Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'dim inside are blank'.
Other Suggestions:
dim inside are black
dim inside are blade
dim inside are block
dim inspire are back
dim inspire are blade
Monsters
Monster Manual
", "rollDamageType":"Force"} Force damage if it ends its turn inside an object.
Light Sensitivity. While in Bright Light, the demon has Disadvantage on ability checks and attack rolls.Umbral Claw. Melee
", "rollDamageType":"Psychic"} Psychic damage.Necrotic, PoisonAcid, Bludgeoning, Cold, Fire, Lightning, Piercing, Slashing, ThunderRadiantShadow Stealth. While in Dim Light or Darkness, the demon takes the Hide action.
Spells
Player’s Handbook
the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it’s transparent from the inside.
The spell ends early if you leave the Emanation or if you cast it again.
or lower can’t be cast through it, and the effects of such spells can’t extend into it.
The atmosphere inside the Emanation is comfortable and dry, regardless of the weather outside. Until
Monsters
Monster Manual
Ephemeral. The wisp can’t wear or carry anything.
Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Incorporeal Movement. The wisp can
"} Force damage if it ends its turn inside an object.Shock. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Shock"}, reach 5 ft. Hit: 11 (2d8 + 2);{"diceNotation":"2d8+2
Magic Items
Dungeon Master’s Guide
arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
This weapon has the following additional properties.
Arrow of Restraint. Whenever you use this weapon to make a
an object that isn’t being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of
Magic Items
Dungeon Master’s Guide
catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down
, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus floats on water. It can also
Monsters
Van Richten’s Guide to Ravenloft
, though they can still die in other ways. The glowing device sheds light in a 10-foot radius and dim light for an additional 10 feet. While inside a creature, the device causes the creature to shed dim
stitching itself into place if positioned in a cavity where the creature’s heart used to be. A creature with the device inside them is immune to disease, ceases to age, and does not die of old age
Monsters
Tales from the Yawning Portal
Amphibious. Tecuziztecatl can breathe air and water.
Glowing. Tecuziztecatl sheds dim light within 20 feet of itself.
Flexible. Tecuziztecatl can enter a space large enough for a Medium creature
Acid","rollDamageType":"acid"} acid damage on a failed save, or half as much damage on a successful one.Clinging to the wall of a water-filled chamber inside The Hidden Shrine of Tamoachan is
Monsters
Keys from the Golden Vault
the shard solitaire (diamond);shard solitaire necklace. (The shard solitaire is currently attuned to the Far Realm entity trapped inside.)
If the simulacrum drops to 0 hit points, it turns to snow
cold, scrying, wall of force
6th level (1 slot): globe of invulnerability
7th level (1 slot): teleport
8th level (1 slot): mind blank*
9th level (1 slot): time stop
*The simulacrum casts these
Monsters
Guildmasters’ Guide to Ravnica
Movement","rollDamageType":"force"} force damage if it ends its turn inside an object.
Shadow Stealth. While in dim light or darkness, the horror can take the Hide action as a bonus action.
Shadow
Monsters
Mordenkainen Presents: Monsters of the Multiverse
as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in
on a single turn from a creature inside it, the neothelid must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space
Magic Items
Tomb of Annihilation
A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light in a 30-foot radius and dim light for an additional 30
Monsters
Phandelver and Below: The Shattered Obelisk
’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner
":"Incorporeal Movement", "rollDamageType":"force"} force damage if it ends its turn inside an object.
Legendary Resistance (5/Day). If the refraction fails a saving throw, it can choose to succeed instead
Monsters
Planescape: Adventures in the Multiverse
24 hours.
Illumination. The archon sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
Incorporeal Movement. The archon can move through creatures and objects as if they
were difficult terrain. If it ends its turn inside an object, it takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Incorporeal Movement", "rollDamageType":"force"} force
Monsters
The Wild Beyond the Witchlight
);{"diceNotation":"1d10","rollType":"damage","rollAction":"Incorporeal Movement","rollDamageType":"force"} force damage if it ends its turn inside an object.
Variable Illumination. The will-o’-wisp
sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o’-wisp can alter the radius as a bonus action.Shock. Melee
Monsters
Bigby Presents: Glory of the Giants
Berserk. If the core inside the colossus is destroyed, the colossus goes berserk. On each of its turns while berserk, the colossus attacks the nearest creature it can see. If no creature is near
, creatures inside the colossus’s chest cavity take 40 (9d8);{"diceNotation":"9d8", "rollType":"damage", "rollAction":"Elemental Breath", "rollDamageType":"force"} force damage from churning elemental
Monsters
Planescape: Adventures in the Multiverse
Shadowy Form. While the darkweaver is in dim light or darkness, attack rolls against it are made with disadvantage unless the darkweaver has the incapacitated condition.
Spider Climb. The darkweaver
dim light or darkness, it teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 60 feet of itself that is in dim light or darkness.
Darkweaver Webs
Monsters
Spelljammer: Adventures in Space
, the apparition sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Incorporeal Movement. The apparition can move through other creatures and objects as if they were
difficult terrain. It takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Incorporeal Movement","rollDamageType":"force"} force damage if it ends its turn inside an object.
Unusual
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, twisting tunnels open up within it. One of these passageways serves as the lair’s only entrance, and a large central chamber serves as the meenlocks’ den. Inside the warren, black moss
":"Shadow Teleport"}. The meenlock teleports to an unoccupied space within 30 feet of it, provided that both the space it’s teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight.
Monsters
Van Richten’s Guide to Ravenloft
Blazing Boon. All fire damage it deals becomes necrotic damage.
Illumination. The priest sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an
","rollType":"damage","rollAction":"Wraithlike","rollDamageType":"force"} force damage if it ends its turn inside a creature or an object.
6
Priest of Osybus (Deathly);Deathly. The priest’s
Monsters
Tomb of Annihilation
following properties while attuned to the dagger, provided he has the weapon drawn:
Cause a blue gem set into the dagger’s pommel to shed bright light in a 20-foot radius and dim light for an
charges). The ice object can’t have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (Artus’s choice). The ice creature
Monsters
Quests from the Infinite Staircase
when it starts its turn inside the wall or when it enters the wall for the first time on a turn. The wall’s area is difficult terrain for a creature that isn’t grappled. The wall sinks
. During daylight hours, it emits bright light, but at night, it never reaches full darkness, becoming dim light instead.
Memory Loss. Unless otherwise stated, a creature that leaves the domain must make a
Shadow Demon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Movement","rollDamageType":"force"} force damage if it ends its turn inside an object.
Light Sensitivity. While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
Shadow Stealth. While in dim light or darkness, the demon can take the Hide action as a bonus action.Claws. Melee Weapon Attack: +5;{"diceNotation":"1d20+5
Will-o'-Wisp
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
":"damage","rollAction":"Incorporeal Movement","rollDamageType":"force"} force damage if it ends its turn inside an object.
Variable Illumination. The will-o'-wisp sheds bright light in a 5- to 20-foot
radius and dim light for an additional number of feet equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.Shock. Melee Spell Attack: +4;{"diceNotation":"1d20+4
Intellect Devourer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
the creature is protected by a mind blank spell.Multiattack. The intellect devourer makes one attack with its claws and uses Devour Intellect.
Claws. Melee Weapon Attack: +4;{"diceNotation":"1d20+4
the contest, the intellect devourer magically consumes the target’s brain, teleports into the target’s skull, and takes control of the target’s body. While inside a creature, the
Neothelid
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
as each creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in
turns.
If the neothelid takes 30 damage or more on a single turn from a creature inside it, the neothelid must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all
Apparatus of Kwalish
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either
apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus
Apparatus of the Crab
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either
apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus
Spells
Xanathar's Guide to Everything
the door.
The temple’s interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The
24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and
Elder Brain
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in
Actions
When fighting inside its lair, an elder brain can use lair actions. On initiative count 20 (losing initiative ties), an elder brain can take one lair action to cause one of the following
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, but it snaps open when the book is held by someone who intends to leave Candlekeep with it. The book contains one hundred eight mostly blank pages made of tissue-thin white paper and emits a soft
breeze whenever a page is turned. Most important, when the book is first opened, it reveals the creature trapped inside it: a djinni named Gazre-Azam. The first ten pages of the book contain various notes
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
entrance to this passage is a block of stone mounted on a central pivot, which has been wedged partially open by accumulated debris. The location of the southern entrance appears to be a blank wall when
initially viewed from within the passage. The portal can be opened from inside the passage by releasing a concealed catch at the intersection of the wall and the ceiling. Finding the catch requires a successful DC 15 Wisdom (Perception) check.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
theater causes the lights in the theater and backstage to dim; speaking another command word inside the theater restores them to full brightness. All the stage managers know the command words.
ceiling. Connecting the rooms are 8-foot-high passages and 7-foot-high doorways. The theater is lit by lanterns that have continual flame spells cast on them. Speaking a command word inside the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
features, resembling a blank-faced humanoid. A detect magic spell reveals an aura of transmutation magic around the statue, which alters its form to mimic the appearance of any Small or Medium humanoid that
emanating from inside the chest. The chest is empty except for a magic mirror fastened to the inside of its lid. Any creature that sees its reflection in the mirror is targeted by a flesh to stone spell
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
-foot radius and dim light for an additional 10 feet. While inside a creature, the device causes the creature to shed dim light in a 10-foot radius. Within Elise’s undying body beats Dr. Mordenheim’s greatest creation: the Unbreakable Heart
used to be. A creature with the device inside them is immune to disease, ceases to age, and does not die of old age, though they can still die in other ways. The glowing device sheds light in a 10
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
exult in it. Nearly all fire genasi are feverishly hot as if burning inside, an impression reinforced by flaming red, coal-black, or ash-gray skin tones. The more human-looking have fiery red hair
are accompanied by the faint scent of brimstone. Ability Score Increase. Your Intelligence score increases by 1. Darkvision. You can see in dim light within 60 feet of you as if it were bright light






