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Returning 35 results for 'both blinded diffusing clings reappear'.
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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
lore of a people that, even after a hydra’s defeat, the beast might reappear as a Nyxborn being and begin its legend anew.Acid
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
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
the minds and lore of a people that, even after a hydra’s defeat, the beast might reappear as a Nyxborn being and begin its legend anew.Acid
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
.
A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC
spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
.
A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC
spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
.
A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC
spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting territory. When a target is within its reach, it peels itself away from the surface and wraps around
, the target is restrained, blinded, and at risk of suffocating. The trapper can smother only one creature at a time.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting territory. When a target is within its reach, it peels itself away from the surface and wraps around
, the target is restrained, blinded, and at risk of suffocating. The trapper can smother only one creature at a time.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting territory. When a target is within its reach, it peels itself away from the surface and wraps around
, the target is restrained, blinded, and at risk of suffocating. The trapper can smother only one creature at a time.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Darkmantle A darkmantle clings to cavern ceilings, remaining perfectly still as it waits for creatures to pass beneath it. From a distance, it can pass itself off as a stalactite or a lump of stone
the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target’s head, and the target is also blinded
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Darkmantle A darkmantle clings to cavern ceilings, remaining perfectly still as it waits for creatures to pass beneath it. From a distance, it can pass itself off as a stalactite or a lump of stone
the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target’s head, and the target is also blinded
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
creeper clings to walls, pillars, gravestones, door frames, or statuary in shadowy locations, remaining motionless until it strikes. Yellow Musk Creeper
Medium plant, unaligned
Armor Class 6
Hit
Points 60 (11d8 + 11)
Speed 5 ft., climb 5 ft.
STR
12 (+1)
DEX
3 (–4)
CON
12 (+1)
INT
1 (–5)
WIS
10 (+0)
CHA
3 (–4)
Condition Immunities blinded
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
creeper clings to walls, pillars, gravestones, door frames, or statuary in shadowy locations, remaining motionless until it strikes. Yellow Musk Creeper
Medium plant, unaligned
Armor Class 6
Hit
Points 60 (11d8 + 11)
Speed 5 ft., climb 5 ft.
STR
12 (+1)
DEX
3 (–4)
CON
12 (+1)
INT
1 (–5)
WIS
10 (+0)
CHA
3 (–4)
Condition Immunities blinded
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
creeper clings to walls, pillars, gravestones, door frames, or statuary in shadowy locations, remaining motionless until it strikes. Yellow Musk Creeper
Medium plant, unaligned
Armor Class 6
Hit
Points 60 (11d8 + 11)
Speed 5 ft., climb 5 ft.
STR
12 (+1)
DEX
3 (–4)
CON
12 (+1)
INT
1 (–5)
WIS
10 (+0)
CHA
3 (–4)
Condition Immunities blinded
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Darkmantle A darkmantle clings to cavern ceilings, remaining perfectly still as it waits for creatures to pass beneath it. From a distance, it can pass itself off as a stalactite or a lump of stone
the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target’s head, and the target is also blinded
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting territory. It remains motionless as it waits for prey to come close. When a target is within its reach
damage plus 3 (1d6) acid damage at the start of each of its turns. While grappled in this way, the target is restrained, blinded, and deprived of air. The trapper can smother only one creature at a time.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
15 (+2)
CHA
3 (-4)
Condition Immunities blinded, deafened, poisoned
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 12
Languages —
Challenge 8 (3,900 XP
in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn’t under its control, and the flower’s stench clings to it (see Stench of Death).
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting territory. It remains motionless as it waits for prey to come close. When a target is within its reach
damage plus 3 (1d6) acid damage at the start of each of its turns. While grappled in this way, the target is restrained, blinded, and deprived of air. The trapper can smother only one creature at a time.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
blinded, deafened
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 12
Languages —
Challenge 8 (3,900 XP)
Corpses. When first encountered, a corpse flower contains the
the initiative order. The zombie acts as an ally of the corpse flower but isn’t under its control, and the flower’s stench clings to it (see the Stench of Death trait). Spider Climb. The corpse
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting territory. It remains motionless as it waits for prey to come close. When a target is within its reach
damage plus 3 (1d6) acid damage at the start of each of its turns. While grappled in this way, the target is restrained, blinded, and deprived of air. The trapper can smother only one creature at a time.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
15 (+2)
CHA
3 (-4)
Condition Immunities blinded, deafened, poisoned
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 12
Languages —
Challenge 8 (3,900 XP
in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn’t under its control, and the flower’s stench clings to it (see Stench of Death).
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting territory. It remains motionless as it waits for prey to come close. When a target is within its
) acid damage at the start of each of its turns. While grappled in this way, the target is restrained, blinded, and at risk of suffocating. The trapper can smother only one creature at a time.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
15 (+2)
CHA
3 (-4)
Condition Immunities blinded, deafened, poisoned
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 12
Languages —
Challenge 8 (3,900 XP
in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn’t under its control, and the flower’s stench clings to it (see Stench of Death).
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting territory. It remains motionless as it waits for prey to come close. When a target is within its
) acid damage at the start of each of its turns. While grappled in this way, the target is restrained, blinded, and at risk of suffocating. The trapper can smother only one creature at a time.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
blinded, deafened
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 12
Languages —
Challenge 8 (3,900 XP)
Corpses. When first encountered, a corpse flower contains the
the initiative order. The zombie acts as an ally of the corpse flower but isn’t under its control, and the flower’s stench clings to it (see the Stench of Death trait). Spider Climb. The corpse
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting territory. It remains motionless as it waits for prey to come close. When a target is within its
) acid damage at the start of each of its turns. While grappled in this way, the target is restrained, blinded, and at risk of suffocating. The trapper can smother only one creature at a time.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
blinded, deafened
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 12
Languages —
Challenge 8 (3,900 XP)
Corpses. When first encountered, a corpse flower contains the
the initiative order. The zombie acts as an ally of the corpse flower but isn’t under its control, and the flower’s stench clings to it (see the Stench of Death trait). Spider Climb. The corpse
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
defeat, the beast might reappear as a Nyxborn being and begin its legend anew. Ironscale Hydra Five-headed ironscale hydras lurk in the wild places of the world, being common foes for heroes seeking to
has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Whenever the hydra
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
defeat, the beast might reappear as a Nyxborn being and begin its legend anew. Ironscale Hydra Five-headed ironscale hydras lurk in the wild places of the world, being common foes for heroes seeking to
has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Whenever the hydra
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
defeat, the beast might reappear as a Nyxborn being and begin its legend anew. Ironscale Hydra Five-headed ironscale hydras lurk in the wild places of the world, being common foes for heroes seeking to
has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Whenever the hydra
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
6. Annam’s Temple When the characters enter or peer into this temple, read: Thick frost clings to every surface of this 100-foot-high vaulted chamber. Seven enormous statues dominate the room. The
vanish and reappear in the appropriate statue’s grasp. If the statue is destroyed, the weapon has nowhere to return to and disappears. The table shows which statue holds which weapon, as well as the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
6. Annam’s Temple When the characters enter or peer into this temple, read: Thick frost clings to every surface of this 100-foot-high vaulted chamber. Seven enormous statues dominate the room. The
vanish and reappear in the appropriate statue’s grasp. If the statue is destroyed, the weapon has nowhere to return to and disappears. The table shows which statue holds which weapon, as well as the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
6. Annam’s Temple When the characters enter or peer into this temple, read: Thick frost clings to every surface of this 100-foot-high vaulted chamber. Seven enormous statues dominate the room. The
vanish and reappear in the appropriate statue’s grasp. If the statue is destroyed, the weapon has nowhere to return to and disappears. The table shows which statue holds which weapon, as well as the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
additional fungi at levels 17–20. Green Slime Nuisance Hazard (Levels 1–4) Acidic green slime devours flesh, organic material, and metal on contact. Bright green, wet, and sticky, it clings to walls, floors
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->Dungeon Master’s Guide
additional fungi at levels 17–20. Green Slime Nuisance Hazard (Levels 1–4) Acidic green slime devours flesh, organic material, and metal on contact. Bright green, wet, and sticky, it clings to walls, floors
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






