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Returning 35 results for 'monsters smaller with often all from for light'.
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monsters small with often all from for light
monsters smallest with often all from for light
Spells
Player’s Handbook
You touch one Large or smaller object that isn’t being worn or carried by someone else. Until the spell ends, the object sheds Bright Light in a 20-foot radius and Dim Light for an additional
20 feet. The light can be colored as you like.
Covering the object with something opaque blocks the light. The spell ends if you cast it again.
Classes
Player’s Handbook
Preserve Life and Light in the World
The Oath of the Ancients is as old as the first elves. Paladins who swear this oath cherish the light; they love the beautiful and life-giving things of the
world more than any principles of honor, courage, and justice. They often adorn their armor and clothing with images of growing things—leaves, antlers, or flowers—to reflect their commitment
Monsters
Monster Manual
"}, reach 10 ft. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2", "rollType":"damage", "rollAction":"Grab", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Medium or smaller creature, it has
the Grappled condition (escape DC 12).
Light Hammer. Melee or Ranged Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Light Hammer"} (with Advantage if the target is
Monsters
Monster Manual
Light Sensitivity. While in Bright Light, the cloaker has Disadvantage on attack rolls.Multiattack. The cloaker makes one Attach attack and two Tail attacks.
Attach. Melee Attack Roll: +6
damage. If the target is a Large or smaller creature, the cloaker attaches to it. While the cloaker is attached, the target has the Blinded condition, and the cloaker can’t make Attach attacks
Monsters
Monster Manual
the target is a Large or smaller creature, it has the Prone condition.
Spellcasting. The merfolk casts one of the following spells, requiring no Material components and using Wisdom as the
spellcasting ability (spell save DC 15):
At Will: Elementalism, Light 1/Day Each: Control Water, Create or Destroy WaterWatery Rebuke. Trigger: An enemy the merfolk can see enters a space within 5 feet of the
Species
Player’s Handbook
stone and metal and for living underground. The god also made them resilient like the mountains, with a life span of about 350 years.
Squat and often bearded, the original dwarves carved cities and
strongholds into mountainsides and under the earth. Their oldest legends tell of conflicts with the monsters of mountaintops and the Underdark, whether those monsters were towering giants or
Magic Items
Dungeon Master’s Guide
arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
This weapon has the following additional properties.
Arrow of Restraint. Whenever you use this weapon to make a
.
Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or
Monsters
Monster Manual
":"Flame Aura", "rollDamageType":"Fire"} Fire damage.
Illumination. The gorgon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.Multiattack. The gorgon makes two Gore attacks
Medium or smaller creatures. Each time the gorgon enters a creature’s space for the first time during this move, that target is subjected to the following effect. Dexterity Saving Throw: DC 16
Monsters
Monster Manual
", "rollDamageType":"Bludgeoning"} Bludgeoning damage, and the darkmantle attaches to the target. If the target is a Medium or smaller creature and the darkmantle had Advantage on the attack roll, it covers
-foot Emanation originating from the darkmantle. This effect lasts while the darkmantle maintains Concentration on it, up to 10 minutes. Darkvision can’t penetrate this area, and no light can illuminate it.
Magic Items
Dungeon Master’s Guide
catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down
degrees clockwise provided its legs are extended.
8
Eyelike fixtures emit Bright Light in a 30-foot radius and Dim Light for an additional 30 feet.
The light turns off.
9
The apparatus
Spells
Player’s Handbook
object, it must be Large or smaller, and it can’t be held or carried by an unwilling creature.
The destination you choose must be known to you, and it must be on the same plane of existence as
six months, such as a book from a wizard’s library.
“Very familiar” is a place you have visited often, a place you have carefully studied, or a place you can see when you cast the
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
Classes
Player’s Handbook
, Deception, History, Intimidation, Investigation, Nature, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather
multiverse. They often begin their search for magical power by delving into tomes of forbidden lore, dabbling in invocations meant to attract the power of extraplanar beings, or seeking places of power where
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
deepest self. For every Barbarian, their Rage is a power that fuels not just battle prowess, but also uncanny reflexes and heightened senses.
Barbarians often serve as protectors and leaders in their
Classes
Player’s Handbook
, Arcana, Insight, Medicine, Nature, Perception, Religion, or Survival
Weapon Proficiencies
Simple weapons
Tool Proficiencies
Herbalism Kit
Armor Training
Light armor and Shields
.
Druids are concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over
Monsters
Stranger Things: Welcome to the Hellfire Club
Baleful Presence. Sources of light in a 60-foot Emanation originating from the spawn flicker wildly. Nonmagical sources of Bright Light in that area instead shed Dim Light.
Regeneration. The spawn
);{"diceNotation":"1d4+3", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 13). While
Monsters
Lorwyn: First Light
"} Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.In Lorwyn, giants are curious colossi who roam vast plains, bathe in salty lagoons, and nap against
mountains. They sometimes lend their brawn to smaller species who have something interesting to offer in return.
Giants
The giants of the realm of Lorwyn-Shadowmoor are wise, ancient beings wandering
Monsters
Lorwyn: First Light
(3d8 + 5);{"diceNotation":"3d8+5", "rollType":"damage", "rollAction":"Vine", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is the incarnation’s size or smaller, it has the
wolfhounds often accompanied by invasive plant species and frenzied wild beasts.
Incarnations of Nature
Incarnations of nature embody abstract ideas such as curiosity, relief, or terror. Incarnations
Monsters
Lorwyn: First Light
others. At worst, giants might be wrathful toward smaller folk, seeing them as invasive pests to be squashed.
When a giant in the realm of Lorwyn-Shadowmoor sleeps, it often has vivid, dramatic dreams
"} Bludgeoning damage. If the target is a Large or smaller creature, it has the Prone condition.
Wild Magic Cataclysm (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Wild Magic
Monsters
Eberron: Forge of the Artificer
"} Bludgeoning damage, and if the target is a Large or smaller creature, it has the Prone condition.
Artillery Strike. Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit
;Burning Hands (level 3 version), Mending, Thunderwave (level 3 version)
1/Day Each: Cure Wounds, InvisibilityDragonmarked artificers of House Cannith (typically human) often
Monsters
Lorwyn: First Light
(4d8);{"diceNotation":"4d8", "rollType":"damage", "rollAction":"Spectral Stampede", "rollDamageType":"Force"} Force damage. If the target is the incarnation’s size or smaller, it has the Prone
, incarnations of nature often embody positive, exhilarating emotions. In Shadowmoor, they often manifest dour, violent impulses.
An incarnation of nature that wanders from Lorwyn to Shadowmoor or vice versa
Monsters
Astarion's Book of Hungers
is a Medium or smaller creature, it has the Grappled condition (escape DC 17) from one of two claws.
Bite (Imp or Vampire Form Only). Constitution Saving Throw: DC 18, one creature within 5 feet
often believe their immortality will exempt them from any infernal claim to their souls. The archdevil Mephistopheles happily exploits such hubris and proves that even undead aren’t immune to the
Species
Lorwyn: First Light
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
Book of Kith and Kin. They also often entertain many superstitions, particularly related to Lorwyn’s incarnations of nature.
In Shadowmoor
Shadowmoor kithkin are more insular and xenophobic
Monsters
Astarion's Book of Hungers
promise wealth or influence to corruptible mortals, often securing a deal with a contract they produce in a flash of brimstone. This contract binds the mortal signatory’s soul to the Nine Hells
other souls to Mephistopheles.
2
Stands under the light of a full moon and a half-moon simultaneously.
3
Renounces the contract while in the Abyss.
4
Is under the protection of
Monsters
Astarion's Book of Hungers
smaller creature, it has the Grappled condition (escape DC 16) from one of two claws.
Bite. Constitution Saving Throw: DC 16, one creature within 5 feet that is willing or that has the Grappled
don’t live for long and are inattentive while sleeping or simpering. Monstrous servants are often too unpredictable or simply unreliable. To keep their lairs safe, some vampires create more
Monsters
Fizban's Treasury of Dragons
target is a Large or smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.Shape Theft. After the draconian kills a Medium or smaller Humanoid, the draconian can
flames, scorching everything around them.
On the world of Krynn, draconian dreadnoughts formed from silver dragon eggs are called sivak draconians.
Draconians
Draconians are bipedal monsters born
Equipment
often keep globules of green slime tucked in their cheeks. The substance green slime is cultivated from larger, living omnivorous monsters of the same name.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
or carried.These fierce and majestic monsters exhibit attributes of both birds and reptiles, but are truly neither. Giant striders have a supernatural affinity to fire and can spit gouts of flame at
distant enemies. They are most often found in tropical, volcanically active areas or regions that similarly provide sources of both water and extreme heat.
Firenewts prize giant striders and seek to
Bandit
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
","rollAction":"Scimitar","rollDamageType":"slashing"} slashing damage.
Light Crossbow. Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Light Crossbow"} to hit, range
80 ft./320 ft., one target. Hit: 5 (1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Light Crossbow","rollDamageType":"piercing"} piercing damage.Bandits rove in gangs and are
Monsters
Quests from the Infinite Staircase
", "rollAction":"Hooked Spear", "rollDamageType":"piercing"} piercing damage. If the target is a Medium or smaller creature, the derro can choose to deal no damage, and instead the target has the prone
others escaped the rule of mind flayer;mind flayers. The mind flayers’ psionic power eventually transformed these forsaken dwarves into Aberrations.
You can learn more about derro in Mordenkainen Presents: Monsters of the Multiverse.
Equipment
Combat
Utility
Whimsy
17
11
11
Only those with iron constitutions or equipped with the right protective gear can withstand the nausea often brought on by the slime’s
ripe, vinegary stench. Brewers have spent generations learning how to neutralize the unpleasant smell because yellow slime also possesses the ability to metabolize many venoms and poisons. The substance yellow slime is cultivated from larger, living omnivorous monsters of the same name.
Monsters
Dragonlance: Shadow of the Dragon Queen
Death Throes. When the draconian is reduced to 0 hit points by a creature that is Large or smaller, the draconian crumbles into dust that then forms a spectral, shrieking image of the creature that
smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.Shape Theft. After the draconian kills a Medium or smaller Humanoid, the draconian magically cloaks itself in an
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
beings who dwell in the frozen wastelands of Krynn. They sport thick, ivory tusks, which they use both to defend themselves and to poke breathing holes in sea ice as they swim.
Often at odds with the
together to take down monsters far larger than themselves, including remorhaz;remorhazes and white dragons.Cold
Monsters
Fizban's Treasury of Dragons
bipedal monsters born from dragon eggs that have been corrupted or warped by powerful magic. Most often, this corruption is a deliberate act, the work of an aspiring tyrant seeking to transform stolen eggs
, stinking cloudDraconians born from the eggs of bronze, green, and emerald dragons have some ability to wield magic. They often lead small groups of draconian foot soldiers, using their magic to snipe






