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Returning 35 results for 'blinded bottomed diffusing continues race'.
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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
Monsters
Eberron: Rising from the Last War
","rollType":"damage","rollAction":"Swarm of Eyes","rollDamageType":"psychic"} psychic damage, and it is blinded for 1 minute. On a success, a creature takes half as much damage and isn't blinded. A
blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Possession (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction
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
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
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Chapter 9 Summary Chapter 9 starts in Sigil and continues in Pandesmos, the first layer of the chaotic plane of Pandemonium. The rest of the adventure takes place on that plane. With all pieces of
Tasha. Kas flees to Pandemonium to free Miska the Wolf-Spider and usurp Vecna’s ritual. The characters must race to Pandemonium in pursuit of Kas, who has discovered where Vecna’s ritual is taking place.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Chapter 9 Summary Chapter 9 starts in Sigil and continues in Pandesmos, the first layer of the chaotic plane of Pandemonium. The rest of the adventure takes place on that plane. With all pieces of
Tasha. Kas flees to Pandemonium to free Miska the Wolf-Spider and usurp Vecna’s ritual. The characters must race to Pandemonium in pursuit of Kas, who has discovered where Vecna’s ritual is taking place.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Chapter 9 Summary Chapter 9 starts in Sigil and continues in Pandesmos, the first layer of the chaotic plane of Pandemonium. The rest of the adventure takes place on that plane. With all pieces of
Tasha. Kas flees to Pandemonium to free Miska the Wolf-Spider and usurp Vecna’s ritual. The characters must race to Pandemonium in pursuit of Kas, who has discovered where Vecna’s ritual is taking place.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, fast-paced sport that draws a lively crowd. Characters can participate in the race as snail jockeys, but it costs 1 ticket punch to enter. On the Story Tracker, jot down the names of any characters who
take part in the snail racing, as the experience might prove useful in chapter 2 (see “Reaching the Bottom”). If at least half the characters participate in a snail race, the carnival’s mood rises by
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, fast-paced sport that draws a lively crowd. Characters can participate in the race as snail jockeys, but it costs 1 ticket punch to enter. On the Story Tracker, jot down the names of any characters who
take part in the snail racing, as the experience might prove useful in chapter 2 (see “Reaching the Bottom”). If at least half the characters participate in a snail race, the carnival’s mood rises by
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, fast-paced sport that draws a lively crowd. Characters can participate in the race as snail jockeys, but it costs 1 ticket punch to enter. On the Story Tracker, jot down the names of any characters who
take part in the snail racing, as the experience might prove useful in chapter 2 (see “Reaching the Bottom”). If at least half the characters participate in a snail race, the carnival’s mood rises by
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
Speed 0 ft.
STR
1 (−5)
DEX
1 (−5)
CON
10 (+0)
INT
1 (−5)
WIS
3 (−4)
CHA
1 (−5)
Condition Immunities blinded, deafened, frightened
Senses
fungus.
Reactions
Shriek. When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker’s turns afterward.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
Speed 0 ft.
STR
1 (−5)
DEX
1 (−5)
CON
10 (+0)
INT
1 (−5)
WIS
3 (−4)
CHA
1 (−5)
Condition Immunities blinded, deafened, frightened
Senses
fungus.
Reactions
Shriek. When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker’s turns afterward.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
Speed 0 ft.
STR
1 (−5)
DEX
1 (−5)
CON
10 (+0)
INT
1 (−5)
WIS
3 (−4)
CHA
1 (−5)
Condition Immunities blinded, deafened, frightened
Senses
fungus.
Reactions
Shriek. When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker’s turns afterward.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Cult Retaliation The eradication of one or more of the surface outposts of the elemental cults marks the characters as dangerous enemies. As the party continues the assault on cult strongholds in
abandon its shrine, run the “Race to Destruction” encounter. Parties that stay in the dungeon and choose not to return to town might be oblivious to the villains’ retaliations. If the characters never
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Cult Retaliation The eradication of one or more of the surface outposts of the elemental cults marks the characters as dangerous enemies. As the party continues the assault on cult strongholds in
abandon its shrine, run the “Race to Destruction” encounter. Parties that stay in the dungeon and choose not to return to town might be oblivious to the villains’ retaliations. If the characters never
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Cult Retaliation The eradication of one or more of the surface outposts of the elemental cults marks the characters as dangerous enemies. As the party continues the assault on cult strongholds in
abandon its shrine, run the “Race to Destruction” encounter. Parties that stay in the dungeon and choose not to return to town might be oblivious to the villains’ retaliations. If the characters never
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->Van Richten’s Guide to Ravenloft
. Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed
. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token’s location, you are blinded and deafened in regard to your own
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed
. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token’s location, you are blinded and deafened in regard to your own
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Ancestral Legacy. If you replace a race with this lineage, you can keep the following elements of that race: any skill proficiencies you gained from it and any climbing, flying, or swimming speed
. During this trance, you can see and hear from the token as if you were located where it is. While you are using your senses at the token’s location, you are blinded and deafened in regard to your own
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
them with virtuous companions. Highwater,
Upper Dura Ghallanda Hall This proud Ghallanda enclave continues to operate amid the fading squalor of Middle Dura, and has become a tourist attraction. It
sporting events. Hareth’s Folly, Middle Dura The King of Fire A comfortable tavern and gambling hall, known as one of the safest places to bet on the Race of Eight Winds and the events at the Hollow Tower
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Extremiton is also gathering thralls of every race to help defend the colony if the neothelid is destroyed or fails in its task. City of the Mind Extremiton can sense intelligent creatures within 2 miles of it
captive audience reacts. Meanwhile, it continues to use its telepathy to reach out to the Waterdavians in the city above, gathering more information to better realize its version of the city.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
them with virtuous companions. Highwater,
Upper Dura Ghallanda Hall This proud Ghallanda enclave continues to operate amid the fading squalor of Middle Dura, and has become a tourist attraction. It
sporting events. Hareth’s Folly, Middle Dura The King of Fire A comfortable tavern and gambling hall, known as one of the safest places to bet on the Race of Eight Winds and the events at the Hollow Tower
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
them with virtuous companions. Highwater,
Upper Dura Ghallanda Hall This proud Ghallanda enclave continues to operate amid the fading squalor of Middle Dura, and has become a tourist attraction. It
sporting events. Hareth’s Folly, Middle Dura The King of Fire A comfortable tavern and gambling hall, known as one of the safest places to bet on the Race of Eight Winds and the events at the Hollow Tower
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Extremiton is also gathering thralls of every race to help defend the colony if the neothelid is destroyed or fails in its task. City of the Mind Extremiton can sense intelligent creatures within 2 miles of it
captive audience reacts. Meanwhile, it continues to use its telepathy to reach out to the Waterdavians in the city above, gathering more information to better realize its version of the city.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Extremiton is also gathering thralls of every race to help defend the colony if the neothelid is destroyed or fails in its task. City of the Mind Extremiton can sense intelligent creatures within 2 miles of it
captive audience reacts. Meanwhile, it continues to use its telepathy to reach out to the Waterdavians in the city above, gathering more information to better realize its version of the city.
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
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->Infernal Machine Rebuild
. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.
A coven consists of three hags so that any
takes 3d10 psychic damage and is blinded for 24 hours.
A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
and fall prone. 2 Fireworks go off nearby. Make a DC 10 Constitution saving throw. On a failed save, you are blinded by smoke until the end of your turn. While blinded, your speed is halved. 3 Centaur
escapes. If not, the chase continues for another round. If the characters catch Itzmin, he tells them where Serapio is in exchange for his release. Should Itzmin escape, the character who has the highest






