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Returning 35 results for 'blinded branching diffusing continue removing'.
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Beast Sense
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
You touch a willing beast. For the duration of the spell, you can use your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to
return to your normal senses. While perceiving through the beast’s senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
Monsters
Curse of Strahd
turn, with disadvantage on the attack roll. Each time the zombie loses an arm, it loses a claw attack.
If its head is severed, the zombie loses its bite attack and its body is blinded unless the head
. Strahd zombies are suffused with horrible necromantic magic that allows their severed body parts to continue to attack. All parts of a Strahd zombie are considered one and the same creature, so damage to
Monsters
Quests from the Infinite Staircase
creature has the blinded and restrained conditions, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction
origins. A froghemoth has four tentacles, a rubbery hide, a long prehensile tongue, and three bulbous eyes branching from an extendable stalk.
Though most froghemoths lurk in swamps, those raised in
Demilich (Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
blinded until the end of the demilich’s next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich’s next turn.
Energy Drain (Costs 2
souls of the insolent intruders to his tomb, magically transferring them to his phylactery.
Liches who follow Acererak’s path believe that by becoming free of their bodies, they can continue
Monsters
Van Richten’s Guide to Ravenloft
more, the target is also blinded until the end of its next turn.Untold, half-formed evils lurk amid the Mists, the yet-to-be-realized imaginings of the Dark Powers and the remnants of ruined domains
unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink forth into
Monsters
Van Richten’s Guide to Ravenloft
","rollDamageType":"psychic"} psychic damage and is deafened until the end of its next turn. If the saving throw fails by 5 or more, the target is also blinded until the end of its next turn.Untold, half-formed
horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink forth into other realms to slake unnameable hungers.
Customizing a Horror
An unspeakable horror
Monsters
Van Richten’s Guide to Ravenloft
by 5 or more, the target is also blinded until the end of its next turn.Untold, half-formed evils lurk amid the Mists, the yet-to-be-realized imaginings of the Dark Powers and the remnants of ruined
into unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they might slink
Monsters
Van Richten’s Guide to Ravenloft
deafened until the end of its next turn. If the saving throw fails by 5 or more, the target is also blinded until the end of its next turn.Untold, half-formed evils lurk amid the Mists, the yet-to-be
eddies in the Mists sometimes gather such evils, forcing them into unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty
Monsters
Van Richten’s Guide to Ravenloft
throw fails by 5 or more, the target is also blinded until the end of its next turn.Untold, half-formed evils lurk amid the Mists, the yet-to-be-realized imaginings of the Dark Powers and the remnants
, forcing them into unique, misshapen bodies untethered from the laws of reason or reality. Such unspeakable horrors might continue to haunt the misty netherworld between the Domains of Dread, or they
Monsters
Mordenkainen Presents: Monsters of the Multiverse
poisoned in this way, the target is blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. Zariel casts one of
allows her mortal followers to live out their lives provided they continue to hone their talents to increase their value. As a result, Zariel’s servants are universally effective, disciplined, and
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
crystal jutting from the earth. The vegetation in this area bears reddish branching scars that form similar shapes. Suddenly, you hear a screeching roar and notice a winged, glittering blue shape
character recognizes the phenomenon as a sign of lightning strikes—or the lightning breath of a blue or bronze dragon. Assuming the characters continue toward the observatory, they soon arrive at area D1, described below.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, rent-free, whenever they wish. If you want to continue the story, proceed with the “The Assault.” That information assumes that the characters take on a role in the upcoming invasion of the
they return to Saltmarsh. The sahuagin are wiped out and their plans destroyed, thus removing the threat to the town and the races living in the area. The lizardfolk return to their home and, though the Saltmarsh militia suffers losses, the area settles down to its former peaceful ways.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
crystal jutting from the earth. The vegetation in this area bears reddish branching scars that form similar shapes. Suddenly, you hear a screeching roar and notice a winged, glittering blue shape
character recognizes the phenomenon as a sign of lightning strikes—or the lightning breath of a blue or bronze dragon. Assuming the characters continue toward the observatory, they soon arrive at area D1, described below.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
crystal jutting from the earth. The vegetation in this area bears reddish branching scars that form similar shapes. Suddenly, you hear a screeching roar and notice a winged, glittering blue shape
character recognizes the phenomenon as a sign of lightning strikes—or the lightning breath of a blue or bronze dragon. Assuming the characters continue toward the observatory, they soon arrive at area D1, described below.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, rent-free, whenever they wish. If you want to continue the story, proceed with the “The Assault.” That information assumes that the characters take on a role in the upcoming invasion of the
they return to Saltmarsh. The sahuagin are wiped out and their plans destroyed, thus removing the threat to the town and the races living in the area. The lizardfolk return to their home and, though the Saltmarsh militia suffers losses, the area settles down to its former peaceful ways.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, rent-free, whenever they wish. If you want to continue the story, proceed with the “The Assault.” That information assumes that the characters take on a role in the upcoming invasion of the
they return to Saltmarsh. The sahuagin are wiped out and their plans destroyed, thus removing the threat to the town and the races living in the area. The lizardfolk return to their home and, though the Saltmarsh militia suffers losses, the area settles down to its former peaceful ways.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you
gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you
gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
your action to see through the beast’s eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast’s senses, you
gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
. They continue biting until all are killed. Silver. Inside the silver chest is a clear crystal box (worth 1,000 gp) that holds a ring of protection. Someone who succeeds on a DC 15 Wisdom (Perception
, and deal 3 (1d6) damage on a hit. The trap mechanism is under the crystal box and can’t be disabled without first removing the box. Oak. When the lid of the oak chest is opened, an animated giant skeleton (see appendix B) will be instantly teleported into the room, and it strikes with surprise.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
. They continue biting until all are killed. Silver. Inside the silver chest is a clear crystal box (worth 1,000 gp) that holds a ring of protection. Someone who succeeds on a DC 15 Wisdom (Perception
, and deal 3 (1d6) damage on a hit. The trap mechanism is under the crystal box and can’t be disabled without first removing the box. Oak. When the lid of the oak chest is opened, an animated giant skeleton (see appendix B) will be instantly teleported into the room, and it strikes with surprise.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
. They continue biting until all are killed. Silver. Inside the silver chest is a clear crystal box (worth 1,000 gp) that holds a ring of protection. Someone who succeeds on a DC 15 Wisdom (Perception
, and deal 3 (1d6) damage on a hit. The trap mechanism is under the crystal box and can’t be disabled without first removing the box. Oak. When the lid of the oak chest is opened, an animated giant skeleton (see appendix B) will be instantly teleported into the room, and it strikes with surprise.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
disabling the trap must make a DC 16 Dexterity saving throw. On a failed save, the character is pricked by the needle, takes 5 (1d10) poison damage, and is blinded. The blindness is permanent but can be
gas. Removing the stopper releases the gas, which fills a 15-foot-radius sphere centered on the jug. See area 3 for the effect of the soporific gas. Treasure Xopal carries a brass key that unlocks the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
disabling the trap must make a DC 16 Dexterity saving throw. On a failed save, the character is pricked by the needle, takes 5 (1d10) poison damage, and is blinded. The blindness is permanent but can be
gas. Removing the stopper releases the gas, which fills a 15-foot-radius sphere centered on the jug. See area 3 for the effect of the soporific gas. Treasure Xopal carries a brass key that unlocks the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. The chapel appears dedicated to Vecna, decorated with artwork and symbols in honor of the god of evil secrets. The worshipers, all humanoid, appear exhausted as they continue their chant. As you
make only three claw attacks as part of their multiattack action. Ceremony As long as the worshipers chant, the ceremony fueling the balor’s prison (area 6) remains active. They continue to chant while
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
disabling the trap must make a DC 16 Dexterity saving throw. On a failed save, the character is pricked by the needle, takes 5 (1d10) poison damage, and is blinded. The blindness is permanent but can be
gas. Removing the stopper releases the gas, which fills a 15-foot-radius sphere centered on the jug. See area 3 for the effect of the soporific gas. Treasure Xopal carries a brass key that unlocks the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. The chapel appears dedicated to Vecna, decorated with artwork and symbols in honor of the god of evil secrets. The worshipers, all humanoid, appear exhausted as they continue their chant. As you
make only three claw attacks as part of their multiattack action. Ceremony As long as the worshipers chant, the ceremony fueling the balor’s prison (area 6) remains active. They continue to chant while
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. The chapel appears dedicated to Vecna, decorated with artwork and symbols in honor of the god of evil secrets. The worshipers, all humanoid, appear exhausted as they continue their chant. As you
make only three claw attacks as part of their multiattack action. Ceremony As long as the worshipers chant, the ceremony fueling the balor’s prison (area 6) remains active. They continue to chant while
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
area must succeed on a DC 15 Constitution saving throw or be blinded until initiative count 20 on the next round. Whirling Wind. A strong wind blows in a 30-foot-radius sphere centered on the dragon
in the lair other than the dragon disadvantage on Dexterity (Stealth) checks made to hide. In addition, at each intersection or branching passage, any creature other than the dragon has a 50 percent chance of going in a different direction from the direction it intends.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
area must succeed on a DC 15 Constitution saving throw or be blinded until initiative count 20 on the next round. Whirling Wind. A strong wind blows in a 30-foot-radius sphere centered on the dragon
in the lair other than the dragon disadvantage on Dexterity (Stealth) checks made to hide. In addition, at each intersection or branching passage, any creature other than the dragon has a 50 percent chance of going in a different direction from the direction it intends.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
area must succeed on a DC 15 Constitution saving throw or be blinded until initiative count 20 on the next round. Whirling Wind. A strong wind blows in a 30-foot-radius sphere centered on the dragon
in the lair other than the dragon disadvantage on Dexterity (Stealth) checks made to hide. In addition, at each intersection or branching passage, any creature other than the dragon has a 50 percent chance of going in a different direction from the direction it intends.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
are suffused with horrible necromantic magic that allows their severed body parts to continue to attack. All parts of a Strahd zombie are considered one and the same creature, so damage to any part
is blinded unless the head can see it. The severed head has a speed of 0 feet. It can make a bite attack, but only against a target in its space.
The zombie’s speed is halved if it’s missing a leg
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
in sticky, cord-like fibers. The web then drains its victim’s memories, sapping the creature’s life force in the process. A memory web can continue to feed on a corpse’s memories for days after its
)
CON
13 (+1)
INT
14 (+2)
WIS
14 (+2)
CHA
3 (–4)
Damage Resistances fire
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (can’t see beyond this radius), passive
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
are suffused with horrible necromantic magic that allows their severed body parts to continue to attack. All parts of a Strahd zombie are considered one and the same creature, so damage to any part
is blinded unless the head can see it. The severed head has a speed of 0 feet. It can make a bite attack, but only against a target in its space.
The zombie’s speed is halved if it’s missing a leg
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
in sticky, cord-like fibers. The web then drains its victim’s memories, sapping the creature’s life force in the process. A memory web can continue to feed on a corpse’s memories for days after its
)
CON
13 (+1)
INT
14 (+2)
WIS
14 (+2)
CHA
3 (–4)
Damage Resistances fire
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (can’t see beyond this radius), passive






