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Returning 35 results for 'being blinded diffusing carried route'.
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Monsters
Monster Manual
", "rollAction":"Thunderous Bellow"}. Constitution Saving Throw: DC 27, each creature and each object that isn’t being worn or carried in a 150-foot Cone. Failure: 78 (12d12);{"diceNotation":"12d12
creature Grappled by the tarrasque (it can have up to six creatures swallowed at a time). Failure: The target is swallowed, and the Grappled condition ends. A swallowed creature has the Blinded and
Magic Items
Dungeon Master’s Guide
normal size and remains overgrown for 1 minute.
65–68
An object of the DM’s choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet
30-foot Emanation. Each creature in the area must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns
Banderhobb
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
Backgrounds
Ghosts of Saltmarsh
, you can automatically find a safe route to land a boat on shore, provided such a route exists.
HARDSHIP ENDURED
Hardship in your past has forged you into an unstoppable living weapon. This
of an enemy ship, surviving on brackish water and foolhardy rats. At the right moment, you crept up to the deck and took over the ship on your own.
6
Leave None Behind. You carried an
Monsters
Storm King's Thunder
in the aura that aren’t being worn or carried ignite. A creature also takes 35 (10d6);{"diceNotation":"10d6","rollType":"damage","rollAction":"Fire Aura","rollDamageType":"fire"} fire damage from
cloud are blinded and can’t be seen.
Create Fire Elemental (Costs 3 Actions). Maegera’s hit points are reduced by 50 as part of it separates and becomes a fire elemental with 102 hit
Mummy Lord
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
around the mummy lord. Each creature within 5 feet of the mummy lord 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
stunned. Equipment worn or carried by the mummy lord remain in its possession.A Mummy Lord’s Lair
A mummy lord watches over an ancient temple or tomb that is protected by lesser undead and
Monsters
Candlekeep Mysteries
throw or be blinded until the end of the creature’s next turn.
Blasphemous Word (Costs 2 Actions). The fungal servant utters a blasphemous word. Each non-undead creature within 10 feet of the
normal form. While in whirlwind form, the fungal servant is immune to all damage, and it can’t be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the
Monsters
Tyranny of Dragons
within 5 feet of Diderius must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.
Blasphemous Word (Costs 2 Actions). Diderius utters a blasphemous word. Each non
all damage, and he can’t be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by him remain in his possession.A Mummy Lord’s Lair
A mummy lord watches
Wand of Wonder
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
normal size and remains overgrown for 1 minute.
63-65
An object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target
can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
Monsters
Princes of the Apocalypse
or be blinded until initiative count 20 on the next round.
Regional Effects
When Yan-C-Bin inhabits an elemental node, the air is at his command. Temperatures fluctuate from blistering hot to
. Small and Medium creatures move at half speed through the wind; Tiny creatures exposed to the wind are carried away with it at a rate of 40 feet per round unless they succeed at a DC 15 Strength
Monsters
Candlekeep Mysteries
saving throw or be blinded until the end of her next turn.
Blasphemous Word (Costs 2 Actions). Valin utters a blasphemous word. Each non-undead creature within 10 feet of Valin that can hear the
, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by Valin remain in her possession.Valin Sarnaster has been thoroughly corrupted by visions of a future in which she sees herself
Monsters
Waterdeep: Dungeon of the Mad Mage
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
form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, and minimally furnished. The rhythmic chanting magically carried into area 3 grows louder in this area. Treasure These areas contain only personal effects, including several invitations sent from
Moghadam for employment at the tomb and offering exorbitant wages. As well, one of the artisans has a map showing the overland route from the Temple of Moloch to the Tomb of Horrors. Manipulating Time
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, and minimally furnished. The rhythmic chanting magically carried into area 3 grows louder in this area. Treasure These areas contain only personal effects, including several invitations sent from
Moghadam for employment at the tomb and offering exorbitant wages. As well, one of the artisans has a map showing the overland route from the Temple of Moloch to the Tomb of Horrors. Manipulating Time
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, and minimally furnished. The rhythmic chanting magically carried into area 3 grows louder in this area. Treasure These areas contain only personal effects, including several invitations sent from
Moghadam for employment at the tomb and offering exorbitant wages. As well, one of the artisans has a map showing the overland route from the Temple of Moloch to the Tomb of Horrors. Manipulating Time
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
tight spiral. This route is used regularly to bring supplies to Arauthator’s minions, so the steps are clear and easy to climb. Supplies are carried down strapped to villagers’ backs, or lowered in
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
tight spiral. This route is used regularly to bring supplies to Arauthator’s minions, so the steps are clear and easy to climb. Supplies are carried down strapped to villagers’ backs, or lowered in
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
tight spiral. This route is used regularly to bring supplies to Arauthator’s minions, so the steps are clear and easy to climb. Supplies are carried down strapped to villagers’ backs, or lowered in
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
tight spiral. This route is used regularly to bring supplies to Arauthator’s minions, so the steps are clear and easy to climb. Supplies are carried down strapped to villagers’ backs, or lowered in
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
tight spiral. This route is used regularly to bring supplies to Arauthator’s minions, so the steps are clear and easy to climb. Supplies are carried down strapped to villagers’ backs, or lowered in
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
tight spiral. This route is used regularly to bring supplies to Arauthator’s minions, so the steps are clear and easy to climb. Supplies are carried down strapped to villagers’ backs, or lowered in
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See
)
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->Xanathar's Guide to Everything
and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See
)
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->Eberron: Rising from the Last War
Marcher Characters As you develop a Marcher character or NPC, consider the following: The Mark of Finding. An alliance of Marcher clans formed House Tharashk, but not all those who carried the mark
nations are blinded by their civilized ways. You have heard the truth in the voices of croaking frogs and seen it in the shadows shifting on the water. Whether you’re loyal to the Gatekeepers, the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See
)
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->Eberron: Rising from the Last War
Marcher Characters As you develop a Marcher character or NPC, consider the following: The Mark of Finding. An alliance of Marcher clans formed House Tharashk, but not all those who carried the mark
nations are blinded by their civilized ways. You have heard the truth in the voices of croaking frogs and seen it in the shadows shifting on the water. Whether you’re loyal to the Gatekeepers, the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Marcher Characters As you develop a Marcher character or NPC, consider the following: The Mark of Finding. An alliance of Marcher clans formed House Tharashk, but not all those who carried the mark
nations are blinded by their civilized ways. You have heard the truth in the voices of croaking frogs and seen it in the shadows shifting on the water. Whether you’re loyal to the Gatekeepers, the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
time (up to 16 hours) each day before being subject to the effect of a forced march (see “Travel Pace” in chapter 8 of the Player’s Handbook). Additionally, you can automatically find a safe route to
land a boat on shore, provided such a route exists. Hardship Endured Hardship in your past has forged you into an unstoppable living weapon. This hardship is essential to you and is at the heart of a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
time (up to 16 hours) each day before being subject to the effect of a forced march (see “Travel Pace” in chapter 8 of the Player’s Handbook). Additionally, you can automatically find a safe route to
land a boat on shore, provided such a route exists. Hardship Endured Hardship in your past has forged you into an unstoppable living weapon. This hardship is essential to you and is at the heart of a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
time (up to 16 hours) each day before being subject to the effect of a forced march (see “Travel Pace” in chapter 8 of the Player’s Handbook). Additionally, you can automatically find a safe route to
land a boat on shore, provided such a route exists. Hardship Endured Hardship in your past has forged you into an unstoppable living weapon. This hardship is essential to you and is at the heart of a
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->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






