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Returning 35 results for 'condition range guardian to her radiant'.
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condition range guardians to her radiant
Spells
Player’s Handbook
A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form
Radiant damage on a failed save or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.
Monsters
Monster Manual
. or range 60 ft. Hit: 27 (4d10 + 5);{"diceNotation":"4d10+5", "rollType":"damage", "rollAction":"Radiant Burst", "rollDamageType":"Radiant"} Radiant damage.
Holy Word (Recharge 4–6);{"diceNotation
", "rollType":"damage", "rollAction":"Holy Word", "rollDamageType":"Radiant"} Radiant damage, and the target has the Stunned condition until the end of the archpriest’s next turn. Success: Half damage
Monsters
Monster Manual
;{"diceNotation":"1d20+18", "rollType":"to hit", "rollAction":"Radiant Ray"}, range 300 ft. Hit: 22 (4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Radiant Ray", "rollDamageType
":"Radiant"} Radiant damage. If the target is a Large or smaller creature, it has the Prone condition.
Divine Beam (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Divine Beam
Monsters
Monster Manual
", "rollDamageType":"Radiant"} Radiant damage, and the target has the Charmed or Poisoned condition (pixie’s choice) until the start of the pixie’s next turn.
Spellcasting. The pixie casts
;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Faerie Dust"}, reach 5 ft. or range 60 ft. Hit: 15 (2d10 + 4);{"diceNotation":"2d10+4", "rollType":"damage", "rollAction":"Faerie Dust
Monsters
Monster Manual
;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Flying Sword"}, reach 10 ft. or range 120 ft. Hit: 22 (4d6 + 8);{"diceNotation":"4d6+8", "rollType":"damage", "rollAction":"Flying Sword
", "rollDamageType":"Slashing"} Slashing damage plus 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Flying Sword", "rollDamageType":"Radiant"} Radiant damage. Hit or Miss: The sword
Monsters
Monster Manual
"}, range 90 ft. Hit: 14 (3d6 + 4);{"diceNotation":"3d6+4", "rollType":"damage", "rollAction":"sun ray", "rollDamageType":"Radiant"} Radiant damage, and the target has the Blinded condition until the start
", "rollAction":"entangling tail", "rollDamageType":"Bludgeoning"} Bludgeoning damage, and the target has the Restrained condition until the end of its next turn.
Monsters
Monster Manual
", "rollAction":"Faerie Dust"}, reach 5 ft. or range 60 ft. Hit: 1 Radiant damage, and the target has the Charmed or Poisoned condition (pixie’s choice) until the start of the pixie’s next turn
Monsters
Monster Manual
Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine
Ray. Ranged Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Divine Ray"}, range 600 ft. Hit: 35 (6d8 + 8) Necrotic;{"diceNotation":"6d8+8", "rollType":"damage
Monsters
Monster Manual
":"Radiant Ray"}, range 120 ft. Hit: 20 (4d6 + 6);{"diceNotation":"4d6+6", "rollType":"damage", "rollAction":"Radiant Ray", "rollDamageType":"Radiant"} Radiant damage.
Animal Spirit. The animal lord
following effect:
Fearful (Hunter Only). The target has the Frightened condition until the end of its next turn.
Magic Resistance. The animal lord has Advantage on saving throws against spells and
Monsters
Monster Manual
Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Radiant Flame"}, range 60 ft. Hit: 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Radiant Flame", "rollDamageType
", "rollDamageType":"Bludgeoning"} Bludgeoning damage plus 2 (1d4);{"diceNotation":"1d4", "rollType":"damage", "rollAction":"Mace", "rollDamageType":"Radiant"} Radiant damage.
Radiant Flame. Ranged Attack
Monsters
Monster Manual
":"damage", "rollAction":"Greatsword", "rollDamageType":"Radiant"} Radiant damage.
Heavy Crossbow. Ranged Attack Roll: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Heavy Crossbow
"}, range 100/400 ft. Hit: 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Heavy Crossbow", "rollDamageType":"Piercing"} Piercing damage plus 4 (1d8);{"diceNotation":"1d8", "rollType
Monsters
Monster Manual
", "rollDamageType":"Radiant"} Radiant damage.
Longbow. Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Longbow"}, range 150/600 ft. Hit: 12 (2d8 + 3
":"Radiant"} Radiant damage.
Spellcasting. The knight casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 16):
1/Day Each: Daylight, Dispel Evil and Good, Greater Restoration, Phantom Steed
Monsters
Monster Manual
Stunned condition until the start of the empyrean’s next turn. The target can choose not to be Stunned, in which case it takes an extra 21 Force damage that bypasses Resistance or Immunity.
Divine
Ray. Ranged Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Divine Ray"}, range 600 ft. Hit: 35 (6d8 + 8) Necrotic;{"diceNotation":"6d8+8", "rollType":"damage
Spells
Player’s Handbook
You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn
, it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).
Monsters
Monster Manual
"}, range 120 ft. Hit: 31 (4d12 + 5);{"diceNotation":"4d12+5", "rollType":"damage", "rollAction":"Radiant Ray", "rollDamageType":"Radiant"} Radiant damage.
Spellcasting. The cultist casts one of the
Multiattack. The cultist makes three attacks, using Pact Blade or Radiant Ray in any combination.
Pact Blade. Melee Attack Roll: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Pact
Monsters
Monster Manual
", "rollDamageType":"Radiant"} Radiant damage, and the target has the Blinded condition until the start of the bandit’s next turn. Success: Half damage only.
Spellcasting. The bandit casts one of the
Multiattack. The bandit makes three Dagger attacks.
Dagger. Melee or Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Dagger"}, reach 5 ft. or range 20/60 ft. Hit
Spells
Player’s Handbook
and 5d6 Radiant or Necrotic damage (your choice) and has the Prone condition. On a successful save, a target takes half as much damage only.
Monsters
Monster Manual
effects.Otherworldly Strike. Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Otherworldly Strike"}, reach 5 ft. or range 30 ft. Hit: 7 (1d8 + 3) Necrotic
;{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Otherworldly Strike (Necrotic)", "rollDamageType":"Necrotic"} or Radiant;{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Otherworldly Strike
Spells
Player’s Handbook
The target hit by the strike takes an extra 2d6 Radiant damage from the attack. Until the spell ends, the target sheds Bright Light in a 5-foot radius, attack rolls against it have Advantage, and it
can’t benefit from the Invisible condition.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.
Monsters
Monster Manual
", "rollAction":"Mace", "rollDamageType":"Radiant"} Radiant damage.
Radiant Flame. Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Radiant Flame"}, range 60 ft. Hit: 11
Multiattack. The priest makes two attacks, using Mace or Radiant Flame in any combination.
Mace. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Mace"}, reach 5 ft
Magic Items
Dungeon Master’s Guide
When you hit a Fiend or an Undead with this magic weapon, that creature takes an extra 2d6 Radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a DC
15 Wisdom saving throw or be destroyed. On a successful save, the creature has the Frightened condition until the end of your next turn.
Light. While you hold this weapon, it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Magic Items
Dungeon Master’s Guide
.
Special Senses. You have Darkvision and Truesight, both with a range of 120 feet.
Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded
condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success.
Monsters
Monster Manual
Sphere centered on a point within 30 feet. Failure: 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Blinding Spittle", "rollDamageType":"Radiant"} Radiant damage, and the target has the Blinded condition until the end of the mouther’s next turn.
condition. Wisdom Saving Throw: DC 10, any creature that starts its turn within 20 feet of the mouther while it is babbling. Failure: The target rolls 1d8;{"diceNotation":"1d8", "rollType":"roll
Monsters
Monster Manual
effects.Otherworldly Strike. Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Otherworldly Strike"}, reach 5 ft. or range 30 ft. Hit: 7 (1d8 + 3) Necrotic
;{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Otherworldly Strike (Necrotic)", "rollDamageType":"Necrotic"} or Radiant;{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Otherworldly Strike
Monsters
Monster Manual
Multiattack. The cyclops makes three attacks, using Radiant Strike or Flash of Light in any combination.
Radiant Strike. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit
", "rollAction":"Radiant Strike"}, reach 10 ft. Hit: 22 (3d10 + 6);{"diceNotation":"3d10+6", "rollType":"damage", "rollAction":"Radiant Strike", "rollDamageType":"Radiant"} Radiant damage.
Flash of Light
Spells
Player’s Handbook
12d6 Radiant damage and has the Blinded condition for 1 minute. On a successful save, it takes half as much damage only.
A creature Blinded by this spell makes another Constitution saving throw at the
Brilliant sunlight flashes in a 60-foot-radius Sphere centered on a point you choose within range. Each creature in the Sphere makes a Constitution saving throw. On a failed save, a creature takes
Monsters
Monster Manual
+12", "rollType":"to hit", "rollAction":"Radiant Ray"}, range 120 ft. Hit: 20 (4d6 + 6);{"diceNotation":"4d6+6", "rollType":"damage", "rollAction":"Radiant Ray", "rollDamageType":"Radiant"} Radiant
Advantage on saving throws against spells and other magical effects.Multiattack. The animal lord makes two attacks, using Rend or Radiant Ray in any combination, and uses Animal Spirit.
Rend. Melee Attack
Spells
Player’s Handbook
A cool light wreathes your body for the duration, emitting Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Until the spell ends, you have Resistance to Radiant damage, and
your melee attacks deal an extra 2d6 Radiant damage on a hit.
In addition, immediately after you take damage from a creature you can see within 60 feet of yourself, you can take a Reaction to force
Spells
Player’s Handbook
You launch a sunbeam in a 5-foot-wide, 60-foot-long Line. Each creature in the Line makes a Constitution saving throw. On a failed save, a creature takes 6d8 Radiant damage and has the Blinded
condition until the start of your next turn. On a successful save, it takes half as much damage only.
Until the spell ends, you can take a Magic action to create a new Line of radiance.
For the duration
Monsters
Monster Manual
"}, range 90 ft. Hit: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Verdant Wisp", "rollDamageType":"Radiant"} Radiant damage.
Spellcasting. The druid casts one of the following
Monsters
Monster Manual
Regeneration. The revenant regains 10 Hit Points at the start of each of its turns. If the revenant takes Fire or Radiant damage, this trait doesn’t function at the start of its next turn. Its
see within 30 feet. Failure: The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds
Spells
Player’s Handbook
The target hit by the strike takes an extra 3d8 Radiant damage from the attack, and the target has the Blinded condition until the spell ends. At the end of each of its turns, the Blinded target
Spells
Player’s Handbook
A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire
damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5.
Magic Items
Dungeon Master’s Guide
the Thrown property with a normal range of 20 feet and a long range of 60 feet.
If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30
feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back
Monsters
Monster Manual
Undead Fortitude. If damage reduces the zombie to 0 Hit Points, it makes a Constitution saving throw (DC 5 plus the damage taken) unless the damage is Radiant or from a Critical Hit. On a successful
):
Paralyzing Ray. Constitution Saving Throw: DC 14. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the effect on itself on a success