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                        Returning 35 results for 'deafened immune are both'.
                    
                
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Fire Absorption. Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
Immutable Form. The golem is immune to
                                                
                                            
                                                
                                                    .
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
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     creature is immune to the oinoloth’s Bringer of Plagues for the next 24 hours.
The poisoned creature can’t regain hit points. After every 24 hours that elapse, the poisoned creature can
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     end of each of its turns, ending the effect on itself on a success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this anathama’s aura for the
                                                
                                            
                                                
                                                     next 24 hours.
Six Heads. The anathema has advantage on saves against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.Multiattack (Anathema Form Only). The anathema
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    "} poison damage. A creature that succeeds on the save is immune to this sibriex’s Contamination for 24 hours.
Legendary Resistance (3/Day). If the sibriex fails a saving throw, it can choose to
                                                
                                            
                                                
                                                     creatures it can see within 120 feet of it. Each target must make a DC 20 Constitution saving throw. On a successful save, a creature becomes immune to this sibriex’s Warp Creature. On a failed
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Breath
                                                
                                            
                                                
                                                     that point must make a DC 15 Constitution saving throw or take 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Thunderclap","rollDamageType":"thunder"} thunder damage and be deafened
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    , the creature is immune to this aura for the next 24 hours. On a failed save, the creature can't speak and is deafened until the start of its next turn.
Innate Spellcasting. The ashen rider's
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                    . The target must succeed on a DC 17 Wisdom saving throw or be cursed. While cursed, the target is blinded and deafened. The curse lasts until ended with a greater restoration spell, a remove curse
                                                
                                            
                                                
                                                     saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours.The fortune-teller Madam Eva lives among the Vistani but isn’t truly one of them. She appears to be
                                                
                                            
                                        
                                                     Monsters
                                                    Sleeping Dragon’s Wake
                                                    
                                                
                                            
                                                     end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Lhammaruntosz's Frightful Presence
                                                
                                            
                                                
                                                     deafened until the end of its next turn.
Regional Effects
The region containing a legendary bronze dragon’s lair is warped by the dragon’s magic.
Once per day, the dragon can alter the
                                                
                                            
                                        
                                                    Silence
                                                    
    
        Legacy
    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    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 is immune to
                                                
                                            
                                                
                                                     thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
                                                
                                            
                                        
                                                    Howler
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                    "}. The howler emits a keening howl in a 60-foot cone. Each creature in that area that isn't deafened must succeed on a DC 16 Wisdom saving throw or be frightened until the end of the howler's next turn
                                                
                                            
                                                
                                                    . While a creature is frightened in this way, its speed is halved, and it is incapacitated. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours.Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                    Oinoloth
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                     into the blighted area or starts its turn there, that creature must make a DC 16 Constitution saving throw. On a successful save, the creature is immune to the oinoloth's Bringer of Plagues for the
                                                
                                            
                                                
                                                     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 its hit point maximum is reduced by 7 (2d6
                                                
                                            
                                        
                                                    Yuan-ti Anathema
                                                    
    
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                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     success. If a target's saving throw is successful or the effect ends for it, the target is immune to this aura for the next 24 hours.
Shapechanger. The anathema can use its action to polymorph into a Huge
                                                
                                            
                                                
                                                     Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.Multiattack (Anathema Form Only). The anathema makes two claw attacks
                                                
                                            
                                        
                                                    Ancient Bronze Dragon
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge
                                                
                                            
                                                
                                                     damage and be deafened until the end of its next turn.
Regional Effects
The region containing a legendary bronze dragon’s lair is warped by the dragon’s magic.
Once per day, the dragon
                                                
                                            
                                        
                                                    Adult Bronze Dragon
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Breath Weapons (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge
                                                
                                            
                                                
                                                     damage and be deafened until the end of its next turn.
Regional Effects
The region containing a legendary bronze dragon’s lair is warped by the dragon’s magic.
Once per day, the dragon
                                                
                                            
                                        
                                                    Androsphinx
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the
                                                
                                            
                                                
                                                     Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    , poison
 Condition Immunities blinded, charmed, deafened, exhaustion, frightened, poisoned
 Senses truesight 120 ft., passive Perception 17
 Languages all
 Challenge 9 (5,000 XP)
  
 Gatekeeper’s
                                                
                                            
                                                
                                                     Aura. Any creature that starts its turn within 10 feet of the phylaskia must make a DC 15 Wisdom saving throw. On a successful save, the creature is immune to this aura for the next 24 hours. On a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Helmed Horror Armor with a Warrior’s Purpose Habitat: Any; Treasure: Armaments Nikki Dawes  A helmed horror proves immune to a mage’s Lightning Bolt spell Helmed horrors are suits of armor animated
                                                
                                            
                                                
                                                       Int 10 +0 +0 Wis 10 +0 +0 Cha 10 +0 +0   
 Skills Perception +4
 Immunities Necrotic, Poison; Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Stunned
 Gear Shield
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     vulnerabilities, resistances, and immunities apply to all its components, unless otherwise noted in the stat block. Ships are typically immune to poison and psychic damage. Ships are also usually immune to
                                                
                                            
                                                
                                                     the following conditions: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, and unconscious.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     nonmagical attacks
 Damage Immunities acid, cold, poison
 Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned, prone
 Senses blindsight 120 ft., passive Perception
                                                
                                            
                                                
                                                     closest, the attacker chooses which one to target. On a successful save, the attacker is immune to this Instinctive Charm for 24 hours. Creatures that can’t be charmed are immune to this effect.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     blinded, deafened
 Senses blindsight 120 ft. (blind beyond this radius), passive Perception 12
 Languages  —
 Challenge 8 (3,900 XP)
 Corpses. When first encountered, a corpse flower contains the
                                                
                                            
                                                
                                                     that are immune to poison damage or the poisoned condition automatically succeed on this saving throw. On a successful save, the creature is immune to the stench of all corpse flowers for 24 hours
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     Immunities blinded, deafened, frightened, paralyzed, poisoned, prone
 Senses blindsight 30 ft. (blind beyond this radius), passive Perception 5
 Languages —
 Challenge 1/2 (100 XP)
 Death Burst. The
                                                
                                            
                                                
                                                     on a failed save. Creatures immune to the poisoned condition are immune to this disease.
 Spores invade an infected creature’s system, killing the creature in a number of hours equal to 1d12 + the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    , Constitution 10, Intelligence 3, Wisdom 3, and Charisma 1. The drum can’t be blinded, charmed, deafened, frightened, paralyzed, petrified, or poisoned, and it’s immune to poison and psychic damage. Its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     immune to the planes’ effects. The Planar Effects table contains effects for various planes of existence on the train’s current route. Unless otherwise noted, each effect lasts until the train leaves
                                                
                                            
                                                
                                                     deafened. Outside the train, bright light becomes dim light, and dim light becomes darkness. 6 Ysgard. Silent, spectral warriors from Valhalla fly around the train on ghostly chariots pulled by ghostly steeds. Any creature aboard the train that would be reduced to 0 hit points drops to 1 hit point instead.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    )
Damage Immunities poison; bludgeoning, piercing, and slashing damage from nonmagical attacks not made with adamantine weapons
 Condition Immunities blinded, charmed, deafened, exhaustion, frightened
                                                
                                            
                                                
                                                     damage on a successful one.
 Immutable Form. The juggernaut is immune to any spell or effect that would alter its form.
 Regeneration. As long as it has 1 hit point left, the juggernaut magically
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    ) 
  WIS
  12 (+1) 
  CHA
  12 (+1)
Saving Throws Dex +4
 Skills Insight +3, Persuasion +3
 Damage Immunities poison
 Condition Immunities blinded, deafened, exhaustion, paralyzed, petrified
                                                
                                            
                                                
                                                     target that successfully saves is immune to any guide’s Smile and Wave ability for the next 24 hours.
 Bonus Actions
 Need Directions? The guide takes the Help action.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned
 Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14
 Languages understands the languages of its
                                                
                                            
                                                
                                                     immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt.
 Actions
 Multiattack. The helmed horror makes two longsword attacks.
 Longsword
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    )
 
  INT
 3 (−4)
 
  WIS
 13 (+1)
 
  CHA
 6 (−2)
Skills Perception +5, Stealth +4
 Damage Immunities fire, necrotic
 Condition Immunities blinded, charmed, deafened, exhaustion
                                                
                                            
                                                
                                                    , and it is immune to fire, poison, and psychic damage.
 (KARL KOPINSKI) Underworld Cerberus Three-headed cerberi dwell deep in the Underworld. Terrifying and cunning, they guard portals between the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    
 Languages Common, Sphinx
 Challenge 17 (18,000 XP)
 Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it
                                                
                                            
                                                
                                                     the effect on itself on a success.
 Second Roar. Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and its hit point maximum is reduced by 7 (2d6). This reduction can be removed only by a wish spell or by casting greater
                                                
                                            
                                                
                                                     poisoned. On a successful save, the creature is immune to the oinoloth’s Bringer of Plagues for the next 24 hours.
  The poisoned creature can’t regain hit points. After every 24 hours that elapse, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     success. If a target’s saving throw is successful or the effect ends for it, the target is immune to this anathama’s aura for the next 24 hours.
 Six Heads. The anathema has advantage on saves
                                                
                                            
                                                
                                                     against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
 Actions
 Multiattack (Anathema Form Only). The anathema makes two Claw attacks and one Flurry of Bites attack
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    , deafened, exhaustion
 Senses blindsight 60 ft., passive Perception 13
 Languages Common, Sylvan
 Challenge 4 (1,100 XP)
 Amphibious. The kelpie can breathe air and water.
 Seaweed Shape. The
                                                
                                            
                                                
                                                     repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
 A target that successfully saves is immune to this kelpie’s hypnosis for the next 24 hours.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     blinded, charmed, deafened, frightened, poisoned, stunned
 Senses truesight 120 ft., passive Perception 31
 Languages Abyssal, telepathy 120 ft.
 Challenge 21 (33,000 XP) Proficiency Bonus +7
                                                
                                            
                                                
                                                     target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 27 (6d8) force damage from the hit.
 Snakebite. Melee Weapon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     +7
 Condition Immunities blinded, charmed, deafened, exhaustion, prone
 Senses blindsight 60 ft. (blind beyond this distance), passive Perception 14
 Languages  Common plus two more languages
                                                
                                            
                                                
                                                    , the simulacrum is the oblex, meaning that the oblex occupies its space and the simulacrum’s space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at
                                                
                                            
                                        





