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Returning 35 results for 'blinded billowing diffusing contingency reveal'.
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Monsters
Bigby Presents: Glory of the Giants
blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.Cinder hulks are distant descendants of fire giants who isolated themselves from the
of their giant ancestors; they simply want to burn as much as they can until their own flames are extinguished. When a cinder hulk dies, it collapses into a billowing cloud of searing smoke.Fire, Poison
Monsters
Storm King's Thunder
the end of Maegera’s next turn.
Smoke Cloud (Costs 2 Actions). Maegera exhales a billowing cloud of hot smoke and embers that fills a 60-foot cube. Each creature in that area takes 11 (2d10
cloud are blinded and can’t be seen.
Create Fire Elemental (Costs 3 Actions). Maegera’s hit points are reduced by 50 as part of it separates and becomes a fire elemental with 102 hit
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
destroy the interlopers. 23a. Smoke-Filled Hall This chamber is heavily obscured by smoke billowing out of two stone braziers. The night hag uses the smoke to deter students from entering her sanctum. The
smoke blocks vision entirely, and creatures in the smoke are effectively blinded. Each brazier bowl contains dozens of tiny holes through which the smoke seeps. Liquid poured into a brazier drains
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
extinguished. When a cinder hulk dies, it collapses into a billowing cloud of searing smoke. Cinder Hulk Large Elemental, Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 84 (8d10 + 40
takes 31 (7d8) fire damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.
Riccardo Moscatello
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
destroy the interlopers. 23a. Smoke-Filled Hall This chamber is heavily obscured by smoke billowing out of two stone braziers. The night hag uses the smoke to deter students from entering her sanctum. The
smoke blocks vision entirely, and creatures in the smoke are effectively blinded. Each brazier bowl contains dozens of tiny holes through which the smoke seeps. Liquid poured into a brazier drains
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
destroy the interlopers. 23a. Smoke-Filled Hall This chamber is heavily obscured by smoke billowing out of two stone braziers. The night hag uses the smoke to deter students from entering her sanctum. The
smoke blocks vision entirely, and creatures in the smoke are effectively blinded. Each brazier bowl contains dozens of tiny holes through which the smoke seeps. Liquid poured into a brazier drains
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
extinguished. When a cinder hulk dies, it collapses into a billowing cloud of searing smoke. Cinder Hulk Large Elemental, Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 84 (8d10 + 40
takes 31 (7d8) fire damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.
Riccardo Moscatello
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
extinguished. When a cinder hulk dies, it collapses into a billowing cloud of searing smoke. Cinder Hulk Large Elemental, Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 84 (8d10 + 40
takes 31 (7d8) fire damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.
Riccardo Moscatello
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
extinguished. When a cinder hulk dies, it collapses into a billowing cloud of searing smoke. Cinder Hulk Large Elemental, Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 84 (8d10 + 40
takes 31 (7d8) fire damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.
Riccardo Moscatello
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
extinguished. When a cinder hulk dies, it collapses into a billowing cloud of searing smoke. Cinder Hulk Large Elemental, Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 84 (8d10 + 40
takes 31 (7d8) fire damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.
Riccardo Moscatello
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Needle Blight In the shadows of a forest, needle blights might be taken at a distance for shuffling, hunched humanoids. Up close, these creatures reveal themselves as horrid plants whose conifer-like
4 (−3)
WIS
8 (−1)
CHA
3 (−4)
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
Languages understands Common but
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Needle Blight In the shadows of a forest, needle blights might be taken at a distance for shuffling, hunched humanoids. Up close, these creatures reveal themselves as horrid plants whose conifer-like
4 (−3)
WIS
8 (−1)
CHA
3 (−4)
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
Languages understands Common but
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Needle Blight In the shadows of a forest, needle blights might be taken at a distance for shuffling, hunched humanoids. Up close, these creatures reveal themselves as horrid plants whose conifer-like
4 (−3)
WIS
8 (−1)
CHA
3 (−4)
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
Languages understands Common but
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
extinguished. When a cinder hulk dies, it collapses into a billowing cloud of searing smoke. Cinder Hulk Large Elemental, Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 84 (8d10 + 40
takes 31 (7d8) fire damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.
Riccardo Moscatello
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
blights might be mistaken at a distance for shuffling, hunched humanoids. Up close, these creatures reveal themselves as horrid plants whose conifer-like needles grow across their bodies in quivering
armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
12 (+1)
DEX
12 (+1)
CON
13 (+1)
INT
4 (-3)
WIS
8 (-1)
CHA
3 (-4)
Condition Immunities blinded
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
blights might be mistaken at a distance for shuffling, hunched humanoids. Up close, these creatures reveal themselves as horrid plants whose conifer-like needles grow across their bodies in quivering
armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
12 (+1)
DEX
12 (+1)
CON
13 (+1)
INT
4 (-3)
WIS
8 (-1)
CHA
3 (-4)
Condition Immunities blinded
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
blights might be mistaken at a distance for shuffling, hunched humanoids. Up close, these creatures reveal themselves as horrid plants whose conifer-like needles grow across their bodies in quivering
armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
STR
12 (+1)
DEX
12 (+1)
CON
13 (+1)
INT
4 (-3)
WIS
8 (-1)
CHA
3 (-4)
Condition Immunities blinded
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
contingency. If the rules tried to do so, the game would become unplayable. An alternative would be for the rules to severely limit what characters can do, which would be counter to the open-endedness of
doesn’t replace a DM’s adjudication. Just as the rules do, the column is meant to give DMs, as well as players, tools for tuning the game according to their tastes. The column should also reveal some
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
contingency. If the rules tried to do so, the game would become unplayable. An alternative would be for the rules to severely limit what characters can do, which would be counter to the open-endedness of
doesn’t replace a DM’s adjudication. Just as the rules do, the column is meant to give DMs, as well as players, tools for tuning the game according to their tastes. The column should also reveal some
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
contingency. If the rules tried to do so, the game would become unplayable. An alternative would be for the rules to severely limit what characters can do, which would be counter to the open-endedness of
doesn’t replace a DM’s adjudication. Just as the rules do, the column is meant to give DMs, as well as players, tools for tuning the game according to their tastes. The column should also reveal some
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
effect lasts until the end of Maegera’s next turn.
Smoke Cloud (Costs 2 Actions). Maegera exhales a billowing cloud of hot smoke and embers that fills a 60-foot cube. Each creature in that area
takes 11 (2d10) fire damage. The cloud lasts until the end of Maegera’s next turn. Creatures completely within the cloud are blinded and can’t be seen.
Create Fire Elemental (Costs 3 Actions). Maegera’s
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
effect lasts until the end of Maegera’s next turn.
Smoke Cloud (Costs 2 Actions). Maegera exhales a billowing cloud of hot smoke and embers that fills a 60-foot cube. Each creature in that area
takes 11 (2d10) fire damage. The cloud lasts until the end of Maegera’s next turn. Creatures completely within the cloud are blinded and can’t be seen.
Create Fire Elemental (Costs 3 Actions). Maegera’s
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
effect lasts until the end of Maegera’s next turn.
Smoke Cloud (Costs 2 Actions). Maegera exhales a billowing cloud of hot smoke and embers that fills a 60-foot cube. Each creature in that area
takes 11 (2d10) fire damage. The cloud lasts until the end of Maegera’s next turn. Creatures completely within the cloud are blinded and can’t be seen.
Create Fire Elemental (Costs 3 Actions). Maegera’s
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
characters find three armored corpses with longswords lying on the floor in front of the altar. The revenants, if still active, are blinded by their hate and attack the characters on sight, seeking to
(area Q51) is another 20 feet above that. The bar across the north door is easily lifted from this side. Once the bar is removed, the door can be pulled open to reveal a stone staircase leading down to a cemetery (area Q15).
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
the world of the living, commanding individuals to perform evil deeds of the undead’s choosing or be destroyed. If its commands are not obeyed, an eye of fear and flame throws back its hood to reveal
necrotic, psychic
Damage Immunities poison
Condition Immunities blinded, charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses darkvision 60 ft., passive Perception 17
Languages
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
the world of the living, commanding individuals to perform evil deeds of the undead’s choosing or be destroyed. If its commands are not obeyed, an eye of fear and flame throws back its hood to reveal
necrotic, psychic
Damage Immunities poison
Condition Immunities blinded, charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses darkvision 60 ft., passive Perception 17
Languages
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
characters find three armored corpses with longswords lying on the floor in front of the altar. The revenants, if still active, are blinded by their hate and attack the characters on sight, seeking to
(area Q51) is another 20 feet above that. The bar across the north door is easily lifted from this side. Once the bar is removed, the door can be pulled open to reveal a stone staircase leading down to a cemetery (area Q15).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
characters find three armored corpses with longswords lying on the floor in front of the altar. The revenants, if still active, are blinded by their hate and attack the characters on sight, seeking to
(area Q51) is another 20 feet above that. The bar across the north door is easily lifted from this side. Once the bar is removed, the door can be pulled open to reveal a stone staircase leading down to a cemetery (area Q15).
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
the world of the living, commanding individuals to perform evil deeds of the undead’s choosing or be destroyed. If its commands are not obeyed, an eye of fear and flame throws back its hood to reveal
necrotic, psychic
Damage Immunities poison
Condition Immunities blinded, charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses darkvision 60 ft., passive Perception 17
Languages
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Eye Monger Shawn Wood Eye mongers often reveal their true nature right before devouring their prey Eye mongers are hulking, monocular horrors with toothy jaws, typically found in Wildspace on the
monger’s gullet (see Antimagic Gullet). The eye monger can swallow one creature at a time. A swallowed creature has the blinded and restrained conditions, has total cover against attacks and other effects
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Eye Monger Shawn Wood Eye mongers often reveal their true nature right before devouring their prey Eye mongers are hulking, monocular horrors with toothy jaws, typically found in Wildspace on the
monger’s gullet (see Antimagic Gullet). The eye monger can swallow one creature at a time. A swallowed creature has the blinded and restrained conditions, has total cover against attacks and other effects
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Eye Monger Shawn Wood Eye mongers often reveal their true nature right before devouring their prey Eye mongers are hulking, monocular horrors with toothy jaws, typically found in Wildspace on the
monger’s gullet (see Antimagic Gullet). The eye monger can swallow one creature at a time. A swallowed creature has the blinded and restrained conditions, has total cover against attacks and other effects
Magic Items
Infernal Machine Rebuild
150 feet but lose all other movement.
You are blinded.
02
You can cast the speak with animals spell at will, but can use it to speak with only one animal of your choice.
All animals despise
weapon attack on each of your turns takes 1d4 fire damage at the start of its next turn.
You are blinded while in bright light, and your shadow takes on a monstrous appearance.
63
No creature can
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
, an eye of fear and flame throws back its hood to reveal its skull—set with gems of red and black in each eye socket—then attacks. Spectral Visage. An eye of fear and flame resembles a hooded, skeletal
Immunities blinded, charmed, exhaustion, frightened, paralyzed, poisoned, stunned
Senses darkvision 60 ft., passive Perception 17
Languages Common, any language spoken by a creature within 30 feet
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
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 on a success. The dracolich chooses two points that it can see, each of
, read the following boxed text aloud to describe this event: The golem’s chest opens to reveal its sapphire heart. Blue light bursts from the gem and hits the double door. The symbols on the doors glow






