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Returning 35 results for 'senses of rage darkness versions'.
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Spells
Player’s Handbook
Senses Darkvision 60 ft.; Passive Perception 10
Languages Sylvan, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Actions
Multiattack. The spirit makes a
10 feet of itself. Failure: The target is Charmed by you and the spirit for 1 minute or until the target takes any damage.
Tricksy. The spirit fills a 10-foot Cube within 5 feet of it with magical Darkness, which lasts until the end of its next turn.
Spells
Player’s Handbook
WIS
10
+0
+0
CHA
16
+3
+3
Resistances Fire
Immunities Poison; Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages Abyssal, Infernal; telepathy 60 ft.
CR
Darkness doesn’t impede the spirit’s Darkvision.
Magic Resistance. The spirit has Advantage on saving throws against spells and other magical eff ects.
Actions
Multiattack. The spirit
Monsters
Forgotten Realms: Adventures in Faerûn
Chardalyn Sense. Zlan senses the emotions of anyone touching a piece of chardalyn within 100 miles of itself.
Legendary Resistance (3/Day). If Zlan fails a saving throw, it can choose to succeed
liches, creating an amalgamated form.
Zlan is the foremost mind among the liches and controls the body, The other liches rage and scheme about being subsidiary to someone they once considered both a
Monsters
Tasha’s Cauldron of Everything
Amorphous. The reflections can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the reflections can take the Hide action as a bonus
"} hours later.The reflections are two-dimensional, shimmering versions of the creatures that cast them.Necrotic, PoisonAcid, Cold, Fire, Lightning, Thunder; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksBludgeoning
classes
Bigby Presents: Glory of the Giants
Barbarians who walk the Path of the Giant draw strength from the same primal forces as giants. As they rage, these barbarians surge with elemental power and grow in size, taking on forms that evoke
the glory of giants. Some barbarians look like oversized versions of themselves, perhaps with a hint of elemental energy flaring in their eyes and around their weapons. Others transform more
classes
Bigby Presents: Glory of the Giants
Barbarians who walk the Path of the Giant draw strength from the same primal forces as giants. As they rage, these barbarians surge with elemental power and grow in size, taking on forms that evoke
the glory of giants. Some barbarians look like oversized versions of themselves, perhaps with a hint of elemental energy flaring in their eyes and around their weapons. Others transform more
Imp (Familiar Variant)
Legacy
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Monsters
Monster Manual (2014)
. Magical darkness doesn't impede the imp's darkvision.
Magic Resistance. The imp has advantage on saving throws against spells and other magical effects.
Familiar. The imp can enter into a contract to
serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other
Monsters
Eberron: Rising from the Last War
Tulkhesh regains spent legendary actions at the start of his turn.
Attack. Rak Tulkhesh makes one weapon attack.
End Magic (Costs 2 Actions). Rak Tulkhesh casts dispel magic.
Provoke Rage (Costs 3 Actions
roll.Overlords
In the first days of the world, the children of Khyber rose from the darkness to reign over Eberron. The greatest among them were the overlords, who held dominion over a world of fear, war, and
classes
Player’s Handbook
deepest self. For every Barbarian, their Rage is a power that fuels not just battle prowess, but also uncanny reflexes and heightened senses.
Barbarians often serve as protectors and leaders in their
as a Rage. More than a mere emotion—and not limited to anger—this Rage is an incarnation of a predator’s ferocity, a storm’s fury, and a sea’s turmoil.
Some Barbarians
Monsters
Adventure Atlas: The Mortuary
radiant energy from their staves to repel a host of supernatural entities.
An exorcist’s senses pierce the veil of death to perceive wandering ghosts on the Ethereal Plane as well as shadow demon
;shadow demons, wraith;wraiths, and other incorporeal entities hiding in palls of darkness. With a brief reboant chant, an exorcist can expunge a harmful entity from a possessed creature—or make that creature vulnerable to a painful spiritual inhabitation.Necrotic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hound in the Border Ethereal can return to the Material Plane as an action.
Telepathic Bond. While the yeth hound is on the same plane of existence as its master, it can magically convey what it senses
created by powerful Fey such as the Queen of Air and Darkness. Each pack’s master can telepathically communicate with their yeth hounds to give the pack commands from afar. If a pack’s
Senses
Legacy
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Rules
senses are described below.
BlindsightA monster with blindsight can perceive its surroundings without relying on sight, within a specific radius.
Creatures without eyes, such as grimlocks and gray
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
Summon Fey
Legacy
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Spells
Tasha’s Cauldron of Everything
Points 30 + 10 for each spell level above 3rd
Speed 40 ft.
STR
13(+1)
DEX
16(+3)
CON
14(+2)
INT
14(+2)
WIS
11(+0)
CHA
16(+3)
Condition Immunities charmed
Senses
make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.
Tricksy. The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.
Monsters
Eberron: Rising from the Last War
surrounding magic, from malevolent warlocks to mad wizards, from deadly curses to magical power that draws those who wield it deeper into darkness.
Sul Khatesh is subtler than the Rage of War. She
children of Khyber rose from the darkness to reign over Eberron. The greatest among them were the overlords, who held dominion over a world of fear, war, and death until the children of Eberron and Siberys
Spells
Tasha’s Cauldron of Everything
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages you speak
Challenge — Proficiency Bonus equals your bonus
Terror Frenzy
end of each of its turns, ending the effect on itself on a success.
Bonus Actions
Shadow Stealth (Fear Only). While in dim light or darkness, the spirit takes the Hide action.
Monsters
Quests from the Infinite Staircase
the garden. In times of danger, thunderstorms shake the sky. During times of melancholy or mourning, chill rain patters throughout the domain.
Gardener’s Vigil. The Gardener senses when
. During daylight hours, it emits bright light, but at night, it never reaches full darkness, becoming dim light instead.
Memory Loss. Unless otherwise stated, a creature that leaves the domain must make a
Shifter
Legacy
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Species
Eberron: Rising from the Last War
heightened senses. Geth’s gift from his lycanthrope ancestors was sheer toughness. Strength seeped into his bones and flooded his flesh. His skin hardened, and his hair became coarse like an
ready for change or opportunity.
Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges
Summon Fiend
Legacy
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Spells
Tasha’s Cauldron of Everything
)
WIS
10 (+0)
CHA
16 (+3)
Damage Resistances fire
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 10
Languages Abyssal
one.
Devil’s Sight (Devil Only). Magical darkness doesn’t impede the fiend’s darkvision.
Magic Resistance. The fiend has advantage on saving throws against spells and other magical
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Barbarian: Path of the Giant Barbarians who walk the Path of the Giant draw strength from the same primal forces as giants. As they rage, these barbarians surge with elemental power and grow in size
, taking on forms that evoke the glory of giants. Some barbarians look like oversized versions of themselves, perhaps with a hint of elemental energy flaring in their eyes and around their weapons
Compendium
- Sources->Dungeons & Dragons->Stranger Things
world in places that the group has already visited, so they can see scary, haunted versions. Have there be strange howling noises on the wind, and make it feel like something is stalking them
, lurking just out of sight in the darkness. They find tracks made by the thessalhydra, but also tracks made by other monsters. But the tracks are impossible to follow. The tracks come and go. Sometimes they
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, their Rage is a power that fuels not just battle prowess, but also uncanny reflexes and heightened senses. Barbarians often serve as protectors and leaders in their communities. They charge headlong
Barbarian DENMAN ROOKE A Fierce Warrior of Primal Rage Core Barbarian Traits Primary Ability Strength Hit Point Die D12 per Barbarian level Saving Throw Proficiencies Strength and Constitution
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Senses The Senses entry notes a creature’s passive Wisdom (Perception) score, as well as any special senses the creature might have, such as the following senses. Blindsight. A creature with
dim light within the radius as if it were bright light, and in darkness as if it were dim light. The creature can’t discern color in darkness, only shades of gray. Truesight. A creature with
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Senses The Senses entry gives a creature’s passive Wisdom (Perception) score, as well as any special senses the creature has, such as the following: Blindsight. A creature with blindsight can
perceive its surroundings without having to rely on sight, within a specific radius. Darkvision. A creature with darkvision can see in dim light within the radius as if it were bright light and in darkness as if it were dim light. The creature discerns color in darkness as shades of gray.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, 4 Handaxes, Explorer’s Pack, and 15 GP; or (B) 75 GP Barbarians are mighty warriors who are powered by primal forces of the multiverse that manifest as a Rage. More than a mere emotion—and not
limited to anger—this Rage is an incarnation of a predator’s ferocity, a storm’s fury, and a sea’s turmoil. Some Barbarians personify their Rage as a fierce spirit or revered forebear. Others see it as a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
) checks that rely on sight. A Heavily Obscured area—such as an area with Darkness, heavy fog, or dense foliage—is opaque. You have the Blinded condition (see the Rules Glossary) when trying to see
Dim Light is usually a boundary between Bright Light and surrounding Darkness. The soft light of twilight and dawn also counts as Dim Light. A full moon might bathe the land in Dim Light. Darkness
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
checks cause the Dawn Mother to stop attacking. Consulting with the Dawn Mother Once the Dawn Mother comes to her senses, she apologizes for her rage and explains that she’s been suffering terrible
, she has attacked Cht-Chak’s innocent band. If attacked, the Dawn Mother turns her rage on whoever harmed her. Her rage continues until she is reduced 50 hit points or fewer, after which she comes to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
dragon queen chooses to reply, her five hissing voices issue from the darkness, amplified by the skull as they give commands and finish each other’s sentences. It would be madness to assault this location
, Deception +7, Intimidation +7, Survival +3
Senses darkvision 60 ft., passive Perception 9
Languages Abyssal, Common
Challenge 11 (7,200 XP)
Goring Rush. Immediately after using the Dash
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Darkness. Special Senses Some creatures have special senses that help them perceive things in certain situations. The rules glossary defines the following special senses: Blindsight Darkvision Tremorsense Truesight
Wisdom (Perception) checks that rely on sight. A Heavily Obscured area—such as an area with Darkness, heavy fog, or dense foliage—is opaque. You have the Blinded condition (see the rules glossary) when
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Senses The Senses entry notes a creature’s passive Wisdom (Perception) score, as well as any special senses the creature might have, such as the following senses. Blindsight. A creature with
dim light within the radius as if it were bright light, and in darkness as if it were dim light. The creature can’t discern color in darkness, only shades of gray. Tremorsense. A creature with
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Features Level Proficiency Bonus Class Features Rages Rage Damage Weapon Mastery 1 +2 Rage, Unarmored Defense, Weapon Mastery 2 +2 2 2 +2 Danger Sense, Reckless Attack 2 +2 2 3 +2 Barbarian Subclass
Improvement 4 +2 3 9 +4 Brutal Strike 4 +3 3 10 +4 Subclass feature 4 +3 4 11 +4 Relentless Rage 4 +3 4 12 +4 Ability Score Improvement 5 +3 4 13 +5 Improved Brutal Strike 5 +3 4 14 +5 Subclass feature
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Senses The Senses entry notes a monster's passive Wisdom (Perception) score, as well as any special senses the monster might have. Special senses are described below. Blindsight A monster with
echolocation or heightened senses, such as bats and true dragons. If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Senses The Senses entry notes a monster’s passive Wisdom (Perception) score, as well as any special senses the monster might have. Special senses are described below. Blindsight A monster with
echolocation or heightened senses, such as bats and true dragons. If a monster is naturally blind, it has a parenthetical note to this effect, indicating that the radius of its blindsight defines the
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Ice Devil (p. 176) Senses: Blindsight 120 ft.; Passive Perception 17 [was Blindsight 60 ft. (unimpeded by magical Darkness), Darkvision 120 ft.; Passive Perception 17].
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Features Level Proficiency Bonus Class Features Rages Rage Damage Weapon Mastery 1 +2 Rage, Unarmored Defense, Weapon Mastery 2 +2 2 2 +2 Danger Sense, Reckless Attack 2 +2 2 3 +2 Barbarian Subclass
Improvement 4 +2 3 9 +4 Brutal Strike 4 +3 3 10 +4 Subclass feature 4 +3 4 11 +4 Relentless Rage 4 +3 4 12 +4 Ability Score Improvement 5 +3 4 13 +5 Improved Brutal Strike 5 +3 4 14 +5 Subclass feature
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
suggest setting the campaign when and where the Dragonlance saga began: in the lands of Abanasinia, near Solace and Haven, at the end of the Time of Darkness in the year or two preceding the War of
of Solace. The forks of the White-Rage River replace the Dessarin River, and many of the adventure locations can be located north and south of Gateway along the river or in the mountains to the west