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Returning 35 results for 'both blinded diffusing counts rating'.
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Monsters
Spelljammer: Adventures in Space
spends suppressed counts against its duration. No spell or magical effect that originates outside the eye monger’s gullet, except one created by an artifact or a deity, can affect a creature or an
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
blinded until the start of the druid’s next turn.
Spellcasting. The archdruid casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 17):
At will: beast
Elemental with a challenge rating of 6 or less and can remain in that form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the
Monsters
The Book of Many Things
throw. On a failed save, a creature takes 22 (4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Solar Flare", "rollDamageType":"radiant"} radiant damage and has the blinded condition until
, knights who track the Grim Harrow through the multiverse might resemble rangers instead of paladins.
In addition, Sir Jared, detailed at the end of chapter 10, can serve as a model for knights with a lower challenge rating.
Ancient Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
damage or someone uses an action to wake it.
Change Shape. The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It
. 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
Demilich
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
throw or be 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
. A demilich in its lair has a challenge rating of 20 (24,500 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the demilich rolls a d20;{"diceNotation":"1d20","rollType":"roll
Mummy Lord
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.
Blasphemous Word (Costs 2
rigged with traps. Hidden in this temple is the sarcophagus where a mummy lord keeps its greatest treasures.
A mummy lord encountered in its lair has a challenge rating of 16 (15,000 XP).
Lair Actions
Magic Items
Tomb of Annihilation
(History) checks is doubled.
You can’t be blinded, charmed, deafened, frightened, petrified, or stunned.
Undead with a challenge rating of 2 or lower will neither threaten nor attack you unless
Monsters
Eberron: Rising from the Last War
must succeed on a DC 22 Constitution saving throw or take 19 (3d12);{"diceNotation":"3d12","rollType":"damage","rollDamageType":"radiant"} radiant damage and be blinded for 1 minute. Until this blindness
ends, Belyshyrra can see through the blinded creature’s eyes. The blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
Monsters
Tyranny of Dragons
within 5 feet of Diderius must succeed on a DC 16 Constitution saving throw or be blinded until the end of its next turn.
Blasphemous Word (Costs 2 Actions). Diderius utters a blasphemous word. Each non
encountered in its lair has a challenge rating of 16 (15,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects
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
lair has a challenge rating of 23 (50,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the demilich rolls a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Take Lair
Monsters
Waterdeep: Dungeon of the Mad Mage
must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.
Blasphemous Word (Costs 2 Actions). The mummy lord utters a blasphemous word. Each non
mummy lord keeps its greatest treasures.
A mummy lord encountered in its lair has a challenge rating of 16 (15,000 XP).
Lair Actions
On initiative count 20 (losing initiative ties), the mummy lord
Magic Items
Baldur’s Gate: Descent into Avernus
’re wielding the weapon with two hands. An evil creature that takes this radiant damage must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn.
Sentience
destroyed if it’s used to shatter the Companion (see “Shattering the Companion”), unless the blade is wielded by an angel of challenge rating 15 or higher, or a good-aligned cleric or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
failed save, the obstacle counts as 10 feet of Difficult Terrain for you. 2 A crowd blocks your way. Make a DC 10 Strength, Dexterity, or Charisma saving throw (your choice) to navigate through the crowd
. On a failed save, the crowd counts as 10 feet of Difficult Terrain for you. 3 A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity or Intelligence saving throw
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
failed save, the obstacle counts as 10 feet of Difficult Terrain for you. 2 A crowd blocks your way. Make a DC 10 Strength, Dexterity, or Charisma saving throw (your choice) to navigate through the crowd
. On a failed save, the crowd counts as 10 feet of Difficult Terrain for you. 3 A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity or Intelligence saving throw
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
failed save, the obstacle counts as 10 feet of Difficult Terrain for you. 2 A crowd blocks your way. Make a DC 10 Strength, Dexterity, or Charisma saving throw (your choice) to navigate through the crowd
. On a failed save, the crowd counts as 10 feet of Difficult Terrain for you. 3 A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity or Intelligence saving throw
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
) check (your choice) to cross the impediment. On a failed check, the impediment counts as 10 feet of difficult terrain. 5 Make a DC 10 Constitution saving throw. On a failed save, you are blinded by
obstacle counts as 10 feet of difficult terrain. 2 A crowd blocks your way. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to make your way through the crowd unimpeded. On
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
) check (your choice) to cross the impediment. On a failed check, the impediment counts as 10 feet of difficult terrain. 5 Make a DC 10 Constitution saving throw. On a failed save, you are blinded by
obstacle counts as 10 feet of difficult terrain. 2 A crowd blocks your way. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to make your way through the crowd unimpeded. On
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
) checks that rely on sight. A Heavily Obscured area—such as an area with Darkness, heavy fog, or dense foliage—is opaque. You have the Blinded condition (see the Rules Glossary) when trying to see
Dim Light is usually a boundary between Bright Light and surrounding Darkness. The soft light of twilight and dawn also counts as Dim Light. A full moon might bathe the land in Dim Light. Darkness
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
) checks that rely on sight. A Heavily Obscured area—such as an area with Darkness, heavy fog, or dense foliage—is opaque. You have the Blinded condition (see the Rules Glossary) when trying to see
Dim Light is usually a boundary between Bright Light and surrounding Darkness. The soft light of twilight and dawn also counts as Dim Light. A full moon might bathe the land in Dim Light. Darkness
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
) check (your choice) to cross the impediment. On a failed check, the impediment counts as 10 feet of difficult terrain. 5 Make a DC 10 Constitution saving throw. On a failed save, you are blinded by
obstacle counts as 10 feet of difficult terrain. 2 A crowd blocks your way. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to make your way through the crowd unimpeded. On
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
) checks that rely on sight. A Heavily Obscured area—such as an area with Darkness, heavy fog, or dense foliage—is opaque. You have the Blinded condition (see the Rules Glossary) when trying to see
Dim Light is usually a boundary between Bright Light and surrounding Darkness. The soft light of twilight and dawn also counts as Dim Light. A full moon might bathe the land in Dim Light. Darkness
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
and add the features listed in the NPC Features table. If the NPC’s AC, hit points, attack bonus, or damage changes, recalculate its challenge rating. NPC Features Race Ability Modifiers Features
20 ft., swim 40 ft.; speaks Bullywug Dragonborn* +2 Str, +1 Cha Breath Weapon (use challenge rating instead of level to determine damage), Damage Resistance, Draconic Ancestry; speaks Common and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
feet and is blind beyond this distance. It can’t be blinded, charmed, deafened, frightened, paralyzed, petrified, or poisoned, and it can’t right itself if knocked prone. As an action, it can fire a
rating of 2 (450 XP). The ballistae can’t perceive (and thus they ignore) creatures that keep to the easternmost 60-foot section of the hallway. Once they detect intruders, however, the ballistae
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rating of 16 (15,000 XP) and is a purple worm, with these changes: The worm is a construct. It has immunity to poison and psychic damage, as well as bludgeoning, piercing, and slashing damage from
nonmagical attacks not made with adamantine weapons. It has immunity to exhaustion and the blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, and prone conditions. The worm regains
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
feet and is blind beyond this distance. It can’t be blinded, charmed, deafened, frightened, paralyzed, petrified, or poisoned, and it can’t right itself if knocked prone. As an action, it can fire a
rating of 2 (450 XP). The ballistae can’t perceive (and thus they ignore) creatures that keep to the easternmost 60-foot section of the hallway. Once they detect intruders, however, the ballistae
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
and add the features listed in the NPC Features table. If the NPC’s AC, hit points, attack bonus, or damage changes, recalculate its challenge rating. NPC Features Race Ability Modifiers Features
20 ft., swim 40 ft.; speaks Bullywug Dragonborn* +2 Str, +1 Cha Breath Weapon (use challenge rating instead of level to determine damage), Damage Resistance, Draconic Ancestry; speaks Common and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rating of 16 (15,000 XP) and is a purple worm, with these changes: The worm is a construct. It has immunity to poison and psychic damage, as well as bludgeoning, piercing, and slashing damage from
nonmagical attacks not made with adamantine weapons. It has immunity to exhaustion and the blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, and prone conditions. The worm regains
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
feet and is blind beyond this distance. It can’t be blinded, charmed, deafened, frightened, paralyzed, petrified, or poisoned, and it can’t right itself if knocked prone. As an action, it can fire a
rating of 2 (450 XP). The ballistae can’t perceive (and thus they ignore) creatures that keep to the easternmost 60-foot section of the hallway. Once they detect intruders, however, the ballistae
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rating of 16 (15,000 XP) and is a purple worm, with these changes: The worm is a construct. It has immunity to poison and psychic damage, as well as bludgeoning, piercing, and slashing damage from
nonmagical attacks not made with adamantine weapons. It has immunity to exhaustion and the blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, and prone conditions. The worm regains
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
and add the features listed in the NPC Features table. If the NPC’s AC, hit points, attack bonus, or damage changes, recalculate its challenge rating. NPC Features Race Ability Modifiers Features
20 ft., swim 40 ft.; speaks Bullywug Dragonborn* +2 Str, +1 Cha Breath Weapon (use challenge rating instead of level to determine damage), Damage Resistance, Draconic Ancestry; speaks Common and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wisdom (Perception) checks that rely on sight. A Heavily Obscured area—such as an area with Darkness, heavy fog, or dense foliage—is opaque. You have the Blinded condition (see the rules glossary) when
area. An area of Dim Light is usually a boundary between Bright Light and surrounding Darkness. The soft light of twilight and dawn also counts as Dim Light. A full moon might bathe the land in Dim
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wisdom (Perception) checks that rely on sight. A Heavily Obscured area—such as an area with Darkness, heavy fog, or dense foliage—is opaque. You have the Blinded condition (see the rules glossary) when
area. An area of Dim Light is usually a boundary between Bright Light and surrounding Darkness. The soft light of twilight and dawn also counts as Dim Light. A full moon might bathe the land in Dim
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wisdom (Perception) checks that rely on sight. A Heavily Obscured area—such as an area with Darkness, heavy fog, or dense foliage—is opaque. You have the Blinded condition (see the rules glossary) when
area. An area of Dim Light is usually a boundary between Bright Light and surrounding Darkness. The soft light of twilight and dawn also counts as Dim Light. A full moon might bathe the land in Dim
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
knights with a lower challenge rating. Solar Bastion Knight Medium Humanoid (Paladin), Typically Neutral Good
Armor Class 20 (plate armor, shield)
Hit Points 150 (20d8 + 60)
Speed 30 ft.
STR
18
(+4)
DEX
10 (+0)
CON
17 (+3)
INT
15 (+2)
WIS
16 (+3)
CHA
17 (+3)
Saving Throws Wis +7, Cha +7
Skills Arcana +6, History +6
Condition Immunities blinded, charmed
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
knights with a lower challenge rating. Solar Bastion Knight Medium Humanoid (Paladin), Typically Neutral Good
Armor Class 20 (plate armor, shield)
Hit Points 150 (20d8 + 60)
Speed 30 ft.
STR
18
(+4)
DEX
10 (+0)
CON
17 (+3)
INT
15 (+2)
WIS
16 (+3)
CHA
17 (+3)
Saving Throws Wis +7, Cha +7
Skills Arcana +6, History +6
Condition Immunities blinded, charmed






