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Returning 35 results for 'blinded bad diffusing compel remaining'.
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Spells
Player’s Handbook
is real.
Each time a creature hits you with an attack roll during the spell’s duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the
duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.
Color Spray
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
creature affected by this spell is blinded until the end of your next turn. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A
creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Monsters
The Wild Beyond the Witchlight
can also cause the blade to gleam with holy light. If he does so, the target is blinded until the start of Strongheart’s next turn.
Revivify (Recharges at the Next Dawn). While holding Steel
good.”
Combat Notes
Strongheart prefers to fight with Steel, his trusty sword. His favorite use of the command spell is to compel a foe to “Yield!” (which has the same effect as
Monsters
The Book of Many Things
centered on a point the hierophant can see within 60 feet of itself. Each creature within the sphere has the blinded and deafened conditions. Each creature that enters the sphere for the first time on a
remaining leaders choose an initiate to fill the position, preferring initiates from the oldest broods.
A new hierophant undergoes a rite similar to the rite of initiation, but only the other
Monsters
Princes of the Apocalypse
— bad weather, strong tides, and increasing aggression from dangerous sea life.
Violent downpours become frequent within 10 miles of the lair. A downpour occurs once every 2d12;{"diceNotation
attempts to leave the area, remaining frightened while within it. On a failure, the creature becomes highly aggressive and remains in the area for 24 hours. While in this state, the creature gains advantage
Magic Items
Tomb of Annihilation
(History) checks is doubled.
You can’t be blinded, charmed, deafened, frightened, petrified, or stunned.
Undead with a challenge rating of 2 or lower will neither threaten nor attack you unless
.
Destroying the Staff. A creature in possession of the staff can use an action to break it over one knee or a solid surface. The staff is destroyed and releases its remaining magic in an explosion that
Aarakocra
Legacy
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Species
Elemental Evil Player's Companion
survivors. These aarakocra and their descendants have sworn vengeance against the dragon and may be seen scouring the lands of the North and Cormyr for signs of their foe.
Their only remaining settlement
changes in the prevailing winds that they regarded as a bad omen.
Unlike the aarakocra of other worlds on the Material Plane, the aarakocra of the Realms rarely travel to the Elemental Plane of Air
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
battle or illness, but an orc can live to about 40, remaining healthy almost up until the end. Luthic’s divine blessing can further extend an orc’s life, though Gruumsh is never happy when
everywhere in the world around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
underlie the multiverse. Though this pursuit of knowledge might compel a gnome to spend long periods in the workshop or the laboratory, the activity is never seen as drudgery — quite the opposite. Gnomes
are recurring obstacles on the path to discovery, gnomes revel in the search. They savor the acquisition of new knowledge, realizing it might come at a cost, and even a series of bad results in experiments doesn’t dissuade a gnome from following their chosen path.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Good Wolf, Bad Wolf When the characters first approach the outskirts of Dougan’s Hole or shortly after they first leave town, they encounter two winter wolves named Koran and Kanan. Here’s how the
encounter plays out: Koran acts as the “good” wolf while his brother plays the “bad” wolf. This act has worked before on the dim-witted locals; the wolves assume the characters will be fooled just as
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the spell’s duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The
duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the spell’s duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The
duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of Red Larch point out that “normal weather means bad weather around here, and unpredictable besides.” Some tavern talk can be overheard about occupying the Haunted Keeps to scare away unwanted
squatters, or razing the forts once and for all. No power in the valley has the soldiers to accomplish the task, so nothing comes of it unless the characters take action. Remaining cultists slink away and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
this spell is blinded until the end of your next turn. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must
be equal to or less than the remaining total for that creature to be affected. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
this spell is blinded until the end of your next turn. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must
be equal to or less than the remaining total for that creature to be affected. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. “Not a bad place to die,” the mage says with mild amusement. The doppelganger posing as Gargosh doesn’t take part in the fight, remaining on the fringes of the battle and rooting for the characters to
triumph. Once three of the thugs are defeated, the remaining two surrender and the mage casts fly on himself to escape. Interrogations. If the characters take prisoners, they can interrogate their
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
expression. “Bad things have been happening at the carnival for a while. People and things have been going missing. My bosses know more than they’re telling, but their hands are tied somehow. You’re the first
Witchlight watch (without which the carnival can’t stay on schedule) and use it to compel Witch and Light to provide the answers they seek. He proposes that the best time to swipe the watch is during
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->Baldur's Gate: Descent into Avernus
Immunities blinded, poisoned
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 9
Languages understands Abyssal but can’t speak
Challenge 1/4 (50 XP)
Bad Flier. The abyssal chicken
takes the group to the Tower of Urm. Abyssal Chicken
Tiny fiend (demon), chaotic evil
Armor Class 13 (natural armor)
Hit Points 10 (3d4 + 3)
Speed 30 ft., fly 30 ft. (see Bad Flier below
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
target’s teeth into yellow fangs, or give the target bad breath. When this curse ends, the Vistana it takes 1d6 psychic damage. A nonmagical item in the target’s possession (chosen by the DM) disappears
this curse ends, the Vistana takes 5d6 psychic damage. The target is blinded, deafened, or both. When this curse ends, the Vistana takes 5d6 psychic damage.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragonblood Ooze What to say about the dragonblood ooze? I could comment on the bad blood between me and Tiamat. I might observe that its creator originally intended a blood sausage recipe. But
, fire, lightning, poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, prone, restrained
Senses blindsight 120 ft. (blind beyond this radius), passive Perception
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
, a rival goblin gang that often deals in illicit arms. Rumors swirled that Krenko killed Dargig, the youngest of the three brothers, after a weapons drop went bad. The remaining two brothers, Rikkig
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
characters arrive, four soldiers are on patrol in areas L8 and L12, and the remaining six tin soldiers are inside their domiciles, behind closed doors. Each of these six Constructs is a Small (3-foot-tall
, Constitution 10, Intelligence 3, Wisdom 3, and Charisma 1. The drum can’t be blinded, charmed, deafened, frightened, paralyzed, petrified, or poisoned, and it’s immune to poison and psychic damage. Its
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Darkmantle A darkmantle clings to cavern ceilings, remaining perfectly still as it waits for creatures to pass beneath it. From a distance, it can pass itself off as a stalactite or a lump of stone
the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target’s head, and the target is also blinded
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
creeper clings to walls, pillars, gravestones, door frames, or statuary in shadowy locations, remaining motionless until it strikes. Yellow Musk Creeper
Medium plant, unaligned
Armor Class 6
Hit
Points 60 (11d8 + 11)
Speed 5 ft., climb 5 ft.
STR
12 (+1)
DEX
3 (–4)
CON
12 (+1)
INT
1 (–5)
WIS
10 (+0)
CHA
3 (–4)
Condition Immunities blinded
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, attacking creatures that cross its path while remaining loyal to its caster. Living Bigby’s Hand
Large construct, unaligned
Armor Class 20 (natural armor)
Hit Points 52 (5d10 + 25)
Speed 0 ft
+2
Damage Immunities poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 12
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
duplicates of the creatures they have devoured from the substance of their bodies, sending them off to lure prey into their clutches, while remaining tethered to the slime by long tendrils of goo. These
following: Arcana +7, History +7, Nature +7, or Religion +7
Condition Immunities blinded, charmed, deafened, exhaustion, prone
Senses blindsight 60 ft. (blind beyond this distance), passive Perception
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Throws Con +6, Int +6, Wis +4
Skills Arcana +9
Damage Resistances acid, necrotic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, poisoned, prone
. While attached, the necrichor takes only half damage dealt to it (round down), and the target takes the remaining damage. The necrichor can attach to only one creature at a time.
The attached necrichor
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
character. Your ideals are the things that you believe in most strongly, the fundamental moral and ethical principles that compel you to act as you do. Ideals encompass everything from your life goals to
bad fall during her career as a thief. Artemis Entreri is always prepared for the worst and moves with a quick, precise confidence.
Consider their ideals. Tika Waylan is innocent, almost childlike
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
)
Saving Throws Con +6, Int +6, Wis +4
Skills Arcana +9
Damage Resistances acid, necrotic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, poisoned
minute. While attached, the necrichor takes only half damage dealt to it (round down), and the target takes the remaining damage. The necrichor can attach to only one creature at a time.
The attached
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
character finds Elidon’s lost unicorn horn and places it on the rocking horse’s brow while the horse has at least 1 hit point remaining, the curse is broken and the rocking horse magically transforms
Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
franchises. The versatility of an airship allows for the rapid shipping of goods, mercenaries, and loot. Such a vessel also allows a quick escape from sticky developments and deals gone bad. Battle
17 (+3)
CON
20 (+5)
INT
0
WIS
0
CHA
0
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, 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
minotaur respects their decision and wanders off dejectedly. Contending with Antigonos Broken King Antigonos is a minotaur with 38 hit points remaining and who has disadvantage on attack rolls due to his
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
handfuls of coins, which transform at his touch into gleaming gold fibers.
Nib is an unarmed human commoner (neutral) from a city called Waterdeep on a world called Toril. He is blinded, but only while
these riches by exploiting my tenants’ misery, buying up condemned property and renting it out for an exorbitant fee. Granny Nightshade is helping me to make amends. I told her I wanted to put my bad
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
place, and gives it an iron token that it can use to confide in her. Over time, “Granny” convinces the child that it’s okay to have bad thoughts and do bad deeds — starting with breaking things or
wandering outside without permission, then graduating to pushing someone down the stairs or setting a house on fire. Sooner or later, the child’s family and community become terrified of the “bad seed” and






