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Returning 35 results for 'creature of deafened'.
Monsters
Monster Manual
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can’t regain Hit Points or gain
Bloodied.
Cacophony (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Cacophony"}. Wisdom Saving Throw: DC 10, one creature in the swarm’s space. Failure: The target has
Magic Items
Dungeon Master’s Guide
failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone
You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a
Spells
Player’s Handbook
You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.
Spells
Player’s Handbook
For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to
Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.
Spells
Player’s Handbook
You utter a word imbued with power from the Upper Planes. Each creature of your choice in range makes a Charisma saving throw. On a failed save, a target that has 50 Hit Points or fewer suffers an
0–20
The target dies.
21–30
The target has the Blinded, Deafened, and Stunned conditions for 1 hour.
31–40
The target has the Blinded and Deafened conditions for 10 minutes.
41–50
The target has the Deafened condition for 1 minute.
Monsters
Monster Manual
"} Lightning damage, and the target has the Blinded and Deafened conditions until the start of the giant’s next turn.
Lightning Storm (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
", "rollAction":"Lightning Storm"}. Dexterity Saving Throw: DC 18, each creature in a 10-foot-radius, 40-foot-high Cylinder originating from a point the giant can see within 500 feet. Failure: 55 (10d10
Spells
Player’s Handbook
Choose a creature that you can see within range. Positive energy washes through the target, restoring 70 Hit Points. This spell also ends the Blinded, Deafened, and Poisoned conditions on the target.
Using a Higher-Level Spell Slot. The healing increases by 10 for each spell slot level above 6.
Spells
Player’s Handbook
One creature that you can see within range must succeed on a Constitution saving throw, or it has the Blinded or Deafened condition (your choice) for the duration. At the end of each of its turns
, the target repeats the save, ending the spell on itself on a success.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.
Monsters
Monster Manual
":"Lightning Breath"}. Dexterity Saving Throw: DC 23, each creature in a 120-foot-long, 10-foot-wide Line. Failure: 82 (15d10);{"diceNotation":"15d10", "rollType":"damage", "rollAction":"lightning
breath", "rollDamageType":"Lightning"} Lightning damage. Success: Half damage.
Repulsion Breath. Strength Saving Throw: DC 23, each creature in a 30-foot Cone. Failure: The target is pushed up to 60 feet
Magic Items
Dungeon Master’s Guide
. Every creature within a 60-foot Emanation originating from you makes a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only.
take a Magic action to cause a bolt of lightning to leap from the staff’s tip in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a DC 17 Dexterity saving throw
Monsters
Monster Manual
", "rollAction":"Lightning Breath"}. Dexterity Saving Throw: DC 19, each creature in a 90-foot-long, 5-foot-wide Line. Failure: 55 (10d10);{"diceNotation":"10d10", "rollType":"damage", "rollAction":"Lightning
Breath", "rollDamageType":"Lightning"} Lightning damage. Success: Half damage.
Repulsion Breath. Strength Saving Throw: DC 19, each creature in a 30-foot Cone. Failure: The target is pushed up to 60 feet
Spells
Player’s Handbook
Deafened conditions, and they can’t cast spells with a Verbal component.
When the storm appears, each creature in it makes a Constitution saving throw, taking 2d10 Radiant damage and 2d10 Thunder
damage on a failed save or half as much damage on a successful one. A creature also makes this save when it enters the spell’s area for the first time on a turn or ends its turn there. A
Spells
Player’s Handbook
A churning storm cloud forms for the duration, centered on a point within range and spreading to a radius of 300 feet. Each creature under the cloud when it appears must succeed on a Constitution
saving throw or take 2d6 Thunder damage and have the Deafened condition for the duration.
At the start of each of your later turns, the storm produces different effects, as detailed below.
Turn 2
Monsters
Monster Manual
", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition.
Thunderous Bellow (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
", "rollAction":"Thunderous Bellow"}. Constitution Saving Throw: DC 27, each creature and each object that isn’t being worn or carried in a 150-foot Cone. Failure: 78 (12d12);{"diceNotation":"12d12
Monsters
Monster Manual
cloud have the Blinded and Deafened conditions and can’t cast spells with a Verbal component. Dexterity Saving Throw: DC 23, each creature that enters the cloud for the first time on a turn or
effects at random (roll 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Cataclymic Event"}):
1: Clinging Flames. Dexterity Saving Throw: DC 23, each creature in a 60-foot-radius Sphere
Horn of Silent Alarm
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Xanathar's Guide to Everything
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Monsters
Tales from the Yawning Portal
Echolocation. The hook horror can't use its blindsight while deafened.
Keen Hearing. The hook horror has advantage on Wisdom (Perception) checks that rely on hearing.
Reduced Threat. This creature
Magic Items
Bigby Presents: Glory of the Giants
affecting this creature ends immediately; the condition can be blinded, charmed, deafened, or poisoned.
Shield Bash. When you take the Attack action on your turn, you can replace one of your attacks
can cause the shield to flare with the cleansing fire of the god Surtur. Choose one creature you can see within 30 feet of yourself (you can choose yourself). One disease or condition of your choice
Monsters
Storm King's Thunder
"} thunder damage and be deafened until the start of the giant’s next turn. On a successful save, a creature takes half as much damage and isn’t deafened. The thunderclap can be heard out to a
lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8);{"diceNotation":"12d8","rollType":"damage
Monsters
Baldur’s Gate: Descent into Avernus
","rollDamageType":"thunder"} thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Nonmagical objects in the cone that aren't being held
. Each creature in the cone must make a DC 14 Constitution saving throw. On a failed save, a creature takes 17 (5d6);{"diceNotation":"5d6","rollType":"damage","rollAction":"Trumpet of Blasting
Magic Items
The Wild Beyond the Witchlight
can’t be blinded, deafened, petrified, or stunned.
While carrying the vane, the creature attuned to it can cast the dancing lights, polymorph, or ray of frost spell as an action, requiring no
perimeter of the Witchlight Carnival, it can sense the mood of every creature in the carnival that has an Intelligence of 4 or higher. As an action, a creature attuned to the vane can use it to pinpoint
Monsters
Tales from the Yawning Portal
Echolocation. The darkmantle can't use its blindsight while deafened.
False Appearance. While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or
stalagmite.
Reduced Threat. This creature has -2 penalty on all ability checks and saving throws.Crush. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Crush"} to
Monsters
Quests from the Infinite Staircase
30 feet of the gibberling and doesn’t have the deafened condition has disadvantage on Constitution saving throws to maintain concentration on spells and similar effects.Bite. Melee Weapon Attack
", "rollDamageType":"piercing"} piercing damage.A single gibberling is little more than a nuisance—a babbling, hairy creature that darts about, attacking whatever it can find. Unfortunately, gibberlings are
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Two Heads. The sorrowsworn has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Rising Anger. If another creature deals damage to the
other creature has dealt damage to it since the end of its last turn.Multiattack. The sorrowsworn makes two Hook attacks.
Hook. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit
Monsters
Quests from the Infinite Staircase
feet of the swarm and doesn’t have the deafened condition has disadvantage on Constitution saving throws to maintain concentration on spells and similar effects.
Swarm. The swarm can occupy
another creature’s space and vice versa, and the swarm can move through any opening large enough to accommodate a Small gibberling. The swarm can’t regain hit points or gain temporary hit
Magic Items
Tasha’s Cauldron of Everything
. You can end one of the following conditions affecting yourself or one creature you can see within 30 feet of you: charmed, blinded, deafened, frightened, poisoned, or stunned.
2
Outer Essence
Shard, Chaotic;Chaotic. Choose one creature who takes damage from the spell. That target has disadvantage on attack rolls and ability checks made before the start of your next turn.
3
Outer
Monsters
Out of the Abyss
location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Second Head. Because of its two heads, the Spider King has
advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5
Monsters
Eberron: Rising from the Last War
Dual Consciousness. The dolgrim has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.Multiattack. The dolgrim makes three attacks
":"piercing"} piercing damage.Dolgrims are squat, deformed things. Warped by the daelkyr, a dolgrim is essentially two goblins crushed into one creature, their misshapen body boasting four arms and a pair of
Monsters
Icewind Dale: Rime of the Frostmaiden
Echolocation. The whale can't use its blindsight while deafened.
Hold Breath. The whale can hold its breath for 90 minutes.
Keen Hearing. The whale has advantage on Wisdom (Perception) checks that
hit, reach 5 ft., one target. Hit: 21 (3d8 + 8);{"diceNotation":"3d8+8","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage. If the target is a Large or smaller creature
Monsters
Mythic Odysseys of Theros
Acidic Blood. When the hydra takes piercing or slashing damage, each creature within 5 feet of the hydra takes 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Acidic Blood
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
Monsters
Quests from the Infinite Staircase
., one target. Hit: 12 (3d6 + 2);{"diceNotation":"3d6+2", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Toxic Mold (2/Day). The vegepygmy targets a creature it
":"damage", "rollAction":"Toxic Mold", "rollDamageType":"poison"} poison damage and has the blinded and deafened conditions for 1 minute as it becomes covered in a thick layer of mold. On a successful
Monsters
Waterdeep: Dungeon of the Mad Mage
blindsight out to a range of 60 feet as long as it’s not deafened.
Keen Hearing. The werebat has advantage on Wisdom (Perception) checks that rely on hearing.
Nimble Escape (Humanoid Form Only). The
attack and one scimitar attack.
Bite (Bat or Hybrid Form Only). Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one creature. Hit: 6 (1d6
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Corrupted Healing"}. The oinoloth touches one willing creature within 5 feet of it. The target regains all its hit points. In
addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and
Monsters
Princes of the Apocalypse
);{"diceNotation":"9d6","rollType":"damage","rollAction":"Thundercrack","rollDamageType":"thunder"} thunder damage and be deafened for 1 minute. On a successful save, a creature takes half as much
Air Form. Yan-C-Bin can enter a hostile creature’s space and stop there. He can move through a space as narrow as 1 inch wide without squeezing if air could pass through that space.
Empowered
Monsters
Spelljammer: Adventures in Space
is incapacitated for 1 minute.
13–14: “You’ve Disarmed Me!” One of the autognome’s arms falls off, reducing the number of Shock attacks it can make by 1 until a creature
uses an action to reattach the arm.
15–16: “Who Turned Out the Lights?” The autognome’s head falls off and deactivates, causing the autognome to be blinded and deafened until