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Returning 35 results for 'monster start with only abyss feet for light'.
Monsters
Monster Manual
Demonic Restoration. If the demon dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Incorporeal
", "rollDamageType":"Force"} Force damage if it ends its turn inside an object.
Light Sensitivity. While in Bright Light, the demon has Disadvantage on ability checks and attack rolls.Umbral Claw. Melee
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
Demonic Restoration. If the chasme dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Magic Resistance
succeeds automatically after 10 minutes or if it takes damage or a creature within 5 feet of it takes an action to empty a flask of Holy Water on it. Success: The target is immune to this chasme’s Drone for 24 hours.
Monsters
Monster Manual
":"Lightning"} Lightning damage, and the target can’t take Reactions until the start of the balor’s next turn.Fire, PoisonCold, LightningTeleport. The balor teleports itself or a willing demon within 10 feet of itself up to 60 feet to an unoccupied space the balor can see.
. Success: Half damage. Failure or Success: If the balor dies outside the Abyss, it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Fire Aura. At the end of each of
Monsters
Monster Manual
Demonic Restoration. If the marilith dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Magic
":"Necrotic"} Necrotic damage.
Constrict. Strength Saving Throw: DC 17, one Medium or smaller creature the marilith can see within 5 feet. Failure: 15 (2d10 + 4);{"diceNotation":"2d10+4", "rollType
Magic Items
Dungeon Master’s Guide
. Deduct the time it burned in increments of 1 minute from its total burn time.
While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Test
;D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots.
Alternatively, when you light the candle for the first time, you can
Equipment
For 1 hour, a lit Candle sheds Bright Light in a 5-foot radius and Dim Light for an additional 5 feet.
Spells
Player’s Handbook
, a mote of brilliant radiance shines above you. It sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This light is sunlight.
condition until the start of your next turn. On a successful save, it takes half as much damage only.
Until the spell ends, you can take a Magic action to create a new Line of radiance.
For the duration
Monsters
Monster Manual
Demonic Restoration. If the vrock dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Magic Resistance
effect on itself on a success. While Poisoned, the target takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Spores", "rollDamageType":"Poison"} Poison damage at the start of each
Species
Player’s Handbook
embrace or lament their fiendish legacy. The three legacies are described below.
Abyssal
The entropy of the Abyss, the chaos of Pandemonium, and the despair of Carceri call to tieflings who have the
to devils.
Tiefling Traits
Creature Type: HumanoidSize: Medium (about 4–7 feet tall) or Small (about 3–4 feet tall), chosen when you select this speciesSpeed: 30 feet
Monsters
Monster Manual
Demonic Restoration. If the barlgura dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.Multiattack. The
, Invisibility (self only) 1/Day Each: Entangle, Phantasmal Killer (level 6 version)PoisonCold, Fire, LightningLeap. The barlgura jumps up to 40 feet by spending 10 feet of movement.
Backgrounds
Player’s Handbook
, Light Crossbow, 20 Bolts, Gaming Set (same as above), Hooded Lantern, Manacles, Quiver, Traveler's Clothes, 12 GP; or (B) 50 GP
Your feet ache when you remember the countless hours you spent at your
Monsters
Monster Manual
Demonic Restoration. If the nalfeshnee dies outside the Abyss, its body dissolves into ichor, and it gains a new body instantly, reviving with all its Hit Points somewhere in the Abyss.
Magic
(2d10);{"diceNotation":"2d10", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Force"} Force damage.
Teleport. The nalfeshnee teleports up to 120 feet to an unoccupied space it can
Monsters
Monster Manual
Iron Scent. The rust monster can pinpoint the location of ferrous metal within 30 feet of itself.Multiattack. The rust monster makes one Bite attack and uses Antennae twice.
Bite. Melee Attack Roll
"} Piercing damage.
Antennae. The rust monster targets one nonmagical metal object—armor or a weapon—worn or carried by a creature within 5 feet of itself. Dexterity Saving Throw: DC 11, the
Magic Items
Dungeon Master’s Guide
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Invisible creatures and objects are visible as
long as they are in the lantern’s Bright Light. You can take a Utilize action to lower the hood, reducing the lantern’s light to Dim Light in a 5-foot radius.
Magic Items
Dungeon Master’s Guide
temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can’t be used again for 1 hour.
Spells
Player’s Handbook
Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius.
As a Bonus Action, you can move the lights up to 60 feet to a space within range. A
light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell’s range.
Magic Items
Dungeon Master’s Guide
.
Sunlight. The sword’s luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action
to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Magic Items
Dungeon Master’s Guide
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can command it to emanate light equivalent to that of the Light or Daylight spell (your choice). Once used, the
Daylight effect can’t be used again until the next dawn.
You can issue another command as a Magic action to make the illuminated globe rise into the air and float no more than 5 feet off the
Monsters
Monster Manual
Resistances. See Living Shadow.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in Dim Light or Darkness
Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its
Magic Items
Dungeon Master’s Guide
.
Special Senses. You have Darkvision and Truesight, both with a range of 120 feet.
Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded
condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success.
Magic Items
Dungeon Master’s Guide
15 Wisdom saving throw or be destroyed. On a successful save, the creature has the Frightened condition until the end of your next turn.
Light. While you hold this weapon, it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Monsters
Monster Manual
Poisoned condition until the start of the assassin’s next turn.
Light Crossbow. Ranged Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Light Crossbow"}, range 80
half damage if it fails. It can’t use this trait if it has the Incapacitated condition.Multiattack. The assassin makes three attacks, using Shortsword or Light Crossbow in any combination
Monsters
Monster Manual
Resistances. See Living Shadow.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in Dim Light or Darkness
Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its
Species
Player’s Handbook
Corellon’s dominion. When Lolth was cast into the Abyss, most elves renounced her and earned Corellon’s forgiveness, but that which Corellon had taken from them was lost forever.
No longer able
the Kagonesti and the Tairnadal are wood elves of the Dragonlance and Eberron settings, respectively.
Elf Traits
Creature Type: HumanoidSize: Medium (about 5–6 feet tall)Speed: 30 feet
Magic Items
Dungeon Master’s Guide
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge and create a harmless burst of multicolored light at a point you can see up to 120 feet away. The burst of
light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
Regaining Charges. The wand regains 1d6 + 1 expended
Magic Items
Dungeon Master’s Guide
While wearing this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you
ever fail to grip the cloak’s edges while flying in this way, or if you are no longer in Dim Light or Darkness, you lose this Fly Speed.
While wearing the cloak in an area of Dim Light or
Magic Items
Dungeon Master’s Guide
dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet, and creatures that can see you have Disadvantage
on attack rolls against you. Any creature in the Bright Light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends.
Monsters
Monster Manual
DC 14):
At Will: Animal Friendship, Charm Monster (lasts 24 hours; ends early if the dryad casts the spell again), Druidcraft1/Day Each: Entangle, Pass without TraceTree Stride. If within 5 feet of a
a language.Multiattack. The dryad makes one Vine Lash or Thorn Burst attack, and it can use Spellcasting to cast Charm Monster.
Vine Lash. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType
Spells
Player’s Handbook
Wispy flames wreathe your body for the duration, shedding Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
The flames provide you with a warm shield or a chill shield, as
you choose. The warm shield grants you Resistance to Cold damage, and the chill shield grants you Resistance to Fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee
Spells
Player’s Handbook
A flickering flame appears in your hand and remains there for the duration. While there, the flame emits no heat and ignites nothing, and it sheds Bright Light in a 20-foot radius and Dim Light for
an additional 20 feet. The spell ends if you cast it again.
Until the spell ends, you can take a Magic action to hurl fire at a creature or an object within 60 feet of you. Make a ranged spell attack
Magic Items
Dungeon Master’s Guide
Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn’t expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another
function of the gem.
Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a
Equipment
have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Equipment
have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.
Equipment
must have a feature that lets you use it.
Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is
hit more than once by weapons that have this property, the Speed reduction doesn’t exceed 10 feet.






