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Returning 35 results for 'blinded being diffusing contained retreats'.
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bonded being diffusing contained retreats
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
. If detected, it sends electrical shocks through the ground toward pursuers while it retreats.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has produced many failed
a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is blinded until the end of its turn.
2
Flawed Targeting. Roll a d6 at the start of the clockwork’s turn
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the start of the clockwork’s turn. If you roll a 1, the clockwork is blinded until the end of its turn.
2
Flawed Targeting. Roll a d6 at the start of the clockwork’s turn. If you
turn in combat, roll a d6. If you roll a 1, it retreats from combat if possible. It otherwise keeps fighting.
7
Overheats. Roll a d6 at the start of the clockwork’s turn. If you roll a 1
Monsters
Mordenkainen Presents: Monsters of the Multiverse
at the start of the clockwork’s turn. If you roll a 1, the clockwork is blinded until the end of its turn.
2
Flawed Targeting. Roll a d6 at the start of the clockwork’s turn. If you
turn in combat, roll a d6. If you roll a 1, it retreats from combat if possible. It otherwise keeps fighting.
7
Overheats. Roll a d6 at the start of the clockwork’s turn. If you roll a 1
Monsters
Mordenkainen Presents: Monsters of the Multiverse
1
Faulty Sensors. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is blinded until the end of its turn.
2
Flawed Targeting. Roll a d6 at the start of
points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat if possible. It otherwise keeps fighting.
7
Overheats. Roll a d6 at the start of the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
reaching the Pudding King as he retreats to his throne room (area 30). Princess Ebonmire engages in melee, protecting Prince Livid as it uses its Psychic Crush attack. Prince Livid prefers to slink and
juices. The varnish also protects against water damage. A svirfneblin archmage named Lesla Carrowil authored both spellbooks. The wizard spells contained in each book are listed below; feel free to swap
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
reaching the Pudding King as he retreats to his throne room (area 30). Princess Ebonmire engages in melee, protecting Prince Livid as it uses its Psychic Crush attack. Prince Livid prefers to slink and
juices. The varnish also protects against water damage. A svirfneblin archmage named Lesla Carrowil authored both spellbooks. The wizard spells contained in each book are listed below; feel free to swap
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
reaching the Pudding King as he retreats to his throne room (area 30). Princess Ebonmire engages in melee, protecting Prince Livid as it uses its Psychic Crush attack. Prince Livid prefers to slink and
juices. The varnish also protects against water damage. A svirfneblin archmage named Lesla Carrowil authored both spellbooks. The wizard spells contained in each book are listed below; feel free to swap
Delerium Fragment
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
Constitution saving throw or take 8d6 radiant damage and become blinded for 1 round. The smell of ozone fills the area, and wood transforms into glass.
6
Echoes of possible realities are briefly
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
speed of 30 feet. Clockwork Malfunctions d10 Malfunction 1 Faulty Sensors. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is blinded until the end of its turn. 2
in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn’t possible, it continues fighting. 8 Overheats. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the
Delerium Chip
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
Constitution saving throw or take 8d6 radiant damage and become blinded for 1 round. The smell of ozone fills the area, and wood transforms into glass.
6
Echoes of possible realities are briefly
Delerium Geode
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
Constitution saving throw or take 8d6 radiant damage and become blinded for 1 round. The smell of ozone fills the area, and wood transforms into glass.
6
Echoes of possible realities are briefly
Delerium Massive Cluster
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
Constitution saving throw or take 8d6 radiant damage and become blinded for 1 round. The smell of ozone fills the area, and wood transforms into glass.
6
Echoes of possible realities are briefly
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
speed of 30 feet. Clockwork Malfunctions d10 Malfunction 1 Faulty Sensors. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is blinded until the end of its turn. 2
in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn’t possible, it continues fighting. 8 Overheats. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
speed of 30 feet. Clockwork Malfunctions d10 Malfunction 1 Faulty Sensors. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is blinded until the end of its turn. 2
in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn’t possible, it continues fighting. 8 Overheats. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the
Delerium Crystal
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
Constitution saving throw or take 8d6 radiant damage and become blinded for 1 round. The smell of ozone fills the area, and wood transforms into glass.
6
Echoes of possible realities are briefly
Delerium Shard
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Equipment
acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
Constitution saving throw or take 8d6 radiant damage and become blinded for 1 round. The smell of ozone fills the area, and wood transforms into glass.
6
Echoes of possible realities are briefly
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. The shaft leads up to area X6. Characters who touch the amber sarcophagi are offered dark gifts by the evil vestiges contained within them (see the “Amber Sarcophagi” sidebar). West Sarcophagus. The
sarcophagi are offered dark gifts by the evil vestiges contained within them (see the “Amber Sarcophagi” sidebar). North Sarcophagus. The vestige within this sarcophagus offers the dark gift of Savnok
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. The shaft leads up to area X6. Characters who touch the amber sarcophagi are offered dark gifts by the evil vestiges contained within them (see the “Amber Sarcophagi” sidebar). West Sarcophagus. The
sarcophagi are offered dark gifts by the evil vestiges contained within them (see the “Amber Sarcophagi” sidebar). North Sarcophagus. The vestige within this sarcophagus offers the dark gift of Savnok
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. The shaft leads up to area X6. Characters who touch the amber sarcophagi are offered dark gifts by the evil vestiges contained within them (see the “Amber Sarcophagi” sidebar). West Sarcophagus. The
sarcophagi are offered dark gifts by the evil vestiges contained within them (see the “Amber Sarcophagi” sidebar). North Sarcophagus. The vestige within this sarcophagus offers the dark gift of Savnok
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
miles, you hear the ringing of a bell. The sound grows louder as Nightstone comes into view. A river flows around the settlement, forming a moat. The village itself is contained within a wooden palisade
pick them off one or two at a time. A goblin that is alone and outnumbered might try to flee if it takes damage, at your discretion. If possible, the goblin retreats to the temple (area 5). See the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
miles, you hear the ringing of a bell. The sound grows louder as Nightstone comes into view. A river flows around the settlement, forming a moat. The village itself is contained within a wooden palisade
pick them off one or two at a time. A goblin that is alone and outnumbered might try to flee if it takes damage, at your discretion. If possible, the goblin retreats to the temple (area 5). See the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
miles, you hear the ringing of a bell. The sound grows louder as Nightstone comes into view. A river flows around the settlement, forming a moat. The village itself is contained within a wooden palisade
pick them off one or two at a time. A goblin that is alone and outnumbered might try to flee if it takes damage, at your discretion. If possible, the goblin retreats to the temple (area 5). See the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
they can hurl chunks of sandstone torn from Iymrith’s own amphitheater. If Iymrith is drawn to the surface and reduced to 240 hit points or fewer, she retreats to the dungeon level and makes her final
save, the creature takes 22 (4d10) bludgeoning damage from falling stone and is buried under stone and sand. While buried, the creature is prone and blinded. It also can’t breathe and has total cover
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Madness table that lasts until cured. Short-Term Madness d100 Effect (lasts 1d10 minutes) 01-20 The character retreats into his or her mind and becomes paralyzed. The effect ends if the character
disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it. 56-65 The character is blinded (25%) or deafened (75%). 66-75 The character experiences uncontrollable
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
they can hurl chunks of sandstone torn from Iymrith’s own amphitheater. If Iymrith is drawn to the surface and reduced to 240 hit points or fewer, she retreats to the dungeon level and makes her final
save, the creature takes 22 (4d10) bludgeoning damage from falling stone and is buried under stone and sand. While buried, the creature is prone and blinded. It also can’t breathe and has total cover
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Madness table that lasts until cured. Short-Term Madness d100 Effect (lasts 1d10 minutes) 01-20 The character retreats into his or her mind and becomes paralyzed. The effect ends if the character
disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it. 56-65 The character is blinded (25%) or deafened (75%). 66-75 The character experiences uncontrollable
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. 21–30 The character becomes incapacitated and spends the duration screaming, laughing, or
The character is blinded (25%) or deafened (75%). 66–75 The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. 21–30 The character becomes incapacitated and spends the duration screaming, laughing, or
The character is blinded (25%) or deafened (75%). 66–75 The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. 21–30 The character becomes incapacitated and spends the duration screaming, laughing, or
The character is blinded (25%) or deafened (75%). 66–75 The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
they can hurl chunks of sandstone torn from Iymrith’s own amphitheater. If Iymrith is drawn to the surface and reduced to 240 hit points or fewer, she retreats to the dungeon level and makes her final
save, the creature takes 22 (4d10) bludgeoning damage from falling stone and is buried under stone and sand. While buried, the creature is prone and blinded. It also can’t breathe and has total cover
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Madness table that lasts until cured. Short-Term Madness d100 Effect (lasts 1d10 minutes) 01-20 The character retreats into his or her mind and becomes paralyzed. The effect ends if the character
disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it. 56-65 The character is blinded (25%) or deafened (75%). 66-75 The character experiences uncontrollable
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
segmented body remains buried. If detected, it sends electrical shocks through the ground toward pursuers while it retreats. Clockwork Bronze Scout
Medium Construct, Unaligned
Armor Class 13
Hit
Malfunction 1 Faulty Sensors. Roll a d6 at the start of the clockwork’s turn. If you roll a 1, the clockwork is blinded until the end of its turn. 2 Flawed Targeting. Roll a d6 at the start of the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
than done, however. The glowing green gem is contained in a cavity in the stump, beneath the rotted floorboards of the hut. The floorboards can be ripped up with a successful DC 14 Strength check or
Throws Con +9, Wis +0, Cha +0
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, prone
Senses blindsight 120 ft
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
than done, however. The glowing green gem is contained in a cavity in the stump, beneath the rotted floorboards of the hut. The floorboards can be ripped up with a successful DC 14 Strength check or
Throws Con +9, Wis +0, Cha +0
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, prone
Senses blindsight 120 ft
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
than done, however. The glowing green gem is contained in a cavity in the stump, beneath the rotted floorboards of the hut. The floorboards can be ripped up with a successful DC 14 Strength check or
Throws Con +9, Wis +0, Cha +0
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, prone
Senses blindsight 120 ft






