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Returning 35 results for 'blocked blinded diffusing contiguous reveals'.
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Project Image
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Spells
Basic Rules (2014)
, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Physical interaction with the
image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence
Adult Brass Dragon
Legacy
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Monsters
Basic Rules (2014)
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 on a success.
Regional Effects
The region
illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.
Whenever a creature with an
Ancient Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
. 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
image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass
Monsters
Infernal Machine Rebuild
Two Heads. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Wakeful. When one of the
stewards.
If the ettin is defeated, examining the pouches around his necks reveals a collection of eyeballs and still-beating dragon hearts. The silver wires connect those living tissues to the ettin
Monsters
Spelljammer: Adventures in Space
the eye monger and deposited in the eye monger’s gullet (see Antimagic Gullet). The eye monger can swallow one creature at a time. A swallowed creature is blinded and restrained, has total cover
eye and mouth are closed, an eye monger looks like nothing more than a 12-foot-diameter asteroid. When it senses vibrations in the space around it, the eye monger opens its eye and reveals its true
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
foes’ greatest fears. However, all dream eaters share one thing: a gaping, always-smiling mouth, which it reveals before engulfing its prey in a phantasmagorical nightmare.
The key to defeating a
is restrained and blinded, and it takes an additional 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Engulfing Nightmare", "rollDamageType":"psychic"} psychic damage at the start
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
before charging in notices this entrance with a successful DC 12 Intelligence (Investigation) or Wisdom (Perception) check. Any exploration of the entrance reveals that it is used by bats but shows
no sign of cult activity. A thin wall of rubble still standing to the east of the three-way intersection makes the cultists believe the passage remains completely blocked. However, the wall can be
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
before charging in notices this entrance with a successful DC 12 Intelligence (Investigation) or Wisdom (Perception) check. Any exploration of the entrance reveals that it is used by bats but shows
no sign of cult activity. A thin wall of rubble still standing to the east of the three-way intersection makes the cultists believe the passage remains completely blocked. However, the wall can be
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image
reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image
reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, shields leap from the walls to protect him (see “Flying Shields” below). During waking hours, Ras Nsi returns here only if he’s in danger. If the characters defeat Ras Nsi and question him, he reveals the
. While they’re active, Ras Nsi gains a +10 bonus to his AC. If an attack that would normally hit Ras Nsi is blocked by the shields, one of the shields is struck and disabled as it falls to the floor
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
through narrow tunnels to reach this area (see the “Whorlstone Tunnels: General Features” sidebar). The glow of faerzress in these tunnels reveals sticky white strands clinging to the walls. The
throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. The Spider King senses when intruders enter its domain and can’t be surprised by them. Along with two normal
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
obscured, as the dream eater twists its hazy form into surreal illusions of its foes’ greatest fears. However, all dream eaters share one thing: a gaping, always-smiling mouth, which it reveals before
, piercing, and slashing from nonmagical attacks
Damage Immunities psychic
Condition Immunities blinded, charmed, frightened, grappled, paralyzed, petrified, restrained
Senses blindsight 120 ft
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Bridge. A symbol spell (save DC 19) is inscribed in the center of the bridge. Anyone who steps on the bridge and fails their save has the blinded condition in addition to the symbol’s hopelessness
. The wizard’s headless corpse sits at his desk, which is covered with gore. A successful DC 12 Intelligence (Investigation) or Wisdom (Medicine) check reveals that the corpse’s skull exploded a few
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
eye and reveals its true, menacing nature. Magic is suppressed inside an eye monger’s gullet, which prevents swallowed creatures from using magic to escape. Eye Monger Large Aberration, Typically
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->Waterdeep: Dungeon of the Mad Mage
walls are carved with bas-reliefs of unicorns and bare-branched trees.
A detect magic spell reveals an aura of abjuration magic around the pillars. Touching a pillar while speaking the proper command
phrase (“Elf magic!”) causes a pale light to fill the area between the four pillars, ending the following conditions on a creature in that area: blinded, deafened, petrified, poisoned, and stunned
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
eye and reveals its true, menacing nature. An eye monger has no use for treasure, but its belly might hold a fair amount of incidental valuables that it can’t digest, including coins, metal weapons
(see Antimagic Gullet). The eye monger can swallow one creature at a time. A swallowed creature is blinded and restrained, has total cover against attacks and other effects originating outside the eye
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
him to grow a disfigured second head. A successful DC 12 Wisdom (Insight) check reveals that the giant is crazed and terrified. Use the stone giant stat block with the following modifications: The
giant has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. The giant is unarmed. As an action, it can
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
wreck allows easy access to a darkened cavern that opens up beneath broken slabs of stone — the remains of the seals that once blocked the opening of the pit. As the characters enter the wreck, a
unnatural colors permeates this underwater cavern. The stern of the ship has broken through the cavern’s fifteen-foot-high ceiling near the center of the area. The nauseating light reveals a hideous
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
who makes a successful DC 15 Wisdom (Perception) check. A successful DC 10 Wisdom (Medicine) check thereafter reveals that the stains are about three days old. Through the grate set into the deck can be
initial attack, one swarm of insects (spiders) boils up the stairs from area 4 each round, using the same initiative count as the giant spider. The swarms keep coming until four have entered the fight, unless the passage from area 4 is blocked somehow. Each swarm attacks the nearest creature.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
overhead.
A detect magic spell or similar magic reveals an aura of necromancy around the ring of thrones and extending 10 feet beyond the outer edge of the ring. While in this area, creatures that do
a curved tunnel blocked by an iron gate that has one-foot-square gaps between its horizontal and vertical bars. The iron hinges on the northern side of the gate indicate that it swings inward
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Blocked Stairs. Slabs of stone, each 5 feet high, block the stairs that descend into this hall along the north and east sides. Climbing over a slab costs 10 feet of movement. Once over a slab, a
. Three deathlock wights (see appendix B) oversee six skeletons. They attack intruders. Aura. A detect magic spell reveals a transmutation aura on the whole area, which is a simple magical effect to control
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
goblins are effectively blinded. If combat erupts here, the goblins in area 2e hear the disturbance and investigate. The goblins have already looted the Nesper cottage, the front door to which hangs
of Melantha’s desk also reveals evidence of her profession (wax seals, jars of ink, blank scrolls, quill pens, land ownership documents, and tax records), along with a money pouch containing 32 gp and 17 sp.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
immunity to poison and psychic damage. A detect magic spell reveals an aura of transmutation magic around it. Whenever a nonmagical object weighing 10 pounds or less is placed in the statue’s cupped
is blinded and has disadvantage on Wisdom checks and Wisdom saving throws. Sunlight or any effect that deals fire damage or radiant damage destroys the toadstools. 11c. Unreliable Oracle This empty, 10
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
M17. Prison Access to this area is blocked by a featureless stone door that can’t be opened magically, with thieves’ tools, or by force. Two rusty suits of armor sized for goblins and equipped with
inside it. Lifting the rusty visor on either suit’s helmet reveals its grinning skull, and removing the helmet entirely causes the goblin’s skull to tumble onto the floor. The suits topple over easily
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Mortuary Encounters The following tables present encounters characters might face in the Mortuary. Mortuary Encounters, Tier 1 (Levels 1–4) d10 Encounter 1 A decapitated zombie with the blinded
planetar sneaks through a crypt in hopes of raising one of its god’s agents from the dead. The angel reveals itself to the characters and asks for help in finding its way. 5 The party unknowingly enters a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
resemble bone clasps. When a cloaker unfurls and moves to attack, it reveals its pale underside and makes its true nature evident. Red eyes glow above rows of sharp teeth, and a long pendulous tail
the target’s head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
his once-splendid tomb, the ghost lingers here to warn honorable travelers of its dangers. If the characters don’t attack, the ghost reveals the following information, then fades away: Escaping the
coffin. B40: Southwest Corridor Near the end of this long corridor, a marble slab with a bronze hand ring bolted to it interrupts the floor.
The slab is a trapdoor. Pulling the ring reveals a ladder
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
blocked by the enormous orange crystal, which is also the source of the light here. The heart of the problem is the tomb of the red dragon Sharruth, deep beneath the island. The presence of such a powerful
amid the other pieces and breaks open, releasing a fire snake from this stony egg. Seeing the characters only as fuel, it attacks them at once. Breaking the fire crystal also reveals the reason the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
light emanates from three glass domes attached to the ceiling above a five-foot-wide, twenty-foot-long plant bed overflowing with rotting vegetation.
Closer inspection of the plant bed reveals two
reach the security station (area S18), hoping to use a console there to send a distress signal to a githyanki fortress on the Astral Plane. The dragon blocked the way, so the tridrones retreated to this
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
that end in area M3. Cudgel Ram. A detect magic spell or similar effect reveals an aura of evocation magic around the 1,000-pound naval ram. A ship with the naval ram attached has advantage on all
at each stop. The statue weighs 1,500 pounds. A detect magic spell or similar effect reveals auras of enchantment and necromancy magic radiating from the statue. A creature of any nonchaotic alignment
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
fire spreads, it can create an inferno that quickly engulfs creatures, objects, and vegetation. An inferno consists of at least four contiguous 10-foot Cubes of fire. Each of the inferno’s 10-foot Cubes
submerged in quicksand has Total Cover and the Blinded condition and risks suffocation. A creature can pull another creature within its reach out of a quicksand pit by taking an action and succeeding
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
a thick layer of rot and debris, within which can be seen scraps of leather, the husks of countless dead insects, and bits of rusted metal. A doorway in the far wall has collapsed and is fully blocked
earlier, Machil and his companions collapsed the archway in the north wall as they left, leaving it blocked. A Small character can squeeze through gaps in the rock with a successful DC 20 Dexterity check
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a DC 20 Constitution saving throw. On a failed save, the creature is blinded. The blindness lasts until the creature receives a lesser restoration spell or similar magic. Once an exemplar of courage
hit points. After being released from its menhir, a marilith can be magically compelled to divulge the command word that activates the gate. A legend lore spell or similar magic also reveals the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the walls of this room. In the southern end of the chamber, an open hatch reveals a route leading underground.
The armory holds equipment used by the duergar, including two suits of scale mail sized
radius. They can’t be blinded, charmed, frightened, or paralyzed. They have an Intelligence of 2 (–4), a Wisdom of 6 (–2), and a Charisma of 1 (–5). They lose the Pack Tactics trait and all languages they






