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Returning 33 results for 'movement some with only all from for light'.
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moment some with only all from for light
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
throw and only half damage if it fails.
Illumination. The star angler’s lure sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
Actions
Multiattack. The star angler
angler’s next turn. While charmed in this way, the target has the incapacitated condition and must use its movement on its turn to move directly toward the star angler; a charmed target doesn’t avoid
Compendium
- Sources->Dungeons & Dragons->Monster Manual
its Hit Points somewhere in the Abyss.
Incorporeal Movement. The demon can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its
turn inside an object.
Light Sensitivity. While in Bright Light, the demon has Disadvantage on ability checks and attack rolls.
Actions
Umbral Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 16
Compendium
- Sources->Dungeons & Dragons->Monster Manual
)
Traits
Contortionist. The manes can move through a space as narrow as 1 inch without expending extra movement to do so.
Sickening Vapors. Constitution Saving Throw: DC 12, each creature in a 5
manes’s Sickening Vapors for 24 hours.
Actions
Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d6 + 2) Slashing damage plus 5 (2d4) Necrotic damage.
Bonus Actions
Shadow Stealth. While in Dim Light or Darkness, the manes takes the Hide action.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
based on the purpose for which it was designed. A juggernaut warrior is a massive brute with a heavy steel frame, while a skirmisher can be crafted from wood and light mithral to grant it lithe and
elegant movement. While they’re formed from stone and steel, warforged are living humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to warforged that they do to other
Compendium
- Sources->Dungeons & Dragons->Monster Manual
creature in a 5-foot Emanation originating from the gorgon takes 13 (3d8) Fire damage.
Illumination. The gorgon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
Actions
and has the Grappled condition (escape DC 14); if the gorgon already has a creature Grappled, the target has the Prone condition instead. Until the grapple ends, the target has the Restrained condition. When the gorgon moves, the Grappled target moves with it, costing no extra movement.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Immunities Frightened
Senses Darkvision 120 ft.; Passive Perception 12
Languages Deep Speech, Undercommon
CR 8 (XP 3,900; PB +3)
Traits
Light Sensitivity. While in Bright Light, the
targets. In addition, the cloaker halves the damage it takes (round down), and the target takes the same amount of damage.
The cloaker can detach itself by spending 5 feet of movement. The target or a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, Zone of Truth 9 Beacon of Hope, Dispel Magic 13 Freedom of Movement, Guardian of Faith 17 Commune, Flame Strike Level 3: Sacred Weapon When you take the Attack action, you can expend one use of your
weapon (minimum bonus of +1), and each time you hit with it, you cause it to deal its normal damage type or Radiant damage. The weapon also emits Bright Light in a 20-foot radius and Dim Light 20
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
magic 13th freedom of movement, guardian of faith 17th commune, flame strike Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. Sacred Weapon
a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end
Compendium
- Sources->Dungeons & Dragons->Monster Manual
successful DC 13 Strength (Athletics) check. On its turn, the darkmantle can detach itself by using 5 feet of movement.
Darkness Aura (1/Day). Magical Darkness fills a 15-foot Emanation originating
from the darkmantle. This effect lasts while the darkmantle maintains Concentration on it, up to 10 minutes. Darkvision can’t penetrate this area, and no light can illuminate it.
Brian Valenzuela
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Oozes Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp underground, feeding on any creature or object that can be dissolved, slinking
the searing pain of its acidic touch. Oozes are drawn to movement and warmth. Organic material nourishes them, and when prey is scarce they feed on grime, fungus, and offal. Veteran explorers know
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
, the apparition sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Incorporeal Movement. The apparition can move through other creatures and objects as if they were
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
anything.
Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Incorporeal Movement. The wisp can move through other creatures and objects as if they
surfaces without needing to make an ability check. Additionally, Difficult Terrain composed of ice or snow doesn’t cost it extra movement.
Actions
Multiattack. The dragon makes two Rend attacks.
Rend
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.
Light Sensitivity. While in bright light, the cloaker has disadvantage on
attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.
Tail
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
memorable. Weather 1d20 Temperature 1–14 Normal for the season 15–17 1d4 × 10 degrees Fahrenheit colder 18–20 1d4 × 10 degrees Fahrenheit hotter 1d20 Wind Precipitation 1–12 None None 13–17 Light
Light rain or light snowfall 18–20 Strong Heavy rain or heavy snowfall Travel Pace A group of characters can travel overland at a Normal, Fast, or Slow pace, as described in the Player’s Handbook
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
triggered, the glyph glows, filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its
, can’t read, and speaks only in gibberish. The DM controls its movement, which is erratic. Pain. Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Lights Illusion C Friends Enchantment C Light Evocation — Mage Hand Conjuration — Mending Transmutation — Message Transmutation — Minor Illusion Illusion — Prestidigitation Transmutation — Starry Wisp
Freedom of Movement Abjuration — Greater Invisibility Illusion C Hallucinatory Terrain Illusion — Locate Creature Divination C Phantasmal Killer Illusion C Polymorph Transmutation C Level 5 Bard
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
opportunity attack by taking the Disengage action. You also don’t provoke an opportunity attack when you teleport or when someone or something moves you without using your movement, action, or reaction
and attack with a light melee weapon that you’re holding in one hand, you can use a bonus action to attack with a different light melee weapon that you’re holding in the other hand. You don’t add your
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Martial Melee weapons that have the Light property You gain the following benefits while you are unarmed or wielding only Monk weapons and you aren’t wearing armor or wielding a Shield. Bonus Unarmed
Bonus Action, and your jump distance is doubled for the turn. Level 2: Unarmored Movement Your Speed increases by 10 feet while you aren’t wearing armor or wielding a Shield. (This is included above
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Speed reduced to 0 until the start of its next turn. It takes 10 minutes to recover the Caltrops. Candle (1 CP) For 1 hour, a lit Candle sheds Bright Light in a 5-foot radius and Dim Light for an
trap, its movement is limited by the length of the chain (typically 3 feet). A creature can use its action to make a DC 13 Strength (Athletics) check, freeing itself or another creature within its reach
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
covers the walls of this tunnel, its bioluminescent glow filling the cavern with dim light. The surface of the water swirls with colorful, faintly glowing spores—perhaps reacting to the movement of
with a pungent odor of brimstone. Strange, flickering orange light illuminates the smoke. This area is free of fungal growth; instead, crystals grow from the rock. To your right, a large cluster of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
wisps of white and gray streaking among motes of light—the distant stars of far-flung Wildspace systems. Most of the Astral Sea is a vast, empty expanse. Visitors occasionally stumble upon the
petrified corpse of a dead god or other chunks of rock drifting forever in the silvery void. Much more commonplace are color pools—magical pools of colored light that flicker like radiant, spinning coins
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
movement to move from a pool onto the floor. Unless otherwise noted, transmutation magic in each pool keeps the water clean. The pools also exude enchantment magic. Living in the water causes hypnotic
feet of a globe and has an Intelligence score of 10 or higher can take control of the globe by succeeding on a DC 10 Intelligence check. As part of its movement and with a successful DC 10
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
expressionless, except for the motes of light that swim about in its eye sockets. Wood woads speak little, and when not called on to take action, they root themselves in the earth and silently take sustenance from
points and doesn’t regenerate.
Tree Stride. Once on each of its turns, the wood woad can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
asterisk, the spell is instead from Xanathar’s Guide to Everything. Cantrips (0 Level) acid splash
create bonfire *
dancing lights
fire bolt
frostbite *
guidance
light
mage hand
magic stone
)
4th Level arcane eye
elemental bane *
fabricate
freedom of movement
Leomund’s secret chest
Mordenkainen’s faithful hound
Mordenkainen’s private sanctum
Otiluke’s resilient sphere
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
identified on map 1.2. 42. Central Garden Luminescent fungus, shedding violet light, clings to the walls and ceiling of this wide cavern. The air is damp, chilly, and redolent with the odors of loam and
creatures in area 43 investigate any disturbance in the garden after 3 rounds. 43. The Great Hunter’s Abode The floor of this rough cavern is stained and smells of blood and animal musk. Light from
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
filled with clay. Near the northern and southern corners are circles of sigils that glow with red light.
In the eastern corner is a small array of urns and boxes. Above them on the wall is a contact
leading west contains a white gate, which leads to the Flesh Golem Mortuaries. 90. Golem Pen Pillars of white marble glow with an intense white light that brightly illuminates the area. The light is so
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
inch without expending extra movement to do so.
Sunlight Weakness. While in sunlight, the shadow has Disadvantage on D20 Tests.
Actions
Draining Swipe. Melee Attack Roll: +4, reach 5 ft. Hit: 5
hours later.
Bonus Actions
Shadow Stealth. While in Dim Light or Darkness, the shadow takes the Hide action.
Shambling Mound Large Plant, Unaligned
AC 15 Initiative −1 (9)
HP 110 (13d10 + 39
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
that cool light up top, and the oversized storage cellar. Docks close by are perfect for a starter franchise that comes into possession of a boat, and are also a sign of the lighthouse’s importance to
can also be focused on selling and branding a franchise, such as adding manufacturing capabilities, a light-up sign, a customer showroom or service center, and other commercial features. At the DM’s
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the following sorcerer spells (an asterisked spell is from appendix B):
Cantrips (at will): gust,* light, message, ray of frost
1st level (2 slots): expeditious retreat, feather fall
Actions
as light as leaves. Gaunt and sallow faced, with concave bellies, bulging eyes, and taut skin that enunciates every bone, these living skeletons sustain themselves on nothing more than air and
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
Tongue. The froghemoth targets one Medium or smaller creature that it can see within
does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
frequently engage in deceptions and other complex games of wits against one another. John Stanko Most high fae remain secluded deep within the wilds of Eldraine. They draw power from motes of light
succeed on a DC 18 Dexterity saving throw or have the prone condition.
Bonus Actions
Darting Flight. The high fae moves up to its speed. This movement doesn’t provoke opportunity attacks
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
can locate the hidden compartment with a successful DC 12 Wisdom (Perception) check. Thin drapes cover the windows to diffuse the natural light, and the walls are lined with framed paintings of the
most uncivil fashion — by casting sacred flame at the nearest one. On the same turn, he casts sanctuary on himself as a bonus action and uses his movement to cower behind the bed while the imp defends
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
wild cherries. The three jars are filled with light, edible oil. The chest is full of wild herbs, and the sealed barrel is full of salt. The waterfowl are ordinary and pose no threat. Carcasses. The
. Carvings of reptiles decorate the throne, and glints of reflected light hint at the presence of inset gemstones.
The heads of several creatures hang on the walls, mounted on plaques of wood for display as






