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Returning 35 results for 'monsters sense with only arrive for for light'.
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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
Classes
Player’s Handbook
: Acrobatics, Athletics, History, Insight, Religion, or Stealth
Weapon Proficiencies
Simple weapons and Martial weapons that have the Light property
Tool Proficiencies
Choose one type of Artisan
slaying monsters and plundering treasure; they strive to turn themselves into living weapons.
Becoming a Monk...
As a Level 1 Character
Gain all the traits in the Core Monk Traits table.
Gain
Classes
Player’s Handbook
: Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, or Survival
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light and Medium armor and
wilderness. A Ranger’s talents and magic are honed with deadly focus to protect the world from the ravages of monsters and tyrants.
Becoming a Ranger...
As a Level 1 Character
Gain all the
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
Classes
Player’s Handbook
: Animal Handling, Athletics, Intimidation, Nature, Perception, or Survival
Weapon Proficiencies
Simple and Martial weapons
Armor Training
Light and Medium armor and Shields
Starting
Defense, Weapon Mastery
2
+2
2
2
+2
Danger Sense, Reckless Attack
2
+2
2
3
+2
Barbarian Subclass, Primal Knowledge
3
+2
2
4
+2
Ability Score Improvement
3
+2
3
5
+3
Species
Lorwyn: First Light
empathic web that lets them sense the feelings of nearby kithkin. Because of this connection, many kithkin trust each other implicitly.
Some kithkin remove themselves from this empathic web
temporarily or even permanently for a variety of reasons, often due to trauma suffered during the Phyrexian invasion (see Lorwyn: First Light). Regardless, kithkin typically believe that betraying their own is
Monsters
Infernal Machine Rebuild
the target is a humanoid, it must make a DC 11 Constitution saving throw, or be cursed with wererat lycanthropy
Light Crossbow. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit
","rollAction":"Light Crossbow"} to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Light Crossbow","rollDamageType":"piercing"} piercing
Cranium Rat
Legacy
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Monsters
Volo's Guide to Monsters
Illumination. As a bonus action, the cranium rat can shed dim light from its brain in a 5-foot radius or extinguish the light.
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+4","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Rod of Alertness
Legacy
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Magic Items
Basic Rules (2014)
is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light.
The rod's head stops glowing and the effect
the haft end of the rod in the ground, 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 any creature that
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
Storm King's Thunder
that rely on smell.
Poison Sense. A tressym can detect whether a substance is poisonous by taste, touch, or smell.Claws. Melee Weapon Attack: +0;{"diceNotation":"1d20+0","rollType":"to hit
, but they rarely lair or hunt together. They peacefully ignore bats, faerie dragons, and the like, but they hate stirges and evil flying monsters such as manticores. They also enjoy teasing dogs
Classes
Xanathar's Guide to Everything
supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
Monster Slayer Features
Ranger Level
Feature
3rd
Monster
Slayer Magic, Hunter’s Sense, Slayer’s Prey
7th
Supernatural Defense
11th
Magic-User’s Nemesis
15th
Slayer’s Counter
Classes
Xanathar's Guide to Everything
supernatural techniques to overcome such monsters, slayers are experts at unearthing and defeating mighty, mystical foes.
Monster Slayer Features
Ranger Level
Feature
3rd
Monster
Slayer Magic, Hunter’s Sense, Slayer’s Prey
7th
Supernatural Defense
11th
Magic-User’s Nemesis
15th
Slayer’s Counter
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
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
a sense of wonder. Perhaps greater adventures await you beyond the carnival’s gates.
Skill Proficiencies: Performance, Sleight of Hand
Tool Proficiencies: Disguise kit or one type of musical
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
Mordenkainen Presents: Monsters of the Multiverse
spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach the sorrowsworn.Horrid little monsters, wretched sorrowsworn—or the Wretched&mdash
landscape and visit horror on those who stumble into their midst. Each sorrowsworn personifies a different aspect of despair or distress.Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Monsters
Mythic Odysseys of Theros
sands of time or are guarded by ancient monsters.
Constructed Nature. An anvilwrought doesn't require air, food, drink, or sleep.
VARIANT: ANVILWROUGHT RAPTOR FAMILIAR
Some anvilwrought raptors are
. While the two are bonded, the master can sense what the anvilwrought senses, as long as they are within 1 mile of each other.
Fire, Poison
Monsters
The Book of Many Things
ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The
remains in one place for a long time.
Ruin spiders arise when the magic of the deck transforms giant spiders into even more dangerous monsters whose acidic venom disintegrates everything it touches
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.
Meazel
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Shadow Stealth. While in dim light or darkness, the meazel can take the Hide action as a bonus action.Garrote. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction
feet of it, provided that the starting space and the destination are in dim light or darkness. The destination must be a place the meazel has seen before, but it need not be within line of sight. If the
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
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
Monsters
Infernal Machine Rebuild
artificer spells prepared:
Cantrips (at will): light, mending, message, shocking grasp
1st level (4 slots): alarm, cure wounds, identify, ray of sickness
2nd level (3 slots): invisibility, Melf's
master alchemist and creator of monsters, whose own blood was said to possess dire magical properties.
He is vainglorious, egotistical, and utterly ruthless in furthering his research. His career began
Vampiric Mist
Legacy
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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
Mordenkainen Presents: Monsters of the Multiverse
target, the claw can attack only that target.
Shadow Jump (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Shadow Jump"}. If the boneclaw is in dim light or darkness, each
creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness.Deadly Reach. In response to a creature entering
Monsters
Mordenkainen's Fiendish Folio Volume 1
that wrap around existing passages and chambers. They use these hiding spots to watch the comings and goings of monsters and adventurers, setting traps to vex and annoy whenever possible. A trip wire
become overwhelmed with a sense of unresolved anger and frustration that demands an outlet—usually violence and destruction. The mites' influence can thus turn even the most orderly group into a mob of
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
Senses
Legacy
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Rules
oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons.
If a monster is naturally blind, it has a parenthetical note to this
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
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
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
Dragonlance: Shadow of the Dragon Queen
the most powerful of draconians, their entire being thrumming with eldritch power. Unlike other draconians, auraks are wingless. This might lull foes into a false sense of security, until the auraks
draconians. When slain, aurak draconians unleash their inherent magic in a deadly burst of lightning.
Draconians
Draconians are bipedal monsters born from metallic dragon eggs that have been






