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Returning 35 results for 'blinded barrier diffusing continues records'.
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Monsters
Strixhaven: A Curriculum of Chaos
. While Murgaxor isn’t blinded, he can see any creature that isn’t an Undead or a Construct within 60 feet of himself, even through total cover, heavily obscured areas, invisibility, or any
necrotic damage.After giving the characters their quest, Professor Lang hands them a file with information the faculty members have collected about Murgaxor from university records. Tell the players
Monsters
Icewind Dale: Rime of the Frostmaiden
.
Headless. It is blinded and deafened, giving it disadvantage on all its attack rolls, and it can't use its Poison Breath.Multiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack
. If the golem is left without instructions or is incapacitated, it continues to follow its last orders to the best of its ability. When it can't fulfill its orders, a golem might react violently — or
Monsters
Mythic Odysseys of Theros
against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Whenever the hydra takes 35 or more damage in a single turn, one of its heads dies. If all its heads die, the
hibernation during which it continues to grow. When it awakens, it goes on a feeding rampage, so beginning the cycle once again. These rhythms of destruction sometimes become so ingrained in the minds and
Monsters
Waterdeep: Dungeon of the Mad Mage
(spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil
. On a failed save, the creature is blinded. The blindness lasts until the creature receives a lesser restoration spell or similar magic.
Radiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Solar
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Monsters
Basic Rules (2014)
DC 25). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good
. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.Necrotic, PoisonRadiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Zariel
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Monsters
Mordenkainen’s Tome of Foes
), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Legendary Resistance (3/Day). If Zariel fails a saving throw
","rollDamageType":"necrotic"} necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its
Monsters
Baldur’s Gate: Descent into Avernus
appearance), detect evil and good, fireball, invisibility (self only), wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Legendary Resistance (3/Day). If Zariel fails a saving
":"necrotic"} necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns
Monsters
Bigby Presents: Glory of the Giants
"} radiant damage and have the blinded condition until the start of the scion’s next turn.
Slam. Melee Weapon Attack: +16;{"diceNotation":"1d20+16", "rollType":"to hit", "rollAction":"Slam"} to hit
inside it awakens. At nearly 70 feet tall, it towers over most other creatures and wields a mass of crystal as a club. Once awakened, the scion continues to pursue the art that ornamented its dreams
Monsters
Mythic Odysseys of Theros
Heads. Polukranos has five heads. While it has more than one head, Polukranos has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious
period of hibernation during which it continues to grow. When it awakens, it goes on a feeding rampage, so beginning the cycle once again. These rhythms of destruction sometimes become so ingrained in
Monsters
Bigby Presents: Glory of the Giants
scion continues to pursue the art that ornamented its dreams, seeking to mold and shape stone into beautiful elegance. If it needs more raw materials, the scion can transform a living creature in its
);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Crystal Flare", "rollDamageType":"radiant"} radiant damage and have the blinded condition until the end of the cradle’s next turn.
Stone Spikes
Monsters
The Book of Many Things
);{"diceNotation":"3d10+6", "rollType":"damage", "rollAction":"Wrathful Strike", "rollDamageType":"radiant"} radiant damage, and the target has the blinded condition until the end of its next turn
2/day: Mass Cure Wounds (cast at 8th level)
1/day each: Blade Barrier, Divination, Greater RestorationThe medusa can take 3 legendary actions, choosing from the options below. It can take only one
Monsters
Mordenkainen Presents: Monsters of the Multiverse
poisoned in this way, the target is blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. Zariel casts one of
evil and good, fireball, invisibility (self only), major image, wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Teleport. Zariel teleports, along with any equipment
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
30. Iron Barrier Ahead of you, the face of a snarling minotaur is etched into a sheet of iron that bisects the crawlway. Its eyes have been cut out, letting you see through the sheet, beyond which
the tunnel continues onward.
The minotaur face is etched into both sides of a 1-inch-thick, sharp-edged iron sheet that blocks the crawlway. The holes that form the eyes are 2 inches wide. The
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
30. Iron Barrier Ahead of you, the face of a snarling minotaur is etched into a sheet of iron that bisects the crawlway. Its eyes have been cut out, letting you see through the sheet, beyond which
the tunnel continues onward.
The minotaur face is etched into both sides of a 1-inch-thick, sharp-edged iron sheet that blocks the crawlway. The holes that form the eyes are 2 inches wide. The
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
30. Iron Barrier Ahead of you, the face of a snarling minotaur is etched into a sheet of iron that bisects the crawlway. Its eyes have been cut out, letting you see through the sheet, beyond which
the tunnel continues onward.
The minotaur face is etched into both sides of a 1-inch-thick, sharp-edged iron sheet that blocks the crawlway. The holes that form the eyes are 2 inches wide. The
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
smooth dais.
The moonlight barrier around this lunarium’s dais is trapped. When the barrier is touched, it emits a blinding flash of white light in a 30-foot radius centered on the dais. Any creature in
that area must succeed on a DC 17 Constitution saving throw or have the blinded condition for 24 hours. U2: Red Lunarium A shadowy, skeletal wolf walking upright like a human stalks the area here
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
smooth dais.
The moonlight barrier around this lunarium’s dais is trapped. When the barrier is touched, it emits a blinding flash of white light in a 30-foot radius centered on the dais. Any creature in
that area must succeed on a DC 17 Constitution saving throw or have the blinded condition for 24 hours. U2: Red Lunarium A shadowy, skeletal wolf walking upright like a human stalks the area here
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
smooth dais.
The moonlight barrier around this lunarium’s dais is trapped. When the barrier is touched, it emits a blinding flash of white light in a 30-foot radius centered on the dais. Any creature in
that area must succeed on a DC 17 Constitution saving throw or have the blinded condition for 24 hours. U2: Red Lunarium A shadowy, skeletal wolf walking upright like a human stalks the area here
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
Speed 0 ft.
STR
1 (−5)
DEX
1 (−5)
CON
10 (+0)
INT
1 (−5)
WIS
3 (−4)
CHA
1 (−5)
Condition Immunities blinded, deafened, frightened
Senses
fungus.
Reactions
Shriek. When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker’s turns afterward.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
Speed 0 ft.
STR
1 (−5)
DEX
1 (−5)
CON
10 (+0)
INT
1 (−5)
WIS
3 (−4)
CHA
1 (−5)
Condition Immunities blinded, deafened, frightened
Senses
fungus.
Reactions
Shriek. When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker’s turns afterward.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
Speed 0 ft.
STR
1 (−5)
DEX
1 (−5)
CON
10 (+0)
INT
1 (−5)
WIS
3 (−4)
CHA
1 (−5)
Condition Immunities blinded, deafened, frightened
Senses
fungus.
Reactions
Shriek. When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker’s turns afterward.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
they must sneak a peek at her records, which she keeps in an iron safe that can be opened with a knock spell or similar magic. To pick the combination lock on the safe, a character must succeed on
three DC 20 Dexterity (Investigation) checks in a row. Each attempt made to pick the lock requires an action. From Elaspra or her records, the characters learn that she sold the key to a man named Volkarr
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
they must sneak a peek at her records, which she keeps in an iron safe that can be opened with a knock spell or similar magic. To pick the combination lock on the safe, a character must succeed on
three DC 20 Dexterity (Investigation) checks in a row. Each attempt made to pick the lock requires an action. From Elaspra or her records, the characters learn that she sold the key to a man named Volkarr
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
they must sneak a peek at her records, which she keeps in an iron safe that can be opened with a knock spell or similar magic. To pick the combination lock on the safe, a character must succeed on
three DC 20 Dexterity (Investigation) checks in a row. Each attempt made to pick the lock requires an action. From Elaspra or her records, the characters learn that she sold the key to a man named Volkarr
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->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->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
Orc
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Species
Volo's Guide to Monsters
created the orcs and continues to direct their destiny. He is aided and abetted by the other warrior deities, Bahgtru and Ilneval, who bring strength and cunning to the battlefield. The followers of all
rarely keep records or write down their thoughts. When orcs need to communicate in writing, they use crude symbols to convey basic information, such as “food stored here,” “danger close
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
a failed check, the crowd counts as 10 feet of difficult terrain. 3 A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier
and keep going. On a failed save, you bounce off the barrier and fall prone. 4 A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity (Acrobatics) or Intelligence
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
a failed check, the crowd counts as 10 feet of difficult terrain. 3 A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier
and keep going. On a failed save, you bounce off the barrier and fall prone. 4 A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity (Acrobatics) or Intelligence
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
a failed check, the crowd counts as 10 feet of difficult terrain. 3 A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier
and keep going. On a failed save, you bounce off the barrier and fall prone. 4 A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity (Acrobatics) or Intelligence
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
+2
Damage Immunities poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 12
Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, deafened, exhaustion, grappled, paralyzed, petrified, poisoned, restrained, unconscious
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
+2
Damage Immunities poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 12
Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, deafened, exhaustion, grappled, paralyzed, petrified, poisoned, restrained, unconscious
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
+2
Damage Immunities poison
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious
Senses darkvision 60 ft., passive Perception 12
Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities blinded, deafened, exhaustion, grappled, paralyzed, petrified, poisoned, restrained, unconscious
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
) poison damage.
Wrathful Strike. Ranged Spell Attack: +12 to hit, range 120 ft., one creature. Hit: 22 (3d10 + 6) radiant damage, and the target has the blinded condition until the end of its next turn
, Thaumaturgy
2/day: Mass Cure Wounds (cast at 8th level)
1/day each: Blade Barrier, Divination, Greater Restoration
Bonus Actions
Petrifying Gaze (Recharge 4–6). The medusa unleashes petrifying






