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Returning 35 results for 'blinded blocks diffusing continues remaining'.
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blinked blows diffusing continues reining
bonded blocks diffusing continues repairing
bonded blows diffusing continues reining
Spells
Player’s Handbook
is real.
Each time a creature hits you with an attack roll during the spell’s duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the
duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.
Spells
Player’s Handbook
guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is
over five Ghoul;Ghouls or two Ghast;Ghasts or Wight;Wights. If you use a level 9 spell slot, you can animate or reassert control over six Ghoul;Ghouls, three Ghast;Ghasts or Wight;Wights, or two Mummy;Mummies. See the Monster Manual for these stat blocks.
Spells
Elemental Evil Player's Companion
ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.
Color Spray
Legacy
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Spells
Basic Rules (2014)
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
creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Monsters
Icewind Dale: Rime of the Frostmaiden
.
Headless. It is blinded and deafened, giving it disadvantage on all its attack rolls, and it can't use its Poison Breath.Multiattack. The golem makes two melee attacks.
Slam. Melee Weapon Attack
. If the golem is left without instructions or is incapacitated, it continues to follow its last orders to the best of its ability. When it can't fulfill its orders, a golem might react violently — or
Monsters
Mythic Odysseys of Theros
against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Whenever the hydra takes 35 or more damage in a single turn, one of its heads dies. If all its heads die, the
hibernation during which it continues to grow. When it awakens, it goes on a feeding rampage, so beginning the cycle once again. These rhythms of destruction sometimes become so ingrained in the minds and
Spells
Xanathar's Guide to Everything
can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out
, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns
spells
Xanathar's Guide to Everything
servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.
When the creature drops to 0 hit points
, it reverts to its original form, and any remaining damage carries over to that form.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.
Heavily Obscured
Legacy
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Rules
A heavily obscured area--such as darkness, opaque fog, or dense foliage--blocks vision entirely. A creature effectively suffers from the blinded condition when trying to see something in that area.
Ancient Green Dragon
Legacy
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Monsters
Basic Rules (2014)
continues down its spine, reaching full height just behind the skull.The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic
is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails
Monsters
The Book of Many Things
centered on a point the hierophant can see within 60 feet of itself. Each creature within the sphere has the blinded and deafened conditions. Each creature that enters the sphere for the first time on a
remaining leaders choose an initiate to fill the position, preferring initiates from the oldest broods.
A new hierophant undergoes a rite similar to the rite of initiation, but only the other
Adult Green Dragon
Legacy
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Monsters
Basic Rules (2014)
treacherous of true dragons, green dragons use misdirection and trickery to get the upper hand against their enemies. A green dragon is recognized by the crest that begins near its eyes and continues down
to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save
Animate Objects
Legacy
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Spells
Basic Rules (2014)
particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete
speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining
Monsters
Bigby Presents: Glory of the Giants
"} radiant damage and have the blinded condition until the start of the scion’s next turn.
Slam. Melee Weapon Attack: +16;{"diceNotation":"1d20+16", "rollType":"to hit", "rollAction":"Slam"} to hit
inside it awakens. At nearly 70 feet tall, it towers over most other creatures and wields a mass of crystal as a club. Once awakened, the scion continues to pursue the art that ornamented its dreams
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
, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of
Monsters
Mythic Odysseys of Theros
Heads. Polukranos has five heads. While it has more than one head, Polukranos has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious
period of hibernation during which it continues to grow. When it awakens, it goes on a feeding rampage, so beginning the cycle once again. These rhythms of destruction sometimes become so ingrained in
Monsters
Bigby Presents: Glory of the Giants
scion continues to pursue the art that ornamented its dreams, seeking to mold and shape stone into beautiful elegance. If it needs more raw materials, the scion can transform a living creature in its
);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Crystal Flare", "rollDamageType":"radiant"} radiant damage and have the blinded condition until the end of the cradle’s next turn.
Stone Spikes
Monsters
Divine Contention
the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.
A small wooded region near Westbridge hides many old dwarven ruins and the extensive
, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8
Magic Items
Tomb of Annihilation
(History) checks is doubled.
You can’t be blinded, charmed, deafened, frightened, petrified, or stunned.
Undead with a challenge rating of 2 or lower will neither threaten nor attack you unless
.
Destroying the Staff. A creature in possession of the staff can use an action to break it over one knee or a solid surface. The staff is destroyed and releases its remaining magic in an explosion that
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, the servant continues to follow that order until its task is complete. When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form. At
)
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, the servant continues to follow that order until its task is complete. When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form. At
)
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, the servant continues to follow that order until its task is complete. When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form. At
)
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A
creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A
creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A
creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A
creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A
creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the spell ends. It blocks line of sight but not movement. A
creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see “Creature Stat Blocks” for its stat block
guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see “Creature Stat Blocks” for its stat block
guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see “Creature Stat Blocks” for its stat block
guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120
feet. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120
feet. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120
feet. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 4d8 radiant damage, and it is blinded for 1 minute. On a successful save
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
most of the creatures encountered in this adventure. The remaining stat blocks can be found in appendix A, as indicated in the text, or in the encounters in which they appear. When a creature’s name
to be read aloud or paraphrased for the players when their characters first arrive at a location or under specific circumstances, as described in the text.
The Monster Manual contains stat blocks for






