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Returning 35 results for 'senses of rites decreases vision'.
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Magic Items
Dungeon Master’s Guide
This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
All-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight
.
Special Senses. You have Darkvision and Truesight, both with a range of 120 feet.
Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded
Magic Items
Dungeon Master’s Guide
by any means while your soul remains imprisoned.
Adjusted Ability Scores. One ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to
, foul rites that allow one to transform into a death knight or lich, or long-lost spells crafted by beings so evil their names ought never to be spoken aloud.
Vile Speech. While the book is on your
Monsters
Vecna: Eve of Ruin
All-Around Vision. The vlazok can’t be surprise;surprised.
Blood Frenzy. The vlazok has advantage on melee attack rolls against any creature that doesn’t have all its hit points.
Magic
, trampling survivors and crushing pockets of resistance. When vlazoks anticipate an influx of enemies, these demons jump on them from above to crush them.
Vlazoks have keen senses, owing to the eyes
Monsters
Quests from the Infinite Staircase
throw or be cursed with mummy rot. The cursed target can’t regain hit points, and its hit point maximum decreases by 10 (3d6);{"diceNotation":"3d6", "rollType":"roll", "rollAction":"Rotting Fist
tomb according to tradition. There, they performed holy rites and accepted food and offerings from the outside.
As time went on, Nafik grew envious of Amun Sa. “Why should the pharaoh get to
Reborn
Legacy
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Species
Van Richten’s Guide to Ravenloft
, silent stretches. Occasionally, though, in a moment of peace, stress, or excitement, a reborn gains a glimpse of what came before. When you desire to have such a dreamlike vision, roll on the Lost
Domains of Dread (detailed in Van Richten’s Guide to Ravenloft):
Har’Akir. You died and endured the burial rites of this desert realm, yet somehow a soul—yours or another’s&mdash
Monsters
Eberron: Rising from the Last War
island domain.
Long ago, it was revealed that the elven line of Vol — a house that practiced the art of necromancy and bore the Dragonmark of Death — was engaged in secret blood rites
received a vision affirming that the bloodline of Vol was no more. To the world, the last survivor of that bloodline is known as Lady Illmarrow. But in truth, she is Erandis Vol, heir to the Mark of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Senses With sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the following table. d4 Senses 1 Hearing and
normal vision out to 30 feet. 2 Hearing and normal vision out to 60 feet 3 Hearing and normal vision out to 120 feet. 4 Hearing and darkvision out to 120 feet.
Compendium
- Sources->Dungeons & Dragons->Forgotten Realms: The Tenebrous Stone
senses, and the demonic figure of their visions manifests as a Succubus. The succubus is Vulnerable to all damage from characters who succeeded on the save and changed the outcome of their vision, but characters who failed that save and experienced a tragic outcome again have the Frightened condition instead.
Hidden Cavity Within the hidden cavity, the cult has hidden a relic called the Tenebrous Stone. As the characters enter, each is subjected to a vision of a past failure. Roleplay through each of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Vision and Light Some adventuring tasks—such as noticing danger, hitting an enemy, and targeting certain spells—are affected by sight, so effects that obscure vision can hinder you, as explained
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
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Mummy Common mummies are the remains of priests, nobles, or champions of faith that underwent magical burial rites. Some are preserved through processes using linen wrappings or clay, but others are
; Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Darkvision 60 ft.; Passive Perception 11
Languages Common plus two other languages
CR 3 (XP 700; PB +2)
Actions
Multiattack. The mummy
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
decreases by 1, and each character is infested with Zuggtmoy’s spores (see the “Neverlight Grove: General Features” sidebar). Development If left alone, the thralls enact a mock wedding, with a chamberlain
carry its corpse, moving it like a puppet to play out the part of priest. At this point of the ceremony, any onlookers experience a vision. The tableau of the mock wedding is replaced by a vision of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Masters: Ravenloft Play-Along Pack
, Petrified, Poisoned, Stunned, Unconscious
Senses Blindsight 30 ft.; Passive Perception 10
Languages Understands Common but can’t speak
CR 3 (XP 700; PB +2)
Traits
Meltable. If the waxwork takes
Fire damage, until the end of its next turn, its Speed decreases by 20 feet and it has Disadvantage on saving throws.
Actions
Multiattack. The waxwork makes two Sculpting Knife attacks.
Sculpting
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
with orcs and other foul creatures, practicing strange rites by the light of the moons. While flawed, this vision isn’t entirely inaccurate. The Shadow Marches are a desolate land of swamps and moors
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Vision and Light DAVID ASTRUGA Some adventuring tasks—such as noticing danger, hitting an enemy, and targeting certain spells—are affected by sight, so effects that obscure vision can hinder you, as
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
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
orcs and other foul creatures, practicing strange rites by the light of the moons. While flawed, this vision isn’t entirely inaccurate. The Shadow Marches are a desolate land of swamps and moors. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
communicate telepathically with any creature that carries or wields it. Sentient Item’s Senses 1d4 Senses 1 Hearing and standard vision out to 30 feet 2 Hearing and standard vision out to 60 feet 3
sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the Sentient Item’s Communication table. Senses. A sentient item can
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
, Paralyzed, Petrified, Poisoned, Stunned, Unconscious
Senses Blindsight 30 ft.; Passive Perception 10
Languages Understands Common but can’t speak
CR 3 (XP 700; PB +2)
Traits
Meltable. If the
waxwork takes Fire damage, until the end of its next turn, its Speed decreases by 20 feet and it has Disadvantage on saving throws.
Actions
Multiattack. The waxwork makes two Sculpting Knife attacks
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Robe of Eyes Wondrous Item, Rare (Requires Attunement) This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: All-Around Vision. The robe gives you
Advantage on Wisdom (Perception) checks that rely on sight. Special Senses. You have Darkvision and Truesight, both with a range of 120 feet. Drawbacks. A Light spell cast on the robe or a Daylight spell
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
retinue. When Amun Sa died, Nafik and a cadre of priests locked themselves in Amun Sa’s tomb according to tradition. There, they performed holy rites and accepted food and offerings from the outside. As
, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common
Challenge 6 (2,300 XP) Proficiency Bonus +3
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Wis 14 +2 +2
Cha 12 +1 +1
Senses Passive Perception 12
Languages Common, Primordial (Aquan)
CR 1/8 (XP 25; PB +2)
Traits
Amphibious. The merfolk can breathe air and water
.
Actions
Ocean Spear. Melee or Ranged Attack Roll: +2, reach 5 ft. or range 20/60 ft. Hit: 3 (1d6) Piercing damage plus 2 (1d4) Cold damage. If the target is a creature, its Speed decreases by 10
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ability Score Mod Save
Int 7 −2 −2
Wis 10 +0 +0
Cha 6 −2 −2
Resistances Cold
Immunities Poison; Charmed, Exhaustion, Poisoned
Senses Darkvision 60 ft.; Passive
the target’s Speed decreases by 5 feet until the start of the ghoul’s next turn.
Claw. Melee Attack Roll: +4, reach 5 ft. Hit: 4 (1d4 + 2) Slashing damage. If the target is a creature that isn’t an
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Vision and Light The most fundamental tasks of adventuring — noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few — rely heavily on a
character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance. A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
-Around Vision. The robe gives you Advantage on Wisdom (Perception) checks that rely on sight.
Special Senses. You have Darkvision and Truesight, both with a range of 120 feet.
Conceptopolis
, Aurore Folny Ring of X-ray Vision,
Rival Coins, Robe of Eyes
Drawbacks. A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded condition for 1 minute
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Vision and Light The most fundamental tasks of adventuring--noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few--rely heavily on a
character's ability to see. Darkness and other effects that obscure vision can prove a significant hindrance. A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
stands for. (Any)
2 Tradition. Honor the dead through rites of respect and by continuing their ways. (Lawful)
3 Dread. Mortals put their fear out of mind, but through me, they will remember the
Athreos when you honor him or the cycle of life and death through acts such as these: Providing coins and overseeing burial rites for those slain during a tragedy Ensuring that the deeds and
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Religious Service Characters with a religious bent might want to spend downtime in service to a temple, either by attending rites or by proselytizing in the community. Someone who undertakes this
percent. A favor could also take the form of a deity’s intervention, such as an omen, a vision, or a minor miracle provided at a key moment. This latter sort of favor is expended by the DM, who also
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Ability Score Mod Save
Int 11 +0 +0
Wis 10 +0 +0
Cha 12 +1 +1
Skills Stealth +2
Immunities Fire, Poison; Exhaustion, Poisoned
Senses Darkvision 60 ft.; Passive
Cone. Failure: 5 (2d4) Fire damage, and the target’s Speed decreases by 10 feet until the end of the mephit’s next turn. Success: Half damage only. Failure or Success: Being underwater doesn’t grant Resistance to this Fire damage.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ability Score Mod Save
Int 10 +0 +0
Wis 14 +2 +2
Cha 9 −1 −1
Skills Athletics +7, Perception +5
Immunities Charmed, Frightened
Gear Greataxe, Javelins (6)
Senses
target or another creature within 5 feet of the target.
Javelin. Melee or Ranged Attack Roll: +7, reach 5 ft. or range 30/120 ft. Hit: 18 (4d6 + 4) Piercing damage, and the target’s Speed decreases
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, Exhaustion, Frightened
Senses Darkvision 120 ft.; Passive Perception 15
Languages Common plus one other language
CR 8 (XP 3,900; PB +3)
Traits
Sunlight Hypersensitivity. The vampire takes
Shadow Strike attack.
Bite. Melee Attack Roll: +7, reach 5 ft. Hit: 7 (1d6 + 4) Piercing damage plus 10 (3d6) Necrotic damage. The target’s Hit Point maximum decreases by an amount equal to the Necrotic
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Emerald Claw. The Odakyr Rites. The nation of Karrnath has a proud martial heritage, and its soldiers are unmatched in discipline. But in the early years of the Last War, Karrnath was crippled by famine and
as cannon fodder. Over decades, a high priest named Malevanor worked with the necromancers of the Blood of Vol to develop the Odakyr Rites, which grant Karrnathi undead the ability to make tactical
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
they recognize is “might makes right.” Priests and Rites. Grolantor’s priests often boast of having experienced a personal interaction with their god—a dream, waking vision, or even an encounter with
and Rites. Thanks to his prolonged absence from mortal giants’ affairs, Annam has few priests. On some worlds, he has no priests and his name is all but forgotten. On other worlds, a priest of Annam
Compendium
- Sources->Dungeons & Dragons->Monster Manual
11 +0 +0
Wis 10 +0 +0
Cha 12 +1 +1
Skills Stealth +2
Immunities Fire, Poison; Exhaustion, Poisoned
Senses Darkvision 60 ft.; Passive Perception 10
Languages Primordial
damage, and the target’s Speed decreases by 10 feet until the end of the mephit’s next turn. Success: Half damage only. Failure or Success: Being underwater doesn’t grant Resistance to this Fire damage.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
survivors and crushing pockets of resistance. When vlazoks anticipate an influx of enemies, these demons jump on them from above to crush them. Vlazoks have keen senses, owing to the eyes positioned
Damage Resistances cold, fire, lightning
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 120 ft., passive Perception 13
Languages Abyssal
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to 0 hit points during this fight immediately come to their senses and take 22 (4d10) psychic damage from the shock of their illusory demise. Unlike any damage sustained in the battle, this psychic
damage is real. A character free of the vision can free another character from it by using an action to shake or slap them. If the characters defeat Hexacali, their last collective memory is of pinning
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Immunities poisoned
Senses passive Perception 10
Languages understands the languages of its creator but can’t speak
Challenge 1/4 (50 XP) Proficiency Bonus +2
Relative Density. The fractal can move
fractal is Medium or bigger, it makes Strength checks and Strength saving throws with advantage. The fractal can become no larger than Huge via this bonus action.
Diminish. The fractal’s size decreases