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Returning 35 results for 'blinded beasts diffusing current resolve'.
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Spells
Player’s Handbook
effect based on its current Hit Points, as shown in the Divine Word Effects table. Regardless of its Hit Points, a Celestial, an Elemental, a Fey, or a Fiend target that fails its save is forced back to
its plane of origin (if it isn’t there already) and can’t return to the current plane for 24 hours by any means short of a Wish spell.
Divine Word Effects
Hit Points
Effect
Monsters
Monster Manual
":"Poison Spray", "rollDamageType":"Poison"} Poison damage, and the target has the Poisoned condition until the end of the yuan-ti’s next turn. While Poisoned, the target has the Blinded
its current form. The yuan-ti’s game statistics are the same in each form, except where noted. Any equipment it is wearing or carrying isn’t transformed.
Monsters
Monster Manual
", "rollAction":"Gibbering"} to determine what it does during the current turn:
1–4. The target does nothing. 5–6. The target takes no action or Bonus Action and uses all its movement to move in a
Sphere centered on a point within 30 feet. Failure: 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Blinding Spittle", "rollDamageType":"Radiant"} Radiant damage, and the target has the Blinded condition until the end of the mouther’s next turn.
Aid
Legacy
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Spells
Basic Rules (2014)
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At
Divine Word
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
Charisma saving throw. On a failed save, a creature suffers an effect based on its current hit points:
50 hit points or fewer: deafened for 1 minute
40 hit points or fewer: deafened and blinded for 10
minutes
30 hit points or fewer: blinded, deafened, and stunned for 1 hour
20 hit points or fewer: killed instantly
Regardless of its current hit points, a celestial, an elemental, a fey, or a
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
typically has one or more pupils who are druid;druids (see the Monster Manual), and the archdruid’s lair is usually guarded by loyal Beasts and Fey creatures.
When an archdruid uses their Change
Monsters
Strixhaven: A Curriculum of Chaos
throw be blinded until the end of its next turn.
Spellcasting. The professor casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell
wit and debilitating inky shadow. Whether weaving their magic through spoken incantations and scathing insults or through shadows, these teachers break down the resolve of their foes.
The professors
Color Spray
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).
Starting with the creature that has the lowest current hit points, each
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
Monsters
Strixhaven: A Curriculum of Chaos
relic sloth is subjected to an effect that would move it out of its current space or knock it prone, it is neither moved nor knocked prone.For long expeditions, Lorehold mages often employ relic sloths
moving only when necessary. But this caution makes these hulking creatures perfect for traversing treacherous and crumbling ruins, where other beasts of burden would falter. The distinctive sickle
Monsters
Icewind Dale: Rime of the Frostmaiden
and force it to succeed on a DC 14 Constitution saving throw or be blinded until the start of the walker's next turn.
Icy Doom. Any creature killed by the walker freezes for 9 days, during which time it
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
Kraken
Legacy
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Monsters
Basic Rules (2014)
swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6);{"diceNotation
current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.A Kraken’s Lair
A kraken lives in dark depths, usually a sunken rift or a cavern filled with
Monsters
Mordenkainen Presents: Monsters of the Multiverse
provoking opportunity attacks, then makes a Gore attack.Civilization is weakness and brutality is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. He is worshiped by those who
cultist’s forehead. In time, a devoted cultist might transform entirely into a minotaur, which is considered the greatest gift of the Prince of Beasts.
Baphomet appears as a fearsome, 20-foot-tall
races
Eberron: Rising from the Last War
were born to rule it.
—Dalin d’Vadalis
The Mark of Handling gives its bearer a primal connection to beasts and the natural world, granting the power to calm and coax. This extends beyond
content; they’re more interested in discovering new monstrosities than engaging in politics. The current head of the house, Dalin d’Vadalis, disdains the use of a title and has no aspirations
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effects.
Two Heads. Demogorgon has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.Multiattack. Demogorgon makes two Tentacle attacks. He can replace one attack
disadvantage, and all Charisma (Deception) and Charisma (Intimidation) checks have advantage.
Frenzied Animals. Beasts within 1 mile of the lair become frenzied and violent—even creatures that are
Monsters
Storm King's Thunder
"} piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it
);{"diceNotation":"3d10","rollType":"damage","rollAction":"Ink Cloud","rollDamageType":"poison"} poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the
Monsters
Infernal Machine Rebuild
damage. If the target is a Medium or smaller creature grappled by the thessalkraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total
);{"diceNotation":"3d10","rollType":"damage","rollAction":"Ink Cloud","rollDamageType":"poison"} poison damage on a failed save, or half as much damage on a successful one. A strong current disperses
Monsters
Ghosts of Saltmarsh
","rollDamageType":"piercing"} piercing damage.
If the target is a Medium or smaller creature grappled by the kraken, that creature is swallowed and the grapple ends. While swallowed, the creature is blinded and
","rollAction":"Ink Cloud","rollDamageType":"poison"} poison damage on a failed save or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of
Monsters
Curse of Strahd
feet and its high jump is up to 10 feet, with or without a running start.20: Two-Headed. The mongrelfolk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed
whose ancestors underwent, horrific magical transformations, to the extent that they retain only a fraction of their original being. Their humanoid bodies incorporate the features of various beasts. For
Monsters
Icewind Dale: Rime of the Frostmaiden
of her must succeed on a DC 17 Wisdom saving throw or be blinded by Auril’s magical gleam for 1 minute. The blinded creature can repeat the saving throw at the end of each of its turns, ending
invincible while underestimating her mortal enemies, even in her current weakened state.
Auril’s Three Forms
In her current weakened state, Auril can assume three different forms. To destroy her
Demogorgon
Legacy
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Monsters
Out of the Abyss
advantage on saving throws against being blinded, deafened, stunned, and knocked unconscious.Multiattack. Demogorgon makes two tentacle attacks.
Tentacle. Melee Weapon Attack: +17;{"diceNotation":"1d20+17
, creating one or more of the following effects:
The area within 6 miles of the lair becomes overpopulated with lizards, poisonous snakes, and other venomous beasts.
Beasts within 1 mile of the lair become
Monsters
The Wild Beyond the Witchlight
these visitors enter into an agreement with Bavlorna, she’ll use her powers to resolve their pressing problem in exchange for something of use to her.
Alignment. Neutral evil.
Personality
dawn, when the coven regains all of its shared spells.
Swallow. Bavlorna swallows a Small or smaller creature she is grappling, ending the grapple on it. The swallowed creature is blinded and
Monsters
The Wild Beyond the Witchlight
":"Confusing Burble"} to determine what it does during its current turn:
1–2. The creature does nothing.
3. The creature does nothing except use all its movement to move in a random direction.
4. The
","rollAction":"Fiery Gaze"}. Unless it is blinded, the jabberwock emits a 120-foot-long, 5-foot-wide line of fire from its eyes. Each creature in that line must make a DC 18 Dexterity saving throw, taking
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current
hit points: 50 hit points or fewer: deafened for 1 minute 40 hit points or fewer: deafened and blinded for 10 minutes 30 hit points or fewer: blinded, deafened, and stunned for 1 hour 20 hit points
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current
hit points: 50 hit points or fewer: deafened for 1 minute 40 hit points or fewer: deafened and blinded for 10 minutes 30 hit points or fewer: blinded, deafened, and stunned for 1 hour 20 hit points
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current
hit points: 50 hit points or fewer: deafened for 1 minute 40 hit points or fewer: deafened and blinded for 10 minutes 30 hit points or fewer: blinded, deafened, and stunned for 1 hour 20 hit points
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current
hit points: 50 hit points or fewer: deafened for 1 minute 40 hit points or fewer: deafened and blinded for 10 minutes 30 hit points or fewer: blinded, deafened, and stunned for 1 hour 20 hit points
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current
hit points: 50 hit points or fewer: deafened for 1 minute 40 hit points or fewer: deafened and blinded for 10 minutes 30 hit points or fewer: blinded, deafened, and stunned for 1 hour 20 hit points
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creation. Choose any number of creatures you can see within range. Each creature that can hear you must make a Charisma saving throw. On a failed save, a creature suffers an effect based on its current
hit points: 50 hit points or fewer: deafened for 1 minute 40 hit points or fewer: deafened and blinded for 10 minutes 30 hit points or fewer: blinded, deafened, and stunned for 1 hour 20 hit points
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Aid 2nd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny strip of white cloth) Duration: 8 hours Your spell bolsters your allies with toughness and resolve. Choose
up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Aid 2nd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny strip of white cloth) Duration: 8 hours Your spell bolsters your allies with toughness and resolve. Choose
up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Aid 2nd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny strip of white cloth) Duration: 8 hours Your spell bolsters your allies with toughness and resolve. Choose
up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Aid 2nd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny strip of white cloth) Duration: 8 hours Your spell bolsters your allies with toughness and resolve. Choose
up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Aid 2nd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny strip of white cloth) Duration: 8 hours Your spell bolsters your allies with toughness and resolve. Choose
up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Aid 2nd-level abjuration Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny strip of white cloth) Duration: 8 hours Your spell bolsters your allies with toughness and resolve. Choose
up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.






