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Returning 35 results for 'saving of intersects blind'.
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Spells
Player’s Handbook
You create a 10-foot-radius, 20-foot-tall Cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the Cylinder intersects with the
:
The creature can’t willingly enter the Cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw
Blindness/Deafness
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the
duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
or Long Rest). Each enemy within 30 feet of the blackguard must succeed on a DC 13 Wisdom saving throw or be frightened of the blackguard for 1 minute. If a frightened target ends its turn more than
30 feet away from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success.
Spellcasting. The blackguard casts one of the following spells, using Charisma as
Monsters
Eberron: Rising from the Last War
Evasion. If the dolgaunt is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the dolgaunt instead takes no damage if it succeeds on the saving throw
saving throw. On a failed save, the target takes 9 (2d8);{"diceNotation":"2d8","rollType":"damage","rollAction":"Vitality Drain","rollDamageType":"necrotic"} necrotic damage, and the dolgaunt regains a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Cloud of Vermin. Any creature, other than a devil, that starts its turn within 20 feet of one or more nupperibos must succeed on a DC 11 Constitution saving throw or take 5 (2d4);{"diceNotation":"2d4
","rollType":"damage","rollAction":"Cloud of Vermin","rollDamageType":"acid"} acid damage. A creature within the areas of two or more nupperibos makes the saving throw with disadvantage.
Driven
Monsters
Icewind Dale: Rime of the Frostmaiden
any spell or effect that would alter its form.
Magic Resistance. The golem has advantage on saving throws against spells and other magical effects.
Magic Weapons. The golem's weapon attacks are magical
that drive them, and are susceptible only to weapons imbued with magic or the strength of adamantine.
Blind Obedience. When its creator or possessor is on hand to command it, a golem performs flawlessly
Magic Circle
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the
:
The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw
Backgrounds
Baldur’s Gate: Descent into Avernus
and the bugbear became friends.
6
Last winter, you dove into the frigid river to haul out a foundering fishing boat with your bare hands, saving all aboard. Now, everyone on the docks knows your
1
The tyrant who rules my land will stop at nothing to see me killed.
2
I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
3
Monsters
Icewind Dale: Rime of the Frostmaiden
point in this form, each creature within 10 feet of her takes 10 cold damage at the start of each of her turns.
Legendary Resistance (1/Day in This Form). If Auril fails a saving throw, she can choose
to succeed instead.
Magic Resistance. Auril has advantage on saving throws against spells and other magical effects.
Unusual Nature. Auril doesn’t require air, food, drink, or
Monsters
Icewind Dale: Rime of the Frostmaiden
weather, detect thoughts, ice storm
Legendary Resistance (2/Day in This Form). If Auril fails a saving throw, she can choose to succeed instead.
Magic Resistance. Auril has advantage on saving throws
demystifying her in the eyes of your players. Let her actions, not her words, define her.
Lesser gods in the D&D multiverse are extremely powerful and arrogant, but also fallible and blind to their
Monsters
Icewind Dale: Rime of the Frostmaiden
.
Legendary Resistance (2/Day in This Form). If Auril fails a saving throw, she can choose to succeed instead.
Magic Resistance. Auril has advantage on saving throws against spells and other magical
Short or Long Rest). Auril causes a magical blast of cold air to erupt from her hand. Each creature in a 60-foot cone must make a DC 21 Constitution saving throw, taking 36 (8d8);{"diceNotation":"8d8
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
nupperibos. These pitiful creatures shuffle mindlessly across the landscape: blind, bloated from unquenchable hunger, and groping for whatever scraps of fetid matter or swarming vermin they can scoop
. A nupperibo knows nothing but the hunger that propels it on a blind quest for anything to devour. Once it senses a potential meal, it pursues that prey tirelessly until the food is consumed, the
Senses
Legacy
This doesn't reflect the latest rules and lore.
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Rules
oozes, typically have this special sense, as do creatures with echolocation or heightened senses, such as bats and true dragons.
If a monster is naturally blind, it has a parenthetical note to this
monster with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Nupperibo Mortals whose evil acts in life arose from carelessness and sloth are doomed to become nupperibos. These blind, bloated least devils shuffle mindlessly across the Nine Hells, groping for
from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Condition Immunities blinded, charmed, frightened, poisoned
Senses blindsight 10 ft. (blind beyond this radius
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the
creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. The
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
intersects with the floor or other surface. Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the
saving throw. The creature has Disadvantage on attack rolls against targets within the Cylinder. Targets within the Cylinder can’t be possessed by or gain the Charmed or Frightened condition from the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the
creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a Charisma saving throw. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
intersects with the floor or other surface. Choose one or more of the following types of creatures: Celestials, Elementals, Fey, Fiends, or Undead. The circle affects a creature of the chosen type in the
saving throw. The creature has Disadvantage on attack rolls against targets within the Cylinder. Targets within the Cylinder can’t be possessed by or gain the Charmed or Frightened condition from the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Blindness/Deafness 2nd-level necromancy Casting Time: 1 action Range: 30 feet Components: V Duration: 1 minute You can blind or deafen a foe. Choose one creature that you can see within range to make
a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Blindness/Deafness 2nd-level necromancy Casting Time: 1 action Range: 30 feet Components: V Duration: 1 minute You can blind or deafen a foe. Choose one creature that you can see within range to make
a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
. Add: In the shadows of the ceiling to the north, you can just make out the dim shape of a rickety bridge of wood and rope crossing over the passage ahead of you. Another passage intersects this one
falls must make a DC 10 Dexterity saving throw, taking 2d6 bludgeoning damage on a failure, or half as much damage on a success. The creature also falls prone on a failed save (see “Being Prone” in the Basic Rules).
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
unthinkingly obey any command they receive telepathically from another devil. This blind loyalty makes them the easiest of infernal troops to lead into battle, but their presence in a legion does nothing
Resistances acid, cold
Damage Immunities fire, poison
Condition Immunities blinded, charmed, frightened, poisoned
Senses blindsight 20 ft. (blind beyond this radius), passive Perception 11
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
ft., fly 50 ft. (hover)
STR
12 (+1)
DEX
15 (+2)
CON
11 (+0)
INT
1 (−5)
WIS
5 (−3)
CHA
1 (−5)
Saving Throws Dex +4
Damage Immunities poison
, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 7
Languages —
Challenge
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6
Languages —
Challenge 2 (450 XP)
Antimagic Susceptibility. The table is incapacitated while in the
area of an antimagic field. If targeted by dispel magic, the table must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
False Appearance
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
)
Saving Throws Int +4, Cha +2
Condition Immunities blinded, charmed, deafened, exhaustion, prone
Senses blindsight 60 ft. (blind beyond this distance),
passive Perception 12
Languages
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
, deafened
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
Languages understands Common but can’t speak
Challenge 1/4 (50 XP)
Actions
Claws. Melee Weapon Attack: +3
, deafened
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
Languages understands Common but can’t speak
Challenge 1/8 (25 XP)
False Appearance. While the blight remains
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
Skills Perception +4, Stealth +6
Damage Immunities lightning
Condition Immunities blinded, prone
Senses blindsight 60 ft. (blind beyond this radius),
passive Perception 14
Languages Grell
: 7 (1d10 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
tendrils around their heads and two wiry tentacles protruding from their bare shoulders. A dolgaunt is blind but can perceive its surroundings through the sensitive cilia that cover its skin. It can also
13 (+1)
WIS
14 (+2)
CHA
11 (+0)
Skills Acrobatics +6, Perception +4, Stealth +6
Condition Immunities blinded
Senses blindsight 120 ft. (blind beyond this radius),
passive
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
)
INT
17 (+3)
WIS
11 (+0)
CHA
7 (−2)
Damage Resistances psychic
Condition Immunities blinded, charmed
Senses blindsight 120 ft. (blind beyond this radius), passive Perception
, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Psychic Crush. The psurlon targets one creature it can see within 120 feet of itself. The target must make a DC 13 Wisdom saving throw
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
1 (−5)
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
., one target. Hit: 13 (2d6 + 6) force damage. If the target is a Huge or smaller creature, it must succeed on a DC 17 Strength saving throw or be pushed up to 10 feet away and knocked prone.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 6
Languages —
Challenge 1 (200 XP)
Antimagic Susceptibility
. The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster’s spell save DC or fall
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
)
CON
15 (+2)
INT
6 (−2)
WIS
10 (+0)
CHA
4 (−3)
Skills Acrobatics +5, Perception +4
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 14
Languages —
Challenge 4 (1,100 XP)
Magic Resistance. The chaos quadrapod has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The chaos quadrapod makes
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. (blind beyond this radius), passive Perception 10
Languages Common
Challenge 1/2 (100 XP)
False Appearance. While the blight remains motionless, it is indistinguishable from a tangle of vines
Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing itself or another entangled creature within reach on a success.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, balloon-like fungus that resembles a beholder from a distance, though its true nature becomes increasingly obvious as one approaches it. The monster possesses a blind central “eye” and rhizome
Immunities blinded, deafened, frightened, paralyzed, poisoned, prone
Senses blindsight 30 ft. (blind beyond this radius), passive Perception 5
Languages —
Challenge 1/2 (100 XP)
Death Burst. The
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Constitution saving throw. On a failed save, the target suffers one of the following effects of the blackguard’s choice:
Blind. The target is blinded for 1 minute. The blinded target can repeat the save
)
Hit Points 119 (14d8 + 56)
Speed 30 ft.
STR
18 (+4)
DEX
11 (+0)
CON
18 (+4)
INT
11 (+0)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws Wis +5, Cha