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Returning 35 results for 'master scores with only avoid for for light'.
Magic Items
Dungeon Master’s Guide
While wearing this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you
ever fail to grip the cloak’s edges while flying in this way, or if you are no longer in Dim Light or Darkness, you lose this Fly Speed.
While wearing the cloak in an area of Dim Light or
Backgrounds
Player’s Handbook
Ability Scores: Strength, Intelligence, WisdomFeat: AlertSkill Proficiencies: Athletics and PerceptionTool Proficiency: Choose one kind of Gaming SetEquipment: Choose A or B: (A) Spear
, Light Crossbow, 20 Bolts, Gaming Set (same as above), Hooded Lantern, Manacles, Quiver, Traveler's Clothes, 12 GP; or (B) 50 GP
Your feet ache when you remember the countless hours you spent at your
Backgrounds
Player’s Handbook
Ability Scores: Constitution, Intelligence, CharismaFeat: LuckySkill Proficiencies: Animal Handling and PersuasionTool Proficiency: Navigator's ToolsEquipment: Choose A or B: (A
) Navigator's Tools, 2 Pouches, Traveler's Clothes, 22 GP; or (B) 50 GP
You were apprenticed to a trader, caravan master, or shopkeeper, learning the fundamentals of commerce. You traveled broadly, and you
Magic Items
Dungeon Master’s Guide
97–00
97–00
Void
Each card’s effect is described below.
Balance. You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another
one of your ability scores by 2. You can’t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no
Backgrounds
Player’s Handbook
Ability Scores: Dexterity, Intelligence, WisdomFeat: SkilledSkill Proficiencies: Investigation and PerceptionTool Proficiency: Calligrapher's ToolsEquipment: Choose A or B: (A
of poetry, narrative, or scholarly research. Above all, you have a careful attention to detail, helping you avoid introducing mistakes to the documents you copy and create.
Magic Items
Dungeon Master’s Guide
Dispel Magic
3
Enlarge/Reduce
0
Fireball (level 7 version)
7
Flaming Sphere
2
Ice Storm
4
Invisibility
2
Knock
2
Light
0
Lightning Bolt (level 7 version)
7
random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 times the number of charges in the staff. Each other creature in the area makes a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Rejuvenation. While its master lives, a destroyed boneclaw gains a new body in 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Hours"} hours, with all its hit points. The new body
appears within 1 mile of the boneclaw’s master.
Unusual Nature. The boneclaw doesn’t require air, food, drink, or sleep.Multiattack. The boneclaw makes two Piercing Claw attacks.
Piercing
Magic Items
Waterdeep: Dungeon of the Mad Mage
A professor orb is a smooth 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light coming from deep inside the sphere
.
The orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the “Sentient Magic Items” section in the Dungeon Master’s
Monsters
Princes of the Apocalypse
against any creature that hasn't taken a turn. Any hit Grumink scores against a surprised creature is a critical hit.
Evasion. If Grumink is subjected to an effect that allows him to make a Dexterity
damage on a failed save, or half as much damage on a successful one.
Light Crossbow. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Light Crossbow"} to hit
Monsters
Princes of the Apocalypse
Assassinate. During its first turn, Ghald has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit Ghald scores against a surprised creature is a critical hit
.
Limited Amphibiousness. Ghald can breathe air and water, but he needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. Ghald can magically command any shark within 120
Monsters
Tales from the Yawning Portal
Assassinate. During his first turn, Obmi has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit Obmi scores against a surprised creature is a critical hit
":"damage","rollAction":"Shortsword","rollDamageType":"poison"} poison damage on a failed save, or half as much damage on a successful one.
Light Crossbow. Ranged Weapon Attack: +6;{"diceNotation
Monsters
Ghosts of Saltmarsh
made while submerged in water.
Limited Amphibiousness. The deep diver can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Lure. The deep diver can
cause its lure to light up or darken at will. While the lure is lit, the deep diver sheds bright light in a 30-foot radius centered on itself and dim light for an additional 20 feet.
Shark Telepathy
Monsters
Vecna: Eve of Ruin
damage if it fails.
Illumination. The star angler’s lure sheds bright light in a 30- foot radius and dim light for an additional 30 feet.Multiattack. The star angler makes three Bite attacks
incapacitated condition and must use its movement on its turn to move directly toward the star angler; a charmed target doesn’t avoid opportunity attacks, but it does avoid damaging terrain. A target can be charmed by only one star angler at a time.
Monsters
Waterdeep: Dungeon of the Mad Mage
hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.
Evasion. If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take
"} poison damage on a failed save, or half as much damage on a successful one.
Light Crossbow. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Light Crossbow"} to hit
Monsters
Tyranny of Dragons
Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn’t taken a turn. Any hit the assassin scores against a surprised creature is a
one.
Light Crossbow. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Light Crossbow"} to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8
Monsters
Waterdeep: Dungeon of the Mad Mage
Assassinate. During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical
);{"diceNotation":"7d6","rollType":"damage","rollAction":"Shortsword","rollDamageType":"poison"} poison damage on a failed save, or half as much damage on a successful one.
Light Crossbow. Ranged Weapon
Monsters
Waterdeep: Dragon Heist
Assassinate. During his first turn, Urstul has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Urstul scores against a surprised creature is a critical hit.
Evasion
":"damage","rollAction":"Shortsword","rollDamageType":"poison"} poison damage on a failed save, or half as much damage on a successful one.
Light Crossbow. Ranged Weapon Attack: +6;{"diceNotation":"1d20
Spells
Forgotten Realms: Heroes of Faerûn
For the duration, moonlight fills a 20-foot Emanation originating from you with Dim Light. While in that area, you and your allies have Half Cover and Resistance to Cold, Lightning, and Radiant
damage.
While the spell lasts, you can use one of the following options, ending the spell immediately:
Liberation. When you fail a saving throw to avoid or end the Frightened, Grappled, or Restrained
Monsters
Candlekeep Mysteries
","rollAction":"Spellcasting"} to hit with spell attacks):
At will: light, mage hand, mending
3/day each: comprehend languages, detect magic, identify
1/day each: dispel magic, levitate, locate object
resident lore experts are master sage;master sages and sages who dedicate themselves to scholarship above all.
Monsters
Acquisitions Incorporated
can't use this trait if she's incapacitated.
Shadow Step. When Rosie is in dim light or darkness, she can use a bonus action to teleport 60 feet to an unoccupied space she can see that is also in dim
light or darkness. She then has advantage on the first melee attack she makes before the end of the turn.
Innate Spellcasting. Rosie's innate spellcasting ability is Wisdom (spell save DC 12). She can
Monsters
Strixhaven: A Curriculum of Chaos
ruthlessly and master the art of insults and discouragement (and in some cases, petty trash talk). Regardless, nearly all members of Silverquill College carry themselves with a fearsome, never-second
any hit the pledgemage scores against the creature is a critical hit. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
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
provide assistance, or it might submerge itself to avoid further harm.AcidBludgeoning from non magical attacks
Monsters
The Book of Many Things
Shift (2/Day). The hawk casts Plane Shift on itself, requiring no spell components and using Wisdom as the spellcasting ability.When a beloved animal companion dies traumatically alongside its master
search for Deck of Many Things;Decks of Many Things. On harrowing hunts, harrow hawks scout for the prey and accompany the Grim Harrow in battle.PoisonShadow Dash. When the hawk is in dim light or
Monsters
Spelljammer: Adventures in Space
opportunity attack;opportunity attacks when it flies out of an enemy’s reach.
Illumination. The comet sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
Siege Monster
Intelligence, Wisdom, and Charisma scores with those of its creator.
Replace the comet’s alignment and languages with those of its creator.
Fire, Poison
Monsters
Out of the Abyss
with spell attacks). The Pudding King knows the following sorcerer spells:
Cantrips (at will): acid splash, light, mage hand, poison spray, prestidigitation
1st level (4 slots): false life, mage armor
equipment he is wearing or carrying is absorbed by the new form. In ooze form, the Pudding King retains his alignment, hit points, Hit Dice, and Intelligence, Wisdom, and Charisma scores, as well as
Monsters
Spelljammer: Adventures in Space
);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Shortsword","rollDamageType":"piercing"} piercing damage.
Light Crossbow. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
","rollAction":"Light Crossbow"} to hit, range 80/320 ft., one target. Hit: 12 (2d8 + 3);{"diceNotation":"2d8+3","rollType":"damage","rollAction":"Light Crossbow","rollDamageType":"piercing"} piercing
Monsters
Waterdeep: Dungeon of the Mad Mage
Weapons. The golem's weapon attacks are magical.
Illumination. The golem magically sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light goes out when the golem is
destroyed.
Light Intensity. Any creature that starts its turn within 10 feet of the illuminated golem and can see the golem must succeed on a DC 17 Wisdom saving throw or be blinded until the start of
Monsters
Van Richten’s Guide to Ravenloft
, even if it is replaced with another heart. Elise is horrified by what Dr. Mordenheim did to her and tries to avoid the doctor and all strangers, fearing they might kill her to learn the Unbreakable
, 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
Monsters
Waterdeep: Dragon Heist
save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): fire bolt, light
5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.Skeemo became the Master of Magic
Monsters
Baldur’s Gate: Descent into Avernus
Suave Defense. While Amrik is wearing light or no armor and wielding no shield, his AC includes his Charisma modifier.Multiattack. Amrik makes three dagger attacks.
Dagger. Melee or Ranged Weapon
torpor (ingested);torpor (see "Poisons" in chapter 8 of the Dungeon Master’s Guide), which the kenku bartender can use to spike drinks when Amrik gives the signal.
Monsters
Out of the Abyss
effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
A creature that isn't surprised can avert its eyes to avoid the saving throw at the start
save. If the basilisk sees its reflection within 15 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3
Monsters
Spelljammer: Adventures in Space
within 5 feet of itself. The target gains a supernatural charm of the DM’s choice. See the Dungeon Master’s Guide for more information on supernatural charms.
Natural Shelter. The chwinga
spelljamming ships or ride around on space guppy;space guppies. Using its Magical Gift ability, a chwinga astronaut can bestow one of the following charms in place of those described in the Dungeon Master
Monsters
Mythic Odysseys of Theros
":"radiant"} radiant damage.Alseid
Touched with the golden light of the sun, alseids inhabit meadows, plains, and lands of cultivated natural beauty. Many live in closer proximity to human civilization
benevolent and aid those who live off the land, while others embody violent aspects of nature. In either case, nymphs generally avoid other sapient creatures, preferring to mind the cycles of nature, the
Monsters
Tales from the Yawning Portal
effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
A creature that isn't surprised can avert its eyes to avoid the saving throw at the start
save. If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.
Reduced Threat. This creature has -2 penalty on all
Monsters
Mordenkainen Presents: Monsters of the Multiverse
proficiencies; it can’t cast spells; it can’t understand language; and if its Intelligence and Charisma scores are higher than 5, they become 5. Each time the target finishes a long rest
of creatures they attack, stealing away thoughts for delivery to whatever master they happen to serve. Hydroloths also savor finding lost things, especially those that have been swallowed up in the






