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Returning 35 results for 'monsters stretches with only are feared for light'.
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monsters stitches with only are feared for light
monsters stretches with only are fear for light
Magic Items
Dungeon Master’s Guide
Vecna the Archlich;Vecna was a mighty wizard who, through magic and conquest, forged a terrible empire. For all his power, however, Vecna feared death and took steps to prevent his demise by becoming
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the creature has such a feared reputation that stories about it are ingrained in the popular culture. Any rumor of a catoblepas taking up residence nearby is taken to be a bad omen, even if the rumor is
, drinking the monsters’ milk and using them as guardians or pets. Other legends say that those of impure heart can tame a catoblepas and whisper of malevolent warlocks and wicked knights who ride them into battle.
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
Mordenkainen's Fiendish Folio Volume 1
Radiant Eyes. While its eyes are open, a blindheim projects bright light in a 60-foot cone and dim light for an additional 60 feet. It sets the orientation of this cone at the end of each of its
turns. All creatures that can see the blindheim have disadvantage on attack rolls while in the area of bright light and within 15 feet of the blindheim. Creatures with the Sunlight Sensitivity trait that
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
, Leomund's secret chest
5th
geas
Your magic tends to manifest as swirling shadows, brilliant light, or sometimes the momentary appearance of shadowy spirit forms. Your spells might
purchase what I need.
6
I hate it when people try to make light of a serious situation.
7
I want to make sure everyone is aware of how wealthy, powerful, and important I am.
8
I can
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->Quests from the Infinite Staircase
Day and Night The staircase doesn’t experience day or night, existing in a perpetual state of twilight. Distant doors, twinkling like stars, provide dim light to the dreamlike realm, as does the staircase itself, which gives off an ambient glow in some stretches.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
W15. Brown Mold If the characters open the secret door, read: It takes some effort to push open the secret door, and you are greeted by a blast of cold air. A dark tunnel stretches for fifteen feet
, ending at an archway beyond which lies a shallow cave. Characters who have a light source can see brown mold covering the walls, floor, and ceiling around the archway and the cave beyond. Growing
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
their gods, questing against the terrifying powers that threaten the land. Wizards plunder the ruins of the fallen Netherese empire, delving into secrets too dark for the light of day. Bards sing of
across the world, but these paths are never safe. Fell magic and deadly monsters are among the perils one faces when traveling in the Realms. Even farms and freeholds within a day’s walk of a city can
Compendium
- Sources->Dungeons & Dragons->Monster Manual
feared for their psionic powers, which allow them to stun and control other creatures, and for their horrific method of feeding: using their four slimy tentacles to extract the brains of their victims
’ biological tampering, while other Underdark-dwelling monsters—including kuo-toa, quaggoths, and troglodytes—often serve illithid masters. Githyanki and githzerai have a long adversarial history with mind flayers and bear the scars of illithid manipulation.
Michael Broussard
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
unique beings, of which the terrifying Tromokratis (described in the “Mythic Monsters” section of this chapter) numbers among the most feared. When a nadir kraken breaks free of its sea lock and rises to
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Owlbear The owlbear’s reputation for ferocity, aggression, stubbornness, and sheer ill temper makes it one of the most feared predators of the wild. There is little, if anything, that a hungry
owlbear fears. Even monsters that out-match an owlbear in size and strength avoid tangling with it, for this creature cares nothing about a foe’s superior strength as it attacks without provocation. Owlbear
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K9. Guests’ Hall Torchlight flutters against the walls of this vaulted hall. To the east, an arched hallway stretches for twenty feet, ending at a spiral staircase that goes up and down. Next to the
hallway, a suit of armor, oiled and glistening, stands at attention in a shallow alcove. To the west, large double doors hang slightly open, and a steady bright light escapes through the opening
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Acererak Also known as the Devourer, Acererak is a powerful archlich feared across many worlds. He takes sadistic pleasure in killing adventurers by luring them into his trap-riddled tombs with the
a particularly intriguing one, he seals it in one of his infamous tombs to tempt treasure hunters into the dungeon’s depths. Acererak has filled these tombs with deadly traps, fearsome monsters, and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
across the city from the clifftops near the waterfall sees a vision of Omu’s fall: A city of magnificent, whitewashed buildings stretches out before you. Sunlight sparkles off of glass domes and windows
city, blotting out the light as it expands toward you. You turn away, and when you look back, the darkness is gone. The city is a half-flooded, overgrown ruin.
While in Omu, the character who saw
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Faerûn’s western shore—the Sword Coast. A thin strip of civilization stretches down this coast, where widely spaced cities are arranged like beads on a string. Roads loosely connect the cities that
monsters and magic items not described in this book. Both of these supplements are available as free downloads on DungeonsandDragons.com.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
23A. Triangular Stone If the characters approach from the south, read: You come upon a ten-foot-wide pit that stretches across the corridor. Beyond it is a wedge-shaped stone block or pillar that
blocks the passage. The light ahead of you that you had been following is nowhere to be seen, as though it somehow passed through the pillar.
The pit is 10 feet deep and contains several humanoid
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->Tales from the Yawning Portal->a1
avoid entering the most secluded parts of the grove level. In the past, they feared that the hidden grove was haunted. With the arrival of Belak the Outcast twelve years ago, that belief is vindicated
. He orders the goblins to distribute the midsummer fruit each year, and the goblins obey him out of fear.
Monsters on Alert. The kobolds and the goblins respond similarly if attacked. Intruders who
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Faerûn’s western shore—the Sword Coast. A thin strip of civilization stretches down this coast, where widely spaced cities are arranged like beads on a string. Roads loosely connect the cities that
monsters and magic items not described in this book. Both of these supplements are available as free downloads on DungeonsandDragons.com.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Faerûn’s western shore—the Sword Coast. A thin strip of civilization stretches down this coast, where widely spaced cities are arranged like beads on a string. Roads loosely connect the cities that
monsters and magic items not described in this book. Both of these supplements are available as free downloads on DungeonsandDragons.com.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
The Portal Ritual At sunset, the ritual for travel through the Hammock of Worlds begins: Two wizened trees stand before the Silver Tapir Monastery, their ancient boughs lit by dusk light. Between
them stretches the Hammock of Worlds, its patterned fabric loose and empty. Soon the Green Doctors and other visitors who have come to participate in the ritual begin a rhythmic drumming. All around the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
of Barovia is visible far below. There is peacefulness here. Rest has come to the valley for the first time anyone can remember.
A light flashes behind you. Wheeling around, you see a stately man—a
those of Strahd, yet subtly different.
His voice is calm and peaceful. “My name is Sergei von Zarovich.” He turns to Ireena. “Tatyana, the time is at hand to rest. Come, my love and wife.” He stretches
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->Dungeon Master’s Guide (2014)
the “Here there be dragons” notations? What if great empires cover huge stretches of countryside, with clearly defined borders between them? The Five Nations of the Eberron setting were once part of
a great empire, and magically aided travel between its cities is commonplace. Monsters Are Uncommon. What if monsters are rare and terrifying? In the Ravenloft setting, horrific domains are governed
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
corridor stretches north to south. At each end of the hall, floating in the darkness, is a human skeleton clad in the rusted armor and tattered livery of a castle guard. The “floating” skeletons hang
soon as they pull it open, and, with a light source or darkvision, can see the skeleton at the south end of the hall as well.
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->Candlekeep Mysteries
General Features The areas that make up the Lykortha Expanse have several common physical features, summarized here: Light. The complex is dimly lit by bioluminescent fungi growing in patches on the
into the distance for long stretches.” 41–60 “I see an altered version of reality, with my mind convincing itself that things are true even in the face of overwhelming evidence to the contrary.” 61–80
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






