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Returning 35 results for 'most senses with only are for for longer'.
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must senses with only are for for longer
most sense with only are for for longer
Spells
Player’s Handbook
your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear
that you no longer fit within it) expels you and deals 6d6 Force damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 Force damage
Magic Items
Dungeon Master’s Guide
;4
−4
WIS
10
+0
+0
CHA
3
−4
−4
Senses Darkvision 60 ft.; Passive Perception 10
Languages None
CR 0 (XP 0; PB +2)
Figurine of Wondrous Power (Golden
succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The Frightened creature
Monsters
Phandelver and Below: The Shattered Obelisk
ends, the brain breaker can perceive everything the target senses. The target becomes aware that something is linked to its mind once it no longer has the incapacitated condition, and the brain breaker
Link. The brain breaker targets one creature with the incapacitated condition that the brain breaker senses with its Creature Sense trait and establishes a psychic link with the target. Until the link
Monsters
Phandelver and Below: The Shattered Obelisk
the elder brain that fuels Illithinoch’s mind flayers.Psychic Link. The elder brain targets one creature with the incapacitated condition that the elder brain senses with its Creature Sense trait
and establishes a psychic link with the target. Until the link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the elder brain can terminate the link
tempered by its relative immobility. Although its telepathic senses can reach for miles, moving anywhere is always a dangerous proposition. If forced outside its brine pool, an elder brain swiftly expires
Monsters
Spelljammer: Adventures in Space
within 10 feet of the eye monger. If the eye monger dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.When its large
eye and mouth are closed, an eye monger looks like nothing more than a 12-foot-diameter asteroid. When it senses vibrations in the space around it, the eye monger opens its eye and reveals its true
Monsters
Quests from the Infinite Staircase
condition (escape DC 17). The vine vanishes when the target is no longer grappled, or when the Gardener wills it to (no action required). A creature reduced to 0 hit points by the vine has the
next turn. On a failed save, it has the unconscious condition, and on a successful save, the effect ends on it. An unconscious creature is no longer poisoned and remains unconscious for 1 hour, until
Meld into Stone
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can't see what occurs outside it, and any
its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone's complete destruction (or transmutation into a different substance) expels you
Satyr
Legacy
This doesn't reflect the latest rules and lore.
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Species
Mythic Odysseys of Theros
longer below the knees. Short, soft hair grows down their neck and spine, along their shoulders, and on their forearms.
Embracing Life
Most satyrs believe that the other peoples of Theros are woefully
discourse. Satyrs feel that life is to be lived and experienced with all the senses. Satyrs see the world and everything in it as a book of delights, and they want to explore every page. See chapter 3
feats
benefits.
Clear Senses. If you have the Charmed condition at the start of your turn, roll a d20. On a 10 or higher, you no longer have that condition.
Ear for Falsehood. When an NPC speaks to you, you
Elder Brain
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
trait and establishes a psychic link with that creature. Until the psychic link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its
mind once it is no longer incapacitated, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link
Species
Van Richten’s Guide to Ravenloft
shades, long hair that regrows if cut, and an irremovable living crown. Along with these marks, hexbloods manifest hag-like traits, such as darkvision and a variety of magical methods to beguile the senses
might come to accept over the course of centuries. Once a hexblood undergoes this irreversible ritual, they emerge as a hag NPC no longer under the control of the hexblood’s player, unless the DM rules otherwise.
Backgrounds
Guildmasters’ Guide to Ravnica
always straining to peer into another reality that seems to be just beyond my senses.
5
I’m uneasy if I can’t see plants growing or feel soil beneath my feet.
6
Seeing illness
I cherish a leaf from Vitu-Ghazi that changes color with the seasons, even though it is no longer attached to the tree.
6
Every member of the conclave is my kin, and I would fight for any one
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
36. Looted Vaults These dwarven vaults were looted long ago. The heavy iron vault doors have all been warped and pulled away from their frames, and they can no longer be closed. 36a. Teleport Trap A
senses from piercing the vault. 36c. Obsidian Vault The lead door that once secured this room is bent inward at the bottom, creating a 3-foot-high triangular hole through which Medium and smaller creatures
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
otherwise detectable by nonmagical senses. While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with
otherwise can’t move. Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
by nonmagical senses. While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain
move. Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 Force damage
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
by nonmagical senses. While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with Disadvantage. You remain
move. Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 Force damage
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
, nothics are no longer the wizards they once were and have no memories of their previous lives. Nothic
Medium aberration, neutral evil
Armor Class 15 (natural armor)
Hit Points 45 (6d8 + 18)
Speed 30
ft.
STR
14 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
13 (+1)
WIS
10 (+0)
CHA
8 (−1)
Skills Arcana +3, Insight +4, Perception +2, Stealth +5
Senses
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
otherwise detectable by nonmagical senses. While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with
otherwise can’t move. Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
WIS
10 (+0)
CHA
3 (−4)
Senses darkvision 30 ft., passive Perception 10
Languages —
Challenge 1 (200 XP)
Amphibious. The toad can breathe air and water.
Standing Leap. The
dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft., passive Perception 12
Languages Otyugh, telepathy 120 ft.
Challenge 6 (2,300 XP) Proficiency Bonus +3
Virulent Breath
, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. On a successful save, the target is no longer poisoned. The target dies if its hit point maximum is
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
assault, and the elder brain (appears in this book) is killed, the colony’s tadpoles are suddenly freed from their fate. They no longer serve as food—and are no longer fed by their caretakers. Driven by
+ 75)
Speed 30 ft.
STR
27 (+8)
DEX
7 (−2)
CON
21 (+5)
INT
3 (−4)
WIS
16 (+3)
CHA
12 (+1)
Saving Throws Int +1, Wis +8, Cha +6
Senses
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
WIS
10 (+0)
CHA
3 (−4)
Skills Perception +2, Stealth +3
Senses darkvision 30 ft., passive Perception 12
Languages —
Challenge 1/4 (50 XP)
Amphibious. The frog can breathe air
frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
)
Saving Throws Dex +4
Skills Athletics +2, Perception +2, Stealth +4, Survival +2
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 12
Languages Grung
DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
that depends on the grung’s color, as described below. This effect lasts until the creature is no longer poisoned by the grung. Blue Grung. The poisoned creature must make a loud noise at the start
(+0)
Saving Throws Dex +4
Skills Athletics +2, Perception +2, Stealth +4, Survival +2
Damage Immunities poison
Condition Immunities poisoned
Senses passive Perception 12
Languages Grung
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Spirit Statue Mascot To enhance their studies of the past, Lorehold students often call upon the spirits of dead creatures. Mages seeking longer-term assistance from ancient spirits have learned to
)
INT
12 (+1)
WIS
13 (+1)
CHA
8 (−1)
Skills Arcana +5, History +5, Perception +3
Senses passive Perception 13
Languages any languages it knew in life
Challenge 1/4 (50 XP
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
armor)
Hit Points 52 (7d10 + 14)
Speed 30 ft.
STR
16 (+3)
DEX
13 (+1)
CON
14 (+2)
INT
8 (–1)
WIS
10 (+0)
CHA
6 (–2)
Damage Immunities cold
Senses darkvision 60 ft
toad can have only one target swallowed at a time.
If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
(+1)
CHA
6(−2)
Saving Throws Con +8
Skills Perception +6
Senses passive Perception 16
Languages —
Challenge 13 (10,000 XP)
Amphibious. The skyswimmer can breathe air and water
the skyswimmer. If the skyswimmer dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
Slam. Melee Weapon Attack: +11 to hit, reach 30 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage.
RK POST
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
)
CHA
1 (−5)
Senses darkvision 120 ft., passive Perception 10
Languages —
Challenge 4 (1,100 XP) Proficiency Bonus +2
Unusual Nature. The scavver doesn’t require air.
Actions
Swallowing
. If the scavver dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
15 (+2)
DEX
14 (+2)
CON
12 (+1)
INT
1 (–5)
WIS
10 (+0)
CHA
2 (–4)
Condition Immunities blinded, deafened, exhaustion, prone
Senses tremorsense 30 ft
, has total cover from attacks and other effects outside the mantrap, and takes 14 (4d6) acid damage at the start of each of the target’s turns. If the mantrap dies, the creature inside it is no longer
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, becoming a new undead shadow hungry for more life to consume. If a creature from which a shadow has been created somehow returns to life, its undead shadow senses the return. The shadow might seek
its “parent” to vex or slay. Whether the shadow pursues its living counterpart, the creature that birthed the shadow no longer casts one until the monster is destroyed. Undead Nature. A shadow doesn’t
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
(natural armor)
Hit Points 66 (7d12 + 21)
Speed 30 ft., swim 50 ft.
STR
21 (+5)
DEX
9 (–1)
CON
17 (+3)
INT
2 (–4)
WIS
10 (+0)
CHA
7 (–2)
Skills Stealth +3
Senses passive
damage at the start of each of the lizard’s turns. The lizard can have only one target swallowed at a time.
If the lizard dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Encephalon Gemmule Due to the influence of the Far Realm, the eggs within an encephalon cluster no longer hatch into illithid tadpoles. Instead, when one of an encephalon cluster’s eggs reaches
Points 54 (12d4 + 24)
Speed 40 ft.
STR
1 (–5)
DEX
18 (+4)
CON
14 (+2)
INT
5 (−3)
WIS
12 (+1)
CHA
7 (−2)
Damage Resistances psychic
Condition Immunities blinded
Senses
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
+2 +4
Ability Score Mod Save
Int 11 +0 +0
Wis 11 +0 +2
Cha 15 +2 +2
Immunities Frightened
Gear Greatsword, Heavy Crossbow, Plate Armor
Senses Passive
Ability Score Mod Save
Int 8 −1 −1
Wis 7 −2 −2
Cha 8 −1 −1
Gear Daggers (3)
Senses Darkvision 60 ft.; Passive Perception 8
Languages Common, Draconic
CR 1/8 (XP 25; PB
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
lightning, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120
the core is destroyed, the colossus regurgitates all swallowed creatures, each of which falls in a space within 10 feet of the colossus and has the prone condition, and the colossus can no longer






