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Returning 35 results for 'matter south with only against from for light'.
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Monsters
The Wild Beyond the Witchlight
Fey Ancestry. The brigganock has advantage on saving throws against being charmed, and magic can’t put it to sleep.
Soul Light. The brigganock is accompanied by an insubstantial, invulnerable
ball of light that contains its soul. The brigganock can’t turn off the light or control its brightness. The soul light sheds bright light in a 10-foot radius and dim light for an additional 10
Monsters
Planescape: Adventures in the Multiverse
portals in Sigil and the Outlands. To learn more about other githzerai, see the Monster Manual.Matter Manipulation (Recharge 4–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Matter
", "rollAction":"Matter Manipulation"}):
1–2: Astral Step. The githzerai can teleport, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. In addition
Monsters
Dragonlance: Shadow of the Dragon Queen
fire.
Spellcasting. Kansaldi casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 16):
At will: light, spare the dying
campaign south. In his absence, he left a powerful contingent of the Red Dragon Army under Kansaldi’s command and ordered her to claim the Kalaman region in the Dragon Queen’s name. Kansaldi
Monsters
Storm King's Thunder
, requiring no material spell components and using Charisma as the spellcasting ability (spell save DC 17):
At will: detect magic, levitate, light
1/day each: control weather (cast as 1 action), water
king. To her, a worthy leader values the truth, no matter how painful it is.
Ideal: “I want this conflict over with so that I can return to the quiet stillness of the ocean depths.”
Bond
Monsters
Mordenkainen Presents: Monsters of the Multiverse
target, the claw can attack only that target.
Shadow Jump (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Shadow Jump"}. If the boneclaw is in dim light or darkness, each
creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness.Deadly Reach. In response to a creature entering
Monsters
Icewind Dale: Rime of the Frostmaiden
hit with spell attacks). It has the following wizard spells prepared:
Cantrips (at will): acid splash,* light, minor illusion, shocking grasp*
1st level (2 slots): detect magic, disguise self, magic
its remaining spell slots sparingly.
The sunken Netherese tower contains a special room that can transform the simulacrum into a real person—or any magical illusion into the real thing, for that matter
Magic Items
Divine Contention
the grenade shine with a rainbow of color when held up in the light.
As a bonus action, a creature can turn a special key to arm the grenade. Once armed, the grenade explodes in a matter of seconds
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
of existence as the Ythryn mythallar, you can use an action to cause it to fly in any direction you choose at a speed of 30 feet. All matter within 500 feet of the device moves with it. The Ythryn
Monsters
Eberron: Rising from the Last War
their lives to build a prison of celestial light: a silver flame that bound the overlords in Khyber once more. These bonds have held for countless generations, but the overlords still yearn to break free
divided among a group of Khyber shards spread through the underworld and is confined to those shards by the light of the Silver Flame. While shattered and bound, the Rage of War can't bring his full power
Monsters
Icewind Dale: Rime of the Frostmaiden
spell attacks). He has the following wizard spells prepared:
Cantrips (at will): acid splash,* light, minor illusion, shocking grasp*
1st level (4 slots): detect magic, disguise self, magic missile
tower contains a special room that can transform the simulacrum into a real person—or any magical illusion into the real thing, for that matter. If this change occurs, the simulacrum
Monsters
Waterdeep: Dungeon of the Mad Mage
short or long rest. Halaster has the following wizard spells prepared:
Cantrips (at will): dancing lights, fire bolt, light, mage hand, prestidigitation
1st level (4 slots): mage armor, magic missile
changes. He prefers to remain unseen, skulking about invisibly or peering through scrying sensors that resemble wide-open eyes surrounded by sparkling motes of light.
Halaster’s abilities far
Monsters
Candlekeep Mysteries
Miirym fails a saving throw, she can choose to succeed instead.
X-Ray Vision. Miirym can see through solid matter out to a range of 60 feet. To her, opaque creatures, objects, and obstacles within
that distance appear transparent and don’t prevent light from passing through them. This vision can penetrate 5 feet of stone, 3 inches of common metal, and up to 10 feet of wood or dirt. Thicker
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, vegepygmies can absorb nutrients from soil and many sorts of organic matter, so they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can’t
alcohol, or magic that cures disease kills russet mold in a square area that is 10 feet on a side. Sunlight kills any russet mold in the light’s area.Lightning, Piercing
Monsters
Curse of Strahd
"} to hit with spell attacks). Baba Lysaga has the following wizard spells prepared:
Cantrips (at will): acid splash, fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic
matter of seconds.
Baba Lysaga’s Traits
Ideal. “No love is greater than a mother’s love for her son.”
Bond. “I am the mother of Strahd. Anyone who disputes this fact
Monsters
Quests from the Infinite Staircase
:
Boundary. At the border of the domain is a lightly obscuring mist, tinged with a sweet blossom scent and the colors of sunset. No matter how far a creature travels into the mist, the creature finds
. 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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
nutrients from soil and many sorts of organic matter, so they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can’t speak in a conventional sense
disease kills russet mold in a square area that is 10 feet on a side. Sunlight kills any russet mold in the light’s area.Lightning, Piercing
Monsters
Mordenkainen Presents: Monsters of the Multiverse
fungi (all appear in the Monster Manual).
Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many sorts of organic matter, so they rarely go
, or radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of alcohol, or magic that cures disease kills russet mold in a square area that is 10 feet on a side. Sunlight kills any russet mold in the light’s area.Lightning, Piercing
Ring of X-ray Vision
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid
objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt
Earth Genasi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
genasi always have bits of dust falling from their bodies and mud clinging to their clothes, never getting clean no matter how often they bathe. Others are as shiny and polished as gemstones, with skin
tones of deep brown or black, eyes sparkling like agates. Earth genasi can also have smooth metallic flesh, dull iron skin spotted with rust, a pebbled and rough hide, or even a coating of tiny embedded crystals. The most arresting have fissures in their flesh, from which faint light shines.
Human
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
members, can be used as inspiration no matter which world your human is in.
Calishite
Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes. They&rsquo
raven-black hair, but those who inhabit the extreme northwest have blond, red, or light brown hair.
Illuskan Names: (Male) Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth
Backgrounds
Guildmasters’ Guide to Ravnica
light of the surface world, so your journey isn’t guaranteed to be safe.
Golgari Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Golgari Guild
the moss-covered building where I took part in my first reclamation mission.
5
I found something in the sewer that must never come to light.
6
I am forever grateful to the reclaimer who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
first light-carrying creature to cross the cavern. Whether it hits or misses, this piercer can’t attack again until it makes the long, slow climb back to the cavern ceiling. After the first piercer drops, avoiding the cavern’s stalactite formations becomes a simple matter.
. Stalactites cover the ceiling of the wide tunnel that leads south (to area 5). Eight piercers lurk among them.
Any character who searches for tracks along a path can make a Wisdom (Survival) check. On a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
glows citron, and the keystone seven feet overhead gives off russet light.
No matter how the stones are manipulated, the archway remains clouded and veiled with a haze which nothing can enable the
north to south, with the west wall being the left-hand column, and the east the right-hand, the spheres are colored and positioned as follows: West Wall East Wall
Gold, held high overhead1 Pale
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
High Road This highway hugs the coast, connecting Neverwinter to the coastal cities of Luskan to the north and Waterdeep to the south. For years, the stretch of road south of Neverwinter fell into
disuse because of frequent monster attacks. Recently, efforts have been made to keep the road safe, with light patrols of guards on horseback moving between Neverwinter and Leilon.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
High Road This highway hugs the coast, connecting Neverwinter to the coastal cities of Luskan to the north and Waterdeep to the south. For years, the stretch of road south of Neverwinter fell into
disuse because of frequent monster attacks. Recently, efforts have been made to keep the road safe, with light patrols of guards on horseback moving between Neverwinter and Leilon.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
High Road This highway hugs the coast, connecting Neverwinter to the coastal cities of Luskan to the north and Waterdeep to the south. For years, the stretch of road south of Neverwinter fell into
disuse because of frequent monster attacks. Recently, efforts have been made to keep the road safe, with light patrols of guards on horseback moving between Neverwinter and Leilon.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Adventure Inspiration Light of Xaryxis is inspired by science-fiction pulp adventures such as Flash Gordon, John Carter of Mars, the comic Valérian et Laureline by Pierre Christin and Jean-Claude
, keeping the heroes on their toes as they stumble from one cliffhanger to the next. A space galleon flees a world in peril Here are some things you can do to make Light of Xaryxis feel like the pulpy
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
23. Light Ahead As you peer down the corridor, a faint flickering light becomes visible. The light begins to move through the hallway away from you, sputtering and wavering just at the edge of your
perception.
The bobbing light is a will-o’-wisp. It will attempt to lure the party into a trap, then use Consume Life on a victim. The creature will lead parties coming from the west toward and then
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
brigganock’s soul lives outside its body, manifesting as a bulb of pale light that floats alongside it and helps the brigganock see in the dark. Brigganocks have minor spellcasting abilities that help them
survive. They also have the ability to manipulate time, allowing them to accomplish hour-long tasks in a matter of seconds, though a brigganock must rest between these bursts of temporal acceleration
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
W10. Glassblower’s Workshop A dirty window in the south wall allows dim light to enter this room. Wine bottles are manufactured here, as evidenced by the tools lying about, the wooden rack full of
freshly blown glass bottles along the south wall, the hearth built into the southwest corner, and the barrel of sand standing next to it. A staircase descends underground, and between it and the rack of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
soon as they pull it open, and, with a light source or darkvision, can see the skeleton at the south end of the hall as well.
corridor stretches north to south. At each end of the hall, floating in the darkness, is a human skeleton clad in the rusted armor and tattered livery of a castle guard. The “floating” skeletons hang
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
29. Eye See You! Hanging Shields. Sixteen old shields bearing emblems from long-forgotten human, dwarven, and elven realms hang on the north and south walls of this tunnel.
Scrying Eye. As the
characters traverse the corridor, a large floating eye surrounded by glowing motes of light appears ahead of them. This is one of Halaster’s scrying eyes (see “Halaster’s Lair”). It studies the characters for a minute or two before disappearing without a sound.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
might have had something to do with it, then dismisses the thought. “Doesn’t matter,” he says. “I have all my notes memorized!”
Gargosh’s Route. “Gargosh” tells the characters that their destination is
the Halls of the Hunting Axe, and that he plans on taking the following route: Travel west along the Evermoor Way from Yartar to Triboar (60 miles) Travel south along the Long Road from Triboar to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
21. Gem-Cutters’ Workshop An umber hulk barged into this room from the north and exited to the south, destroying two stone doors and much of the room. This area contains the following: Quartz Pillars
. Four quartz pillars fill this room with bright light.
Work Areas. Four work areas in the middle of the room meant for gem-cutting have been reduced to rubble.
A character who searches through the rubble can salvage one set of jeweler’s tools.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
23A. Triangular Stone If the characters approach from the south, read: You come upon a ten-foot-wide pit that stretches across the corridor. Beyond it is a wedge-shaped stone block or pillar that
blocks the passage. The light ahead of you that you had been following is nowhere to be seen, as though it somehow passed through the pillar.
The pit is 10 feet deep and contains several humanoid






