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Returning 35 results for 'dirt image are blinded'.
Monsters
Monster Manual
", "rollDamageType":"Radiant"} Radiant damage, and the target has the Blinded condition until the start of the bandit’s next turn. Success: Half damage only.
Spellcasting. The bandit casts one of the
following spells, using Intelligence as the spellcasting ability (spell save DC 14):
At Will: Disguise Self, Mage Hand, Minor Illusion 1/Day Each: Hold Person (level 4 version), Mage Armor (included in AC), Major Image
Spells
Player’s Handbook
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image
duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.
Monsters
Monster Manual
damage. If the target is a Large or smaller creature, the cloaker attaches to it. While the cloaker is attached, the target has the Blinded condition, and the cloaker can’t make Attach attacks
: The target is immune to this cloaker’s Moan for the next 24 hours.
Phantasms (Recharge after a Short or Long Rest). The cloaker casts the Mirror Image spell, requiring no spell components and
Demogorgon
Legacy
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Monsters
Out of the Abyss
magic, major image
3/day each: dispel magic, fear, telekinesis
1/day each: feeblemind, project image
Legendary Resistance (3/Day). If Demogorgon fails a saving throw, he can choose to succeed instead
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
poisoned in this way, the target is blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. Zariel casts one of
evil and good, fireball, invisibility (self only), major image, wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Teleport. Zariel teleports, along with any equipment
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
):
At will: detect magic, major image
3/day each: dispel magic, fear, telekinesis
1/day each: feeblemind, project imageDemogorgon can take 2 legendary actions, choosing from the options below. Only one
Monsters
Curse of Strahd
): darkvision, knock, mirror image
3rd level (3 slots): clairvoyance, lightning bolt, magic circle
4th level (1 slot): greater invisibilityMultiattack. Ezmerelda makes three attacks: two with her +1 rapier
, Ezmerelda is blinded until the end of her next turn. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours.Ezmerelda d’Avenir
Project Image
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
, 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
image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence
Adult Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Regional Effects
The region
desert sands within 1 mile of the dragon’s lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it’s an
Ancient Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself
image from a distance can tell it’s an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass
Zariel
Legacy
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Monsters
Mordenkainen’s Tome of Foes
","rollDamageType":"necrotic"} necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its
the following effects; she can’t use the same effect two rounds in a row:
Zariel casts major image four times at its lowest level, targeting different areas with the spell. Zariel prefers to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Feign Death Level 3 Necromancy (Bard, Cleric, Druid, Wizard) Casting Time: Action or Ritual
Range: Touch
Components: V, S, M (a pinch of graveyard dirt)
Duration: 1 hour
You touch a willing
. The target has the Blinded and Incapacitated conditions, and its Speed is 0. The target also has Resistance to all damage except Psychic damage, and it has Immunity to the Poisoned condition.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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 image
Project Image 7th-level illusion Casting Time: 1 action Range: 500 miles Components: V, S, M (a small replica of you made from materials worth at least 5 gp) Duration: Concentration, up to 1 day You
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Mirror Image Level 2 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: 1 minute
Three illusory duplicates of yourself appear in your space
. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. Each time a creature hits you with an attack roll during
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Mirror Image Level 2 Illusion (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Self
Components: V, S
Duration: 1 minute
Three illusory duplicates of yourself appear in your space
. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. Each time a creature hits you with an attack roll during
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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 image
Project Image 7th-level illusion Casting Time: 1 action Range: 500 miles Components: V, S, M (a small replica of you made from materials worth at least 5 gp) Duration: Concentration, up to 1 day You
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Feign Death 3rd-level necromancy (ritual) Casting Time: 1 action Range: Touch Components: V, S, M (a pinch of graveyard dirt) Duration: 1 hour You touch a willing creature and put it into a
spells used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Blinded condition until the start of the bandit’s next turn. Success: Half damage only.
Spellcasting. The bandit casts one of the following spells, using Intelligence as the spellcasting ability (spell
save DC 14):
At Will: Disguise Self, Mage Hand, Minor Illusion
1/Day Each: Hold Person (level 4 version), Mage Armor (included in AC), Major Image
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Difficult Terrain for you. 3 Make a DC 10 Constitution saving throw. On a failed save, blowing sand, dirt, ash, snow, or pollen causes you to have the Blinded condition until the end of your turn. While you
are Blinded in this way, your Speed is halved. 4 A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to navigate the impediment. On a failed save, you fall 10 feet. 5 Your path
Magic Items
Infernal Machine Rebuild
can immediately end one effect on you.
Whenever you roll a 1 on a d20, you are blinded until the end of your next turn.
72
Any clothing you wear is covered with a magical map image that shows
150 feet but lose all other movement.
You are blinded.
02
You can cast the speak with animals spell at will, but can use it to speak with only one animal of your choice.
All animals despise
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
his brow, and one of his horns ends in a jagged stump. He drags a rusty greataxe in the dirt, and tied to his back is a 30-pound, clay amphora painted with images of warring hoplites—all of whom have
table to determine the results. Test of the Amphora d20 Result
1–9 The character is too small. Antigonos tries to solve this problem by scooping several pounds of dirt into the amphora
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
loose dirt around itself to catch unsuspecting prey off guard. Horrid Plant Large Plant, Unaligned
Armor Class 6
Hit Points 42 (5d10 + 15)
Speed 5 ft.
STR
18 (+4)
DEX
3 (–4)
CON
17 (+3
)
INT
1 (−5)
WIS
10 (+0)
CHA
1 (–5)
Condition Immunities blinded, deafened
Senses blindsight 60 ft. (can’t see beyond this radius), passive Perception 10
Languages —
Challenge 4
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. If the target is a Large or smaller creature, the cloaker attaches to it. While the cloaker is attached, the target has the Blinded condition, and the cloaker can’t make Attach attacks against other
end of the cloaker’s next turn. Success: The target is immune to this cloaker’s Moan for the next 24 hours.
Phantasms (Recharge after a Short or Long Rest). The cloaker casts the Mirror Image spell
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, History +8, Perception +12, Stealth +8
Damage Resistances cold, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities blinded
, poison spray, ray of frost, shocking grasp
1st level (4 slots): magic missile, expeditious retreat, thunderwave
2nd level (3 slots): mirror image, scorching ray
3rd level (3 slots): fear, haste
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. Demogorgon’s spellcasting ability is Charisma (spell save DC 23). Demogorgon can innately cast the following spells, requiring no material components:
At will: detect magic, major image
3/day each
: dispel magic, fear, telekinesis
1/day each: feeblemind, project image
Legendary Resistance (3/Day). If Demogorgon fails a saving throw, he can choose to succeed instead.
Magic Resistance
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
ability is Charisma (spell save DC 23). Demogorgon can innately cast the following spells, requiring no material components:
At will: detect magic, major image
3/day each: dispel magic, fear
, telekinesis
1/day each: feeblemind, project image
Legendary Resistance (3/Day). If Demogorgon fails a saving throw, he can choose to succeed instead.
Magic Resistance. Demogorgon has advantage on
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dracohydra I once spent months trying to teach a dracohydra to perform a sixteen-bar, five-part harmony. The singing didn’t take, but the image of all its heads wearing the little hats and mustaches
has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the dracohydra takes 30 or more damage in a single turn, one of its
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
blowing sand, dirt, ash, snow, or pollen until the end of your turn. While blinded in this way, your speed is halved. 6 A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to
) check (your choice) to cross the impediment. On a failed check, the impediment counts as 10 feet of difficult terrain. 5 Make a DC 10 Constitution saving throw. On a failed save, you are blinded by
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
magical effects.
Two Heads. Demogorgon has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.
Actions
Multiattack. Demogorgon makes two Tentacle attacks
.
Spellcasting. Demogorgon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
At will: detect magic, major image
3/day
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
self-destructive. 76-80 The character experiences an overpowering urge to eat something strange such as dirt, slime, or offal. 81-90 The character is stunned. 91-100 The character falls unconscious
disadvantage on attack rolls, ability checks, and saving throws while more than 30 feet from it. 56-65 The character is blinded (25%) or deafened (75%). 66-75 The character experiences uncontrollable
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
poisoned in this way, the target is blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spellcasting. Zariel casts one
), detect evil and good, fireball, invisibility (self only), major image, wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Teleport. Zariel teleports, along with any
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
dirt, slime, or offal. 81–90 The character is stunned. 91–100 The character falls unconscious. Long-Term Madness d100 Effect (lasts 1d10 × 10 hours) 01–10 The character feels compelled to repeat
The character is blinded (25%) or deafened (75%). 66–75 The character experiences uncontrollable tremors or tics, which impose disadvantage on attack rolls, ability checks, and saving throws that
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Throws Con +9, Wis +0, Cha +0
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, prone
Senses blindsight 120 ft
)
CON
10(+0)
INT
1(−5)
WIS
5(−3)
CHA
1(−5)
Damage Immunities poison, psychic
Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
daughter who looks human until her thirteenth birthday, whereupon the child transforms into the spitting image of her hag mother. Hags sometimes raise the daughters they spawn, creating covens. A hag might
. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours. A hag coven can have only one
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, carnage, and death that have occurred in the Tomb of the Nine Gods. One of the artists is presently painting over scenes depicting the fall of the Company of the Yellow Banner. All that remains is an image
changes: Instead of darkvision, each artist has blindsight out to a range of 30 feet. The artists are blind beyond this radius and immune to the blinded condition. They have no effective attacks and are






