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Returning 26 results for 'dim insect are blow'.
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Monsters
Acquisitions Incorporated
Magic Resistance. The deep crow has advantage on saving throws against spells and other magical effects.
Shadow Stealth. While in dim light or darkness, the deep crow can take the Hide action as a
resembles a massive version of its namesake bird, this creature is a unique form of avian insect. Seen up close, it can easily be discerned from any other giant bird by its insectoid maw, its four-clawed
Monsters
Fizban's Treasury of Dragons
can see in the lair. Gleaming starlight radiates from that point to fill a 10-foot-radius sphere with dim light. Each creature other than the dragon in that area when the light appears must succeed on
a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat to those approaching the lair, and visibility is the best possible
Monsters
Fizban's Treasury of Dragons
wide and high.
Starlight’s Gleam. The dragon chooses a point it can see in the lair. Gleaming starlight radiates from that point to fill a 10-foot-radius sphere with dim light. Each creature other
, creating one or more of the following effects:
Clear Skies. The skies above a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
like cracks with bluish-white energy spilling out. An air genasi’s hair might blow in a phantom wind or be made entirely of clouds or vapor. As an air genasi, you have the following traits. Creature
Type. You are a Humanoid. Size. You are Medium or Small. You choose the size when you select this race. Speed. Your walking speed is 35 feet. Darkvision. You can see in dim light within 60 feet of you
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
10-foot-radius sphere with dim light. Each creature other than the dragon in that area when the light appears must succeed on a DC 15 Dexterity saving throw or take 13 (2d12) radiant damage and be
Skies. The skies above a crystal dragon’s lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat to those approaching the lair, and visibility
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
anything but. Some goblins clobber things, others like to light them on fire, and many love to blow things up. Goblins have an outrageous sense of humor, usually expressed through mischievous pranks
. Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Fury of the Small
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, Stealth +5
Senses darkvision 120 ft., passive Perception 13
Languages Common
Challenge 1 (200 XP)
Shadow Stealth. While in dim light or darkness, the meazel can take the Hide action as a bonus
equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet of it, provided that the starting space and the destination are in dim light or darkness
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
its namesake bird, this creature is a unique form of avian insect. Seen up close, it can easily be discerned from any other giant bird by its insectoid maw, its four-clawed feet, and the cluster of red
)
Magic Resistance. The deep crow has advantage on saving throws against spells and other magical effects.
Shadow Stealth. While in dim light or darkness, the deep crow can take the Hide action
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
remaining coven members. Adventurers who slay only one member of a coven might deal a blow to it in the short term, but later on the surrounding region is wracked with plagues, curses, and other disasters
(2 slots): insect plague, tree stride 6th level (1 slot): wall of thorns Prophecy. The power to affect the future or perceive things out of the norm could make these spells attractive to a coven: 1st
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the region give off a crimson glow for 1 minute. The creatures shed dim light in a 10-foot radius, attacks against them have advantage if the attacker can see them, and the creatures can’t benefit from
intricate, abstruse patterns nearby. 19–27 Local plants and animals share a malevolent intelligence. Roll a d6. On a 1–2, an insect plague spell is centered on one random creature in the region. On a 3–4
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the characters one dandelion apiece and encourages each of them to make a wish and then blow the dandelion’s seeds into the air. Sycamore Seeds. A creature can attempt to catch a falling sycamore seed
the rows of seats. If the characters join them, read: The lights dim and a hush falls over the crowd. A second later, a spotlight illuminates a lithe, elven figure sitting in a silver hoop, suspended
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
shed dim light in a 10-foot radius. A sharp blow to one of the crystals, including throwing it so it impacts a hard surface, causes it to burst in a 10-foot-radius flash of blinding light. Any creature
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
are set like oversized stepping stones.
Demonic Faces. The mouths of these relief carvings are the source of the magical breeze. Insect Floor. The floor is 2 feet below the level of the doors and
filled completely with dead insects along with occasional bones, making it difficult terrain. Pit Traps. Scattered through the room, hidden beneath the blanket of insect bodies, are several pit traps
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
9 Tree Stride
Tropical Land Druid Level Circle Spells
3 Acid Splash, Ray of Sickness, Web
5 Stinking Cloud
7 Polymorph
9 Insect Plague
Level 3: Land’s Aid As
star chart. This form sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), have the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
tower) and attack. Symbol. The symbol on the floor sheds dim orange light out to 5 feet. A character who sees the symbol and succeeds on a DC 16 Wisdom (Perception) check realizes it looks like an
inset with glowing crystal bands run along the north side of this room. Between the columns stand two still, insect-like constructs. Sporadically, lightning arcs between a column and one of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
emit dim light in a 10-foot radius
6 Woolly rhinoceros
7 Saber-toothed tiger
8 Wolf
Battlehammer Dwarves The shield dwarves of Clan Battlehammer have iron mines throughout the
snowflakes that won’t melt for 24 hours or a beautifully carved icicle that melts like normal ice. If the chwinga is mad, it might blow the snowflakes into a character’s eyes to cause temporary
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
shattered the south wall, creating a passage high in the cliffs beneath Castle Kalaman. After this scene plays out, another violent blow shakes the tomb surrounded by the sculpted dragon. Sarlamir’s
in the Northern Wastes Soth calls the City of Lost Names. As soon as Sarlamir is defeated, the violet flames around his weapon and elsewhere in the catacombs dim, then vanish. Make sure Sarlamir
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
radiate dim light. The crickets are indifferent toward the characters. If the characters disturb the crickets, the insects begin to chirp loudly. The trolls in area L8 investigate any loud noises coming
length. Clusters of small fungi grow throughout the chamber, and odd indentations dot the floor and walls at semiregular intervals. Somewhere farther back in the cave, a dim glow casts flickering
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
water. The air is damp, and the walls are covered with slimy green moss.
Dim light streams from an archway near the top of one side of the shaft. A narrow, roaring waterfall pours from the archway into
area P33). A fierce battle ensued, and Uma’s comrades were slain. Uma struck a killing blow on the undead priest—or so she thought. As the mummy crumbled to dust, he claimed his life was “too precious
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
crickets (use the giant frog stat block) nibble at the glowing mushrooms in this cave, which radiate dim light. The crickets are indifferent toward the characters. If the characters disturb the crickets
insect rotates slowly on a spit.
Two fomorians inhabit this cave. The beds, fire pit, and utensils are all sized for Huge creatures. The fomorians are cruel, violent, and bored. When the giants
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
everburning black candles that are found in the temple (area 11), so the illumination is eerie and dim. The walls are hung with purple cloth, and the floor is thickly carpeted in black. The inner room to the
between the divans has a glyph of warding on the inside of the lid, so if anyone other than Eclavdra opens it, the glyph casts insect plague (spell save DC 14). The container holds three spell scrolls
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
blow through, and overlooking the silent pool below. But time, decay, and some bestial presence have given it a sinister air. It smells foul, and dark stains cover the floor and seep down the white
Zalkoré is already dead), the queen is expecting them. The single, large chamber inside the dome is obviously a royal apartment — or was, centuries ago. Now the bright, floral murals are dim and gray
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
; he carries an iron key that unlocks the doors to areas V7 and area V10. Raising the Alarm. If a wraith spots an intruder or is attacked, it uses its action to blow its horn. Creatures within 100 feet
walk through a curtain into the inner space, read the following: Black candles cast dim light throughout this inner room, revealing a circle of unholy runes drawn in chalk on the floor. A black-robed
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
infrequent and seemingly random intervals, a disembodied elven voice cuts through the crowd, its song haunting enough to magically dim the room’s lanterns and make even the bar’s most hardened customers
too aware that someone with that much smokepowder could blow up a portion of the High Hall, Wyrm’s Rock, or any number of other fortifications. Yet as horrifying as he finds those possibilities, he
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Gate. At infrequent and seemingly random intervals, a disembodied elven voice cuts through the crowd, its song haunting enough to magically dim the room’s lanterns and make even the bar’s most hardened
. Avery is terrified of what the thieves might do with the powder — he’s all too aware that someone with that much smokepowder could blow up a portion of the High Hall, Wyrm’s Rock, or any number of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
chamber. Most of the rusty iron hooks in the ceiling are empty, but a few hold the skinned carcasses of large vermin, huge fungoid stalks, and several massive insect carapaces. On a small, battered
disruptions at their leader’s behest. A circular shaft pierces the floor of this forty-foot-diameter domed chamber. Dim violet light shines out of the shaft, revealing sickly white and gray vines that coat






