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Returning 35 results for 'monster skin with only affected from for light'.
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Spells
Player’s Handbook
, objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.
Attack rolls against an affected creature or object have Advantage if the attacker can see it.
Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration
Spells
Player’s Handbook
You conjure a spirit from the Upper Planes, which manifests as a pillar of light in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range. For each creature you can see in the
Cylinder, choose which of these lights shines on it:
Healing Light. The target regains Hit Points equal to 4d12 plus your spellcasting ability modifier.
Searing Light. The target makes a Dexterity
Spells
Player’s Handbook
;t locate or perceive the imprisoned target, and the target can’t teleport.
Until the spell ends, the target is also affected by one of the following effects of your choice:
Burial. The target
similar object. Light can pass through the gemstone (allowing the target to see out and other creatures to see in), but nothing else can pass through by any means.
Slumber. The target has the
Spells
Player’s Handbook
Hallow. The affected area has the following effects.
Hallowed Ward. Choose any of these creature types: Aberration, Celestial, Elemental, Fey, Fiend, or Undead. Creatures of the chosen types can’t
.
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
Player’s Handbook
to bring light, healing, and heavenly fury.
Aasimar can arise among any population of mortals. They resemble their parents, but they live for up to 160 years and have features that hint at their
celestial heritage, such as metallic freckles, luminous eyes, a halo, or the skin color of an angel (silver, opalescent green, or coppery red). These features start subtle and become obvious when the
Monsters
Monster Manual
, each creature that isn’t currently affected by this breath in a 60-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Test;D20 Tests and subtracts 3 (1d6);{"diceNotation":"1d6
.
Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Fire
Monsters
Monster Manual
Weakening Breath. Strength Saving Throw: DC 24, each creature that isn’t currently affected by this breath in a 90-foot Cone. Failure: The target has Disadvantage on Strength-based D20 Test;D20 Tests
action again until the start of its next turn.
Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 4 version).
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Fire
Spells
Player’s Handbook
A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the
without effect.
The wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without
Spells
Player’s Handbook
and shutters, all in a 5-foot Cube. Doors and shutters being held open by someone or something aren’t affected.
Beckon Earth. You create a thin shroud of dust or sand that covers surfaces in a
-foot Cube. You choose the color and scent, and the embers can light candles, torches, or lamps in that area. The smoke’s scent lingers for 1 minute.
Beckon Water. You create a spray of cool mist
Magic Items
Dungeon Master’s Guide
becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.
Regaining Charges. The wand regains 1d6 + 1 expended
closest to the chosen point of origin is enlarged as if you had cast Enlarge/Reduce on it. If the target isn’t you and can’t be affected by that spell, you become the target instead.
56
Magic Items
Dungeon Master’s Guide
Clairvoyance
2
Crown of Madness
1
Disintegrate
4
Dominate Monster
5
Eyebite
4
X-ray Vision. You can take a Magic action to gain X-ray vision with a range of 30 feet for 1
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
Species
Lorwyn: First Light
Known for their mischief, faeries resemble insects with humanoid features. Their size and shape may vary, but all have antennae, black eyes, chitinous skin, and insectoid legs and wings. Every faerie
Shadowmoor. (See Lorwyn: First Light for more information.)
Shadowmoor faeries have Darkvision with a range of 120 feet.
Species
Lorwyn: First Light
truly disguise themselves; rather, their transformations are purely surface level.
No matter their form, Lorwyn changelings keep their key traits: blue-green skin, tufts of tentacle-like fur, and bulbous
effect inexplicably charming.
Changelings from Lorwyn live in a vast, mystical cave called Velis Vel Grotto (see Lorwyn: First Light). Once per year, many changelings make a pilgrimage to the grotto
Magic Items
Forgotten Realms: Adventures in Faerûn
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
effect is immune to it for 1 minute, after which it can be affected again.
The aura is inactive while you have the Incapacitated condition. You can activate or deactivate the aura as a Bonus Action
Monsters
Mythic Odysseys of Theros
immediately make the save.
If Hythonia sees herself reflected on a polished surface within 30 feet of her and in an area of bright light, she is affected by her own gaze.
Shed Skin (Mythic Trait
; Recharges after a Short or Long Rest). If Hythonia is reduced to 0 hit points, she doesn’t die or fall unconscious. Instead, she sheds her skin, regains 199 hit points, and moves up to her speed
Monsters
Tales from the Yawning Portal
finds herself enslaved deep inside the Sunless Citadel, an unwitting supplicant of the Gulthias Tree. The corrupting influence has turned her skin thick and rough, as though she were affected by a barkskin spell, and has turned the normally good-aligned Sharwyn into an evil adversary.
spell attacks). She has the following wizard spells prepared:
Cantrips (at will): light, prestidigitation, ray of frost
1st level (2 slots): color spray, magic missile, shield, sleep
Tree Thrall. If
Faerie Fire
Legacy
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Spells
Basic Rules (2014)
saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity
Hallow
Legacy
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Spells
Basic Rules (2014)
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
can't extinguish the light.
Energy Protection. Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.
Energy Vulnerability
Daylight
Legacy
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Spells
Basic Rules (2014)
holding or one that isn't being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks
A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are
Monsters
Storm King's Thunder
damage.Cloud giants live extravagant lives high above the world, showing little concern for the plights of other races except as amusement. They are muscular with light skin and have hair of silver or blue.
Monsters
Spelljammer: Adventures in Space
Glide. If it isn’t incapacitated or wearing heavy armor, the hadozee can extend its skin membranes to move up to 5 feet horizontally for every 1 foot it descends in the air.Multiattack. The
);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Shortsword","rollDamageType":"piercing"} piercing damage.
Light Crossbow. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
Magic Items
Baldur’s Gate: Descent into Avernus
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
Any humanoid killed by an attack made with this weapon has its soul funneled
into the River Styx, where it’s reborn instantly as a lemure;lemure devil (described in the Monster Manual).
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
and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a
Senses
Legacy
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Rules
dim light within the radius as if it were bright light, and in darkness as if it were dim light. The monster can't discern color in darkness, only shades of gray. Many creatures that live underground
secret doors over and over again, or can be used when the DM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.
Special
Magic Items
Icewind Dale: Rime of the Frostmaiden
This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works.
The crystal also glows with a purplish
inner light while you are attuned to it.
The higher your intelligence, the greater the light’s intensity and the greater the range of the telepathy (see the Psi Crystal Properties table).
Psi
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
uses this action again. When a creature other than the nightmare haunt enters the affected area for the first time or starts its turn there, the creature must succeed on a DC 14 Strength saving throw
or take 11 (2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Tendrils of Slumber", "rollDamageType":"necrotic"} necrotic damage and have the restrained condition. The affected ground
Monsters
Princes of the Apocalypse
creature within 30 feet of Ogrémoch becomes outlined in orange light, shedding dim light in a 10-foot radius. Any attack roll against an affected creature has advantage if the attacker can see it
choose to succeed instead.
Magic Resistance. Ogrémoch has advantage on saving throws against spells and other magical effects.
Siege Monster. Ogrémoch deals double damage to objects and
Monsters
Storm King's Thunder
Siege Monster. The giant deals double damage to objects and structures.
Tackle. When the giant enters any enemy's space for the first time on a turn, the enemy must succeed on a DC 19 Strength saving
":"bludgeoning"} bludgeoning damage.With dark skin and flaming red hair, fire giants have a fearsome reputation as soldiers and conquerors. They dwell among volcanoes, lava flows, and rocky mountains, and
Aboleth
Legacy
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Monsters
Basic Rules (2014)
skin becomes translucent and slimy, the creature can’t regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher
moisture is applied to the skin before 10 minutes have passed.
Tail. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Tail"} to hit, reach 10 ft. one target. Hit: 15 (3d6
Backgrounds
The Wild Beyond the Witchlight
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
companions. Statistics for the other companions appear in the Monster Manual.
Carnival Companion
d8
Companion
1
Old, cantankerous Witchlight hand
2
Young, impressionable Witchlight
Color Spray
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Spells
Basic Rules (2014)
A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you
are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see).
Starting with the creature that has the lowest current hit points, each
Swarm of Cranium Rats
Legacy
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Monsters
Volo's Guide to Monsters
Illumination. As a bonus action, the swarm can shed dim light from its brains in a 5-foot radius, increase 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 extinguish the light.
Innate Spellcasting (Psionics). The swarm's innate spellcasting ability is Intelligence (spell save DC 13). As long as it has more
Monsters
Infernal Machine Rebuild
Rust Monster Cloak. Any nonmagical weapon made of metal that hits Barbatos corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops
":"1d6+3","rollType":"damage","rollAction":"Bone Shortsword","rollDamageType":"piercing"} piercing damage.
Light Crossbow. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollDamageType":"slashing"} slashing damage.
Light Crossbow. Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Light Crossbow"} to hit, range 80/320 ft., one target
. Hit: 6 (1d8 + 2);{"diceNotation":"1d8+2","rollType":"damage","rollAction":"Light Crossbow","rollDamageType":"piercing"} piercing damage.Demos magen wear armor, wield weapons, and typically serve as
Wand of Wonder
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Magic Items
Basic Rules (2014)
success.
96-97
The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.
98-00
If you targeted a creature, it must make a
determines which ones are affected. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed






