Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 25 results for 'deafened sense'.
Magic Items
The Wild Beyond the Witchlight
wielded as a magic mace that grants a +3 bonus to attack and damage rolls made with it. In addition, the vane deals an extra 1d8 radiant damage on a hit.
Sense Mood. While the vane is inside the
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
Out of the Abyss
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact
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
Bigby Presents: Glory of the Giants
have the deafened condition for 1 minute.A slumbering scion of Memnor appears as a dense, slowly drifting tower of clouds that never dissipates. Often, this cloud lingers over a remote valley, creating
an overwhelming compulsion to leave an offering worth at least 5 gp stashed in an out-of-the-way place. Cloud giants within 6 miles of the cradle or scion immediately sense the location of this gift
Androsphinx
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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)
Danger Sense At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws
against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded , deafened , or incapacitated.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Danger Sense At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws
against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Beast Sense 2nd-level divination (ritual) Casting Time: 1 action Range: Touch Components: S Duration: Concentration, up to 1 hour You touch a willing beast. For the duration of the spell, you can use
gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, cold, fire
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 8
Languages —
Challenge 1/2
, suggesting that the ooze can sense and mimic psionic ability.
A psionic gray ooze has an Intelligence score of 6 (−2), as well as the following additional action.
Psychic Crush (Recharge 5–6). The ooze
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
within 30 feet of you, provided you aren’t blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature. You can use this
at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
claws as “tickling” in a way that causes every sense to scream.
A nightgaunt’s head is a smooth, horned polyp. Before a nightgaunt kills, its head splits apart, revealing an otherworldly glow deep
+8
Con 16 +3 +3
Mod Save
Int 13 +1 +1
Wis 16 +3 +6
Cha 10 +0 +0
Resistances Lightning, Poison, Psychic
Immunities Blinded, Deafened, Exhaustion
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Mage Hunter Mage Hunters in Hunter Form Mage hunters are hideous spider-legged creatures employed by the Oriq to pursue magic-wielders. These creatures can naturally sense magic via the glowing
purple spines on their backs. A mage hunter is usually in its sentry form, a diamond-shaped drone with a heightened ability to sense and locate mages. Once it finds a quarry, the mage hunter takes on its
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. All creatures aboard the train feel a sense of inner peace. No creature aboard the train can make an attack or cast a spell that deals damage. 3 Mount Celestia. Good-aligned creatures aboard the train
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->Monster Manual (2014)
to sense magic detect the rug’s false magical aura. In some cases, a rug of smothering is disguised as a carpet of flying or another beneficial magic item. However, a character who stands or sits on
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6
Languages —
Challenge 2 (450 XP
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Hand +5
Damage Vulnerabilities lightning
Damage Resistances necrotic
Condition Immunities blinded, deafened, petrified, stunned
Senses darkvision 60 ft., passive Perception 13
Languages Common
a hit. Sense Mood. While the vane is inside the 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
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->Dungeon Master’s Guide
Artifact, you have the Deafened condition when you’re more than 10 feet away from it. 41–48 While attuned to the Artifact, you lose all sense of smell. 49–66 While you’re attuned to the Artifact, your
Artifact, you have Immunity to the Blinded, Deafened, Petrified, and Stunned conditions. Minor Detrimental Properties 1d100 Property 01–08 While attuned to the Artifact, you have Disadvantage on any
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Divinity You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features
Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature. Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Divinity You can channel divine energy directly from the Outer Planes, using it to fuel magical effects. You start with one such effect: Divine Sense, which is described below. Other Paladin features give
Divinity effect requires a saving throw, the DC equals the spell save DC from this class’s Spellcasting feature. Divine Sense. As a Bonus Action, you can open your awareness to detect Celestials, Fiends
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
a few hundred feet to as much as five miles. Travelers who linger in the mist suffer a growing sense of claustrophobia and despair. It’s easy to get lost in the impenetrable fog, and some travelers
) 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->Volo's Guide to Monsters
pursuit of wealth. They also possess a flair for unpredictability and a wicked sense of humor. While cloud giants expect a certain amount of trickery and deceit in their dealings with others of their kind
has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Regeneration. The giant
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
)
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 8
Languages —
Challenge 2 (450 XP
Challenge 11 (7,200 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 refuses. Wisdom (Insight) checks made to
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
feels a profound sense of purpose and gains the benefit of the bless spell for 1 minute. They can choose two other creatures they can see to gain the spell’s benefits as well. 67–72 A booming voice
failure, the creature is deafened for 1 minute. 73–78 One character in the region gains the ability to cure afflictions for 1 hour. As an action, they can cast lesser restoration or greater restoration
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages —
Challenge 13 (10,000 XP
, a strange sense of lightness fills them, and they begin to lift gently from the floor. A zero-gravity effect in this chamber grants any creature a flying speed equal to its walking speed while in
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
30-foot-radius sphere centered on itself. All other creatures in that area must succeed on a DC 25 Constitution saving throw or take 18 (4d8) thunder damage and have the deafened condition for 1
scion immediately sense the location of this gift. A creature can be affected only once by this compulsion. Empowered Cloud Giants. Cloud giants within 1,000 feet of the scion gain a +8 bonus to attack
Forums
- Re: Beta Release Notes - 03/28/2017
Quote from Sorce >>
I'm going to assume that Sense = Conditions? Is there a reason we renamed these for tagging? Don't make me go and awaken the Tarrasque!
Senses are Blindsight, Darkvision, Tremorsense, and Truesight.
Conditions are Blinded, Charmed, Deafened, et. al.