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Returning 35 results for 'blinded being direct constructs reality'.
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Monsters
Dragons of Stormwreck Isle
rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.Multiattack. The myconid makes one Fist attack and uses its Hallucination Spores.
Fist. Melee Weapon Attack
spores can go around corners, and they affect only creatures with an Intelligence of 2 or higher that aren’t Undead, Constructs, or Elementals. Affected creatures can communicate telepathically
Myconid Sprout
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Monsters
Monster Manual (2014)
rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.Fist. Melee Weapon Attack: +1;{"diceNotation":"1d20+1","rollType":"to hit","rollAction":"Fist"} to hit, reach
creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
Mass Heal
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Spells
Basic Rules (2014)
. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
Myconid Adult
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Monsters
Monster Manual (2014)
rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.Fist. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Fist"} to hit, reach
of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected
magic-items
bright light. Each creature within 15 feet of you must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. Once you activate this property, you can’t do so again until the shroud spends at least 1 hour absorbing bright, direct daylight.
magic-items
within 15 feet of you must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success. Once you activate this property, you can’t do so again until the shroud spends at least 1 hour absorbing bright, direct daylight.
Myconid Sovereign
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Monsters
Monster Manual (2014)
rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.Multiattack. The myconid uses either its Hallucination Spores or its Pacifying Spores, then makes a fist
aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
Monsters
Van Richten’s Guide to Ravenloft
end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Reality-Stealing Hex (Recharge 5–6
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC
Monsters
Van Richten’s Guide to Ravenloft
on the target. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Reality-Stealing Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge
","rollAction":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the
Monsters
Van Richten’s Guide to Ravenloft
failure, the target is petrified until freed by the greater restoration spell or other magic.
Reality-Stealing Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Reality
);{"diceNotation":"5d8","rollType":"damage","rollAction":"Reality-Stealing Hex","rollDamageType":"psychic"} psychic damage and is deafened until the end of its next turn. If the saving throw fails by 5 or
Monsters
Ghosts of Saltmarsh
direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the
constructs or undead, showing each creature achieving whatever it most desires. An affected creature must succeed on a DC 14 Wisdom saving throw or drop whatever it is holding and become paralyzed
spells
blinded until the end of its next turn.
The spell creates more than one spark when you reach higher levels: two sparks at 5th level, three sparks at 11th level, and four sparks at 17th level. You
can direct the sparks at the same target or at different ones. Make a separate attack roll for each spark.
Monsters
Van Richten’s Guide to Ravenloft
magic.
Reality-Stealing Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature
within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the target takes 22 (5d8);{"diceNotation":"5d8","rollType":"damage","rollAction":"Reality-Stealing Hex
Monsters
Van Richten’s Guide to Ravenloft
. On a failure, the target is petrified until freed by the greater restoration spell or other magic.
Reality-Stealing Hex (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction
":"Reality-Stealing Hex"}. The horror expels a wave of perception-distorting energy. Each creature within 30 feet of the horror must make a DC 15 Wisdom saving throw. On a failed save, the target takes 22
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
Phantasmal Force
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Spells
Player’s Handbook (2014)
, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs
have knocked it off.
An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target
Banderhobb
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Monsters
Volo's Guide to Monsters
Resonant Connection. If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that
the attack hits, the creature is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb, and it
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Resonant Connection. If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that
":"3d6+5", "rollType":"damage", "rollAction":"Swallow", "rollDamageType":"piercing"} piercing damage. The creature is also swallowed, and the grapple ends. The swallowed creature is blinded and
Beholder
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Monsters
Monster Manual (2014)
minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
Petrification Ray. The targeted creature must make a
within 1 mile of the beholder’s lair sometimes feel as if they’re being watched when they aren’t.
When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and
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
long to delirium. As a result, all followers of the Prince of Demons break with reality sooner or later.Demogorgon’s Lair
Demogorgon makes his lair in a palace called Abysm, found on a layer
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks have been shared between gnome communities over many generations.
Individual Designs
Gnome
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
clockwork with alchemical concoctions that can paralyze creatures and cloud the mind.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has produced many failed Constructs but
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
Monsters
Fizban's Treasury of Dragons
of creation.
5
To experience a thing is to truly understand it. Direct and personal experience is the most valuable form of knowledge.
6
I see a far more kaleidoscopic reality than you do
Monsters
Mordenkainen Presents: Monsters of the Multiverse
traps or melee-oriented clockworks—and at shorter ranges, burst with explosive force.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has produced many failed Constructs
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
produced many failed Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks have been shared between gnome communities over many generations
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
monsters
Observer Mimic. If the owlbear is in dim light or darkness, it appears to be an observer, a type of powerful, floating eye tyrant.
Photometabolise. If the owlbear is in direct sunlight, it regains 5
featherfronds release a blinding burst of light. Each creature within 30 feet of the owlbear that can see the owlbear must succeed on a DC 13 Constitution saving throw or be blinded until the end of the
monsters
of powerful, floating eye tyrant.
Photometabolise. If the owlbear is in direct sunlight, it regains 10 hit points at the start of its turn.
Radiant Absorption. Whenever the owlbear is subjected to
release a blinding burst of light. Each creature within 30 feet of the owlbear that can see the owlbear must succeed on a DC 15 Constitution saving throw or be blinded until the end of the creature’s
monsters
of powerful, floating eye tyrant.
Photometabolise. If the owlbear is in direct sunlight, it regains 15 hit points at the start of its turn.
Radiant Absorption. Whenever the owlbear is subjected to
featherfronds release a blinding burst of light. Each creature within 30 feet of the owlbear that can see the owlbear must succeed on a DC 18 Constitution saving throw or be blinded until the end of the creature
Monsters
Fizban's Treasury of Dragons
. Direct and personal experience is the most valuable form of knowledge.
6
I see a far more kaleidoscopic reality than you do … or than any of your selves do, really.
7
It is not my place
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.