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Returning 35 results for 'mounted some with only about feelings for light'.
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mounts some with only about feelings for light
Magic Items
Dungeon Master’s Guide
Name
Damage
Properties
Mastery
Simple Melee Weapons
Adamantine Club
1d4 Bludgeoning
Light
Slow
Adamantine Dagger
1d4 Piercing
Finesse, Light, Thrown (Range 20/60)
Nick
Adamantine Greatclub
1d8 Bludgeoning
Two-Handed
Push
Adamantine Handaxe
1d6 Slashing
Light, Thrown (Range 20/60)
Vex
Adamantine Javelin
1d6 Piercing
Thrown (Range 30/120)
Slow
Species
Lorwyn: First Light
empathic web that lets them sense the feelings of nearby kithkin. Because of this connection, many kithkin trust each other implicitly.
Some kithkin remove themselves from this empathic web
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
Monsters
Planescape: Adventures in the Multiverse
location:
Upper Plane. The target sheds bright light in a 5-foot radius until the end of its next turn.
Neutral Plane. If the target is concentrating on a spell or similar effect, it makes the
inhabitants of the planes have strong feelings about sunflies, viewing them as loathsome pests or adorable pets. Sunflies in Sigil are often the pets of doting, highly protective owners.Illumination. The
Monsters
Waterdeep: Dragon Heist
","rollDamageType":"piercing"} piercing damage while mounted.
Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60
ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Light Crossbow. Ranged Weapon Attack: +4
Monsters
Planescape: Adventures in the Multiverse
which is determined by the swarm’s location:
Upper Plane. The target sheds bright light in a 5-foot radius until the end of its next turn. During that time, the invisible condition has no effect
depending on which Outer Plane the sunfly is on.
Many inhabitants of the planes have strong feelings about sunflies, viewing them as loathsome pests or adorable pets. Sunflies in Sigil are often the
Monsters
Storm King's Thunder
, requiring no material spell components and using Charisma as the spellcasting ability (spell save DC 17):
At will: detect magic, levitate, light
1/day each: control weather (cast as 1 action), water
: “I’ll protect this beautiful world from the ravages of evil with my dying breath.”
Flaw: “I don’t care if my words hurt others’ feelings.”Lightning, ThunderCold
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
clockwork horror was the brainchild of a thri-kreen artificer. A horror can also emit light from its crystal eye, issuing dot-and-dash messages to other creatures that can see the light. Creatures besides
clockwork horrors can learn this blinking light code, which is called Ziklight.
When another creature gets in its way, a clockwork horror attacks that creature with its razor-sharp mandibles and two
Monsters
Candlekeep Mysteries
disguise self and invisibility at will and has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic
damage. It is mounted atop a swivel and bolted to the dais. The cannon draws power from the crystal in the middle of the room. This crystal sparks with elemental power whenever the cannon is about to
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Radiance. Immediately after a creature within 120 feet of the archon forces it to make a saving throw, the archon responds with a burst of light. The creature must succeed on a DC 17 Constitution
archon overhead is a clear signal that one is entering the wilds.
An archon appears as a hooded, spectral rider mounted on a winged elk with glowing antlers and gleaming eyes. Despite this
Aasimar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
I saw her, wreathed in wings of pure light, her eyes blazing with the fury of the gods. The bone devils stopped in their tracks, shielding their faces. Her blade, now a brand of light, swept
Dragons
Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are
Monsters
Mordenkainen Presents: Monsters of the Multiverse
far and wide across the multiverse.
Within the fortress are items that the Raven Queen finds irresistible: objects invested with deep feelings of sorrow, longing, or remorse. These items are brought to
equipment is it wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness.
Kalashtar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Eberron: Rising from the Last War
-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
spirits.
Bound to Spirits
Every kalashtar has a connection to a spirit of light, a bond shared by other members of their bloodline. Kalashtar appear human, but their spiritual connection affects them
Backgrounds
Guildmasters’ Guide to Ravnica
silver light dance in the air around you, and phantasmal green leaves might waft through the air. A sensation of gentle warmth and the smell of spring flowers or autumn leaves might accompany your
indebted to that guild.
8
At a time of terrible grief in my life, a Rakdos performer made a mockery of my pain, leaving me with mixed feelings of sadness and humor.
9
Roll an additional
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Firenewts A light firenewt patrol consists of 1d4 firenewt warriors mounted on giant striders. A heavy patrol consists of 2d4 firenewt warriors and a firenewt warlock of Imix, all mounted on giant
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
. A fireplace along one wall has a large insectoid head mounted above it. Natural light enters through a hole in the roof at the east end of the hall. The floor beneath the collapsed roof is strewn
with debris.
The wooden staircase that leads downstairs is trapped (see area W3). The head mounted above the fireplace is that of an ankheg (see "Ankheg" in the Creatures chapter for an illustration
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Harrowhall Features Unless otherwise stated, Harrowhall has the following features: Ceilings. Rooms in the keep have 10-foot ceilings. Light. Most rooms in the keep have windows, so they are brightly
lit during the day and dimly lit at night. Torches are mounted along the keep’s interior walls, but they aren’t lit. Scrying Barrier. Before putting his necromantic plans in motion, Gremorly placed
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K33. King’s Apartment Stair This dark hall is concealed behind two secret doors. This arched corridor has been swept clean. Oak paneling decorates the walls to a height of four feet. Mounted on the
east wall above the wood paneling are three unlit oil lamps spaced ten feet apart. A plain wooden door is set into the west wall, and light seeps through its cracks. A staircase at the north end of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. More Scrap Iron Light. Mounted to the diagonal walls at this intersection are four iron torch brackets with continual flame spells cast on them.
Scrap Iron. Heaped in the middle of the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, is a pair of ten-foot-tall, wooden doors reinforced with bands of steel. To the right of these doors, mounted on the wall, is a tarnished copper plaque. The plaque bears the abbey’s name, under which
appear these words: “May her light cure all illness.” The “guards” on the wall are propped-up scarecrows that wear corroded chain shirts and clutch rusted spears (see area S18). A character who
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
which Outer Plane the sunfly is on. Many inhabitants of the planes have strong feelings about sunflies, viewing them as loathsome pests or adorable pets. Sunflies in Sigil are often the pets of doting
location:
Upper Plane. The target sheds bright light in a 5-foot radius until the end of its next turn.
Neutral Plane. If the target is concentrating on a spell or similar effect, it makes the
Compendium
- Sources->Dungeons & Dragons->Divine Contention
), his own corpse below deck (area D17), or the hellfire orb mounted on the mainmast (area D3). The death knight has Wisdom (Perception) modifier of +3 and a passive Wisdom (Perception) of 13
ceilings just six feet high. Creatures taller than this height must stoop to get around.
Light. The lower decks are lit by oil lamps that burn with eerie green flames. These cast dim light
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Bound to Spirits Every kalashtar has a connection to a spirit of light, shared by other members of their bloodline. Kalashtar appear human, but the spiritual connection affects them in a variety of
1d10 Quirk
1 You try to understand the motives and feelings of your enemies.
2 You prefer using telepathy over speaking aloud.
3 You feel a drive to protect the innocent
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Bound to Spirits Kalashtar
Every kalashtar has a connection to a spirit of light, a bond shared by other members of their bloodline. Kalashtar appear human, but their spiritual connection
.
Kalashtar Quirks d10 Quirk 1 You try to understand the motives and feelings of your enemies. 2 You prefer using telepathy over speaking aloud. 3 You feel a strong drive to protect the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
3. Den of Wolves This oak-paneled room looks like a hunter’s den. Mounted above the fireplace is a stag’s head, and positioned around the outskirts of the room are three stuffed wolves. Two padded
crossbow, a light crossbow, a hand crossbow, and 20 bolts for each weapon. The north cabinet is unlocked and holds a small box containing a deck of playing cards and an assortment of wine glasses
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
), his own corpse below deck (area D17), or the hellfire orb mounted on the mainmast (area D4). The death knight has Wisdom (Perception) modifier of +3 and a passive Wisdom (Perception) of 13. The death
magic.
Ceilings. The lower decks of the vessel are cramped, with ceilings just six feet high. Creatures taller than this height must stoop to get around.
Light. The lower decks are lit by oil
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
conflict taking place inside an elf’s mind. Elves keep their passion internalized because they learn at a young age that such feelings can become destructive when they are allowed to take control. Elves
Corellon’s light is a weakling and a fool. To most other elves, every drow is a traitor. Despite the rift between them, drow and other elves can deal with each other when necessary, avoiding violence
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Name Damage Properties Mastery Weight Cost Simple Melee Weapons Club 1d4 Bludgeoning Light Slow 2 lb. 1 SP Dagger 1d4 Piercing Finesse, Light, Thrown (Range 20/60) Nick 1 lb. 2 GP Greatclub 1d8
Bludgeoning Two-Handed Push 10 lb. 2 SP Handaxe 1d6 Slashing Light, Thrown (Range 20/60) Vex 2 lb. 5 GP Javelin 1d6 Piercing Thrown (Range 30/120) Slow 2 lb. 5 SP Light Hammer 1d4 Bludgeoning Light, Thrown
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, shedding cold blue light. Mounted on the walls of the lodge are the severed heads of polar bears, giant walruses, young white dragons, and remorhazes. A long wooden table and four smaller round tables
inhabitants of Svardborg aren’t placed on alert. The frost giants have tracked a lot of snow through the main doors. Torch sconces mounted to wooden pillars have continual flame spells cast on them
Compendium
- Sources->Dungeons & Dragons->Divine Contention
asks each character to ring the silver bell mounted on the wall. As they do so, they fade from sight and are transported into the Ethereal Plane. Read the following boxed text aloud when a character
remain visible, but appear translucent and oddly distant. In this strange world, a beam of blue light spills from the planar beacon and sweeps around it in a circle, like a spectral lighthouse. Most
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
The Griffon Cavalry Waterdeep doesn’t have the fabled flying ships of Halruaa, but it does deploy an aerial defense force. Brave warriors of the City Guard light out from the Peaktop Aerie atop Mount
as they are by other mounted griffon riders. When they are past the danger, the free-falling riders then suddenly halt in the air, drifting like feathers until their griffon companions swoop in and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Lecture Hall This sloped lecture hall has a 15-foot-high ceiling and the following features: Light. Stone sconces protruding from the walls have continual flame spells cast on them.
Benches
. The northern half of the room contains raised stone benches for students.
Dais. To the south, a large chalkboard is mounted above a 5-foot-high stone dais. Drawn on the chalkboard are three frog-like
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
the characters don’t think of it themselves, Commodore Krux encourages someone to flash or wave a light to get the pod’s attention. Flashing or waving a light causes one or two kindori to approach
character mounted on a kindori can try to guide it in a particular direction, doing so with a successful DC 15 Wisdom (Animal Handling) check. This check has advantage if the character has some way to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
glowing quartz pillars cast bright light throughout the room.
Mannequins. Twenty dwarf-sized wooden mannequins stand in two rows of ten in the middle of the room.
Racks. Stone racks mounted on the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
customizing how your spells look when you cast them. Your Silverquill spells might be accompanied by visual effects resembling splotches of ink or radiating ripples of golden light. Any auditory
Silverquill, as are warlocks. Clerics with the Divine Domains of Light and Trickery also fit in well among the mages of Silverquill. A number of both paladins and rogues attend Silverquill College as well
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
of evil for centuries on end and is worn and weary. A bell tower rises toward the back, and flickering light shines through holes in the shingled roof. The rafters strain feebly against their load
bed with a straw-filled mattress. Mounted above the bed’s headboard is a wooden holy symbol. This room once belonged to Doru, Donavich’s son, who is trapped in the undercroft (area E5g). It hasn’t






