Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'dim instantly are brass'.
Other Suggestions:
dim instant are bards
dim instantly are beast
dim instant are beast
dim instantly are bards
dim instant are beasts
Monsters
Monster Manual
Demonic Restoration. If the demon dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Incorporeal
", "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
wall into a globe up to 30 feet in diameter centered on a point within range. The wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly
without effect.
The wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without
Magic Items
Baldur’s Gate: Descent into Avernus
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled
into the River Styx, where it’s reborn instantly as a lemure;lemure devil (described in the Monster Manual).
Magic Items
The Book of Many Things
feet wide, and it lasts for 1 minute. Once this property is used, it can’t be used again until the next dawn.
You can specify a target destination, such as the City of Brass on the Elemental
Plane of Fire or the palace of Dispater on the second layer of the Nine Hells, and the rift opens in or near that destination (DM’s discretion). If you are trying to reach the City of Brass, for
Monsters
Mordenkainen Presents: Monsters of the Multiverse
aren’t incapacitated during it. The process can be repeated. A Humanoid that drops to 0 hit points as a result of this damage instantly transforms into a meenlock at full health and under the DM
":"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.
Magic Items
Icewind Dale: Rime of the Frostmaiden
A mythallar looks like an enormous crystal ball held in an ornate cradle. The globe sheds bright light in a 300-foot radius and dim light for an additional 300 feet. The globe draws magic from the
touches the globe, other than an artifact or the mythallar’s cradle, is disintegrated instantly (no save).
Monsters
Princes of the Apocalypse
creature within 30 feet of Ogrémoch becomes outlined in orange light, shedding dim light in a 10-foot radius. Any attack roll against an affected creature has advantage if the attacker can see it
breaks off a chunk of his body and places it on the ground in an unoccupied space within 15 feet of him. The chunk of rock instantly transforms into a gargoyle and acts on the same initiative count
Monsters
Mordenkainen Presents: Monsters of the Multiverse
6 levels of exhaustion, it dies and instantly transforms into a living manes (see the Monster Manual) under the sibriex’s control. The transformation of the body can be undone only by a wish
;25
The target’s eyes become beacons, filling a 15-foot cone with dim light when they are open.
26–30
A pair of wings, either feathered or leathery, sprout from the target’s
Moonbeam
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder.
When a creature enters the
damage on a failed save, or half as much damage on a successful one.
A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t
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
exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.
Casting this spell on the same spot every day for a year makes this effect permanent.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Hellfire Weapon Weapon (any), uncommon This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with
this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
arches on the far end enclose an elegant double door made of glass and brass.
The canyon is 200 feet deep, though the river is only 10 feet deep. The crystal bridge is safe to cross and leads to the
double door (area S1). During the day, the bridge blazes with the golden light of the sun; at night, it glows with the moon’s pale illumination (Dim Light).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Meditation Rooms Shadowdusk family members use these rooms for silent reflection and contemplation. 23a. Outer Sanctum Soft cushions and woven mats adorn the floor of this fragrant room. Brass
that shines into this room or inside it is reduced to dim light, and dim light is reduced to darkness. Darkvision functions normally here. A stone table rests against the wall opposite the door. A tablet
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
minute A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the
on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
minute A silvery beam of pale light shines down in a 5-foot-radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the
on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
crystals fill the hall with dim light. (Crystals pried out of their fixtures go dark.)
Carvings. The lower walls were once lined with carvings depicting dwarves pushing mine carts toward the west
fills an alcove to the south.
This hall contains the posed, inanimate skeletons of five adult dragons — one each of brass, bronze, copper, gold, and silver. The gold dragon skeleton occupies the southern alcove, while the others are lined up in the main hall. The skeletons are harmless.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
The longsword is easy to remove from the armor stand, requiring no ability check. A detect magic spell reveals that the sword is magical. It sheds dim light in a 10-foot radius. It also carries a
curse that prevents its wielder from dropping it. If the blade is pried from its wielder’s grasp, it instantly teleports back into the wielder’s hand. The curse can be ended by casting a remove curse
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
wood. The coffin’s fittings are of brilliant brass, and the lid is closed. South of the coffin are three gloomy alcoves. An iron lever protrudes from the north wall, east of the tomb’s entrance
strong auras of conjuration magic. The central alcove is nonmagical. Creatures that enter the western alcove are instantly teleported to the western alcove of crypt 32 in area K84. Stepping into the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Due to its many windows, Feathergale Spire is brightly lit during the day and dimly lit at night. With the reinforced shutters closed, the light becomes dim during the day and dark at night.
Locks
between the cliff’s edge and the gatehouse drops several hundred feet to the bottom of the canyon. Near the ledge, a brass bell hangs from a wooden post.
At the bell’s ring, a female human Feathergale
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
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 smell of burning incense fills the air within, and the
disintegrate spell destroys the temple instantly. Casting this spell on the same spot every day for a year makes this effect permanent.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
shell prevents it from instantly igniting everything it comes into contact with. However, like the fires inside them, magmins are capricious and unpredictable. Moreover, as simple elemental creations
extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
Actions
Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Abyssal; telepathy 120 ft.
CR 4 (XP 1,100; PB +2)
Traits
Demonic Restoration. If the demon dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all
(3d8 + 3) Psychic damage.
Bonus Actions
Shadow Stealth. While in Dim Light or Darkness, the demon takes the Hide action.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
remain within sight of the victim for the entire hour and aren’t incapacitated during it. The process can be repeated. A Humanoid that drops to 0 hit points as a result of this damage instantly
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.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect. The wall sheds Bright Light within 100 feet and Dim Light for an
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
wall lasts for the duration. If you position the wall in a space occupied by a creature, the spell ends instantly without effect. The wall sheds Bright Light within 100 feet and Dim Light for an
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
to black. While their hands prove as nimble as those of other humanoids, leonin have retractable feline claws, which they can extend instantly. This, along with their ability to produce bone-shaking
speed is 35 feet. 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
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
their lairs, green dragons can’t be tracked near their lairs, brass dragons are aware of creatures that come near water in their territory, and gem dragons can use clairvoyance to observe particular
features near their lairs. Similar effects include the following examples: Death Warning. The dragon is instantly aware of the death of any creature within 1 mile of its lair and can review the last
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Clockwork Dragon These intricately crafted constructs are typically made to reflect the forms of the metallic dragons. Plated in brass, bronze, copper, or faux gold and silver, they are often taken
)
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->Ghosts of Saltmarsh
Ship Locations The following areas are identified on map 2.3. Map 2.3: Sea Ghost View Player Version 1. Main Deck Though the light is dim at best, you can see details of the ship’s main deck. In the
, brass-bound chest. Beside it is a pair of highly polished black leather boots. From the center of the ceiling, over the table, hangs an unlit hooded lantern.
This cabin is the private quarters of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
mummy has brass eyes, and its sarcophagus can’t be opened. Whenever a creature in the library speaks its desire for a text on a particular topic, the mummy’s eyes magically move to look in the
with 1d4 + 2 magic beads. W7: Meditation Chamber The lights in this room have been destroyed, leaving the area in dim light. Ancient tapestries of the planes and cosmic alignments cover the walls of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
god, he has the power to grant divine spells. Brass Dragon The most gregarious of the true dragons, brass dragons crave conversation, sunlight, and hot, dry climates. A brass dragon’s head is defined
brass dragon wyrmling’s scales are a dull, mottled brown. As it ages, the dragon’s scales begin to shine, eventually taking on a warm, burnished luster. Its wings and frills are mottled green toward
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
dim light and silt in the water. As the characters approach the sunken temple, read the following, making adjustments depending on whether they are coming from above or below the water: Below the
pit that stretches from wall to wall, and that throbs with a dim, unnatural light.
Two aboleths from the Endless Nadir are in this chamber, having rested and recovered from their fight with Sgothgah
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
evident only when the creature is in bright or dim light. A remove curse spell or similar magic ends the curse on a shadowless creature, reuniting it with its shadow instantly.
Creatures native to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
magmin sets itself ablaze or extinguishes its flames. While ablaze, the magmin sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
Manticore Large Monstrosity, Lawful Evil
outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Magic Resistance. The marilith has Advantage on saving
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Magic Resistance. The nalfeshnee has Advantage on saving throws against spells
Fire damage to a rider while it is on the nightmare.
Illumination. The nightmare sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
Actions
Hooves. Melee Attack Roll






