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Returning 35 results for 'blinded beating diffusing contingency reaches'.
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Spells
Player’s Handbook
harm. If another creature that can see the wall moves within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute
.
The wall consists of seven layers, each with a different color. When a creature reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces 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
Bastion)Knights of the Solar Bastion are battle-hardened veterans who operate independently across the multiverse. When word reaches the organization that a Deck of Many Things has appeared, the nearest
Monsters
Infernal Machine Rebuild
Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Wakeful. When one of the
stewards.
If the ettin is defeated, examining the pouches around his necks reveals a collection of eyeballs and still-beating dragon hearts. The silver wires connect those living tissues to the ettin
Monsters
Eberron: Rising from the Last War
doesn't reduce its exhaustion. If the cursed target reaches exhaustion level 6, it doesn't die; it instead becomes a thrall under the quori's control, and all its exhaustion is removed. Only the wish spell
","rollType":"damage","rollAction":"Swarm of Eyes","rollDamageType":"psychic"} psychic damage, and it is blinded for 1 minute. On a success, a creature takes half as much damage and isn't blinded. A
Prismatic Wall
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.
The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass
through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that
Monsters
Candlekeep Mysteries
Attack","rollDamageType":"bludgeoning"} bludgeoning damage and be knocked prone. After beating its wings this way, Zikzokrishka can fly up to half its flying speed.Zikzokrishka’s Phylactery
corners. Each creature in the cloud 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
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
D14. Toadstool Patch Your heart suddenly feels cold, filling you with a sense of loneliness that borders on despair. A haunting, melancholy tune played on a flute reaches out to you from somewhere
, but when it came time for him to pay up, Octavian refused to give Bavlorna what she wanted in return: Octavian’s still-beating heart. As punishment, Bavlorna took what she wanted by force, switching out
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
D14. Toadstool Patch Your heart suddenly feels cold, filling you with a sense of loneliness that borders on despair. A haunting, melancholy tune played on a flute reaches out to you from somewhere
, but when it came time for him to pay up, Octavian refused to give Bavlorna what she wanted in return: Octavian’s still-beating heart. As punishment, Bavlorna took what she wanted by force, switching out
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
D14. Toadstool Patch Your heart suddenly feels cold, filling you with a sense of loneliness that borders on despair. A haunting, melancholy tune played on a flute reaches out to you from somewhere
, but when it came time for him to pay up, Octavian refused to give Bavlorna what she wanted in return: Octavian’s still-beating heart. As punishment, Bavlorna took what she wanted by force, switching out
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
green light to spill westward over the sea. This light is so bright that any character who dares look directly at it is blinded for 1 minute. The light originates from Moesko’s still-beating heart
unless the attacker is immune to the blinded condition or the heart’s light is blotted out (by throwing a blanket over it, for example). EXPLORING THE WRECKS
West of the Tower of Storms are five
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
green light to spill westward over the sea. This light is so bright that any character who dares look directly at it is blinded for 1 minute. The light originates from Moesko’s still-beating heart
unless the attacker is immune to the blinded condition or the heart’s light is blotted out (by throwing a blanket over it, for example). EXPLORING THE WRECKS
West of the Tower of Storms are five
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
green light to spill westward over the sea. This light is so bright that any character who dares look directly at it is blinded for 1 minute. The light originates from Moesko’s still-beating heart
unless the attacker is immune to the blinded condition or the heart’s light is blotted out (by throwing a blanket over it, for example). EXPLORING THE WRECKS
West of the Tower of Storms are five
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, 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
drumbeat can be heard out to a range of 60 feet. All tin soldiers that can hear the beating drum gain a +2 bonus to their damage rolls. If the drum is destroyed, every tin soldier within 60 feet of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, 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
drumbeat can be heard out to a range of 60 feet. All tin soldiers that can hear the beating drum gain a +2 bonus to their damage rolls. If the drum is destroyed, every tin soldier within 60 feet of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, 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
drumbeat can be heard out to a range of 60 feet. All tin soldiers that can hear the beating drum gain a +2 bonus to their damage rolls. If the drum is destroyed, every tin soldier within 60 feet of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Encephalon Gemmule Due to the influence of the Far Realm, the eggs within an encephalon cluster no longer hatch into illithid tadpoles. Instead, when one of an encephalon cluster’s eggs reaches
Points 54 (12d4 + 24)
Speed 40 ft.
STR
1 (–5)
DEX
18 (+4)
CON
14 (+2)
INT
5 (−3)
WIS
12 (+1)
CHA
7 (−2)
Damage Resistances psychic
Condition Immunities blinded
Senses
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Werebat Boss Precious little light reaches this large cave, which is set aside for the werebat boss, a particularly sinister goblin named Mobar. He prefers to remain in hybrid form — his most
fearsome aspect. In all three of his forms, Mobar’s left eye is blinded by a cataract, and he has a shock of white hair. Mobar has the statistics of a werebat (see appendix A), with these changes: Mobar
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Encephalon Gemmule Due to the influence of the Far Realm, the eggs within an encephalon cluster no longer hatch into illithid tadpoles. Instead, when one of an encephalon cluster’s eggs reaches
Points 54 (12d4 + 24)
Speed 40 ft.
STR
1 (–5)
DEX
18 (+4)
CON
14 (+2)
INT
5 (−3)
WIS
12 (+1)
CHA
7 (−2)
Damage Resistances psychic
Condition Immunities blinded
Senses
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Werebat Boss Precious little light reaches this large cave, which is set aside for the werebat boss, a particularly sinister goblin named Mobar. He prefers to remain in hybrid form — his most
fearsome aspect. In all three of his forms, Mobar’s left eye is blinded by a cataract, and he has a shock of white hair. Mobar has the statistics of a werebat (see appendix A), with these changes: Mobar
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Encephalon Gemmule Due to the influence of the Far Realm, the eggs within an encephalon cluster no longer hatch into illithid tadpoles. Instead, when one of an encephalon cluster’s eggs reaches
Points 54 (12d4 + 24)
Speed 40 ft.
STR
1 (–5)
DEX
18 (+4)
CON
14 (+2)
INT
5 (−3)
WIS
12 (+1)
CHA
7 (−2)
Damage Resistances psychic
Condition Immunities blinded
Senses
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Werebat Boss Precious little light reaches this large cave, which is set aside for the werebat boss, a particularly sinister goblin named Mobar. He prefers to remain in hybrid form — his most
fearsome aspect. In all three of his forms, Mobar’s left eye is blinded by a cataract, and he has a shock of white hair. Mobar has the statistics of a werebat (see appendix A), with these changes: Mobar
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute. The wall consists of seven layers, each with a different color. When a creature
reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer’s properties
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute. The wall consists of seven layers, each with a different color. When a creature
reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer’s properties
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute. The wall consists of seven layers, each with a different color. When a creature
reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer’s properties
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute. The wall consists of seven layers, each with a different color. When a creature
reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer’s properties
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute. The wall consists of seven layers, each with a different color. When a creature
reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer’s properties
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
starts its turn there, the creature must succeed on a Constitution saving throw or have the Blinded condition for 1 minute. The wall consists of seven layers, each with a different color. When a creature
reaches into or passes through the wall, it does so one layer at a time through all the layers. Each layer forces the creature to make a Dexterity saving throw or be affected by that layer’s properties
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute
passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as described below. The wall can be destroyed, also one layer at a time, in
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute
passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as described below. The wall can be destroyed, also one layer at a time, in
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute
passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as described below. The wall can be destroyed, also one layer at a time, in
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute
passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as described below. The wall can be destroyed, also one layer at a time, in
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute
passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as described below. The wall can be destroyed, also one layer at a time, in
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute
passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as described below. The wall can be destroyed, also one layer at a time, in
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Underdark enclaves, but they rarely build settlements or form social structures. Most operate as solitary predators, lurking in dismal subterranean reaches or abandoned dungeons—sometimes for months at a
. If the target is a Large or smaller creature, the cloaker attaches to it. While the cloaker is attached, the target has the Blinded condition, and the cloaker can’t make Attach attacks against other
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Underdark enclaves, but they rarely build settlements or form social structures. Most operate as solitary predators, lurking in dismal subterranean reaches or abandoned dungeons—sometimes for months at a
. If the target is a Large or smaller creature, the cloaker attaches to it. While the cloaker is attached, the target has the Blinded condition, and the cloaker can’t make Attach attacks against other






