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Returning 35 results for 'measure switch with only all for for light'.
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Monsters
Waterdeep: Dungeon of the Mad Mage
Illumination. Trenzia sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. She can switch between the options as an action.
Magic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;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
target’s arms and legs switch places, preventing the target from moving unless it crawls.
51–55
The target’s arms become tentacles with fingers on the ends, increasing its reach by
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
additional 15 feet. It can switch between the options as an action.
Magic Resistance. The priest has advantage on saving throws against spells and other magical effects.
Rejuvenation. If the priest is
Monsters
Fizban's Treasury of Dragons
psionically manipulate the fundamental principles of the multiverse, from the force of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how physical laws
and translucent. When the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an
Monsters
Fizban's Treasury of Dragons
of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how physical laws affect them. They defy gravity with flight that doesn’t rely solely
rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns
Monsters
Fizban's Treasury of Dragons
fundamental principles of the multiverse, from the force of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how physical laws affect them. They defy
the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble
Monsters
Fizban's Treasury of Dragons
psionically manipulate the fundamental principles of the multiverse, from the force of gravity to the emanations of the Outer Planes. Their innate psionics give them a measure of control over how
vibrant and translucent. When the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of
Flameskull
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Illumination. The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action
Earth Genasi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
As an earth genasi, you are descended from the cruel and greedy dao, though you aren’t necessarily evil. You have inherited some measure of control over earth, reveling in superior strength and
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.
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
. They seek out ruins that reach to the sky, though they lack the motivation and creativity to make repairs or fortify such places. Even so, their light weight and size allow them to dwell in rickety
degradation or shifts in meaning. Human messengers might switch words or phrases and garble a message inadvertently, but the kenku produce perfect copies of whatever they hear.
Kenku Adventurers
Kenku
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
radius and dim light for an additional 15 feet. It can switch between the options as an action.
Magic Resistance. The flameskull has advantage on saving throws against spells and other magical
, poisoned
Senses darkvision 60 ft., passive Perception 12
Languages Common
Challenge 4 (1,100 XP)
Illumination. The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Mechanus Mechanus is where perfectly regimented order reigns supreme. It consists of equal measures of light and dark, and equal proportions of heat and cold. On Mechanus, law is reflected in a realm
of gigantic clockwork gears, interlocked and turning according to their measure. The cogs seem to be engaged in a calculation so vast that no deity can fathom its purpose. Some theories hold that
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Earth Genasi As an earth genasi, you are descended from the cruel and greedy dao, though you are not necessarily evil. You have inherited some measure of control over earth, reveling in superior
embedded crystals. The most arresting have fissures in their flesh, from which faint light shines. Ability Score Increase. Your Strength score increases by 1. Earth Walk. You can move across
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action.
Magic Resistance. The flameskull has advantage on saving throws
carries out its tasks properly. Wreathed in Flame. The fire wreathing a flameskull burns continually, giving off bright light that the creature controls. It uses those flames as a weapon, focusing them to
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
scale allows you to measure distances and dimensions accurately, which is important for combat encounters, magical effects, and light sources, among other things. Indoor maps use grid squares that are
passages have steeply sloping ceilings that create stalactite-covered vaults rising 20 to 30 feet above the floor. Light. Areas 1 and area 2 are outside. The rest of the complex is dark unless stated
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
gods’ tenets as the measure of personal devotion. Others hold angels as their ideals and incorporate images of angelic wings into their helmets or coats of arms. These paladins share the following
also emits Bright Light in a 20-foot radius and Dim Light 20 feet beyond that. You can end this effect early (no action required). This effect also ends if you aren’t carrying the weapon. Level 7: Aura
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
light of this revelation, Valetta angrily orders acolytes to remove Nim’s tools and unfinished inventions from the attic, while she forces Nim to look on. Nimblewright Detector. Characters who search
contact with the same ground or substance. A switch on one side of the box sets the device to emit either a small dog’s bark or a large dog’s bark. Matchless Pipe. A switch made of flint is built into the bowl of this fine wooden smoking pipe. With a few flicks of the switch, the pipe lights itself.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
days inside the city before the duergar slavers start taking their measure. Arriving by way of the Darklake Docks is easier and more discreet. If the characters are traveling by boat, Buppido can
like the teeth of some great maw.
Light. Gracklstugh’s glowing forges and smithies operate continuously. Most of the city is dimly lit by a hellish red glow, with patches of darkness here and there
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels — the perfect servants of
a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels — the perfect servants of
that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. Flicking a switch on a panel inside a corridor or room with functional lighting changes its illumination to brightly lit or back to darkness. Area descriptions assume the characters have a light
must make a DC 10 Constitution saving throw. On a failed save, the creature gains 1 level of exhaustion. While this exhaustion persists, the creature emits a green-hued dim light in a 5-foot radius
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
feet.
21–25 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 back
The target’s skin becomes scabby, granting it a +1 bonus to AC but reducing its Charisma by 2 (to a minimum of 1).
46–50 The target’s arms and legs switch places, preventing the target from moving
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. MALEVOLENT DWELLERS OF THE DEEP
The sahuagin are cruel and vicious in equal measure. Although they are humanoid in form, they have a mindset closer to that of predatory sharks than the outlook of humans or
diameter, supporting the roof above. All archways are 10 feet wide and 10 feet high. Illumination No permanent light sources exist inside the stronghold, since the sahuagin have no need of them. In
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
features.)
Braziers. Alcoves in the north wall contain two braziers fashioned from melted-down iron armor and weapons. Each is alight with burning coals that shed bright light in a 10-foot radius and
dim light for an additional 10 feet.
Altar and Shield. Between the alcoves, an iron altar traced with silver and shaped like a giant anvil rests beneath a round, 10-foot-diameter iron shield
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
cascade down either side of the sanctum’s entrance, casting eerie light on the vaulted ceiling. At the opposite end of the sanctum looms a towering statue of a dwarven woman. Cracks race along her arms
a measure of rudimentary clairvoyance around the outpost, and thus the goblin leader is already aware of the characters’ presence before they arrive. Brian Valeza Ruxithid the Chosen Ruxithid speaks
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. The following areas within Gauntlgrym might be of some importance during this part of the adventure, although they don’t represent the full measure of the city by any means. A detailed description of
ancient glory. By no means is the city fully occupied. Indeed, given the relatively small size of Bruenor’s occupying force, keeping track of anyone within Gauntlgrym is nearly impossible.
Light. In
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
light. Firelight glints off a poker beside the fireplace, and the walls are lined with ancient books. A huge painting hangs above the mantelpiece in a gilded frame. The firelight illuminates the portrait
light from the hearth, you’re back to the magic glow of Shreeve’s sword, which casts your shadows into the room beyond. But you can see, through clouds of lingering smoke, a closed chest on the floor
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, one-night missions. The drow scout their targets in advance, then strike on a night when the moon is new or its light is obscured by thick clouds. They might kill indiscriminately to spread terror
out; if an escape route is blocked, they can switch to another and get safely home. Once the raiders get inside their escape tunnel, they’re usually safe. Opposing forces seldom pursue the drow below
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
might switch names freely as they shift gender identities. Female Names: Amathe, Gnorcys, Leurybia, Margomestra, Nereones, Oleia, Samathe, Saphiro, Tethene, Theaneia, Thectra Male Names: Bysseus, Cetos
spell with this trait, you can’t cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells. Darkvision. You can see in dim light within 60 feet
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
creature moving through the area at half speed doesn't need to make the save. Candle. For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Case, Crossbow Bolt
. Lamp. A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Bullseye. A bullseye lantern casts bright
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
your choice with which you have proficiency, such as Longbows and Shortswords. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the
. Until it disappears, the 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
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
toward those who outrank her), this old, grizzled hadozee has light-tan skin and ebon-black fur graying at the temples. She’s perpetually shrouded in a thick haze of cigar smoke, the smell of which often
operates the training ship’s rigging and shipboard weapons. The ship’s Captain can switch to this role as necessary. Spelljammer (Mandatory). A team member in this role pilots the training ship using
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
of Wild Shape d6 Feature
1 Your pelt is rich hues of gold and silver so bright that they reflect light.
2 When you take wild shape form, it’s a painful, squelchy process that usually
the silhouette of Omin Dran
5 You always have twigs, leaves, and other refuse tangled in your fur or hair.
6 When you switch back to your normal form, one hand always manages to retain its
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
rogue is hidden and takes aim at a group of zombie minions (each with 6 hit points) with his light crossbow (which has a short range of 80 feet). He hits a zombie minion with his crossbow, dealing
damage other minions with this attack.
Outnumbered? Switch to area-of-effect powers. Otherwise you’re gonna have a bad day, which will probably last the rest of your life.
The Sun, Senior
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords. (You have selected Daggers and Shortswords, which
have the following mastery properties.) Nick. When you make the extra attack of the Light property, you can make it as part of the Attack instead of as a Bonus Action. You can make this extra attack






