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Returning 35 results for 'misses sense with only above for for light'.
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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
throws and can sense the location of any Invisible creature that is also in the Bright Light.
The rod’s head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic
, whereupon the rod’s head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving
Magic Items
Dungeon Master’s Guide
appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. 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 use this weapon to make a
Magic Items
Dungeon Master’s Guide
minute. To you, solid objects within that radius appear transparent and don’t prevent light from passing through themselves. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to
Sleep
1
Slow
2
Teleport
3
Properties of the Eye and Hand. While attuned to both the hand and eye, you gain the following additional benefits:
Danger Sense. You have Advantage
Monsters
Princes of the Apocalypse
"} bludgeoning damage.Parry and Counter. Hellenrae adds 3 to her AC against one melee or ranged weapon attack that would hit her. To do so, she must be able to sense the attacker with her blindsight
. If the attack misses, Hellenrae can make one melee attack against the attacker if it is within her reach.Poison
Magic Items
Waterdeep: Dungeon of the Mad Mage
This rare magic item requires attunement. A creature attuned to it gains blindsight out to a range of 30 feet. The dagger has a saw-toothed edge and a black pearl nested in its pommel
Monsters
Mordenkainen Presents: Monsters of the Multiverse
saving throw against a spell or a spell’s attack roll misses it, the snail’s shell converts some of the spell’s energy into a burst of destructive force if the spell is of 1st level
":"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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Telepathic Shroud. The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.Bite. Melee Weapon Attack: +4;{"diceNotation":"1d20
eyes and ears for the colony’s elder brain, transmitting their thoughts when they swarm and are within range of the elder brain’s telepathy.Illumination. The cranium rat sheds dim light from its exposed brain in a 5-foot radius or extinguishes the light.
Monsters
Planescape: Adventures in the Multiverse
effect that would sense its emotions or read its thoughts, as well as to divination spells.Bites. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bites"} to hit
psionic abilities and the accumulated memories of its constituents.Bludgeoning, Piercing, SlashingIllumination. The swarm sheds dim light from its brains in a 5-foot radius, increases the illumination to
Monsters
Planescape: Adventures in the Multiverse
words and emotions.
Telepathic Shroud. The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to divination spells.Bite. Melee Weapon Attack: +4
large numbers, their cranium rat squeaker swarm;swarms merge into a single intelligence with enhanced psionic abilities and the accumulated memories of its constituents.Illumination. The cranium rat sheds dim light from its exposed brain in a 5-foot radius or extinguishes the light.
Monsters
The Book of Many Things
Brilliance (True Form Only). The living portent sheds bright light for 30 feet and dim light for an additional 30 feet.Multiattack. The living portent makes two Radiant Strike attacks.
Radiant
", "rollAction":"Prophetic Blessing"}, and it gains a prophecy die, a d8. Once during each of the creature’s turns, when it fails an ability check or saving throw or misses an attack roll, it can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
temporary hit points.
Telepathic Shroud. The swarm is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.Bites. Melee Weapon Attack: +5
telepathy.Bludgeoning, Piercing, SlashingIllumination. The swarm sheds dim light from its brains in a 5-foot radius, increases the illumination to bright light in a 5- to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguishes the light.
Monsters
Fizban's Treasury of Dragons
metallic dust from their wings that coats intruders who get too close to them. The magic of this dust allows the lair’s draconic owner to sense intruders’ location as they move about the
lair.Scale Dust (1/Day). The scarab releases magical glittering dust from its wings. Each creature within 5 feet of the scarab must succeed on a DC 13 Dexterity saving throw or be outlined in blue light
Monsters
Strixhaven: A Curriculum of Chaos
, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 12):
At will: guidance, light
1/day each: comprehend languages, locate object, mage armorLearn from
the Past (2/Day). When another creature within 60 feet of the apprentice misses a target with an attack roll, the apprentice magically enables the attacker to reroll the attack roll. It must use the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
; baleful magic. The curse acts as a beacon; sorrowsworn, Undead, and other terrors sense where they are located and descend on the stranded victims to tear them apart.Shadow Stealth. While in dim light or darkness, the meazel can take the Hide action as a bonus action.
, any equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet of it, provided that the starting space and the destination are in dim light or
Magic Items
Waterdeep: Dragon Heist
feet and a long range of 180 feet. Whether it hits or misses, the axe flies back to you at the end of the current turn, landing in your open hand or at your feet in your space (as you choose). The axe
regains all expended charges daily at dawn.
Illumination. While holding the axe, you can use an action to cause the axe to glow blue or to quench the glow. This glow sheds bright light in a 30-foot
Monsters
Strixhaven: A Curriculum of Chaos
.
Spellcasting. The pledgemage casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 13):
At will: guidance, light
2/day
each: comprehend languages, locate object
1/day each: mage armor, speak with dead, stone shapeLearn from the Past (2/Day). When another creature within 60 feet of the pledgemage misses a target with an
Vampiric Mist
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Tales from the Yawning Portal
Life Sense. The mist can sense the location of any creature within 60 feet of it, unless that creature’s type is construct or undead.
Forbiddance. The mist can’t enter a residence
first encountered, a vampiric mist appears as a billowing mass of light clouds. As the creature feeds, its coloration darkens to a deep crimson. In the Temple of Blood inside the Doomvault (Dead in Thay
Monsters
Van Richten’s Guide to Ravenloft
Legendary Resistance (1/Day). If the slasher fails a saving throw, it can choose to succeed instead.
Shrouded Presence. The slasher is immune to any effect that would sense its emotions or read its
thoughts, and it can’t be detected by abilities that sense Fiends.Multiattack. The slasher makes two Slasher’s Knife attacks.
Slasher’s Knife. Melee or Ranged Weapon Attack: +7
Monsters
Vecna: Eve of Ruin
makes an attack roll against it, the deathwolf forces the creature to succeed on a DC 17 Wisdom saving throw or have disadvantage on that roll. After the attack hits or misses, the deathwolf makes one
Claw attack against the creature.
Phase Step. Immediately after taking damage, the deathwolf teleports up to 30 feet to an unoccupied space it can see that is in dim light or darkness.A deathwolf
Monsters
Fizban's Treasury of Dragons
produce a glittering metallic dust from their wings that coats intruders who get too close to them. The magic of this dust allows the lair’s draconic owner to sense intruders’ location as
Dexterity saving throw or be outlined in blue light for 10 minutes. While outlined in this way, a creature sheds dim light in a 10-foot radius and can’t benefit from being invisible. In addition
Monsters
Bigby Presents: Glory of the Giants
Illumination. The lightning hulk sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Lightning Form. The lightning hulk can enter a hostile creature’s space and
similarly incoherent: a lightning hulk rushes from one place to another with little sense of purpose and no hint of the contemplation that occupies its distant cousin giants.Lightning, PoisonCold, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
, provided it can see the attacker. After the attack hits or misses, the high fae then makes one Fae Claymore attack against the attacker.High fae kindguards have spent centuries perfecting their martial
of Eldraine. They draw power from motes of light found throughout the wilds, and they use their innate illusory magic to power and embellish their various weapons.
The high fae are ruled by Talion
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Light Sensitivity. While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Claw. Melee Weapon Attack: +4;{"diceNotation":"1d20
covers every surface, muffling sound.
A meenlock can supernaturally sense areas of darkness and shadow in its vicinity and can teleport from one darkened space to another—enabling it to sneak up on
Monsters
Waterdeep: Dragon Heist
;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following cleric spells prepared:
Cantrips (at will): light, mending, sacred flame, spare the
target. Hit:8 (2d6 + 1);{"diceNotation":"2d6+1","rollType":"damage","rollAction":"Maul","rollDamageType":"bludgeoning"} bludgeoning damage.
Treasure Sense (3/Day). Istrid magically pinpoints precious
Monsters
Strixhaven: A Curriculum of Chaos
at the start of her turn.
Claw. Velomachus makes one Claw attack.
Chaotic Flow (Costs 2 Actions). Velomachus moves up to half her flying speed. If a creature hits or misses her with an opportunity
accompanied by visual effects resembling tomes and scrolls composed of golden light, perceptible distortions as time doubles back on itself, and thunderous sounds.Thunder
Magic Items
Icewind Dale: Rime of the Frostmaiden
A mythallar looks like an enormous crystal ball held in an ornate cradle. The globe sheds bright light in a 300-foot radius and dim light for an additional 300 feet. The globe draws magic from the
;s Guide. If a ninth creature tries to attune to the mythallar, nothing happens.
All creatures attuned to the Ythryn mythallar can sense when the device is being used. A creature attuned to the device
Monsters
Spelljammer: Adventures in Space
themselves.
The Thri-kreen language doesn’t employ words in the usual sense. To demonstrate emotion and reaction, thri-kreen clack their mandibles and wave their antennae, indicating to other
, thri-kreen rely on a form of telepathy.
Thri-kreen often use weapons of their own design, particularly the gythka (a two-handed polearm with a blade at each end) and a light thrown weapon called a
Monsters
Spelljammer: Adventures in Space
revitalize themselves.
The Thri-kreen language doesn’t employ words in the usual sense. To demonstrate emotion and reaction, thri-kreen clack their mandibles and wave their antennae
sapient species, thri-kreen rely on a form of telepathy.
Thri-kreen often use weapons of their own design, particularly the gythka (a two-handed polearm with a blade at each end) and a light thrown
Monsters
Mordenkainen Presents: Monsters of the Multiverse
DC 15):
At will: detect magic, fog cloud, light, minor illusion
3/day each: invisibility, silent image, suggestion, tongues
1/day each: gaseous form, major imageSmiling ones are cloud giant;cloud
wealth. They also possess a flair for unpredictability and a wicked sense of humor. Smiling ones overstep all bounds of decorum with their behavior, doing and saying things that even other knavish folk
Monsters
Spelljammer: Adventures in Space
eschew armor. Although thri-kreen don’t need to sleep, they do require periods of inactivity to revitalize themselves.
The Thri-kreen language doesn’t employ words in the usual sense. To
, particularly the gythka (a two-handed polearm with a blade at each end) and a light thrown weapon called a chatkcha (a flat, triangular wedge with three serrated blades). Gythkas typically have shafts
Monsters
Strixhaven: A Curriculum of Chaos
can’t be targeted by any divination magic or perceived through magical scrying sensors, and he adds double his proficiency bonus to Charisma (Deception) checks (included above).
Sanguine Sense
":"bludgeoning"} bludgeoning damage and is grappled (escape DC 15). The fist disappears if the attack roll misses or if the grapple ends. When the fist disappears, this lair action recharges, allowing
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fallible Invisibility. The skulk is invisible. This invisibility can be circumvented by three things:
Charnel Candles. The skulk appears as a dim, translucent form in the light of a candle made of
became lost in the Shadowfell, wandering its gray wastes until they lost all sense of self. They are so devoid of identity that they have become permanently invisible. Only children can see a skulk
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, the target is pulled to a space within 5 feet of the banderhobb.
Shadow Step. The banderhobb teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see.
Swallow. Melee
an item allows it to sense the creature’s location from as far as a mile away.
A banderhobb fulfills its duties until its existence ends. When it expires, usually several days after its birth
Monsters
Guildmasters’ Guide to Ravnica
. Isperia is immune to any effect that would sense her emotions or read her thoughts, as well as any divination spell that she refuses. Wisdom (Insight) checks made to ascertain her intentions or
":"Spellcasting"} to hit with spell attacks). Isperia has the following cleric spells prepared:
Cantrips (at will): guidance, light, resistance, sacred flame, thaumaturgy
1st level (4 slots): command






