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Returning 35 results for 'monster strikes with only add fall for light'.
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Equipment
Proficiency with a Light Hammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property
, you must have a feature that lets you use it.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Equipment
Proficiency with a Sickle allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
must have a feature that lets you use it.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Equipment
Proficiency with a Dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
must have a feature that lets you use it.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Equipment
Proficiency with a Scimitar allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you
must have a feature that lets you use it.
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Equipment
Proficiency with a Light Crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property
Magic Items
Dungeon Master’s Guide
3d6 Psychic damage. On a failed save, the wielder is dominated by the sword, as if by the Dominate Monster spell, and the sword demands blood. The spell effect ends when the sword’s demand is met
cast a spell, you can’t cast that spell again from it until the next dawn.
Spirit of Kas. While the sword is on your person, you gain the following benefits:
Battle Hunger. You add 1d10 to your
Spells
Player’s Handbook
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
true love, or defeating a specific monster.
A Dispel Magic spell can end the spell only if it is cast with a level 9 spell slot, targeting either the prison or the component used to create it.
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
Magic Items
Dungeon Master’s Guide
are picked off, the leaves turn brown and fall off after 24 hours.
78–82
Nothing happens at the chosen point of origin. Instead, a burst of colorful, shimmering light extends from you in a
Fire Elemental Myrmidon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Princes of the Apocalypse
Illumination. The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius.
Magic Weapons. The myrmidon’s weapon attacks are magical.
Water Susceptibility. For every
);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Scimitar","rollDamageType":"slashing"} slashing damage.
Fiery Strikes (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction
Monsters
Waterdeep: Dragon Heist
attacks). He has the following cleric spells prepared:
Cantrips (at will): guidance, light, sacred flame, spare the dying1st level (4 slots): detect evil and good, healing word, sanctuary, shield of
Unarmed Strikes. Hlam's unarmed strikes are magical.
Unarmored Defense. While Hlam is wearing no armor and wielding no shield, his AC includes his Wisdom modifier.Multiattack. Hlam attacks three times
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Illumination. The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius.
Water Susceptibility. For every 5 feet the myrmidon moves in 1 foot or more of water, it takes 2
","rollDamageType":"force"} force damage.
Fiery Strikes (Recharge 6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Fiery Strikes"}. The myrmidon uses Multiattack. Each attack that hits
Magic Items
Tyranny of Dragons
The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.
While wearing the insignia, you gain a +1 bonus
to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.
Magic Items
Bigby Presents: Glory of the Giants
The hilt of this sword bears a carnelian engraved with the blood rune.
You can add your Constitution modifier (minimum of +1) to the damage rolls of attacks made with this weapon.
Invoking the Rune
. When you target a creature with an attack using this weapon, you can invoke the sword’s rune, causing it to flare with crimson light and infusing your attack with bloodthirsty precision. You
Monsters
Waterdeep: Dragon Heist
ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing 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
Monsters
Strixhaven: A Curriculum of Chaos
creature encounters a solid object (such as a ceiling) in this fall, it strikes the object just as it would during a downward fall. If the creature reaches the top of the area without striking anything
":"Gravity Shift"}. The archaic reverses gravity for one creature it can see within 100 feet of itself. The creature must succeed on a DC 22 Wisdom saving throw or fall 100 feet upward. If the falling
Magic Items
Quests from the Infinite Staircase
This artifact destroys wealth to provide light and protection. Wrought from the finest yellow gold, the lantern has four faces, and an unwavering amber flame burns within it. The faces of the lantern
burn 100 gp of fuel after each year passes, keeping the lantern burning for another year. If no fuel is available, the lantern’s flame goes out. You can add more fuel to the lantern as part of a
Monsters
Waterdeep: Dragon Heist
save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): fire bolt, light
crafts magical ones for his Zhent friends.
Skeemo can add “sellout” to his credentials, his services having been bought by House Gralhund and the Black Network operatives loyal to Manshoon. The rock gnome uses paper bird;paper birds to send messages both to his new friends and his old ones.
Monsters
Journeys through the Radiant Citadel
damage or more on a single turn from a swallowed creature, the bakunawa must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall
bakunawa flies or swims up to half its speed. This movement doesn’t provoke opportunity attack;opportunity attacks.
Slam. The bakunawa makes one Storm Slam attack.
Lightning Strikes (Costs 3
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Ethereal Awareness. The shadow mastiff can see ethereal creatures and objects.
Sunlight Weakness. While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls
smartest one of the group. The sound of an alpha’s howl strikes terror into those who hear it and is a sure sign that a pack is on the prowl.
Shadow Mastiffs
Shadow mastiffs—hounds of the
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
":"roll", "rollAction":"Draconic Command"} and add the number rolled to the attack roll.
Legendary Resistance (3/Day). If Verminaard fails a saving throw, he can choose to succeed instead.
Special
. Verminaard casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 18):
At will: light, thaumaturgy
2/day each: bane, fear
Monsters
The Wild Beyond the Witchlight
sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The will-o’-wisp can alter the radius as a bonus action.Shock. Melee
", "rollDamageType":"lightning"} lightning damage.
Invisibility. The will-o’-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends
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).
Monsters
Curse of Strahd
succeed on a DC 18 Intelligence (Investigation) check to discern that the blight is animate.
Siege Monster. The blight deals double damage to objects and structures.Multiattack. The blight makes one
or more slashing damage to it on one attack. Cutting the root doesn’t hurt the blight but ends the grapple.Blights (as described in the Monster Manual) are evil, ambulatory plant creatures, and
Monsters
Princes of the Apocalypse
with spell attacks). It knows the following sorcerer spells:
Cantrips (at will): blade ward, light, message, ray of frost, shocking grasp
1st level (4 slots): feather fall, mage armor, witch bolt
2nd
Magic Items
Tomb of Annihilation
A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light in a 30-foot radius and dim light for an additional 30
ends.
If you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly returns to the lantern.
The spirit is bound to the
Monsters
Tales from the Yawning Portal
Amphibious. The kraken can breathe air and water.
Siege Monster. The kraken deals double damage to objects and structures.Multiattack. The kraken makes three tentacle attacks. One of them can be
object held or creature grappled by the kraken's tentacles is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6
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
Spelljammer: Adventures in Space
);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Shortsword","rollDamageType":"piercing"} piercing damage.
Light Crossbow. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
","rollAction":"Light Crossbow"} to hit, range 80/320 ft., one target. Hit: 12 (2d8 + 3);{"diceNotation":"2d8+3","rollType":"damage","rollAction":"Light Crossbow","rollDamageType":"piercing"} piercing
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Dark One’s Own Luck (Recharges after a Short or Long Rest). When the warlock makes an ability check or saving throw, it can add a d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction
Planes. These warlocks often keep imp;imps or quasit;quasits (see the Monster Manual) as companions, and they tend toward philosophical extremes: consorting with fiendish cults or dedicating their
Monsters
Princes of the Apocalypse
spell attacks). It knows the following sorcerer spells (an asterisked spell is from appendix B):
Cantrips (at will): blade ward, gust,* light, prestidigitation
1st level (4 slots): feather fall
Magic Items
Princes of the Apocalypse
A flint dagger, Tinderstrike is uncommonly sharp, and sparks cascade off its edge whenever it strikes something solid. Its handle is always warm to the touch, and the blade smolders for 1d4 minutes
monster (save DC 17) on a fire elemental. Once you have done so, Tinderstrike can’t be used this way again until the next dawn.
Dance of the All-Consuming Fire. While inside a fire node, you can
Monsters
Guildmasters’ Guide to Ravnica
Dexterity saving throw or take 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Earth Tremors","rollDamageType":"bludgeoning"} bludgeoning damage and fall prone. Any structure or object
":"force"} force damage.
Siege Monster. The wurm deals double damage to objects and structures.
Tunneler. The wurm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter
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
roll the prophecy die and add the number rolled to the total, potentially changing the outcome. The blessing ends after 1 hour or when the living portent ends the blessing (no action required) or uses
Monsters
Planescape: Adventures in the Multiverse
the spellcasting ability (spell save DC 13):
At will: command,* detect thoughts,* sending*
1/day each: confusion,* dominate monster*
*To cast this spell, the swarm must have more than half its 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






