Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'deafened speed'.
Monsters
Monster Manual
its Speed, and it makes one Rend attack.
Thunderclap. Constitution Saving Throw: DC 22, each creature in a 20-foot-radius Sphere centered on a point the dragon can see within 120 feet. Failure: 13 (3d8
);{"diceNotation":"3d8", "rollType":"damage", "rollAction":"thunderclap", "rollDamageType":"Thunder"} Thunder damage, and the target has the Deafened condition until the end of its next turn.Lightning
Monsters
Monster Manual
all expended uses at the start of each of its turns.
Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).
Pounce. The dragon moves up to half its Speed, and it makes
", "rollType":"damage", "rollAction":"Thunderclap", "rollDamageType":"Thunder"} Thunder damage, and the target has the Deafened condition until the end of its next turn.Lightning
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"Thunderous Bellow", "rollDamageType":"Thunder"} Thunder damage, and the target has the Deafened and Frightened conditions until the end of its next turn. Success
at the start of each of its turns.
Onslaught. The tarrasque moves up to half its Speed, and it makes one Claw or Tail attack.
World-Shaking Movement. The tarrasque moves up to its Speed. At the end
Monsters
Monster Manual
damage, and the target has the Prone condition. Success: Half damage only. Failure or Success: The target’s Speed is reduced to 0 until the end of its next turn.3: Raging Storm. A storm cloud
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
Mislead
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.
You can see through its eyes and hear through its ears as if
you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
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
the darkmantle is attached in this way.
While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also
Spells
D&D Beyond Drops
automatically succeeds on the saving throw.
While Charmed, a target must spend its turn discussing or arguing for or against your statement. For the duration, the target has a Speed of 0 and has the
Blinded and Deafened conditions with respect to everyone except you and other targets affected by this spell.
At the end of each of its turns, the target repeats the save, ending the spell on itself on a success.
Monsters
Baldur’s Gate: Descent into Avernus
: bless, cure wounds, protection from evil and good
1/day each: banishment, heal, raise dead, shapechange (into a golden-furred mammoth with feathered wings and a flying speed of 120 ft.), teleport
","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
Darkmantle
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
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
darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle’s speed also becomes 0, it can’t benefit from any bonus to its speed, and it
Howler
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
monsters
shoggoth, and has the Deafened and Stunned conditions until the end of its next turn. Success: Half damage only.Cold Sprint. Trigger: The shoggoth is subjected to Cold damage. Response: The shoggoth
moves up to its Speed and can make one Pseudopod attack with Advantage.Shoggoths are massive, undulating horrors possessed of ancient and cruel intellects. Created by Elder Thing;elder things (detailed
Equipment
battle with efficiency, slipping away after being loaded with plundered goods and treasure.
Gargantuan Water Vehicle (60 ft. by 8 ft.)
Armor Class 15 (damage threshold 10) Hit Points 250 Speed 55 ft
., 5 mph (120 miles per day)Immune Poison, Psychic; Blinded, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Stunned, UnconsciousInitiative 6 Crew 30
Equipment
Speed 50 ft. (Rowing 20 ft.), 4 mph (96 miles per day) Immune Poison, Psychic; Blinded, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Stunned, Unconscious
longships would be ill‑equipped for. However, drakkar are not as agile as other longships in terms of turning speed or in lighter wind conditions.
Armor Class 15 (damage threshold 20) Hit Points 400
Equipment
than as battleships.
Gargantuan Water Vehicle (50 ft. by 15 ft.)
Armor Class 15 (damage threshold 10) Hit Points 200 Speed 25 ft., 2 mph (48 miles per day) Immune Poison, Psychic; Blinded
, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Stunned, UnconsciousInitiative 7 Crew 10 Passengers 15 Cargo Capacity 50 tons
STR
DEX
CON
INT
WIS
CHA
Project Image
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the spell ends.
You can use your action to move this illusion up to twice your speed, and make it gesture
, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
Physical interaction with the
Dissonant Whispers
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire
or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
At Higher Levels. When you cast
Equipment
, Psychic; Blinded, Charmed, Deafened, Exhaustion, Frightened, Incapacitated, Paralyzed, Petrified, Poisoned, Prone, Stunned, Unconscious,
Actions
Cod is Great can take 2 actions, choosing from the
Great can use its helm to move with its oars or sails.
Hull
AC 15HP 100 (damage threshold 10)
Control: Helm
AC 12HP 50Move up to the Speed of one of the ship’s movement components, with one 90
Equipment
longboats, matched only by the smaller snekkja.
Armor Class 15 (damage threshold 15) Hit Points 350 Speed 55 ft., 5 mph (120 miles per day)Immune Poison, Psychic; Blinded, Deafened, Exhaustion
+0
+0
+0
Sails. While in Initiative, the skeid's Speed is reduced to 15 ft. when sailing against the wind. While sailing with the wind, its Speed becomes 70 feet.
ACTIONS
On its turn, the
Equipment
destination.
Gargantuan Water Vehicle (55 ft. by 12 ft.)
Armor Class 15 (damage threshold 10) Hit Points 100 Speed 45 ft., 3 mph (72 miles per day) Immune Poison, Psychic; Blinded, Deafened
) Piercing damage on a failed save, or half as much damage on a success. Creatures that fail the saving throw by 5 or more have their Speed reduced by 10 feet until the start of the karvi's next turn
Monsters
Quests from the Infinite Staircase
takes lightning damage, it suffers two effects until the end of its next turn: its speed is halved, and it has disadvantage on Dexterity saving throws.Multiattack. The froghemoth makes one Bite
speed. Each creature within 5 feet of the froghemoth when it lands must succeed on a DC 20 Strength saving throw or have the prone condition.Froghemoths are massive amphibious predators with starry
Monsters
Mordenkainen Presents: Monsters of the Multiverse
back, granting it a flying speed of 30 feet.
31–35
The target’s ears tear free from its head and scurry away; the target is deafened.
36–40
Two of the target’s teeth
target’s hands grow claws, which can be used as dagger;daggers.
16–20
One of the target’s legs grows longer than the other, reducing its walking speed by 10 feet.
21&ndash
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
damage and is deafened until the start of Yan-C-Bin’s next turn.
Change Shape. Yan-C-Bin polymorphs into a Medium humanoid. While in polymorphed form, a swirling breeze surrounds him, his eyes are
monsters
Throw: DC 14. Failure: The target has the Charmed condition. While the creature is Charmed in this way, its Speed is reduced to 0. The target repeats the save at the end of each of its turns, ending
, the groans and whispers of the dead fill the Mists surrounding Mordent. Creatures in the Mists have the Deafened condition.
Ears Everywhere. While in his domain, Lord Godefroy can cast Sending
Monsters
Curse of Strahd
has leathery wings and a flying speed of 40 feet.11–15: Keen Hearing and Smell. The mongrelfolk has advantage on Wisdom (Perception) checks that rely on hearing or smell.16–17: Spider
, deafened, frightened, stunned, or knocked unconscious.
Mimicry. The mongrelfolk can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations
Monsters
Mordenkainen Presents: Monsters of the Multiverse
effects.
Two Heads. Demogorgon has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.Multiattack. Demogorgon makes two Tentacle attacks. He can replace one attack
, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or an object interacts physically with Demogorgon (for example, by
Demogorgon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
advantage on saving throws against being blinded, deafened, stunned, and knocked unconscious.Multiattack. Demogorgon makes two tentacle attacks.
Tentacle. Melee Weapon Attack: +17;{"diceNotation":"1d20+17
of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or object interacts physically with
Compendium
- Sources->Dungeons & Dragons->Monster Manual
−5 (5)
HP 18 (4d8)
Speed 5 ft.
Ability Score Mod Save
Str 3 −4 −4
Dex 1 −5 −5
Con 10 +0 +0
Ability Score Mod Save
Int 1 −5 −5
Wis 3 −4 −4
Cha 1 −5 −5
Immunities Blinded, Charmed, Deafened, Frightened
Senses Blindsight 30 ft.; Passive Perception 6
Languages None
CR 1/4 (XP 50; PB +2)
Actions
Multiattack. The fungus
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Giant Bat Giant Bat
Large beast, unaligned
Armor Class 13
Hit Points 22 (4d10)
Speed 10 ft., fly 60 ft.
STR
15 (+2)
DEX
16 (+3)
CON
11 (+0)
INT
2 (−4
)
WIS
12 (+1)
CHA
6 (−2)
Senses blindsight 60 ft., passive Perception 11
Languages —
Challenge 1/4 (50 XP)
Echolocation. The bat can’t use its blindsight while deafened.
Keen
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Killer Whale Killer Whale
Huge beast, unaligned
Armor Class 12 (natural armor)
Hit Points 90 (12d12 + 12)
Speed 0 ft., swim 60 ft.
STR
19 (+4)
DEX
10 (+0)
CON
13 (+1
can’t use its blindsight while deafened.
Hold Breath. The whale can hold its breath for 30 minutes.
Keen Hearing. The whale has advantage on Wisdom (Perception) checks that rely on hearing
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Bat Bat
Tiny beast, unaligned
Armor Class 12
Hit Points 1 (1d4 − 1)
Speed 5 ft., fly 30 ft.
STR
2 (−4)
DEX
15 (+2)
CON
8 (−1)
INT
2 (−4)
WIS
12 (+1
)
CHA
4 (−3)
Senses blindsight 60 ft., passive Perception 11
Languages —
Challenge 0 (10 XP)
Echolocation. The bat can’t use its blindsight while deafened.
Keen Hearing. The bat has
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. Other types of armor or even metal statuary might also become animated armor. Animated Armor Medium Construct, Unaligned
AC 18 Initiative +2 (12)
HP 33 (6d8 + 6)
Speed 25 ft.
Ability Score
; Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses Blindsight 60 ft.; Passive Perception 6
Languages None
CR 1 (XP 200; PB +2)
Actions
Multiattack. The armor makes two Slam attacks.
Slam. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Two-Headed Owlbear Two-Headed Owlbear
Large monstrosity, unaligned
Armor Class 13 (natural armor)
Hit Points 59 (7d10 + 21)
Speed 40 ft.
STR
20 (+5)
DEX
12 (+1)
CON
17
owlbear has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Wakeful. When one of the owlbear’s
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
hoop that rolls over the ground. Amphisbaena
Medium monstrosity, unaligned
Armor Class 14
Hit Points 11 (2d8 + 2)
Speed 30 ft., swim 30 ft.
STR
14 (+2)
DEX
18 (+4)
CON
12
amphisbaena has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Actions
Multiattack. The amphisbaena makes two bite attacks.
Bite
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Medium Plant, Neutral Evil
AC 12 Initiative +1 (11)
HP 16 (3d8 + 3)
Speed 30 ft.
Ability Score Mod Save
Str 12 +1 +1
Dex 12 +1 +1
Con 13 +1 +1
Ability Score
Mod Save
Int 4 −3 −3
Wis 8 −1 −1
Cha 3 −4 −4
Immunities Deafened
Senses Blindsight 60 ft.; Passive Perception 9
Languages Understands Common but can’t speak
CR 1
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. Shrieker Fungus Medium Plant, Unaligned
AC 5 Initiative −5 (5)
HP 13 (3d8)
Speed 5 ft.
Ability Score Mod Save
Str 1 −5 −5
Dex 1 −5 −5
Con 10 +0 +0
Ability
Score Mod Save
Int 1 −5 −5
Wis 3 −4 −4
Cha 1 −5 −5
Immunities Blinded, Charmed, Deafened, Frightened
Senses Blindsight 30 ft.; Passive Perception 6
Languages None