Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'measured stunned with only arrow from for light'.
Other Suggestions:
measure studded with only armor from for light
measure stunned with only armor from for light
measures stunned with only armor from for light
measured studded with only armor from for light
measured stunned with only armor from for light
Magic Items
Dungeon Master’s Guide
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 use this weapon to make a
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy
Spells
Player’s Handbook
When you cast the spell and as a Bonus Action until it ends, you can make two attacks with a weapon that fires Arrows or Bolts, such as a Longbow or a Light Crossbow. The spell magically creates the
ammunition needed for each attack. Each Arrow or Bolt created by the spell deals damage like a nonmagical piece of ammunition of its kind and disintegrates immediately after it hits or misses.
Magic Items
Dungeon Master’s Guide
Name
Damage
Properties
Mastery
Simple Melee Weapons
Adamantine Club
1d4 Bludgeoning
Light
Slow
Adamantine Dagger
1d4 Piercing
Finesse, Light, Thrown (Range 20/60)
Nick
Adamantine Greatclub
1d8 Bludgeoning
Two-Handed
Push
Adamantine Handaxe
1d6 Slashing
Light, Thrown (Range 20/60)
Vex
Adamantine Javelin
1d6 Piercing
Thrown (Range 30/120)
Slow
Magic Items
Dungeon Master’s Guide
on attack rolls against you. Any creature in the Bright Light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends.
dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet, and creatures that can see you have Disadvantage
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"Holy Word", "rollDamageType":"Radiant"} Radiant damage, and the target has the Stunned condition until the end of the archpriest’s next turn. Success: Half damage
only.
Spellcasting. The archpriest casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 17):
At Will: Light, Thaumaturgy 1/Day
Spells
Player’s Handbook
also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
Once triggered, the glyph glows, filling a 60-foot-radius Sphere with Dim Light for 10
on a Wisdom saving throw or have the Unconscious condition for 10 minutes. A creature awakens if it takes damage or if someone takes an action to shake it awake.
Stunning. Each target must succeed on a Wisdom saving throw or have the Stunned condition for 1 minute.
Magic Items
Dungeon Master’s Guide
, Stinking Cloud.
21–25
Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened
are picked off, the leaves turn brown and fall off after 24 hours.
78–82
Nothing happens at the chosen point of origin. Instead, a burst of colorful, shimmering light extends from you in a
Monsters
Astarion's Book of Hungers
). Charisma Saving Throw: DC 14, one creature within 30 feet of the devil. Failure: The target has the Charmed condition. While it is Charmed, it has the Stunned condition, except the target can speak. If
other souls to Mephistopheles.
2
Stands under the light of a full moon and a half-moon simultaneously.
3
Renounces the contract while in the Abyss.
4
Is under the protection of
Robe of Scintillating Colors
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.
hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack
Mind Flayer Lich (Illithilich)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
arrow, detect thoughts, invisibility, mirror image
3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
4th level (3 slots): blight, dimension door
5th level (3 slots): cloudkill
":" Tentacles","rollDamageType":"psychic"} psychic damage. If the target is Large or smaller, it is grappled(escape DC 15) and must succeed on a DC 20 Intelligence saving throw or be stunned until this grapple
Monsters
Infernal Machine Rebuild
artificer spells prepared:
Cantrips (at will): light, mending, message, shocking grasp
1st level (4 slots): alarm, cure wounds, identify, ray of sickness
2nd level (3 slots): invisibility, Melf's
acid arrow, web
3rd level (3 slots): dispel magic, haste, stinking cloud
4th level (3 slots): blight, Mordenkainen's faithful hound, Otiluke's resilient sphere
5th level (1 slots): cloudkillDagger
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
saving throw. On a failed save, it takes 28 (8d6) thunder damage and is stunned until the end of its next turn. On a successful save, it takes half as much thunder damage and is not stunned
The Angry
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
Two Heads. The Angry has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Rising Anger. If another
":"Hook"} to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3);{"diceNotation":"2d12+3","rollType":"damage","rollAction":"Hook","rollDamageType":"piercing"} piercing damage.Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Monsters
Acquisitions Incorporated
more than two targets at a time.
Chaos Cloud (Recharges after a Short or Long Rest). The chaos quadrapod shoots forth a knot of roiling ethereal light that explodes at a point it can see within 60
feet of it. Each creature in a 20-foot-radius sphere centered on that point must succeed on a DC 14 Charisma saving throw or be stunned until the end of its next turn.A cluster of four suckered tentacles
Ultroloth
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
","rollAction":"Longsword","rollDamageType":"slashing"} slashing damage if used with two hands.
Hypnotic Gaze. The ultroloth’s eyes sparkle with opalescent light as it targets one creature it can
. The charmed target is stunned. If the target’s saving throw is successful, the target is immune to the ultroloth’s gaze for the next 24 hours.
Teleport. The ultroloth magically teleports
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;t stunned.
Spellcasting. The diviner casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):
At will: light, mage hand, message, prestidigitation
2
":"Overwhelming Revelation", "rollDamageType":"psychic"} psychic damage and is stunned until the end of the diviner’s next turn. On a successful save, the creature takes half as much damage and isn&rsquo
Monsters
Planescape: Adventures in the Multiverse
which is determined by the swarm’s location:
Upper Plane. The target sheds bright light in a 5-foot radius until the end of its next turn. During that time, the invisible condition has no effect
swarm must succeed on a DC 10 Constitution saving throw or have the stunned condition for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Two Heads. The sorrowsworn has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Rising Anger. If another creature deals damage to the
personifies a different aspect of despair or distress.Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, any creature within the bright light and able to see the snail when this power is activated must succeed on a DC 15 Wisdom saving throw or be stunned until the light ends.
Shell Defense. The flail
":"bludgeoning"} bludgeoning damage.
Scintillating Shell (Recharges after a Short or Long Rest). The snail’s shell emits dazzling, colored light until the end of the snail’s next turn
Flail Snail
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
when this power is activated must succeed on a DC 15 Wisdom saving throw or be stunned until the light ends.
Shell Defense. The flail snail withdraws into its shell, gaining a +4 bonus to AC until it emerges. It can emerge from its shell as a bonus action on its turn.Fire, Poison
(Recharges after a Short or Long Rest). The snail’s shell emits dazzling, colored light until the end of the snail’s next turn. During this time, the shell sheds bright light in a 30-foot radius
Ultroloth (summoner variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
","rollAction":"Longsword","rollDamageType":"slashing"} slashing damage if used with two hands.
Hypnotic Gaze. The ultroloth’s eyes sparkle with opalescent light as it targets one creature it can
. The charmed target is stunned. If the target’s saving throw is successful, the target is immune to the ultroloth’s gaze for the next 24 hours.
Teleport. The ultroloth magically teleports
Monsters
Journeys through the Radiant Citadel
hands.
Hypnotic Gaze. Jijibisha eyes sparkle with opalescent light as she targets one creature she can see within 30 feet of her. If the target can see Jijibisha, the target must succeed on a DC 17
Wisdom saving throw against this magic or be charmed until the end of the Jijibisha’s next turn. The charmed target is stunned. If the target’s saving throw is successful, the target is
Magic Items
Bigby Presents: Glory of the Giants
The spikes of this iron morningstar glow with sickly, pale light. The death rune is inscribed on its shaft and inlaid with pearl.
You gain a +2 bonus to attack and damage rolls made with this weapon
stunned condition until the start of your next turn.
Once the rune has been invoked, it can’t be invoked again until the next dawn.
Monsters
Vecna: Eve of Ruin
, during which time they emit dim light for 10 feet and can’t benefit from the invisible condition. Additionally, creatures in that area must succeed on a DC 16 Wisdom saving throw or have the stunned
condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Phisarazu spyder-fiends have a pair of muscular arms
Monsters
Bigby Presents: Glory of the Giants
);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Storm Boomerang", "rollDamageType":"thunder"} thunder damage, and the target must succeed on a DC 16 Constitution saving throw or have the stunned
, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):
At will: detect magic, fog cloud, light
2/day: telekinesis
1/day: gaseous formGiven their inherent
Magic Items
The Wild Beyond the Witchlight
can’t be blinded, deafened, petrified, or stunned.
While carrying the vane, the creature attuned to it can cast the dancing lights, polymorph, or ray of frost spell as an action, requiring no
Symbol
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the
.
Sleep. Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.
Stunning. Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.
Monsters
Icewind Dale: Rime of the Frostmaiden
(at will): chill touch (see “Actions” below), light, mage hand, message, prestidigitation
1st level (4 slots): comprehend languages, detect magic, ray of sickness, Tasha's hideous
.
Companions. Since arriving in Icewind Dale, Vellynne has secured the services of six icewind kobold;Icewind kobolds that act as her valets and guides. Two of them were killed by a Melf's acid arrow spell (cast
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
itself must succeed on a DC 19 Wisdom saving throw or have the stunned condition for 1 minute. A stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on
other complex games of wits against one another.
Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light found throughout the wilds, and they use their
Monsters
Waterdeep: Dragon Heist
attacks). He has the following cleric spells prepared:
Cantrips (at will): guidance, light, sacred flame, spare the dying1st level (4 slots): detect evil and good, healing word, sanctuary, shield of
knocked prone.
The target must succeed on a DC 18 Constitution saving throw or be stunned until the end of Hlam's next turn.
Dart. Ranged Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit
Monsters
Vecna: Eve of Ruin
damage and has the stunned condition until the start of Tasha’s next turn. On a successful save, the target takes half as much damage only.
Spellcasting. Tasha casts one of the following
, Disguise Self, Dispel Magic, Light, Mage Hand, Message, Prestidigitation, Tasha's Hideous Laughter
2/day: Polymorph
1/day each: Maze, TelekinesisArcane Rebuff. Immediately after Tasha takes damage
Monsters
Vecna: Eve of Ruin
only.
Spellcasting. Windfall 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, Light
":"recharge", "rollAction":"Stunning Scintillation"}. Windfall emits an overwhelming array of colors from her coat. Each creature within 30 feet of Windfall that can see her must succeed on a DC 23 Constitution saving throw or have the stunned condition until the start of Windfall’s next turn.
Wand of Wonder
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
.
d100
Effect
01-05
You cast slow.
06-10
You cast faerie fire.
11-15
You are stunned until the start of your next turn, believing something awesome just happened.
16-20
You
total damage of the gems is divided equally among all creatures in the line.
91-95
A burst of colorful shimmering light extends from you in a 30‐foot radius. You and each creature in the area that
Monsters
Bigby Presents: Glory of the Giants
Awakening of the Scion. The cradle is a container for the scion of Stronmaus. When the cradle drops to 0 hit points, its body bursts into light. The scion instantly appears in the space the cradle
and has the stunned condition until the end of its next turn. On a successful save, the target takes half as much damage only.Booming Step. Immediately after taking damage, the cradle cracks with
Monsters
Storm King's Thunder
dispel evil and good spell. When the possession ends, the yakfolk reappears in an unoccupied space within 5 feet of the body and is stunned until the end of its next turn. If the host body dies while
":"spell", "rollAction":"Spellcasting"} to hit with spell attacks):
At will: light, sacred flame, thaumaturgy
1/day each: augury (cast as 1 action), bane, banishment, bestow curse, command, cure wounds






