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Returning 35 results for 'mind sight with only all for for line'.
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Spells
Player’s Handbook
and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn’t have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.
Spells
Player’s Handbook
You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell
Monsters
Monster Manual
use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 5 version).
Rend. Melee Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Rend"}, reach 15 ft
90-foot-long, 10-foot-wide Line. Failure: 63 (14d8);{"diceNotation":"14d8", "rollType":"damage", "rollAction":"acid breath", "rollDamageType":"Acid"} Acid damage. Success: Half damage.
Slowing Breath
Monsters
Monster Manual
use of (A) Slowing Breath or (B) Spellcasting to cast Mind Spike (level 4 version).
Rend. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft
60-foot-long, 5-foot-wide Line. Failure: 54 (12d8);{"diceNotation":"12d8", "rollType":"damage", "rollAction":"Acid Breath", "rollDamageType":"Acid"} Acid damage. Success: Half damage.
Slowing Breath
Monsters
Monster Manual
target has the Frightened condition for 1 minute, until it takes damage, or until it ends its turn with the nalfeshnee out of line of sight. Success: The target is immune to this nalfeshnee’s Horror Nimbus for 24 hours.
Monsters
Monster Manual
condition for 1 minute. If the target ends its turn out of line of sight from the satyr, the condition ends on it.
Spells
Player’s Handbook
feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears, each creature in its area makes a
Backgrounds
Forgotten Realms: Heroes of Faerûn
, Basket, Block and Tackle, Chain, Hunting Trap, Net, Pole, Rations (3 days’ worth), Traveler's Clothes, 32 GP; or (B) 50 GP
You come from a proud line of ice fishers out of Ten-Towns in Icewind
Dale. Catching knucklehead trout isn’t the most glorious trade in the North, but it’s an honest living. You’ve trained your senses for the slightest tug on the line, wrestled big
Magic Items
Forgotten Realms: Adventures in Faerûn
Memnon, who once ruled and warred over what is now Calimshan.
When viewed by a creature with Truesight, the normally beautiful diamond is a grotesque sight: trapped within the gemstone are more than a
hundred genies, including the physical forms of Calim and Memnon. The genies scream and strain in agonized fury, pressing their belligerent faces against the walls of their crystal line prison
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
The Frightened condition says “while the source of its fear is within line of sight.” Does that mean you have Disadvantage on attack rolls and ability checks even if the source is imperceptible but
you have a clear line to its space? No. If you can’t see something, it’s not within your line of sight. Speaking of “line of sight,” the game uses the English meaning of the term, which has no special meaning in the rules.
Shield of Far Sight
Legacy
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Magic Items
Volo's Guide to Monsters
A mind flayer skilled at crafting magic items creates a shield of far sight by harvesting an eye from an intelligent humanoid and magically implanting it on the outer surface of a nonmagical shield
Blast action as though it were standing behind the shield.
If a shield of far sight is destroyed, the mind flayer that created it is blinded for 2d12 hours.
Fear
Legacy
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Spells
Basic Rules (2014)
creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.
Spells
Elemental Evil Player's Companion
ends. It blocks line of sight but not movement. A creature is blinded while in the wall’s space and must spend 3 feet of movement for every 1 foot it moves there.
Spells
Elemental Evil Player's Companion
active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions
Find Traps
Legacy
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Spells
Basic Rules (2014)
You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider
Monsters
Phandelver and Below: The Shattered Obelisk
Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight.Multiattack. The nothic makes two claw attacks.
Claw. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType
":"to hit","rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Mind
Monsters
Icewind Dale: Rime of the Frostmaiden
propel it along whatever surface it’s floating above. Most mind flayers destroy squidlings on sight, so it’s rare to see one or more of these creatures.
Squidlings eat brains for sustenance, just like other mind flayers do, and they don’t care where the brains come from.
","rollDamageType":"piercing"} piercing damage. If this damage reduces the target to 0 hit points, the squidling kills the target by extracting and devouring its brain.
Mind Tickle (Recharge 5–6);{"diceNotation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Shadow Teleport"}. The meenlock teleports to an unoccupied space within 30 feet of it, provided that both the space it’s teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight.
incapacitated creature, filling its mind with disturbing sounds and dreadful imagery. Participating meenlocks can’t use their telepathy for any other purpose during this time, though they can move about
Monsters
Van Richten’s Guide to Ravenloft
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Unusual Nature. The mind flayer doesn’t require air, food, or sleep.Multiattack. The mind flayer makes
Spider Climb. The mind flayer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, the mind flayer has
Wall of Thorns
Legacy
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Spells
Basic Rules (2014)
60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears, each creature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
this way, its speed is halved, and it is incapacitated. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours.A far-off wail precedes the sight of a
":"Rending Bite","rollDamageType":"psychic"} psychic damage if the target is frightened. This attack ignores damage resistance.
Mind-Breaking Howl (Recharge 4–6);{"diceNotation":"1d6","rollType
Banshee
Legacy
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Monsters
Basic Rules (2014)
saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target’s saving throw is successful or the
Quasit
Legacy
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Monsters
Basic Rules (2014)
on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
energy in a 5-foot-wide line that is 60 feet long. Each creature in the line must make a DC 12 Dexterity saving throw, taking 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction
histories of some duergar, derro are descended from a dwarven community that was left behind when the others escaped the rule of mind flayers. These remnants were so distorted by the mind flayers
Backgrounds
Spelljammer: Adventures in Space
described in the Monster Manual.
Close Encounter
d10
Creature
1
Beholder
2
Cosmic horror*
3
Feyr*
4
Lunar dragon*
5
Mind flayer
6
Neh-thalggu
, flying, or swimming speed in a straight line. The creature continues along this course, moving in a straight line at its speed on each of its turns until something stops it or changes its trajectory.
Gloom Stalker
Legacy
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Classes
Xanathar's Guide to Everything
evil lurks in the shadows.
Gloom Stalker Features
Ranger Level
Feature
3rd
Gloom Stalker Magic, Dread Ambusher, Umbral Sight
7th
Iron Mind
11th
Stalker’s Flurry
15th
Shadowy Dodge
Amnizu
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Devil's Sight. Magical darkness doesn't impede the amnizu's darkvision.
Innate Spellcasting. The amnizu's innate spellcasting ability is Intelligence (spell save 19, +11;{"diceNotation":"1d20+11
uses Poison Mind. It also makes two attacks: one with its whip and one with its Disruptive Touch.
Taskmaster Whip. Melee Weapon Attack: +11;{"diceNotation":"1d20+11","rollType":"to hit","rollAction
Meenlock
Legacy
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Monsters
Volo's Guide to Monsters
, provided that both the space it’s teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight.
Zuggtmoy
Legacy
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Monsters
Out of the Abyss
":"roll"} days.
Madness of Zuggtmoy
If a creature goes mad in Zuggtmoy’s lair or within line of sight of the demon lord, roll on the Madness of Zuggtmoy table to determine the nature of the
reanimated as a spore servant if it’s a type of creature that can be (see the “Myconids” entry in the Monster Manual).
Mind Control Spores (Recharge 5–6);{"diceNotation":"1d6
Quasit (familiar variant)
Legacy
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Monsters
Monster Manual (2014)
disadvantage if the quasit is within line of sight, ending the effect on itself on a success.
Invisibility. The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends
Magic Items
Bigby Presents: Glory of the Giants
ignore the spell’s material components with a gold piece cost, up to 300 gp per charge expended.
Astute Mind. You gain a +2 bonus to any Constitution saving throw you make to maintain your
concentration on a spell.
Divine Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Monsters
Strixhaven: A Curriculum of Chaos
mathematical patterns in nature or engaging in speculative dives into topological formulas that bend reality, their studies blur the line between abstract numerical theory and natural reality.
Quandrix
Scholars
The scholars of Quandrix College focus on the mathematical principles that govern reality. Through these formulas, they can manipulate properties of matter and space, as well as abstract and conceptual space such as the mind, probability, and the flow of magic itself.
Sea Hag
Legacy
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Monsters
Basic Rules (2014)
. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
away in a straight line and be knocked prone.
Stomping Foot. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Stomping Foot"} to hit, reach 5 ft., one target. Hit
":"damage", "rollAction":"Stomping Foot", "rollDamageType":"bludgeoning"} to a prone target.
Flame Jet. The duergar spews flames in a line 100 feet long and 5 feet wide. Each creature in the line must
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Devil’s Sight. Magical darkness doesn’t impede the yuan-ti’s darkvision.
Magic Resistance. The yuan-ti has advantage on saving throws against spells and other magical effects
with the serpent god Sseth, the Sibilant Death. They use their abilities to convert others to their faith, increase their personal power, and befuddle the minds of their enemies.
Mind whisperers are






