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Returning 35 results for 'blinded beam diffusing contains rating'.
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Magic Items
Dungeon Master’s Guide
function of the gem.
Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a
DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
Third Command
Magic Items
The Book of Many Things
These tinker’s goggles have 3 charges. As an action, you can expend 1 charge to shoot a beam of fiery light from the goggles at a creature you can see within 120 feet of yourself. The target
curse to you. You can’t remove the goggles or end your attunement to them until you are targeted by a Remove Curse spell or similar magic.
Whenever you use the goggles’ fiery beam and the
Gem of Brightness
Legacy
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Magic Items
Basic Rules (2014)
function of the gem.
The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a
DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The third command
Perfume of Bewitching
Legacy
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Magic Items
Xanathar's Guide to Everything
This tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma
checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume’s effect are not aware that they’ve been influenced by magic.
Sunbeam
Legacy
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Spells
Basic Rules (2014)
A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8
radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
You can
Spells
Xanathar's Guide to Everything
, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns
, ending the effect on itself on a success.
A creature that ends its turn in the wall’s area takes 4d8 radiant damage.
Until the spell ends, you can use an action to launch a beam of radiance from
Monsters
Planescape: Adventures in the Multiverse
darkweaver encountered in its lair has a challenge rating of 11 (7,200 XP).
Lair Actions
On initiative count 20 (losing initiative ties), a darkweaver can take one of the following lair actions; the
","rollType":"roll","rollAction":"Darkweaver Cocoon Contents"}
Category
1
Roll a die. If you roll an even number, the cocoon contains the bones of a Humanoid. If you roll an odd number, the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
blinded until the start of the druid’s next turn.
Spellcasting. The archdruid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 17):
At will: beast
Elemental with a challenge rating of 6 or less and can remain in that form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the
Monsters
The Book of Many Things
throw. On a failed save, a creature takes 22 (4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Solar Flare", "rollDamageType":"radiant"} radiant damage and has the blinded condition until
, knights who track the Grim Harrow through the multiverse might resemble rangers instead of paladins.
In addition, Sir Jared, detailed at the end of chapter 10, can serve as a model for knights with a lower challenge rating.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. The cone doesn’t function while the eye is closed or while the dreadnought is blinded.
Astral Entity. The dreadnought can’t leave the Astral Plane, nor can it be banished or otherwise
diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of past meals. The dreadnought can’t be harmed from within the demiplane. If the dreadnought dies, the demiplane
Astral Dreadnought
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Monsters
Mordenkainen’s Tome of Foes
way the cone faces. The cone doesn't function while the dreadnought's eye is closed or while the dreadnought is blinded.
Astral Entity. The astral dreadnought can't leave the Astral Plane, nor can it
resembles a stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of the dreadnought's past meals. The dreadnought can't be harmed from within
Monsters
Misplaced Monsters: Volume One
choice in the sphere can immediately end one of the following conditions on itself (creature’s choice): blinded, deafened, paralyzed, or poisoned. In addition, all soil in the sphere’s area
’s tail contains seed pods. These seed pods enrich soil, giving rise to healthy plants and bountiful harvests. Often, dandylions weave necklaces with petals from their flower gardens and brag about the fertility of their soil. Dandylions love to boast about the fullness of their sunny yellow manes.
Monsters
Fizban's Treasury of Dragons
Multiple Heads. The dracohydra has five heads. While it has more than one head, the dracohydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and
blood of a hydra resulted in a many-headed draconic monster with wings and multiple snakelike tails. The dracohydra’s breath weapon is a multicolored mass of energy that contains the essence of a
Monsters
The Book of Many Things
an action to wake it.
Moonlight Breath. Pazrodine exhales a beam of moonlight in a 120-foot line that is 10 feet wide. Each creature in that area must make a DC 21 Dexterity saving throw, taking 60
;s challenge rating is 22 (41,000 XP) when she’s encountered in Seelie Market.
On initiative count 20 (losing initiative ties) while in her lair, Pazrodine can take one of the following lair
Monsters
Spelljammer: Adventures in Space
must succeed on a DC 23 Wisdom saving throw or be blinded until the end of its next turn.A solar dragon (also known as a radiant dragon or a sun dragon) is born in the heart of a star. It divides its
tiresome. Trespassers who are detected in a solar dragon’s lair can expect to be met with resistance, followed by hostility, especially if the lair contains eggs.
A solar dragon egg has an obsidian
Demilich (Variant)
Legacy
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Monsters
Monster Manual (2014)
blinded until the end of the demilich’s next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich’s next turn.
Energy Drain (Costs 2
its skull remains. This “demilich” contains only a fragment of the lich’s malevolent life force — just enough so that if it is disturbed, these remains rise into the air and
Monsters
Spelljammer: Adventures in Space
must succeed on a DC 23 Wisdom saving throw or be blinded until the end of its next turn.A solar dragon (also known as a radiant dragon or a sun dragon) is born in the heart of a star. It divides its
tiresome. Trespassers who are detected in a solar dragon’s lair can expect to be met with resistance, followed by hostility, especially if the lair contains eggs.
A solar dragon egg has an obsidian
Death Tyrant
Legacy
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Monsters
Monster Manual (2014)
it contains more trappings of death and decay. A death tyrant encountered in its lair has a challenge rating of 15 (13,000 XP).
Lair Actions
When fighting inside its lair, a death tyrant can invoke
Ancient Brass Dragon
Legacy
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Monsters
Basic Rules (2014)
damage or someone uses an action to wake it.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It
. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself
Demilich
Legacy
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Monsters
Monster Manual (2014)
throw or be blinded until the end of the demilich’s next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich’s next turn.
Energy
. A demilich in its lair has a challenge rating of 20 (24,500 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the demilich rolls a d20;{"diceNotation":"1d20","rollType":"roll
Mummy Lord
Legacy
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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
rigged with traps. Hidden in this temple is the sarcophagus where a mummy lord keeps its greatest treasures.
A mummy lord encountered in its lair has a challenge rating of 16 (15,000 XP).
Lair Actions
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
Monsters
Eberron: Rising from the Last War
must succeed on a DC 22 Constitution saving throw or take 19 (3d12);{"diceNotation":"3d12","rollType":"damage","rollDamageType":"radiant"} radiant damage and be blinded for 1 minute. Until this blindness
ends, Belyshyrra can see through the blinded creature’s eyes. The blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
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
encountered in its lair has a challenge rating of 16 (15,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects
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
mummy lord keeps its greatest treasures.
A mummy lord encountered in its lair has a challenge rating of 16 (15,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the mummy lord
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sunbeam 6th-level evocation Casting Time: 1 action Range: Self (60-foot line) Components: V, S, M (a magnifying glass) Duration: Concentration, up to 1 minute A beam of brilliant light flashes out
from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sunbeam 6th-level evocation Casting Time: 1 action Range: Self (60-foot line) Components: V, S, M (a magnifying glass) Duration: Concentration, up to 1 minute A beam of brilliant light flashes out
from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sunbeam 6th-level evocation Casting Time: 1 action Range: Self (60-foot line) Components: V, S, M (a magnifying glass) Duration: Concentration, up to 1 minute A beam of brilliant light flashes out
from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sunbeam 6th-level evocation Casting Time: 1 action Range: Self (60-foot line) Components: V, S, M (a magnifying glass) Duration: Concentration, up to 1 minute A beam of brilliant light flashes out
from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sunbeam 6th-level evocation Casting Time: 1 action Range: Self (60-foot line) Components: V, S, M (a magnifying glass) Duration: Concentration, up to 1 minute A beam of brilliant light flashes out
from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sunbeam 6th-level evocation Casting Time: 1 action Range: Self (60-foot line) Components: V, S, M (a magnifying glass) Duration: Concentration, up to 1 minute A beam of brilliant light flashes out
from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the command word or until you use another function of the gem. The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of
you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
action to repeat the command word or until you use another function of the gem. The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can
see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
action to repeat the command word or until you use another function of the gem. The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can
see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending
Magic Items
Baldur’s Gate: Descent into Avernus
’re wielding the weapon with two hands. An evil creature that takes this radiant damage must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn.
Sentience
destroyed if it’s used to shatter the Companion (see “Shattering the Companion”), unless the blade is wielded by an angel of challenge rating 15 or higher, or a good-aligned cleric or






