Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 26 results for 'deafened issue are blocks'.
Other Suggestions:
defined issue are blocks
Spells
Player’s Handbook
command any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to
guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is
Magic Items
Quests from the Infinite Staircase
don’t have the incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a
staff skyward, producing a fearsome thunderclap. Each creature of your choice in a 30-foot-radius sphere centered on you must succeed on a DC 15 Constitution saving throw or have the deafened and frightened conditions until the end of your next turn.
Staff of Thunder and Lightning
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.
Thunderclap. You can use an action to cause the staff to issue
damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.
Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see “Creature Stat Blocks” for its stat block
any of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Stat Blocks” for the stat blocks). On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control
can issue a general command, such as to guard a chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple
, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
one. Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17
Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn’t deafened. Thunder and Lightning
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
for the stat blocks). On each of your turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple
creatures, you can command any of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
of them at the same time, issuing the same command to them). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to
guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
one. Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17
Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn’tdeafened. Thunder and Lightning
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Medium creatures can occupy the same space as one Large creature there. Recruit: Creature. When you issue the Recruit order to this facility, you commission the facility’s hirelings to add a creature from
defend the Bastion. Instead, they act in accordance with their nature and use their stat blocks in the Monster Manual. Menagerie Creatures Creature Size Cost Ape Medium 500 GP Black Bear Medium 500
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Horse or Camel and two Ponies or Mules; see the Player’s Handbook or the Monster Manual for these creatures’ stat blocks. The facility is big enough to house three Large animals. Two Medium creatures
Wisdom (Animal Handling) checks made with respect to it have Advantage. Trade: Animals. When you issue the Trade order to this facility, you commission the facility’s hireling to buy or sell one or more
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Bryn Shander stands 30 feet high and is made of tight-fitting stone blocks. Defenders stand atop a planked walkway that hugs interior of the wall. Spaced along the wall are stone watchtowers, wherein
. Clouds of white smoke issue forth day and night from stone chimneys and holes in rooftops. Each community in Ten-Towns has an elected speaker who leads the residents and represents their interests
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
it is within 60 feet of you and you don’t have the incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to
. Thunderclap. You point the staff skyward, producing a fearsome thunderclap. Each creature of your choice in a 30-foot-radius sphere centered on you must succeed on a DC 15 Constitution saving throw or have the deafened and frightened conditions until the end of your next turn.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Living Spell Living spells come in many varieties; the stat blocks here are three examples. Living spells most often manifest from evocation and conjuration spells. To make a living spell from a
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone
Senses darkvision 60 ft., passive Perception 8
Languages —
Challenge 1 (200 XP)
Amorphous. The
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Example Members The stat blocks in this chapter represent members from each level of membership. Aspirant of the Comet Aspirants aren’t yet initiated into the mysteries of the Heralds of the Comet
centered on a point the hierophant can see within 60 feet of itself. Each creature within the sphere has the blinded and deafened conditions. Each creature that enters the sphere for the first time on a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
NPC Stat Blocks The Monster Manual contains stat blocks for common NPC archetypes such as bandits and guards, as well as tips for customizing them. Those tips include adding racial traits from the
ft.; speaks Common and Goblin Grimlock +2 Str, -2 Cha Blind Senses, Keen Hearing and Smell, Stone Camouflage; can’t be blinded; blindsight 30 ft., or 10 ft. while deafened (blind beyond this radius
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
more powerful as well. There are three ways you can approach this issue: Mechanical Improvement. Use the guidelines in chapter 9 of the Dungeon Master’s Guide to add class levels or Hit Dice to the
villain and improve its challenge rating to make it relevant to the higher-level characters. NPC Stat Blocks. Some of the stat blocks in the Monster Manual can reflect the same character at different
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sample Ships This section provides stat blocks, deck plans, and other details for some of the most common ships. SIEGE WEAPONS
Some ships are armed with siege weapons, the descriptions of which are
)
STR
24 (+7)
DEX
4 (-3)
CON
20 (+5)
INT
0
WIS
0
CHA
0
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
swift and loud. Creatures within 20 feet of it are deafened by the roar unless a soundproof barrier or a silence spell blocks the noise. Any creature that starts its turn in the river and isn’t anchored
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
secrecy by Krr’ook. At any given time, Dungrunglung is home to grungs representing all castes and colors. There is only one gold grung (Groak) and one red grung (Krr’ook). For grung stat blocks and more
dutiful and dangerous grung warrior, dedicated to his king. Roark thinks all this goddess-summoning nonsense is distracting from the real issue at hand: defending Dungrunglung from the undead. Secretly
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
feet and rising 30 feet above the river’s surface. Constructed of heavy basalt blocks, the bridge’s piers are plated with iron. B2: Gatehouse Two mighty towers of black stone flank the fortress’s iron
cruelty. Gruk-Gruk B4: Prison Yard Huge blocks of rough basalt lie scattered about the center of this spacious yard, where ten armored duergar oversee a large number of haggard prisoners. The prisoners
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
take 13 (3d8) thunder damage and have the deafened condition for 1 minute. The echo then dissipates and doesn’t compound. Whispers of Fate. The magic of the Feywild whispers into the cavern, offering
anything stationary on the water’s surface slowly sinks to the bottom over the course of 1 minute. Waterfall. The waterfall blocks passage to the fey crossing in area C7. Like the pool, the waterfall is
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
by how much, or you can simply increase it by 1 or 2 as you see fit. Many Mournland creatures have mutations that are purely cosmetic and don’t change their stat blocks. For example, one might have
) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Magical Effects The catastrophe of the Mourning altered more than the landscape and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
rating of 10 (5,900 XP). It is blinded and deafened, giving it disadvantage on all its attack rolls, and it can’t use its Poison Breath. The golem was decapitated when Ythryn crashed into the Reghed
appendix C for their stat blocks). The hypnos magen telepathically orders intruders to leave the area. Defying this order prompts the magen to attack. The iron door at the base of the observatory is
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
characters press the issue, the githyanki pull them aside and admit that the camp’s interim leader, Ilren, and the Lambent Zenith’s first mate, Figaro, would have more information. However, Figaro has
jammed through one of the doors leading into the forecastle.
The mast blocks the entrance to the navigation room (area Z16). The door to the captain’s quarters (area Z15) is unobstructed but locked






