Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'blinded border diffusing change removes'.
Other Suggestions:
blinded bonded diffusing charges removed
blinded bonded diffusing charges remove
blinded bonded diffusing charge removed
blinded bonded diffusing charge remove
blinked borders diffusing change removes
Magic Items
Dungeon Master’s Guide
When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.
Solar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.Necrotic, PoisonRadiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Mordenkainen Presents: Monsters of the Multiverse
blinded until the start of the druid’s next turn.
Spellcasting. The archdruid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 17):
At will: beast
typically has one or more pupils who are druid;druids (see the Monster Manual), and the archdruid’s lair is usually guarded by loyal Beasts and Fey creatures.
When an archdruid uses their Change
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, the target is restrained, blinded, and deprived of air. The trapper can smother only one creature at a time.A trapper is a manta-like creature that usually lurks in subterranean environments. It can
change the color and texture of its tough, outward-facing side to help it blend in with its surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting
Contagion
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
removes a disease or otherwise ameliorates a disease’s effects apply to it.
Blinding Sickness. Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on
Wisdom checks and Wisdom saving throws and is blinded.
Filth Fever. A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws
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
locations on the Material Plane, in the Elemental Planes of Air and Fire, and especially in the Great Conflagration, the border region between those two planes. They retain none of the skills and motivation
Monsters
Icewind Dale: Rime of the Frostmaiden
a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone
to believe that its weapons are conduits through which it can speak to a demon lord or other dark power, as well as channel its rage. If the berserker’s madness is cured using magic that removes
Monsters
Dragonlance: Shadow of the Dragon Queen
the Material Plane while she is in the Border Ethereal, and vice versa, yet she can’t affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60
after the possession ends.
Change Shape. Leedara magically assumes the appearance she had in life, and her creature type changes to Humanoid, while retaining her other game statistics. This
Monsters
Candlekeep Mysteries
behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and
discharges their lightning breath, thousands of gray, parasitic blood worms can be seen writhing inside their mouths. Targeting the behir with magic that removes a disease kills off its blood parasites.Lightning
Ancient Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
damage or someone uses an action to wake it.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It
. Each creature in it 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 effect on itself
Monsters
The Wild Beyond the Witchlight
", "rollAction":"Sun Ray", "rollDamageType":"radiant"} radiant damage, and the target must succeed on a DC 13 Wisdom saving throw or be blinded for 1 minute. The target can repeat the saving throw at the end of
the masks they wear; Gleam wears a crescent moon mask, and Glister wears a sun mask.
Blessed by Corellon, the twins can each change their sex at the end of a long rest, though one twin rarely does so
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Elixir of Health Potion, Rare When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Elixir of Health Potion, rare When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Elixir of Health Potion, Rare When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Elixir of Health Potion, rare When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Elixir of Health Potion, rare When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Elixir of Health Potion, Rare When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.
Monsters
Storm King's Thunder
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Change Shape. Iymrith magically polymorphs into a female storm giant or back into her true form
see within 120 feet of it. The cloud spreads around 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
Monsters
Princes of the Apocalypse
damage and is deafened until the start of Yan-C-Bin’s next turn.
Change Shape. Yan-C-Bin polymorphs into a Medium humanoid. While in polymorphed form, a swirling breeze surrounds him, his eyes are
or be blinded until initiative count 20 on the next round.
Regional Effects
When Yan-C-Bin inhabits an elemental node, the air is at his command. Temperatures fluctuate from blistering hot to
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
that begins “The fort remains sealed today” is now merged with the next sentence, it now reads, “The fort remains sealed today, and guards occupy a fortified encampment nearby to patrol this area and serve as a deterrent …” [This change intentionally removes mention of the paladins of Elturgard.]
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
that begins “The fort remains sealed today” is now merged with the next sentence, it now reads, “The fort remains sealed today, and guards occupy a fortified encampment nearby to patrol this area and serve as a deterrent …” [This change intentionally removes mention of the paladins of Elturgard.]
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
that begins “The fort remains sealed today” is now merged with the next sentence, it now reads, “The fort remains sealed today, and guards occupy a fortified encampment nearby to patrol this area and serve as a deterrent …” [This change intentionally removes mention of the paladins of Elturgard.]
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
apply to magic items and artifacts that have properties that transport or banish creatures to other planes. Magic that allows transit to the Border Ethereal, such as the etherealness spell and the
Etherealness feature of incorporeal undead, is the exception to this rule. A creature that enters the Border Ethereal from Strahd’s domain is pulled back into Barovia upon leaving that plane. For the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
apply to magic items and artifacts that have properties that transport or banish creatures to other planes. Magic that allows transit to the Border Ethereal, such as the etherealness spell and the
Etherealness feature of incorporeal undead, is the exception to this rule. A creature that enters the Border Ethereal from Strahd’s domain is pulled back into Barovia upon leaving that plane. For the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
apply to magic items and artifacts that have properties that transport or banish creatures to other planes. Magic that allows transit to the Border Ethereal, such as the etherealness spell and the
Etherealness feature of incorporeal undead, is the exception to this rule. A creature that enters the Border Ethereal from Strahd’s domain is pulled back into Barovia upon leaving that plane. For the
Magic Items
Baldur’s Gate: Descent into Avernus
conduct myself determines my reward in the afterlife. (Lawful)
6
Redemption. All creatures are capable of change for the better. (Good)
Bonds
D6
BOND
1
I have a
’re wielding the weapon with two hands. An evil creature that takes this radiant damage must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn.
Sentience
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
hurriedly puts out the fire, grabs the sword she has been forging for herself at the hearth, and removes the crate from the trapdoor to the basement. She places her children in the basement, pleading with
them to be quiet, then closes the trapdoor and replaces the crate on top of it. Anyone looking outside sees three fire giants heading for the house. Two enormous hell hounds (change their size to
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
hurriedly puts out the fire, grabs the sword she has been forging for herself at the hearth, and removes the crate from the trapdoor to the basement. She places her children in the basement, pleading with
them to be quiet, then closes the trapdoor and replaces the crate on top of it. Anyone looking outside sees three fire giants heading for the house. Two enormous hell hounds (change their size to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. If you have no eyes left after sustaining this injury, you’re blinded. 2 Lose an Arm or a Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic
reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Magical healing removes the limp. 5–7 Internal Injury. Whenever you
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
hurriedly puts out the fire, grabs the sword she has been forging for herself at the hearth, and removes the crate from the trapdoor to the basement. She places her children in the basement, pleading with
them to be quiet, then closes the trapdoor and replaces the crate on top of it. Anyone looking outside sees three fire giants heading for the house. Two enormous hell hounds (change their size to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Aundair, the wilderness around the town of Wyr is a good choice; the Eldeen Reaches function as the High Forest does in this adventure. In Breland, the small city of Xandrar on the northern border can
tracts of frontier — plenty of room for a region the size and scope of the Dessarin Valley. Halfling barbarians from the Talenta Plains can replace the Uthgardt barbarians in the adventure. The border
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Aundair, the wilderness around the town of Wyr is a good choice; the Eldeen Reaches function as the High Forest does in this adventure. In Breland, the small city of Xandrar on the northern border can
tracts of frontier — plenty of room for a region the size and scope of the Dessarin Valley. Halfling barbarians from the Talenta Plains can replace the Uthgardt barbarians in the adventure. The border
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Aundair, the wilderness around the town of Wyr is a good choice; the Eldeen Reaches function as the High Forest does in this adventure. In Breland, the small city of Xandrar on the northern border can
tracts of frontier — plenty of room for a region the size and scope of the Dessarin Valley. Halfling barbarians from the Talenta Plains can replace the Uthgardt barbarians in the adventure. The border
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. If you have no eyes left after sustaining this injury, you’re blinded. 2 Lose an Arm or a Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic
reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Magical healing removes the limp. 5–7 Internal Injury. Whenever you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. If you have no eyes left after sustaining this injury, you’re blinded. 2 Lose an Arm or a Hand. You can no longer hold anything with two hands, and you can hold only a single object at a time. Magic
reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Magical healing removes the limp. 5–7 Internal Injury. Whenever you






