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Returning 35 results for 'both blinded diffusing continues ride'.
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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
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->Baldur's Gate: Descent into Avernus
Devil’s Ride A Devil’s Ride is a two-wheeled infernal war machine that handles like a motorcycle. It has spiked wheels, a screaming engine, and a cowl shaped vaguely like a grinning devil’s visage
, with horns for handle bars. What the vehicle lacks in weapons, it makes up for with speed and maneuverability. Devil’s Ride
Large vehicle (500 lb.)
Creature Capacity 1 Medium creature
Cargo
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
8. Park-and-Ride The duergar searched area 8a for treasure but didn’t find anything of interest. They also failed to detect the secret door to area 8b. 8a. Donkey Dummies Frescoes. The walls are
blindsight out to a range of 30 feet. It is blind beyond this radius. Without a rider, the wooden donkey is incapacitated. It has immunity to poison damage, and it can’t be blinded, charmed, frightened
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->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->Tales from the Yawning Portal
to “ride the rope”) must pay a gold piece to be lowered down. The return trip also costs a piece of gold, sent up in a bucket in advance. Once the initial payment is made, a few stairs takes one to
and take the long ride down. Oddities on Display A staggering variety of curios and oddities adorn the taproom. Traditionally, adventurers who recover a strange relic from Undermountain present it to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
any passengers who might ride along. Passengers don’t generally engage in running a ship, but they also don’t need to be mere bystanders. Seasick merchants and marines thoroughly capable of facing
the following conditions: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, and unconscious.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
friendly, curious, and eager to ask new arrivals all sorts of questions. The characters are free to explore the kingdom and experience the following wonders: One character at a time can ride Pinecone, an
thimbleberry tarts inside one of the pixie cottages. Characters can ride the wheel, which is powered by a talkative hamster named Biscuit. An awaken spell cast on the hamster gives it an Intelligence of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
17. The Boiling Bubble A sunken stone ledge projects out into the boiling lake. The corridor from the dungeon continues out into the lake under a magical force field that keeps out the water by
rocky ride. Characters could also survive the boiling lake with a combination of immunity to fire damage and the ability to breathe water.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. The embedded carrion stalkers ride along in their freshly animated conveyances, bursting forth once they detect living creatures nearby. This destroys the zombie, but unleashes a new horror. Carrion
)
WIS
13 (+1)
CHA
6 (−2)
Skills Stealth +7
Condition Immunities blinded
Senses tremorsense 60 ft., passive Perception 11
Languages —
Challenge 3 (700 XP) Proficiency Bonus +2
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
topmost branches leading the way and their withered roots trailing behind them. Each one has its own gravity plane and air envelope. Creatures sometimes try to hitch a ride on an yggdrasti to take
)
Damage Resistances bludgeoning, piercing
Damage Immunities lightning
Condition Immunities blinded, deafened, exhaustion
Senses blindsight 120 ft. (blind beyond this radius), passive Perception
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Throws Con +9, Wis +0, Cha +0
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, prone
Senses blindsight 120 ft
A broom of animated attack is easily mistaken for a broom of flying. It attacks any creature that grabs it or tries to ride it. Flying Broom. Some brooms of animated attack allow their creators to
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
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. However, each of the hags continues to desire more personal power.
A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come
. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. A hag coven can have only one
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
monsters in prolonged, devastating battles. Vicious Growth. Soon after a hydra claims a territory, it typically buries itself, entering a period of hibernation during which it continues to grow. When it
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->Icewind Dale: Rime of the Frostmaiden
settles and buries creatures in it. A creature buried in this way is blinded and restrained and has total cover. The creature gains one level of exhaustion for every 5 minutes it spends buried in the snow
. It can try to dig itself free as an action, breaking the surface and ending the blinded and restrained conditions on itself with a successful DC 15 Strength (Athletics) check. A creature that fails
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
creature of the archon’s choice within 30 feet of it must succeed on a DC 16 Constitution saving throw, or the creature takes 13 (3d8) radiant damage and is blinded until the start of the archon’s turn
they ride forth upon the mortal world, terrified mortals make offerings in a desperate attempt to appease them, but the ashen riders aren’t merciful, and they delight in reducing the paragons of the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
goblins and worg-riding hobgoblins also make up a significant portion of the force. Hobgoblins might ride horses or other mounts they could obtain, such as hippogriffs, axe beaks, or giant vultures
. Bugbears don’t ride mounts, but they aren’t above hitching a ride in the howdah of an enormous battle beast such as an elephant or a hydra. If the host has slaves, they pull wagons or sledges in the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
stand fill the air. You must succeed on a DC 16 Constitution saving throw, or you are blinded until the end of your turn, roll on this table again, and immediately experience that complication. You
check is greater than the highest passive Wisdom (Perception) score, the Ashen Heirs escape. If not, the chase continues for another round. Questioning the Ashen Heirs If the characters catch the Ashen
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
communicate. It simply consumes any prey it finds, then continues its silent patrol. It can’t leave the Astral Plane, nor would it want to. Titans of the Chained God. Tharizdun, the Chained God, created astral
dreadnought’s eye is closed or while the dreadnought is blinded.
Astral Entity. The astral dreadnought can’t leave the Astral Plane, nor can it be banished or otherwise transported out of the Astral Plane
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
frozen ferry in Easthaven. From this new base, the search for chardalyn continues. Long may our father reign over this dark land!
Durth
Nildar Sunblight The characters can visit the ferry or give
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
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
prone, or both, it can use its reaction to be neither moved nor knocked prone.
Burrowshark Elite warriors of the earth cult, burrowsharks are fierce champions who ride trained bulettes into battle
senses and can ride the bulette while it burrows. The bonded bulette obeys the burrowshark’s commands. If its mount dies, the burrowshark can train a new bulette to serve as its bonded mount, a process
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can see. If no creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it continues to be berserk until it is destroyed or it is no longer Bloodied
the Blinded condition, and the cloaker can’t make Attach attacks against other targets. In addition, the cloaker halves the damage it takes (round down), and the target takes the same amount of damage
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
walls.
The monster in the western portion of the chamber is an umber hulk. The cultists partially blinded the creature and removed its natural claws, so the hulk no longer has its Confusing Gaze power
localized cave-in partially obstructs this disused mine tunnel. A heap of rubble stands six feet high and blocks a ten-foot long section of the passage, but the tunnel definitely continues past the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
). She lives north of town, in a mostly underground hovel on a ridge that overlooks the sea. Locals know that Dasharra raises griffons, trains them as mounts, and teaches people how to ride them. The
saddles and reins sized for both Small and Medium riders. Dasharra’s “alpha griffon,” Screecher, allows no one but her to ride it. Dasharra’s other griffons are trained to follow Screecher wherever
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
fly off. Warriors of the Black Raven tribe sometimes ride these giant ravens into battle. Surrounding Raven Rock are four 50-foot-tall menhirs that the Uthgardt shamans use to track the changing of the
initiative count, the ghost of another chieftain appears next to the tree. This process continues until four Uthgardt ghosts have been defeated. The ghosts don’t attack members of the Blue Bear tribe. Any
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the cradle is destroyed, the scion of Skoraeus 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
crystals on its body to flare with light. Each creature within 30 feet of the cradle must succeed on a DC 22 Constitution saving throw or take 21 (6d6) radiant damage and have the blinded condition until
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
down and away for 100 feet. It then angles upward and continues for 1 mile, exiting through the north side of the mountain. G6: Small Gallery This cave holds numerous types of fungi. Three giant
blinded condition. 3 The target’s feet become heavy, fluid-filled sacs, reducing its walking speed by 10 feet. 4 The target’s mouth vanishes, preventing it from speaking or casting spells with verbal
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
jabberwock like a pet, regularly inviting it into her palace to feed from her cauldron. It continues to visit the palace even now that Zybilna is frozen in time, has fed recently, and is sound asleep
, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10






