcasting. Trenzia is a 5th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC
races
, often used for reading maps in dim light or signalling danger to their allies. Tarandus fur ranges from deep brown to pure white, shifting with age, climate or diet. They usually wear simple outfits
couriers, ensuring that their knowledge of routes and geography remains current.
Tarandus herds are large and communal, sharing duties such as child-rearing and foraging. They maintain strong ties between
Monsters
Van Richten’s Guide to Ravenloft
achievement, Elise is a confused, frustrated soul who never wished for her current circumstances.
Elise’s heart has been replaced with the Unbreakable Heart. If this device is removed, Elise dies
, though they can still die in other ways. The glowing device sheds light in a 10-foot radius and dim light for an additional 10 feet. While inside a creature, the device causes the creature to shed dim
Monsters
Icewind Dale: Rime of the Frostmaiden
Blinding Light. The walker sheds bright light in a 20-foot radius and dim light for an additional 20 feet. As a bonus action, the walker can target one creature in its bright light that it can see
winter create coldlight walkers as embodiments of winter's wrath. These hateful spirits that were denied passage to the afterlife are preserved in their current forms to remind the living how fragile
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, any equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet of it, provided that the starting space and the destination are in dim light or
space.
Any other creature the meazel teleports becomes cursed for 1 hour or until the curse is ended by remove curse or greater restoration. Until this curse ends, every Undead and every creature
Magic Items
Quests from the Infinite Staircase
bright light in a 60-foot radius and dim light for an additional 60 feet. Invisible creatures and objects are visible while in the lantern’s bright light.
While attuned to the lantern, you can
use a bonus action to dim the lantern, reducing the light to dim light in a 5-foot radius, or brighten the lantern back to its normal bright light radius.
Lenses. When found, the lantern’s
Monsters
Strixhaven: A Curriculum of Chaos
: detect magic
2/day each: dispel magic, mage armor, remove curse, sending
1/day each: power word stun, scrying (as an action), wall of force
Teleport. The Oracle teleports, along with any
.
The current Oracle is an elderly human named Jadzi. A graduate of Quandrix College, Jadzi has since expanded her studies to encompass all disciplines of spellcasting, tempering the mathematical abstractions she wielded at Strixhaven with benevolent divination and a return to the basics of magic itself.
Monsters
Vecna: Eve of Ruin
saving throw or have disadvantage on saving throws against the frightened condition. This curse lasts until removed by the Remove Curse spell or other magic.
Claw. Melee Weapon Attack: +10;{"diceNotation
Claw attack against the creature.
Phase Step. Immediately after taking damage, the deathwolf teleports up to 30 feet to an unoccupied space it can see that is in dim light or darkness.A deathwolf
Monsters
The Wild Beyond the Witchlight
ball of light that contains its soul. The brigganock can’t turn off the light or control its brightness. The soul light sheds bright light in a 10-foot radius and dim light for an additional 10
size and never turn down a good meal.Move Soul Light. The brigganock moves its soul light up to 30 feet in any direction to an unoccupied space it can see. At the end of the current turn, the light returns to the brigganock.
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
unconscious creature remains asleep until it is no longer in the area with tendrils, takes any damage, or is targeted by a remove curse spell or similar magic.Nightmare haunts are terrors from the
guarded by nightmare haunts.
PsychicShadow Stealth. While in dim light or darkness, the nightmare haunt takes the Hide action.
Monsters
The Book of Many Things
Brilliance (True Form Only). The living portent sheds bright light for 30 feet and dim light for an additional 30 feet.Multiattack. The living portent makes two Radiant Strike attacks.
Radiant
willing creature the living portent can see within 30 feet of itself. The target’s hit point maximum and current hit points increase by 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"roll
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water
Blessing of the Sea (Recharges after a Short or Long Rest). If the dragon turtle would be reduced to 0 hit points, its current hit point total
and talk endlessly with sailors and adventurers to stay current on the latest happenings on land.
Dragon Turtle Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal
Magic Items
Waterdeep: Dragon Heist
Forged by the archwizard Ahghairon, this intelligent battleaxe was crafted to defend Waterdeep. Its current wielder is a former member of Force Grey named Meloon Wardragon (see appendix B), but the
feet and a long range of 180 feet. Whether it hits or misses, the axe flies back to you at the end of the current turn, landing in your open hand or at your feet in your space (as you choose). The axe
Species
Spelljammer: Adventures in Space
divine beings who created giff have likewise been forgotten. Their titanic petrified bodies drift on the Astral Sea, isolated and unrecognizable in their current forms.
Although they don’t realize
DM is free to add or remove languages from that list for a particular campaign.
Creature Type
Every creature in D&D, including every player character, has a special tag in the rules that
Magic Items
The Book of Many Things
*Found only in a deck with twenty-two cards.
Beginning. Your hit point maximum and current hit points increase by 2d10. Your hit point maximum remains increased in this way for the next 8 hours
energy. You have disadvantage on initiative rolls. This effect lasts until you finish a long rest, but it can be ended early by a Remove Curse spell or similar magic.
End. This card is an omen of
Monsters
Van Richten’s Guide to Ravenloft
Blazing Boon. All fire damage it deals becomes necrotic damage.
Illumination. The priest sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an
destroyed, it regains all its hit points in 1 hour unless Holy Water (flask);holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.
Spellcasting. The priest is a
Monsters
Quests from the Infinite Staircase
. During daylight hours, it emits bright light, but at night, it never reaches full darkness, becoming dim light instead.
Memory Loss. Unless otherwise stated, a creature that leaves the domain must make a
or the Palace of Spires. On a successful save, the creature’s memories remain intact, but they’re hazy and dreamlike. A Remove Curse or Greater Restoration spell restores the creature
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
or a potion of healing can remove damage in an instant. When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature's hit points can't exceed its
hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current hit points and has a hit
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
such as a cure wounds spell or a potion of healing can remove damage in an instant. When a creature receives healing of any kind, hit points regained are added to its current hit points. A creature’s
hit points can’t exceed its hit point maximum, so any hit points regained in excess of this number are lost. For example, a druid grants a ranger 8 hit points of healing. If the ranger has 14 current
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
regain all expended Hit Dice and remove 2 levels of exhaustion. Infused Water. Water taken from the waterfall retains the imbued positive energy for 24 hours, during which time the water sheds dim light
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
goblinoid. Size. Your size is Medium. Speed. Your walking speed is 30 feet. Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light
with an attack roll, the creature takes an extra 2d6 damage if it hasn’t taken a turn yet in the current combat.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge 4 (1,100 XP)
Illumination. The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot
radius and dim light for an additional 15 feet. It can switch between the options as an action.
Magic Resistance. The flameskull has advantage on saving throws against spells and other magical
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
The longsword is easy to remove from the armor stand, requiring no ability check. A detect magic spell reveals that the sword is magical. It sheds dim light in a 10-foot radius. It also carries a
curse that prevents its wielder from dropping it. If the blade is pried from its wielder’s grasp, it instantly teleports back into the wielder’s hand. The curse can be ended by casting a remove curse
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
invisible fish scales. Their hair can resemble seaweed, waving as if in a current, or it can even be like water itself. As a water genasi, you have the following traits. Creature Type. You are a
Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race). Darkvision. You can see in dim light within 60 feet of you as if it were
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
greatest achievement, Elise is a confused, frustrated soul who never wished for her current circumstances. She’s now a flesh golem with the following adjustments: Elise does not have the Berserk or Aversion
-foot radius and dim light for an additional 10 feet. While inside a creature, the device causes the creature to shed dim light in a 10-foot radius. Within Elise’s undying body beats Dr. Mordenheim’s greatest creation: the Unbreakable Heart
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
current pushes Large or smaller creatures swimming in it 10 feet farther along its flow at the end of the creature’s turn. Light Ice throughout the lair reflects even the smallest light, providing Dim Light throughout. Areas with campfires are bathed in Bright Light.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
remove curse spell or similar magic. d20 Wild Magic Effect 1–6 None 7–10 The caster’s skin turns a vibrant shade of blue. 11–14 Tiny, insubstantial motes of light circle the caster, shedding bright
light in a 10-foot radius and dim light for an additional 10 feet. 15–17 The caster sprouts wings like those of a butterfly. The wings give the caster a flying speed of 30 feet. 18–19 The caster
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
loose them as fiery rays from its eye sockets. Eldritch Rejuvenation. A flameskull’s shattered fragments reform unless they are splashed with holy water or subjected to a dispel magic or remove curse
, frightened, paralyzed, poisoned, prone
Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge 4 (1,100 XP)
Illumination. The flameskull sheds either dim light in a 15-foot
compendium
- Sources->Dungeons & Dragons->One-Shot Wonders: Holiday Adventure Pack
emit a gentle glow, often used for reading maps in dim light or signalling danger to their allies. Tarandus fur ranges from deep brown to pure white, shifting with age, climate or diet. They usually wear
scouts, guides or couriers, ensuring that their knowledge of routes and geography remains current. Tarandus herds are large and communal, sharing duties such as child-rearing and foraging. They maintain
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
three chandeliers, their locations marked on map 23. Each chandelier magically sheds bright light in a 20-foot radius and dim light for an additional 20 feet. A chandelier can bear up to 150 pounds of
require universal solvent to remove without destroying them. A detect magic spell reveals an aura of illusion magic around each painting, of which there are hundreds. Half of them are portraits of Halaster
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
immune to the planes’ effects. The Planar Effects table contains effects for various planes of existence on the train’s current route. Unless otherwise noted, each effect lasts until the train leaves
deafened. Outside the train, bright light becomes dim light, and dim light becomes darkness. 6 Ysgard. Silent, spectral warriors from Valhalla fly around the train on ghostly chariots pulled by ghostly steeds. Any creature aboard the train that would be reduced to 0 hit points drops to 1 hit point instead.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, slippery stone that require successful DC 10 Strength (Athletics) checks to climb. Currents. In locations near steep waterfalls, rapid currents exist. Whenever a creature enters a strong current for
the first time on a turn or starts its turn there, it must succeed on a DC 15 Strength saving throw or be carried 10 feet in the direction of the current, as indicated by arrows on the Plunging
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
daylight hours, it emits bright light, but at night, it never reaches full darkness, becoming dim light instead. Memory Loss. Unless otherwise stated, a creature that leaves the domain must make a DC 10
Palace of Spires. On a successful save, the creature’s memories remain intact, but they’re hazy and dreamlike. A Remove Curse or Greater Restoration spell restores the creature’s memories. Time. Time
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Lantern” section). Revealing Light. The lantern sheds bright light in a 60-foot radius and dim light for an additional 60 feet. Invisible creatures and objects are visible while in the lantern’s bright
light. While attuned to the lantern, you can use a bonus action to dim the lantern, reducing the light to dim light in a 5-foot radius, or brighten the lantern back to its normal bright light radius






