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Returning 35 results for 'mechanical status with only around from for light'.
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mechanical stat with only around from for light
mechanical starts with only around from for light
mechanical state with only around from for light
Equipment
A handheld steel Mirror is useful for personal cosmetics but also for peeking around corners and reflecting light as a signal.
Magic Items
Dungeon Master’s Guide
This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight
.
Special Senses. You have Darkvision and Truesight, both with a range of 120 feet.
Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded
Magic Items
Dungeon Master’s Guide
You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.
While holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or
after you roll Initiative, or you can extinguish the light as a Bonus Action.
While holding this weapon, you can take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage
Monsters
Monster Manual
Resistances. See Living Shadow.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in Dim Light or Darkness
its next turn.Shadow Dragon Lairs
Shadow dragons lair in places of darkness and despair, such as accursed ruins, the depths of the Underdark, or the Shadowfell.
The region around a shadow dragon
Monsters
Monster Manual
Resistances. See Living Shadow.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in Dim Light or Darkness
its next turn.Shadow Dragon Lairs
Shadow dragons lair in places of darkness and despair, such as accursed ruins, the depths of the Underdark, or the Shadowfell.
The region around a shadow dragon
Spells
Player’s Handbook
A 10-foot Emanation springs into existence around you and remains stationary for the duration. The spell fails when you cast it if the Emanation isn’t big enough to fully encapsulate all
the spell ends, you can command the interior to have Dim Light or Darkness (no action required). The Emanation is opaque from the outside and of any color you choose, but it’s transparent from the inside.
The spell ends early if you leave the Emanation or if you cast it again.
Spells
Player’s Handbook
You touch a point and infuse an area around it with holy or unholy power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect of
.
Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a level lower than this spell, can’t illuminate the area.
Daylight. Bright light fills the area
Species
Eberron: Forge of the Artificer
Warforged are mechanical beings built as weapons to fight in the Last War. An unexpected breakthrough produced sentient beings made from wood and metal that nevertheless can feel pain and emotion
.
Warforged comprise a blend of organic and inorganic materials. Rootlike cords infused with alchemical fluids serve as their muscles, wrapped around a framework of steel, darkwood, or stone. Armored
Monsters
Stranger Things: Welcome to the Hellfire Club
Baleful Presence. Sources of light in a 120-foot Emanation originating from the demodragon flicker wildly. Nonmagical sources of Bright Light in that area instead shed Dim Light.
Regeneration. The
a flower-like arrangement of glistening flesh and teeth around two crushing jaws.
Though the head of the dragon from which the demodragon spawned is long gone, its breath remains. Without warning
Monsters
Forgotten Realms: Adventures in Faerûn
ability (spell save DC 19):
At Will: Detect Magic, Detect Thoughts, Light, Lightning Bolt (level 4 version), Mage Armor (included in AC), Mage Hand, Prestidigitation
2/Day Each: Scrying, Sending
knowledge of an even older version of himself. One of Manshoon’s enemies, Halaster Blackcloak, removed Manshoon’s left arm at the elbow. Manshoon now uses a mechanical prosthetic arm
Magic Items
Forgotten Realms: Adventures in Faerûn
The Crown of Horns contains the essence and intelligence of Myrkul, one of the Dead Three. This ghastly crown is a pale silver circlet with four curved bones set around its rim. On the crown's brow
instantly complete this transformation.
Cone of Undeath. You can take a Magic action to unleash a wave of unholy light in a 60-foot Cone. Each creature in the Cone makes a DC 18 Constitution saving throw
Holy Aura
Legacy
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Spells
Basic Rules (2014)
Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius
melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.
Monsters
Keys from the Golden Vault
, and the defender can’t make Electrified Bite attacks while grappling.A clockwork defender is a mechanical quadruped that vaguely resembles a hound. Its eyes glow and can project intense but
harmless beams of light. It tirelessly protects whatever its creator wants, and it can be programmed by its creator not to attack certain kinds of creatures.PoisonLight Beam. The defender emits bright light from its eyes in a 60-foot cone, or it shuts off this light.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
arrives from the Abyss. In battle, the demon wraps its slavering jaws around one victim while lashing out with the poisonous stinger on its tail to bring down another. A creature immobilized by the
shoosuva is second only to a flind in status within a war band dedicated to Yeenoghu.PoisonCold, Fire, LightningRampage. When it reduces a creature to 0 hit points with a melee attack on its turn, the shoosuva can move up to half its speed and make one Bite attack.
Monsters
Quests from the Infinite Staircase
"} radiant damage.
Starry Radiance (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Starry Radiance"}. Dazzling light bursts from the tower sage’s fingertips in a 15-foot
initiated, their arms are tattooed with magical ink that designates their status in the hierarchy. Pupil sages have simple designs patterned after individual stars and minor constellations, while the
Spells
Xanathar's Guide to Everything
Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends.
When a creature moves
emit a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.
Transmuter
Legacy
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Monsters
Volo's Guide to Monsters
hit with spell attacks). The transmuter has the following wizard spells prepared:
Cantrips (at will): light, mending, prestidigitation, ray of frost
1st level (4 slots): chromatic orb, expeditious
embrace change, rail against the status quo, and view magical transmutation as a path to riches, enlightenment, or apotheosis.
Darkness
Legacy
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Spells
Basic Rules (2014)
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this
darkness, and nonmagical light can't illuminate it.
If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and other people who fight for a living, champions are as influential as nobles, and their presence is courted as a sign of status among rulers.
A typical champion bears a coat of arms, heraldry that
d12;{"diceNotation":"1d12", "rollType":"roll", "rollAction":"Champions Coats of Arms"}
Coat of Arms
1
Three lit candles on a purple field
2
Sea serpent coiled around a trident on a
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
they might be know-it-alls, spilling insights to advance their own status.
Wizards
Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes, while others train lesser wizards or collaborate with colleagues to create new spells.
Spells
Xanathar's Guide to Everything
Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see
through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can’t illuminate the area.
Shrieks, gibbering, and mad laughter can be heard within the sphere
Backgrounds
The Wild Beyond the Witchlight
party hard. The carnival has borne you to many fantastic worlds, circling back around to your home world once every eight years, but you know almost nothing about these worlds because you spend all
your time in the carnival. You know the other hands well, but the carnival’s owners—Mister Witch and Mister Light—remain mysterious to you even after all these years.
Maybe you
Darkmantle
Legacy
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Monsters
Basic Rules (2014)
movement.
Darkness Aura (1/Day). A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle
maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can’t penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.
Monsters
Fizban's Treasury of Dragons
takes pride in elevating his worthiest children to a status approaching his own greatness.
A metallic greatwyrm’s transformation often involves fusing the consciousness, the magic, and
“Brass Dragons” section of chapter 5), Lendys, and Tamara—are metallic greatwyrms who have combined the essences of multiple forms to achieve this godlike status.
Metallic
Monsters
The Wild Beyond the Witchlight
Fey Ancestry. Light has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Special Equipment. Light carries and is attuned to the Witchlight vane. In Light
’s hands, the vane is a finesse weapon.Multiattack. Light makes two Witchlight vane attacks.
Witchlight Vane. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
Monsters
Keys from the Golden Vault
Force Field. Tockworth generates a magical force field around herself. This force field has 15 hit points and regains all its hit points at the start of each of Tockworth’s turns, but it ceases
(spell save DC 14):
At will: nondetection (self only)
2/day: dimension door
1/day each: blindness/deafness, blurUsing magic and mechanical know-how, Tixie Tockworth has transformed most of herself into
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
see.
Clockwork horrors communicate with each other by means of clicks, whirs, and similar mechanical sounds that imitate the Thri-kreen language perfectly, leading some to speculate the first
clockwork horror was the brainchild of a thri-kreen artificer. A horror can also emit light from its crystal eye, issuing dot-and-dash messages to other creatures that can see the light. Creatures besides
Monsters
Fizban's Treasury of Dragons
pride in elevating his worthiest children to a status approaching his own greatness.
A metallic greatwyrm’s transformation often involves fusing the consciousness, the magic, and sometimes even the
;Brass Dragons” section of chapter 5), Lendys, and Tamara—are metallic greatwyrms who have combined the essences of multiple forms to achieve this godlike status.
Metallic greatwyrms are
Monsters
Fizban's Treasury of Dragons
pride in elevating his worthiest children to a status approaching his own greatness.
A metallic greatwyrm’s transformation often involves fusing the consciousness, the magic, and sometimes even the
;Brass Dragons” section of chapter 5), Lendys, and Tamara—are metallic greatwyrms who have combined the essences of multiple forms to achieve this godlike status.
Metallic greatwyrms are
Monsters
Fizban's Treasury of Dragons
pride in elevating his worthiest children to a status approaching his own greatness.
A metallic greatwyrm’s transformation often involves fusing the consciousness, the magic, and sometimes even the
;Brass Dragons” section of chapter 5), Lendys, and Tamara—are metallic greatwyrms who have combined the essences of multiple forms to achieve this godlike status.
Metallic greatwyrms are
Monsters
Fizban's Treasury of Dragons
pride in elevating his worthiest children to a status approaching his own greatness.
A metallic greatwyrm’s transformation often involves fusing the consciousness, the magic, and sometimes even the
;Brass Dragons” section of chapter 5), Lendys, and Tamara—are metallic greatwyrms who have combined the essences of multiple forms to achieve this godlike status.
Metallic greatwyrms are
Aberrant Mind
Legacy
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Classes
Tasha’s Cauldron of Everything
tentacle is now growing on you, but no one else can see it.
2
A psychic wind from the Astral Plane carried psionic energy to you. When you use your powers, faint motes of light sparkle around you
An alien influence has wrapped its tendrils around your mind, giving you psionic power. You can now touch other minds with that power and alter the world around you by using it to control the magical
Backgrounds
Guildmasters’ Guide to Ravnica
you can work your way into a more prominent position.
Regardless of your past and the wealth of your family, your initial status with the guild is near the bottom, until you have proven your value
decides if your demands are reasonable and if there are subordinates available to fulfill them. As your status in the guild improves, you gain influence over more people, including ones in greater
Hallow
Legacy
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Spells
Basic Rules (2014)
You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a
leaves the area.
Courage. Affected creatures can't be frightened while in the area.
Darkness. Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than
Monsters
Planescape: Adventures in the Multiverse
preservation of the cosmic status quo, serving as leaders and strategists of the rilmani. Employing mysterious magic, occult calculations, and networks of informants, aurumachs monitor forces across the
of blades around itself. While this aura is manifested, each creature that starts its turn within 10 feet of the aurumach must make a DC 19 Dexterity saving throw, taking 16 (3d10);{"diceNotation






