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Returning 35 results for 'monster sight with only area from for line'.
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Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Line [Area of Effect] A Line is an area of effect that extends from a point of origin in a straight path along its length and covers an area defined by its width. The effect that creates a Line
specifies its length and width. A Line’s point of origin isn’t included in the area of effect unless its creator decides otherwise.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Line [Area of Effect] A Line is an area of effect that extends from a point of origin in a straight path along its length and covers an area defined by its width. The effect that creates a Line
specifies its length and width. A Line’s point of origin isn’t included in the area of effect unless its creator decides otherwise.
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
A Line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the duration. Each creature in the Line must succeed on a Strength saving throw or be pushed 15 feet
away from you in a direction following the Line. A creature that ends its turn in the Line must make the same save.
Any creature in the Line must spend 2 feet of movement for every 1 foot it moves
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
Spells
Player’s Handbook
, you could determine the location of a powerful monster in the area, the locations of bodies of water, and the locations of any towns.
You commune with nature spirits and gain knowledge of the surrounding area. In the outdoors, the spell gives you knowledge of the area within 3 miles of you. In caves and other natural underground
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
Magic Items
Dungeon Master’s Guide
time the area of effect is Heavily Obscured.
46–50
You cast Lightning Bolt. The Line created by the spell extends from you to the chosen point of origin.
51–55
The creature
.
26–30
You cast Gust of Wind. The Line created by the spell extends from you to the chosen point of origin.
31–35
Nothing happens at the chosen point of origin. Instead, you take
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.
Monsters
Monster Manual
Advantage on saving throws against spells and other magical effects.
Siege Monster. The colossus deals double damage to objects and structures.Multiattack. The colossus makes three attacks, using Slam or
"}. Dexterity Saving Throw: DC 26, each creature in a 300-foot-long, 10-foot-wide Line. Failure: 65 (10d12);{"diceNotation":"10d12", "rollType":"damage", "rollAction":"Divine Beam", "rollDamageType
Monsters
Monster Manual
with spell attacks):
At Will: Detect Magic, Hold Monster, Ice Knife, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit
use to take one of the following actions. The dragon regains all expended uses at the start of each of its turns.
Chill. The dragon uses Spellcasting to cast Hold Monster. The dragon can’t take
Monsters
Monster Manual
":"Spellcasting"} to hit with spell attacks):
At Will: Detect Magic, Hold Monster, Ice Knife (level 2 version), Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and
uses Spellcasting to cast Hold Monster. The dragon can’t take this action again until the start of its next turn.
Cold Gale. Dexterity Saving Throw: DC 23, each creature in a 60-foot-long, 10
Magic Items
Dungeon Master’s Guide
must expend to cast the spell.
Spell
Charge Cost
Cone of Cold
5
Fireball (level 5 version)
5
Globe of Invulnerability
6
Hold Monster
5
Levitate
2
Lightning
charges in the staff . Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff . On a successful save, a creature takes half as much damage.
Monsters
Monster Manual
":"Reflective Carapace"}. On a 1–5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected and reflects the spell, turning the caster into the target.
Siege Monster. The tarrasque deals
of this movement, the tarrasque creates an instantaneous shock wave in a 60-foot Emanation originating from itself. Creatures in that area lose Concentration and, if Medium or smaller, have the Prone
Monsters
Mordenkainen Presents: Monsters of the Multiverse
in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. The winds extinguish open flames and disperse fog.
Siege Monster. The tempest deals double damage to objects
). The tempest releases a blast of thunder and wind in a line that is 300 feet long and 20 feet wide. Objects in that area take 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollDamageType
Magic Items
Storm King's Thunder
line of sight.
Standard’s Shield. As a bonus action, you can touch the unfurled banner and invoke this power. Any ranged attack roll that targets you or an ally of yours has disadvantage if the
area of magic that has a 500-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the banner to be within 5 feet of you and during which you choose creatures
Magic Items
The Wild Beyond the Witchlight
As an action, you can throw this dust into the air, filling a 10-foot cube that extends out from you. Surfaces and objects made of nonmagical ferrous metal in the area instantly corrode and turn to
dust, becoming useless and unsalvageable. Any creature in the area that is made wholly or partly out of ferrous metal must make a DC 13 Constitution saving throw, taking 4d8 necrotic damage on a failed
Monsters
Bigby Presents: Glory of the Giants
.
Siege Monster. The colossus deals double damage to objects and structures.Multiattack. The colossus makes two Slam attacks and then uses Stomp.
Slam. Melee Weapon Attack: +14;{"diceNotation":"1d20+14
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Arcane Beam"}. The colossus fires a beam of magical force from its chest, hands, or head in a 150-foot line that is 10 feet wide. Each
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
in a 90-foot line that is 10 feet wide. When the wall appears, each creature in its area is pushed into the nearest unoccupied space adjacent to the wall and must make a DC 15 Dexterity saving throw
.
The wall of briars lasts until the start of the Forest Master’s next turn. The wall blocks line of sight and counts as difficult terrain for all creatures except the Forest Master. The first time
Monsters
Phandelver and Below: The Shattered Obelisk
Siege Monster. The auger deals double damage to objects and structures.
Tunneler. The auger can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its
"} fire damage. If the auger moves at least 20 feet in a straight line toward the target immediately before the hit, the target takes an additional 11 (2d10);{"diceNotation":"2d10", "rollType":"damage
Magic Items
Eberron: Rising from the Last War
-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 36 (8d8) acid damage on a failed save, or half as much damage on a successful one. Once you use
you, turning your corpse into a black pudding allied with the daelkyr (see the Monster Manual for the black pudding;black pudding's stat block).
Monsters
Mordenkainen Presents: Monsters of the Multiverse
there is nowhere to move, in which case it needn’t take the Dash action. If the creature ends its turn in a location where it doesn’t have line of sight to Moloch, the creature can repeat
","rollAction":"Many-Tailed Whip","rollDamageType":"thunder"} thunder damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pulled up to 30 feet in a straight line
Monsters
Planescape: Adventures in the Multiverse
-foot-tall, 20-foot-radius cylinder of magical force rises from that point. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 21 (6d6);{"diceNotation
evil and goodWhen modrons act against the will of Primus, nonatons are charged with bringing those rogue units into line. These inspectors also interrogate captured trespassers of Mechanus. Nonatons
Monsters
Guildmasters’ Guide to Ravnica
Explosive Tank. When the guard dies, or if it rolls a 1 when checking whether its Scorchbringer action recharges, the tank on its back explodes in a 10-foot radius sphere. Each creature in that area
spouts a stream of flame in a line that is 30 feet long and 5 feet wide. Each creature in the line must make a DC 12 Dexterity saving throw, taking 7 (2d6);{"diceNotation":"2d6","rollType":"damage
Monsters
Princes of the Apocalypse
turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6);{"diceNotation":"15d6","rollType":"damage","rollAction":"Steam
Breath","rollDamageType":"fire"} fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.The strongest monster in the
Monsters
Icewind Dale: Rime of the Frostmaiden
":"1d6","rollType":"recharge","rollAction":"Mind Tickle"}. The squidling magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on a DC 7 Intelligence saving throw or
described in the Monster Manual, are created through ceremorphosis, a process that begins with the implantation of an illithid tadpole in the brain of a humanoid host. After about seven days in its new home
Monsters
Storm King's Thunder
Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Fey Ancestry. The scout has advantage on saving throws against being charmed, and magic
can't put them to sleep.
Mask of the Wild. The scout can attempt to hide even when they are in an area only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural
Monsters
Acquisitions Incorporated
.
Hot Oil Spray (Recharge 5–6). The keg robot sprays hot oil in a 15-foot cone or in a 30-foot line that is 5 feet wide. Each creature in the area must make a DC 13 Dexterity saving throw. On a failed
":"1d8+3","rollType":"damage","rollAction":"Acid Squirt","rollDamageType":"acid"} acid damage.
Beer Shower. The keg robot spews an unnaturally potent beer in a 15-foot cone or in a 30-foot line that is 5
Monsters
Dragons of Stormwreck Isle
":"recharge","rollAction":"Breath Weapon"}. Runara uses one of the following breath weapons:
Lightning Breath. Runara exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must
half as much damage on a successful one.
Repulsion Breath. Runara exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw or be pushed up
Monsters
Tyranny of Dragons
).
Black Dragon Head: Acid Breath (Costs 2 Actions). Tiamat exhales acid in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 67 (15d8
: Lightning Breath (Costs 2 Actions). Tiamat exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 27 Dexterity saving throw, taking 88 (16d10
Monsters
Tyranny of Dragons
":"Caustic Bolt","rollDamageType":"acid"} acid damage.
Acid Breath (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Acid Breath"}. Rezmir exhales acid in a 30-foot line that is 5
feet wide. Each creature in the line must make a DC 14 Dexterity saving throw, taking 22 (5d8);{"diceNotation":"5d8","rollType":"damage","rollAction":"Acid Breath","rollDamageType":"acid"} acid damage
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Devil’s Sight. Magical darkness doesn’t impede the amnizu’s darkvision.
Magic Resistance. The amnizu has advantage on saving throws against spells and other magical
appear in the Monster Manual). A summoned devil appears in an unoccupied space within 60 feet of the amnizu, acts as an ally of the amnizu, and can’t summon other devils. It remains for 1 minute
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Devil’s Sight. Magical darkness doesn’t impede the amnizu’s darkvision.
Magic Resistance. The amnizu has advantage on saving throws against spells and other magical
, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 19):
At will: command
3/day: dominate monster
1/day: feeblemindInstinctive Charm. When a creature
Monsters
Storm King's Thunder
surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15
or more of the following effects:
Thickets form labyrinthine passages within 1 mile of the dragon’s lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight






