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                        Returning 35 results for 'coming worn radiant'.
                    
                
                        
                            
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                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     dealing any damage. Any nonmagical weapon takes a cumulative −1 penalty to attack rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if
                                                
                                            
                                                
                                                    ":"Acid"} Acid damage. Nonmagical armor worn by the target takes a −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the Mending spell on the armor.Acid, Cold, Fire
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     any damage. Any nonmagical weapon takes a cumulative −1 penalty to attack rolls immediately after dealing damage to the pudding and coming into contact with it. The weapon is destroyed if the
                                                
                                            
                                                
                                                    ":"Dissolving Pseudopod"}, reach 10 ft. Hit: 17 (4d6 + 3);{"diceNotation":"4d6+3", "rollType":"damage", "rollAction":"Dissolving Pseudopod", "rollDamageType":"Acid"} Acid damage. Nonmagical armor worn
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    : 13 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Divine Radiance","rollDamageType":"radiant"} radiant damage.
+1 Quarterstaff. Melee Weapon Attack: +4;{"diceNotation":"1d20+4
                                                
                                            
                                                
                                                    ":"bludgeoning"} bludgeoning damage, or 7 (1d8 + 3);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"+1 Quarterstaff","rollDamageType":"bludgeoning"} bludgeoning damage when used with two hands.
Radiant
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     or worn take 35 (10d6);{"diceNotation":"10d6","rollType":"damage","rollAction":"Trumpet of Blasting","rollDamageType":"thunder"} thunder damage.
Trumpet of Sparkles. Creatures in the cone must make a
                                                
                                            
                                                
                                                     DC 14 Constitution saving throw, taking 22 (4d8 + 4);{"diceNotation":"4d8+4","rollType":"damage","rollAction":"Trumpet of Sparkles","rollDamageType":"radiant"} radiant damage on a failed save, or half
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a
                                                
                                            
                                                
                                                     the start of the zombie’s next turn or until the zombie is incapacitated.
If the target is an object weighing 300 pounds or less that isn’t being worn or carried, it is moved up to 30 feet
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Resistance. Zariel has advantage on saving throws against spells and other magical effects.
Regeneration. Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn
                                                
                                            
                                                
                                                     (2d8 + 8);{"diceNotation":"2d8+8", "rollType":"damage", "rollAction":"Longsword", "rollDamageType":"radiant"} radiant damage, or 19 (2d10 + 8);{"diceNotation":"2d10+8", "rollType":"damage", "rollAction
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     longer restrained.
Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).
Incinerating Beam
                                                
                                            
                                                
                                                     DC 26 Dexterity saving throw, taking 60 (11d10);{"diceNotation":"11d10","rollType":"damage","rollAction":"Incinerating Beam","rollDamageType":"radiant"} radiant damage on a failed save, or half as
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    Heat Regeneration. If the temperature around it is 100 degrees Fahrenheit or higher, Aurnozci regains 15 hit points at the start of its turn. If it takes cold or radiant damage, this trait doesn
                                                
                                            
                                                
                                                     leader, a masked archmage called the Eye of Aurnozci.
Aurnozci’s followers believe the demon lord’s imprisonment is coming to an end, and soon the Caged Worm will shed its current form and
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     takes radiant damage, this trait doesn’t function at the start of its next turn. The juggernaut dies only if it starts its turn with 0 hit points and doesn’t regenerate.
Unusual Nature
                                                
                                            
                                                
                                                     (10d10);{"diceNotation":"10d10","rollType":"damage","rollAction":"Implacable Advance","rollDamageType":"bludgeoning"} bludgeoning damage if it isn’t being worn or carried.
Rapid Shaping (Costs 3
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    .
Regeneration. Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn’t function at the start of its next turn. Juiblex dies only if it
                                                
                                            
                                                
                                                     Slime","rollDamageType":"acid"} acid damage. Unless the target avoids taking all of this damage, any metal armor worn by the target takes a permanent −1 penalty to the AC it offers, and any metal
                                                
                                            
                                        
                                                    Juiblex
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                    . Juiblex’s weapon attacks are magical.
Regeneration. Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn’t function at the start of
                                                
                                            
                                                
                                                     damage. Unless the target avoids taking any of this damage, any metal armor worn by the target takes a permanent −1 penalty to the AC it offers, and any metal weapon it is carrying or wearing takes
                                                
                                            
                                        
                                                    Zariel
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                     turn. If she takes radiant damage, this trait doesn’t function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn’t regenerate.Multiattack
                                                
                                            
                                                
                                                     Teleport action.Zariel’s Lair
Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams and moans coming from the burned victims chained
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    . Market Regular. A character grew up in the land surrounding the night market, and visiting the market is an important part of their life. Coming to the market and showing it to their friends is an
                                                
                                            
                                                
                                                     exciting treat. Trade Expedition. The characters represent their homeland, a group with which they’re affiliated, or the Radiant Citadel. They want to establish trade with a vendor at the night market or obtain goods for those in need.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     coming for you.” Flaw. “My friends would say I’m inflexible. The truth is, I like things done a certain way.” Combat Notes Mercion counts on her armor to protect her as she administers healing. She uses
                                                
                                            
                                                
                                                     Radiant Fire against groups of foes when there’s no chance of harming allies or innocent lives, otherwise resorting to hold person spells and Divine Radiance attacks. Mercion
 Medium Humanoid (Cleric
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     coming to terms with death. Glazers are vacant, misery-worn souls who have endured decades of existence in the Underworld. Most have spent far more time dead than they did alive and remember life as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer Academy
                                                    
                                                
                                            
                                                    
  15 (+2) 
 
  INT
  10 (+0) 
 
  WIS
  13 (+1) 
 
  CHA
  8 (−1)
Saving Throws Dex +4, Con +4
 Skills Perception +3, Stealth +4
 Damage Resistances radiant
 Senses passive Perception
                                                
                                            
                                                
                                                     the star lancer or a creature riding it attacks or casts a spell, or until the star lancer’s concentration ends (as if concentrating on a spell). Any equipment worn or carried by the invisible creatures is also invisible for the duration of the Invisibility Cloak.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    : Within the waist-high village wall, a dozen or so wood-and-adobe houses surround a well. A worn-out sign hangs crookedly from the arch, proclaiming in fading blue paint, “Welcome to Milpazul,” but that
                                                
                                            
                                                
                                                     welcome is contradicted by angry voices and cries of pain coming from behind a building.
 The bounty hunters have attacked several villagers who questioned their intentions. The other locals have
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     the high ground to the west. A frayed length of rope dances from its beam. The well-worn road splits here, and a signpost opposite the gallows points off in three directions: Barovia Village to the
                                                
                                            
                                                
                                                     from the gallows. Characters who dig up the graves find rotted coffins containing moldy bones. The Hanged One As the characters leave the area, read: You hear a creaking noise behind you, coming from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     cone that aren’t being held or worn take 35 (10d6) thunder damage.
 Trumpet of Sparkles. Creatures in the cone must make a DC 14 Constitution saving throw, taking 22 (4d8 + 4) radiant damage on a
                                                
                                            
                                                
                                                     in radiant sparkles of positive energy. A hollyphant is also blessed with powerful innate magic to help it combat evil and protect its friends. Hollyphant
 Small celestial, lawful good
 Armor Class
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
                                                    
                                                
                                            
                                                     radiant
 Senses passive Perception 13
 Languages Celestial, telepathy 120 ft.
 Challenge 2 (450 XP) Proficiency Bonus +2
 
 Flyby. The star lancer doesn’t provoke opportunity attacks when it flies
                                                
                                            
                                                
                                                     invisible. This effect lasts until the star lancer or a creature riding it attacks or casts a spell, or until the star lancer’s concentration ends (as if concentrating on a spell). Any equipment worn or carried by the invisible creatures is also invisible for the duration of the Invisibility Cloak.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     +16, Cha +18
 Skills Intimidation +18, Perception +16
 Damage Resistances cold, fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
 Damage Immunities
                                                
                                            
                                                
                                                    . Zariel has advantage on saving throws against spells and other magical effects.
 Regeneration. Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn’t
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     penalty to attack rolls immediately after dealing damage to the pudding and coming into contact with it. The weapon is destroyed if the penalty reaches −5. The penalty can be removed by casting the
                                                
                                            
                                                
                                                     needing to make an ability check.
 Actions
 Dissolving Pseudopod. Melee Attack Roll: +5, reach 10 ft. Hit: 17 (4d6 + 3) Acid damage. Nonmagical armor worn by the target takes a −1 penalty to the AC it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
                                                    
                                                
                                            
                                                     your hands slips through your fingers. 6 Moonlight burns your flesh. You take 1d10 radiant damage when you start your turn in moonlight. 7 You are magically transformed into an animated wooden doll that
                                                
                                            
                                                
                                                     looks like you. Your statistics are the same, but you are a Construct with vulnerability to fire damage, and you don’t require air, food, or drink. Items worn or carried by you are unaffected. 8
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     when viewed indirectly. When you finish a long rest, you can spend 10 minutes consulting the cards for an omen of the coming day. Roll a d20 and record the number rolled. Once in the next 8 hours
                                                
                                            
                                                
                                                     deck’s bonus to the number rolled. One creature you can see within 30 feet of you either takes radiant damage or regains hit points (your choice) equal to the total. House of Cards Wondrous Item
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     ascertains that it’s possible to make a temporary hole in the dome by dealing radiant damage to it, and that a skilled arcanist can manipulate the dome’s magical harmonics to make it susceptible to
                                                
                                            
                                                
                                                     other damage types, as well (as described below). Dealing at least 25 radiant damage to the dome with an attack or a spell creates a 10-foot-diameter hole in it. Appearing at the point where the attack
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     should be to celestials and humans what tieflings are to fiends and humans. Given that aasimar and tieflings are like two sides of the same coin, the tiefling makes a good starting point for coming up
                                                
                                            
                                                
                                                     have darkvision. Instead of resistance to fire damage, we give them resistance to radiant damage to reflect their celestial nature. However, radiant damage isn’t as common as fire damage, so we give
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     them to spot trouble coming from the sides of the car. The outer doors of the car are locked tight, as is the 10-foot-square skylight in the roof. As an action, a character with thieves’ tools can try
                                                
                                            
                                                
                                                     against the railing on one balcony, a radiant flanged mace at its hip and its fiery wings folded behind it.
 Omid the Deva The angel guarding the Jail Car is Omid, a deva with fiery instead of feathery
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     moans coming from the burned victims chained to the stronghold’s wall, the dying remains of those who failed to impress the archdevil. The stronghold, covering five square miles, is surrounded by
                                                
                                            
                                                
                                                     Intimidation +18, Perception +16
 Damage Resistances cold, fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
 Damage Immunities necrotic, poison
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     to attack rolls immediately after dealing damage to the ooze and coming into contact with it. The weapon is destroyed if the penalty reaches −5. The penalty can be removed by casting the Mending
                                                
                                            
                                                
                                                     worn by the target takes a −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10. The penalty can be removed by casting the Mending spell on the armor.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    , one of the Vistani tells them, “It was fated that you would visit our humble camp. Madam Eva foretold your coming. She awaits you.” The Vistana then points to the largest tent. If the characters head
                                                
                                            
                                                
                                                     reference to that individual’s past deeds. She then asks the characters if they want their fortunes read. If they say yes, Madam Eva produces a worn deck of cards and proceeds with the sequence outlined
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     magical effects.
 Magic Weapons. Juiblex’s weapon attacks are magical.
 Regeneration. Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn’t
                                                
                                            
                                                
                                                     any of this damage, any metal armor worn by the target takes a permanent −1 penalty to the AC it offers, and any metal weapon it is carrying or wearing takes a permanent −1 penalty to damage rolls. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     against spells and other magical effects.
 Magic Weapons. Juiblex’s weapon attacks are magical.
 Regeneration. Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage
                                                
                                            
                                                
                                                     target avoids taking any of this damage, any metal armor worn by the target takes a permanent −1 penalty to the AC it offers, and any metal weapon it is carrying or wearing takes a permanent −1 penalty
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     colossus and is no longer restrained.
 Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save
                                                
                                            
                                                
                                                    ).
 Incinerating Beam (Recharge 5–6). The colossus fires a beam of light in a 150-foot line that is 10 feet wide. Each creature in the line must make a DC 26 Dexterity saving throw, taking 60 (11d10) radiant
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    , Perception +15
 Damage Immunities force (amethyst), necrotic (topaz), psychic (emerald), radiant (crystal), or thunder (sapphire)
 Condition Immunities charmed, frightened, poisoned, prone
 Senses
                                                
                                            
                                                
                                                     it can see within 120 feet of it. No one target can weigh more than 4,000 pounds, and objects can’t be targeted if they’re being worn or carried. Each targeted creature must succeed on a DC 26
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    ) score of 14 or higher hears what sounds like sobbing or muttering coming from within. The door is sealed firmly, as are the shrine’s four windows, and all are coated by an unnaturally resilient resin of
                                                
                                            
                                                
                                                    . If the characters destroyed Sylvarie’s painting before coming here, they encounter Sylvarie in her true form: a neutral good moon elf priest who is not wearing armor (AC 10). In this case, she is
                                                
                                            
                                        






