Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'minus switch with only above from for light'.
Other Suggestions:
minute switch with only above from for light
minutes switch with only above from for light
miles switch with only above from for light
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
can see within 10 feet of it. The worm latches onto the target’s skin unless the target succeeds on a DC 11 Dexterity saving throw. The worm is a Tiny Undead with AC 6, 1 hit point, a 2 (&minus
.
From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, however, the scores of little green worms crawling in and out of it become visible. These
Monsters
Waterdeep: Dragon Heist
;{"diceNotation":"1d20+13","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). Laeral has the following wizard spells prepared:
Cantrips (at will): light, mage hand, minor illusion
.
She is immune to magic that would ascertain her thoughts, truthfulness, alignment, or creature type.
She gains resistance to cold damage, and she is unharmed by temperatures as low as −50
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
Tomb of Annihilation
following properties while attuned to the dagger, provided he has the weapon drawn:
Cause a blue gem set into the dagger’s pommel to shed bright light in a 20-foot radius and dim light for an
temperature in a 120-foot-radius sphere centered on a point he can see within 300 feet of him. The temperature in that area drops 20 degrees per minute, to a minimum of −30 degrees Fahrenheit. Frost and
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
Flameskull
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
Spells
Tasha’s Cauldron of Everything
Points 35 + 15 for each spell level above 3rd
Speed 40 ft.
STR
13 (+1)
DEX
16 (+3)
CON
15 (+2)
INT
4 (−3)
WIS
10 (+0)
CHA
16 (+3)
Damage Resistances necrotic
end of each of its turns, ending the effect on itself on a success.
Bonus Actions
Shadow Stealth (Fear Only). While in dim light or darkness, the spirit takes the Hide action.
Kenku
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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->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->Tomb of Annihilation
(area 16D). If a character holds a light source close to the statue with the head of a bat, a crawlway appears in its shadow. The crawlway entrance is otherwise hidden behind an illusory wall that can
are entered into the grid (minus spaces), the letters in the darkened squares spell out “cover eyes.” This phrase provides a clue to obtaining the puzzle cube in area 16C.
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->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->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->Giants of the Star Forge
workshop to the south. A simple furnace—its light and heat humble compared to the Star Forge—fills one wall of the southern chamber. Heaped in a pile near the furnace are metal building materials, gigantic
of red stone stand before the wide archways on the Star Forge’s south wall. Runestones embedded in the pillars radiate white light, giving the impression that the pillars are streaked with glowing
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->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->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->Baldur's Gate: Descent into Avernus
between themselves, the hag, and Lulu. Their eyes still closed, the characters sense a brilliant flash of light, then darkness. A tingling sensation sweeps over the characters’ bodies as vibrant rainbows
the ordeal. Dream 1: Rainbow Angels Read the following boxed text when the characters first enter Lulu’s dreamscape: As the rich, radiant light of a hundred dancing rainbows slowly dissolves, warm
Magic Items
Infernal Machine Rebuild
a water-filled pit trap ahead, and so on.
You take a −5 penalty to initiative rolls.
42
Whenever you roll a 1 on a d20, you have advantage on your next d20 roll.
Whenever you roll a 1
.
Food doesn’t satiate you, and you must eat double the amount of food you normally eat to avoid feeling hungry.
51
You shed light like a torch, as if you were the target of a light cantrip
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->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->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->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
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->Icewind Dale: Rime of the Frostmaiden
-fifth master switch opens or closes all the gates at once. Flipping one or more switches on the console requires an action. Light Control. A brass dial on the console controls the light level in area
, west, and south can be scanned through 4-foot-tall, 1-foot-wide arrow slits. The continual flame spells that light the room can be dimmed or brightened by uttering a command word (“lights”). When the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
panels. If the check made to detect the trap succeeds by 5 or more, the character also spots a concealed switch on one wall that disables the trap. Treasure. The crates hold 60 pounds of gemstones. The
action, a character can search a trapped area and make a DC 15 Intelligence (Investigation) check. If this check succeeds, the character finds a tiny switch on the wall next to the nearest door
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
by 10 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
develops bark-like scales, granting it a +1 bonus to AC but reducing its Charisma score 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->Mordenkainen's Tome of Foes
, reducing its walking speed by 10 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
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->Baldur's Gate: Descent into Avernus
her tireless effort to win the Blood War. When the characters enter the room, set the scene by reading aloud the following boxed text: Two rows of tall wrought-iron candlesticks light this vaulted
that can be removed only if the statue is destroyed. The head of the mace sheds bright light in a 5-foot-radius and dim light for an additional 5 feet. The wielder of the mace can extinguish or
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
contains a bed, a desk with matching chair, a claw-footed chest, and wall hooks for hanging clothes. The continual flame spell that illuminates each room can be suppressed or returned to its normal light
twenty halberds, fifteen longswords, fifteen shortswords, ten pikes, ten heavy crossbows, five light crossbows, and hundreds of crossbow bolts. The armory is guarded by a spectator that treats the
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
contains a bed, a desk with matching chair, a claw-footed chest, and wall hooks for hanging clothes. The continual flame spell that illuminates each room can be suppressed or returned to its normal light
twenty halberds, fifteen longswords, fifteen shortswords, ten pikes, ten heavy crossbows, five light crossbows, and hundreds of crossbow bolts. The armory is guarded by a spectator that treats the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
characters enter the tower unannounced, they get as far as area 6a before encountering someone. All rooms in the tower are brightly lit by beams of magical light, which emanate from the ceiling and shine down
floor.
Table. A beam of light shines down on a narrow, rectangular stone table in the middle of the room. On the table rests a wooden staff carved with floral motifs.
Wyllow dabbles in magic item
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Persuasion) check or a bribe worth at least 25 gp. If the characters threaten violence, the goblins attack. Three rounds later, reinforcements from area Z3 arrive. Z2: Vestibule Dim blue light bathes
double door. The lever is directly above the doors. Z3: Mess Hall Blue-tinted lava flows through geometric carvings that run along the walls’ top edges, bathing the room in eerie light. Three






