Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'monsters spot with only above for for light'.
Other Suggestions:
monster slot with only above for for light
monsters slot with only above for for light
monster stat with only above for for light
monster spot with only above for for light
monsters stat with only above for for light
Monsters
Mordenkainen Presents: Monsters of the Multiverse
these sorrowsworn spot other creatures, they feel keenly the need for interaction and launch their harpoon-like arms to drag their victims closer.
Sorrowsworn
The Shadowfell’s pervasive
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
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
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 Presents: Monsters of the Multiverse
. Both the space it leaves and its destination must be in dim light or darkness.
Spellcasting. The hobgoblin casts one of the following spells, using Intelligence as the spellcasting ability (spell save
monsters, both to conceal their identities and to strike fear into their foes.
An iron shadow is usually recruited from the ranks of the Feywild’s hobgoblin armies or from among the hobgoblins who
Monsters
Eberron: Rising from the Last War
(Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Incinerating Beam"}. The colossus fires a beam of light in a 150-foot line that is 10 feet wide. Each creature in the line must make a
decisively, the colossi pulverized hundreds of soldiers beneath their feet and incinerated whole legions with beams of fiery light that shot from their mouths. This rampage was cut short on the Day of
Monsters
Waterdeep: Dungeon of the Mad Mage
short or long rest. Halaster has the following wizard spells prepared:
Cantrips (at will): dancing lights, fire bolt, light, mage hand, prestidigitation
1st level (4 slots): mage armor, magic missile
changes. He prefers to remain unseen, skulking about invisibly or peering through scrying sensors that resemble wide-open eyes surrounded by sparkling motes of light.
Halaster’s abilities far
Monsters
Curse of Strahd
cleric spells prepared:
Cantrips (at will): guidance, light, mending, thaumaturgy
1st level (4 slots): cure wounds, detect evil and good, protection from evil and good, sanctuary
2nd level (3 slots
hunting evil monsters.
The Waiting Game. Van Richten isn’t a young man anymore. He knows his road is coming to an end, but his work isn't done. He has come to Barovia to kill Strahd von Zarovich
Monsters
Divine Contention
controlled by a green dragon is easy to spot. A perpetual fog hangs in the air in a legendary green dragon’s wood, carrying an acrid whiff of the creature’s poison breath. The moss-covered
trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every
Monsters
Storm King's Thunder
woods and with white dragons in subarctic taiga. However, a forest controlled by a green dragon is easy to spot. A perpetual fog hangs in the air in a legendary green dragon’s wood, carrying an
acrid whiff of the creature’s poison breath. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that
Dancing Lights
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.
glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new
races
yellow eyes with slitted pupils. The true changeling identity of a bug-eyed tree, teal elk, or furry boulder is always easy to spot. These counterfeits are so plain that many Lorwyn denizens find the
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
Spells
Acquisitions Incorporated
spell’s material component to any spot within range. The coin lights up as if under the effect of a light spell. Each creature of your choice that you can see within 30 feet of the coin must
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
Backgrounds
Guildmasters’ Guide to Ravnica
standard circus-style acrobatics with fire, wrought-iron spikes and hooks, and monsters. You can roll a d8 or choose from the options in the Performance Options table to determine your preferred
black at the spot), and I cherish it.
5
I want to be better at my chosen form of performance than any other member of my troupe.
6
I am devoted to Rakdos and live to impress him
Ancient Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
taiga. However, a forest controlled by a green dragon is easy to spot. A perpetual fog hangs in the air in a legendary green dragon’s wood, carrying an acrid whiff of the creature’s poison
breath. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald
Adult Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
. However, a forest controlled by a green dragon is easy to spot. A perpetual fog hangs in the air in a legendary green dragon’s wood, carrying an acrid whiff of the creature’s poison breath
. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast
Spells
Xanathar's Guide to Everything
the door.
The temple’s interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The
exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.
Casting this spell on the same spot every day for a year makes this effect permanent.
Species
Eberron: Rising from the Last War
kalashtar communities focus on acts of devotion known as the Path of Light. But the dark powers of Dal Quor have their own plans for Eberron. Through the force known as the Dreaming Dark, these monsters
-Lashtavar.
—Lakashtai, servant of the light
The kalashtar are a compound race created from the union of humanity and renegade spirits from the plane of dreams — spirits called quori
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A
light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
room, they can spot one or both grells by succeeding on a Wisdom (Perception) check contested by the monsters’ Dexterity (Stealth) checks. The grells are hungry and eagerly pursue fleeing prey. They have no treasure.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A
light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
bored ogres and 1d6 bugbears. Characters spot the giant from far enough away that they can plan an ambush. For an ambush to succeed, the characters must catch the monsters by surprise by succeeding on a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Wukka Nuts These fist-sized nuts grow on wukka trees, which are popular haunts for jaculi, su-monsters, and zorbos. A wukka nut rattles when shaken, causing its shell to shed bright light in a 10
-foot radius and dim light for an additional 10 feet. This magical light fades after 1 minute, but shaking the nut again causes the light to reappear. If the shell of the nut is cracked open, it loses its magic.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with eerie dim light.
Bullywugs. Three bullywugs use their Swamp Camouflage feature to hide in the swampy tunnel leading to area 19.
The bullywugs watch the tunnel that leads to level 7. When they
spot the characters, three of them try to sneak away to areas 19a and 20, to warn the rest of the tribe. The others wait to see where the intruders go.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Chapter 9: Combat The clatter of a sword striking against a shield. The terrible rending sound as monstrous claws tear through armor. A brilliant flash of light as a ball of flame blossoms from a
wizard’s spell. The sharp tang of blood in the air, cutting through the stench of vile monsters. Roars of fury, shouts of triumph, cries of pain. Combat in D&D can be chaotic, deadly, and thrilling. This
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
5. Ravenous Rabble When the characters can see this area, read or paraphrase the following boxed text: The coral here glows with a light of its own. Red, orange, yellow, green, blue, indigo, and
spot tiny movements hidden deep within the walls. Likewise, characters who succeed on an active DC 15 Wisdom (Perception) check as they enter the chamber will also spot the movements. Let the players
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Chapter 9: Combat The clatter of a sword striking against a shield. The terrible rending sound as monstrous claws tear through armor. A brilliant flash of light as a ball of flame blossoms from a
wizard’s spell. The sharp tang of blood in the air, cutting through the stench of vile monsters. Roars of fury, shouts of triumph, cries of pain. Combat in D&D can be chaotic, deadly, and thrilling
Compendium
- Sources->Dungeons & Dragons->Divine Contention
more of them. Gallio wants the characters to travel with him into the Ethereal Plane and lure the monsters into the spectral light of the planar beacon. Gallio can answer any questions the players
using it to trap and bind monsters from beyond this plane of existence. Once bound, such monsters could serve as useful tools if the town is invaded. However, Gallio needs the characters’ help to trap
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Light A tale that is perpetually dark in tone becomes tiresome very quickly. It needs to feature the occasional ray of light for contrast and to create a sense of hope. Monsters and other terrors
must be offset with creatures that are kind and lovable, giving the characters even more reasons to stand against the darkness. Here are a couple of ways to add glimmers of light to a tragic tale: In a
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
splashing down its west side. In the shadows, a side passage leads west across the other side of the stream.
Characters using light or darkvision to look farther up the passage spot the bridge at area 5
4. Steep Passage From this point on, characters without darkvision will need light to see their surroundings. The main passage from the cave mouth climbs steeply upward, the stream plunging and
Compendium
- Sources->Dungeons & Dragons->Divine Contention
mists, and the spectral light of the planar beacon flickers and dies. Looking back into your own world, you see the trapped monsters awaken and break free from their cells!
Touching the ruinstone
spell on himself and instructs the characters to lure the monsters within into the planar beacon. When the characters enter the room, the monsters emerge from the mists to attack them. Any interplanar
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Background Elemental Evil is not a new threat in the world of Greyhawk. The Temple of Elemental Evil was built long ago and spawned hordes of bloodthirsty monsters that ravaged the lands between
adventurers of an earlier century who dealt with one of the previous manifestations of Elemental Evil in this spot, but fell into ruin over time. They guard hidden accesses to the dungeons beneath the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Sky Flying characters can move from one place to another in a relatively straight line, ignoring terrain and monsters that can’t fly or that lack ranged attacks. Flying by spell or magic item
indicates a non-flying monster, unless the characters are flying close enough to the ground to be targeted by non-flying creatures making ranged attacks. Characters have normal chances to spot creatures on the ground and can decide whether to engage them.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
and devotion, they can change the fundamental nature of Dal Quor, shifting the balance from darkness to light. Most kalashtar communities focus on acts of devotion known as the Path of Light. But the
dark powers of Dal Quor have their own plans on Eberron. Through the force known as the Dreaming Dark, these monsters manipulate the folk of Khorvaire to eliminate kalashtar whenever possible. Many
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
devotion, they can change the fundamental nature of Dal Quor, shifting the balance from darkness to light. Most kalashtar communities focus on acts of devotion known as the Path of Light. But the dark
powers of Dal Quor have their own plans for Eberron. Through the force known as the Dreaming Dark, these monsters manipulate the folk of Khorvaire to eliminate kalashtar whenever possible. Many kalashtar






