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Returning 35 results for 'monsters starts with only allies for for light'.
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monster starts with only allies for for light
monster starts with only allows for for light
monster start with only allies for for light
Spells
Player’s Handbook
An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Resistance to Necrotic damage, and your Hit Point maximums can’t be reduced. If an ally with 0 Hit Points starts its turn in the aura, that ally regains 1 Hit Point.
Magic Items
Dungeon Master’s Guide
, 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
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
Monsters
Monster Manual
worn or carried, it starts burning.FireIgnited Illumination. The magmin sets itself ablaze or extinguishes its flames. While ablaze, the magmin sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
Monsters
Monster Manual
Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the
finish a Long Rest before using this trait to cast that spell again.
Vile Appearance. Wisdom Saving Throw: DC 11, any Beast or Humanoid that starts its turn within 30 feet of the hag and can see the hag
Monsters
Monster Manual
using Wisdom as the spellcasting ability. The spell ends early if the cloaker starts or ends its turn in Bright Light.
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
Magic Items
Dungeon Master’s Guide
24 hours. On a failed save, the swarm is swayed by the pipes’ music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A
Friendly swarm obeys your commands. If you issue no commands to a Friendly swarm, it defends itself but otherwise takes no actions. If a Friendly swarm starts its turn more than 30 feet away from you, your
Monsters
Monster Manual
":"1d10", "rollType":"damage", "rollAction":"Fire Form", "rollDamageType":"Fire"} Fire damage.
Illumination. The elemental sheds Bright Light in a 30- foot radius and Dim Light for an additional 30 feet
":"Burn"}, reach 5 ft. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Burn", "rollDamageType":"Fire"} Fire damage. If the target is a creature or a flammable object, it starts burning.Fire, PoisonBludgeoning, Piercing, Slashing
Magic Items
Dungeon Master’s Guide
Emanation is filled with Dim Light. Any Undead that starts its turn in that area takes 1d6 Radiant damage.
Fire Opal Flames. As long as the helm has at least one fire opal, you can take a Magic action
.
You gain the following benefits while wearing the helm.
Diamond Light. As long as it has at least one diamond, the helm emits a 30-foot Emanation. When at least one Undead is within that area, the
Spells
Player’s Handbook
is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully
within it have the Blinded condition.
Any creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid
Monsters
Monster Manual
Sunlight Hypersensitivity. The vampire takes 10 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.Multiattack. The vampire
", "rollDamageType":"Slashing"} Slashing damage plus 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Shadow Strike", "rollDamageType":"Cold"} Cold damage.Cold, NecroticShadow Stealth. While in Dim Light or Darkness, the vampire takes the Hide action.
Spells
Player’s Handbook
it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours
you know
CR None (XP 0; PB equals your Proficiency Bonus)
Traits
Heated Body (Metal Only). A creature that hits the spirit with a melee attack or that starts its turn in a grapple with the spirit
Spells
Player’s Handbook
A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point within range. Alternatively, you shape the
without effect.
The wall sheds Bright Light within 100 feet and Dim Light for an additional 100 feet. You and creatures you designate when you cast the spell can pass through and be near the wall without
Spells
Player’s Handbook
when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands
, any creature (other than you) that starts its turn within a 5-foot Emanation originating from the spirit. Failure: The creature has the Poisoned condition until the start of its next turn
Monsters
Monster Manual
Incapacitated condition in its resting place, the vampire has the Paralyzed condition until the weapon is removed.Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in
within 1 mile of the lair.
Looming Shadows. Shadows within 1 mile of the lair seem to move as if alive. Any creature (excluding the vampire and its allies) that finishes a Short Rest while within 1
Magic Items
Dungeon Master’s Guide
the devil’s allies and followers a few times before being able to confront the devil.
In the case of the Rogue card, the enmity is secret and should come from someone thought to be a friend or
ally with its attacks. You and your allies can each summon only one avatar as a consequence of this draw. A creature slain by an avatar can’t be restored to life.
Avatar of Death
Medium Undead
Magic Items
Dungeon Master’s Guide
the creature, the figurine doesn’t become a creature.
The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after
weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must
Monsters
Quests from the Infinite Staircase
Pack Tactics. The vegepygmy has advantage on attack rolls against a creature if at least one of the vegepygmy’s allies is within 5 feet of the creature and the ally doesn’t have the
points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Wretched Pack Tactics. The sorrowsworn has advantage on an attack roll against a creature if at least one of the sorrowsworn’s allies is within 5 feet of the creature and the ally isn’t
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
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
Hold Breath. The hunter can hold its breath for up to 10 minutes.
Pack Tactics. The hunter has advantage on an attack roll against a creature if at least one of the hunter’s allies is within 5
together to take down monsters far larger than themselves, including remorhaz;remorhazes and white dragons.Cold
Monsters
Mythic Odysseys of Theros
sable's allies is within 5 feet of the creature and the ally isn't incapacitated.
Surprise Attack. If the sable surprises a creature and hits it with an attack during the first round of combat, the
are guarded by ancient monsters.
Constructed Nature. An anvilwrought doesn't require air, food, drink, or sleep.Fire, Poison
Monsters
Planescape: Adventures in the Multiverse
Aura of Menace. As long as the archon doesn’t have the incapacitated condition, each creature of the archon’s choice that starts its turn within 20 feet of the archon must make a DC 11
24 hours.
Illumination. The archon sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
Incorporeal Movement. The archon can move through creatures and objects as if they
Monsters
Quests from the Infinite Staircase
its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points
indefinitely so long as the climate remains hospitable to their fungal bodies.
To learn more about vegepygmies, see Monsters of the Multiverse.Lightning, PiercingNimble Escape. The vegepygmy takes the Disengage or Hide action.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
through the luminous waters of Faerie and the Material Plane, and they are faithful allies to any who battle the forces of gloom and brutality under the waves.
Dolphin delighters often accompany
long.Delightful Light (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Delightful Light"}. The dolphin magically emanates light in a 10-foot radius for a moment. The dolphin and
Monsters
Dragonlance: Shadow of the Dragon Queen
DC 12):
1/day each: enlarge/reduce, invisibility, stinking cloud, webBozak draconians are born from bronze dragon eggs and wield magic to aid their allies in battle. Their wings aren’t strong
.
Draconians
Draconians are bipedal monsters born from metallic dragon eggs that have been corrupted by a combination of warped alchemy and the Dragon Queen’s foul magic. The Dragon Armies
Monsters
Fizban's Treasury of Dragons
across the battlefield or aid their allies’ incursions and attacks. They have wings that allow them to glide during a fall.
When draconian mages die, their flesh shrivels away before their bones
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
Monsters
Quests from the Infinite Staircase
its turn. If it takes cold, fire, or necrotic damage, this trait doesn’t function at the start of the vegepygmy’s next turn. The vegepygmy dies only if it starts its turn with 0 hit points
hospitable to their fungal bodies.
To learn more about vegepygmies, see Monsters of the Multiverse.Lightning, Piercing
Monsters
Strixhaven: A Curriculum of Chaos
, cure wounds, daylight, mage armor
1/day each: hypnotic pattern, tonguesProfessors of radiance call up magic through spoken words and glyphs formed of magically shaped ink and light. The professors
channel radiance to illuminate their allies, bolstering them with encouragement and inspiring any who witness their orations. Professors of radiance can turn their words into potent assets in battle or
Monsters
The Wild Beyond the Witchlight
turn. The golem is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.
Unusual Nature. The golem doesn’t require air, food, drink, or sleep.Multiattack. The
);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Glass Sword","rollDamageType":"slashing"} slashing damage.Poison, PsychicDazzling Light (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge
Spells
Forgotten Realms: Heroes of Faerûn
For the duration, moonlight fills a 20-foot Emanation originating from you with Dim Light. While in that area, you and your allies have Half Cover and Resistance to Cold, Lightning, and Radiant
Monsters
Icewind Dale: Rime of the Frostmaiden
Pack Tactics. The vampire has advantage on an attack roll against a creature if at least one of the vampire’s allies is within 5 feet of the creature and the ally isn’t incapacitated
:
Forbiddance. The vampire can’t enter a residence without an invitation from one of the occupants.
Harmed by Running Water. The vampire takes 20 acid damage when it starts its turn in running water
Monsters
Eberron: Rising from the Last War
enemy outside the colossus that starts its turn within 30 feet of it must succeed on a DC 26 Wisdom saving throw or be frightened until the start of the enemy’s next turn. If the enemy’s
(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
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
Waterdeep: Dungeon of the Mad Mage
destroyed.
Light Intensity. Any creature that starts its turn within 10 feet of the illuminated golem and can see the golem must succeed on a DC 17 Wisdom saving throw or be blinded until the start of
Weapons. The golem's weapon attacks are magical.
Illumination. The golem magically sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light goes out when the golem is
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Faerie Illumination. The faerie sheds dim light in a 15-foot radius.Multiattack. The faerie makes two Shining Strike attacks.
Shining Strike. Melee or Ranged Spell Attack: +6;{"diceNotation":"1d20+6
", "rollDamageType":"radiant"} radiant damage, and if the target is a creature, it must succeed on a DC 14 Dexterity saving throw or be wreathed in light until the end of the faerie’s next turn. While a
Monsters
Planescape: Adventures in the Multiverse
Aura of Menace. As long as the archon doesn’t have the incapacitated condition, each creature of the archon’s choice that starts its turn within 20 feet of the archon must make a DC 15
portals and paths connected to goodly realms. They have powerfully built, bipedal bodies with the heads of great bears and eyes like pools of silvery light. When warden archons speak, glimmering






