Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'that hides light'.
Other Suggestions:
that hide light
that hidden light
that hedges light
that hired light
that hits light
Monsters
Curse of Strahd
cleric spells prepared:
Cantrips (at will): guidance, light, mending, thaumaturgy
1st level (4 slots): cure wounds, detect evil and good, protection from evil and good, sanctuary
2nd level (3 slots
. He has good evidence to suggest that Strahd periodically hibernates in his coffin, sometimes for years, when all is quiet in the realm. While he bides his time, van Richten hides in plain sight with
Monsters
Waterdeep: Dungeon of the Mad Mage
Lair
A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn
or other loyal creatures of the night.
Regional Effects
Vanrakdoom is Keresta's lair, and the following regional effects are noticeable throughout it:
Fog creeps into areas of dim light or darkness
Monsters
The Book of Many Things
.
Spellcasting. The medusa casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 20):
At will: Light, Spare the Dying, Thaumaturgy
the entries as inspiration to create your own.
Divine Purpose
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Divine Purpose"}
Purpose
1
Protect a sanctuary that hides
Monsters
Storm King's Thunder
fly up to half its flying speed.A small wooded region near Westbridge hides many old dwarven ruins and the extensive underground city known as Southkrypt. For centuries, Kryptgarden Forest has been the
acrid whiff of the creature’s poison breath. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that
Monsters
Divine Contention
the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.
A small wooded region near Westbridge hides many old dwarven ruins and the extensive
trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every
monsters
(2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction":"Cooperative Blade", "rollDamageType":"Slashing"} Slashing damage.
Light Hammer. Melee or Ranged Attack Roll: +6
;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Light Hammer"}, reach 5 ft. or range 20/60 ft. Hit: 8 (2d4 + 3);{"diceNotation":"2d4+3", "rollType":"damage", "rollAction":"Light Hammer
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Forest Crystal A great blue crystal juts from the moss of a forest glade and pulses with soft light. The plants of the surrounding wood grow to fantastic proportions. Regardless of local weather, the
glade and its surrounding forest always thrive, offering shelter and bounty to the creatures who dwell there. But this verdant region hides a dark secret. A forgotten empire of giants used a network
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Forest Crystal A great blue crystal juts from the moss of a forest glade and pulses with soft light. The plants of the surrounding wood grow to fantastic proportions. Regardless of local weather, the
glade and its surrounding forest always thrive, offering shelter and bounty to the creatures who dwell there. But this verdant region hides a dark secret. A forgotten empire of giants used a network
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
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
. Trapdoor A trapdoor is hidden in the southwest corner of the floor. It can’t be detected or opened until the characters approach it from the underside (see area 32). Until then, Death House supernaturally hides the trapdoor.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
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
. Trapdoor A trapdoor is hidden in the southwest corner of the floor. It can’t be detected or opened until the characters approach it from the underside (see area 32). Until then, Death House supernaturally hides the trapdoor.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
below). Natural light illuminates a rising tunnel to the northwest that leads to a high ledge overlooking the canyon. This cave contains a stone giant that has gained the benefits of the Olach Morrah
feature (see “The Great Stillness” section earlier in this chapter) and cast a meld into stone spell on itself. It hides in the eastern wall, between the tunnels that lead to areas 5 and area 15A. It uses
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
below). Natural light illuminates a rising tunnel to the northwest that leads to a high ledge overlooking the canyon. This cave contains a stone giant that has gained the benefits of the Olach Morrah
feature (see “The Great Stillness” section earlier in this chapter) and cast a meld into stone spell on itself. It hides in the eastern wall, between the tunnels that lead to areas 5 and area 15A. It uses
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
passage that leads south. If combat goes against the giant, he flees through this passage to give a warning of intruders to the guards at areas 9 and 10. The room contains piles of hides, a giant sack, and
bales of cloth, piles of hides, and a few odd boxes and barrels of foodstuffs are stashed in an out-of-the-way cave. Treasure. If the characters move any of the boxes and barrels around, the third
Compendium
- Sources->Dungeons & Dragons->Monster Manual
time—as they wait for prey to pass. They use their mottled hides to blend in with their surroundings. When unsuspecting prey nears, cloakers unfurl and attempt to latch on and then smother their
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 cloaker has Disadvantage on
Compendium
- Sources->Dungeons & Dragons->Monster Manual
time—as they wait for prey to pass. They use their mottled hides to blend in with their surroundings. When unsuspecting prey nears, cloakers unfurl and attempt to latch on and then smother their
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 cloaker has Disadvantage on
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
passage that leads south. If combat goes against the giant, he flees through this passage to give a warning of intruders to the guards at areas 9 and 10. The room contains piles of hides, a giant sack, and
bales of cloth, piles of hides, and a few odd boxes and barrels of foodstuffs are stashed in an out-of-the-way cave. Treasure. If the characters move any of the boxes and barrels around, the third
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wearing, turns invisible for 1 hour. The effect ends if the creature attacks or casts a spell. 12 For the next 24 hours, each nonmagical weapon carried by the creature glows with a faint purple light
the little dwarves under the mountain! One of them hides the key to my heart!” This clue refers to the stone fresco in area 6c and the magic heart in area 14b.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the door of the crypt you’re looking for, along with someone — or something — that stands almost eight feet tall and hides itself under a huge, sodden cloak.
The Kraken Society agents here at the
, saying, “No closer, friends! This is a private matter, and we don’t wish to be disturbed.” Unferth presents himself with a false joviality, making light of the fact that two groups of upstanding
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
31. Amber Cavity Nothing is natural about this buried cavity or the amber light flooding the space. Petrified figures lie trapped among the pale stone walls, their faces contorted in terror. Deeper
. The amulet from area 22 begins glowing when it’s brought into this area. If a character uses an action to present the Mark of the Raven, Mara does not attack on the next turn, the light from the amber
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
crystals that catch and reflect light.
Dao in the Sand. The floor is concave and filled with golden sand to a depth of 10 feet. A dao hides in the sand until visitors appear.
Medusas. Two medusas wearing
30-foot-high ceiling of this cave, the walls of which are encrusted with crystals that catch and reflect light.
Boulders. The floor is strewn with boulders and rubble. Six galeb duhr beholden to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the door of the crypt you’re looking for, along with someone — or something — that stands almost eight feet tall and hides itself under a huge, sodden cloak.
The Kraken Society agents here at the
, saying, “No closer, friends! This is a private matter, and we don’t wish to be disturbed.” Unferth presents himself with a false joviality, making light of the fact that two groups of upstanding
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wearing, turns invisible for 1 hour. The effect ends if the creature attacks or casts a spell. 12 For the next 24 hours, each nonmagical weapon carried by the creature glows with a faint purple light
the little dwarves under the mountain! One of them hides the key to my heart!” This clue refers to the stone fresco in area 6c and the magic heart in area 14b.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
sentient beings must come to the light of reason and goodness of their own volition. That is why it is not interested in controlling minds: it focuses only on deeds, setting an example to the world in hopes
Order’s members can be depended on as a source of strength to themselves and others, a bright light against the darkness. They are not preemptive bullies, though. A strict code of honor allows them
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
are jet black. Night Haunters. By the light of day, an oni hides its true form with magic, gaining the trust of those it intends to betray when darkness descends. These creatures can change their size
magic, and they work for evil wizards and hags in exchange for useful magic items.
Lock the door, blow out the light; The hungry oni haunts the night.
Hide and tremble, little one; The oni
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
are jet black. Night Haunters. By the light of day, an oni hides its true form with magic, gaining the trust of those it intends to betray when darkness descends. These creatures can change their size
magic, and they work for evil wizards and hags in exchange for useful magic items.
Lock the door, blow out the light; The hungry oni haunts the night.
Hide and tremble, little one; The oni
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
crystals that catch and reflect light.
Dao in the Sand. The floor is concave and filled with golden sand to a depth of 10 feet. A dao hides in the sand until visitors appear.
Medusas. Two medusas wearing
30-foot-high ceiling of this cave, the walls of which are encrusted with crystals that catch and reflect light.
Boulders. The floor is strewn with boulders and rubble. Six galeb duhr beholden to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
31. Amber Cavity Nothing is natural about this buried cavity or the amber light flooding the space. Petrified figures lie trapped among the pale stone walls, their faces contorted in terror. Deeper
. The amulet from area 22 begins glowing when it’s brought into this area. If a character uses an action to present the Mark of the Raven, Mara does not attack on the next turn, the light from the amber
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
sentient beings must come to the light of reason and goodness of their own volition. That is why it is not interested in controlling minds: it focuses only on deeds, setting an example to the world in hopes
Order’s members can be depended on as a source of strength to themselves and others, a bright light against the darkness. They are not preemptive bullies, though. A strict code of honor allows them
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of caverns the same way a stingray glides through water and hides on the ocean floor. Parallel rows of round, black eyespots run along its back like buttons, and the ivory-colored claws on its cowl
. 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
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of caverns the same way a stingray glides through water and hides on the ocean floor. Parallel rows of round, black eyespots run along its back like buttons, and the ivory-colored claws on its cowl
. 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
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, lawful creatures in this area have disadvantage on Wisdom checks. Gravity. Gravity in the Inverse pulls toward an invisible, horizontal plane 30 feet below the surface. Light. The tunnels and chambers of
the Inverse are dark unless otherwise noted. Locals carry their own light sources as necessary. Seeds of Chaos The residents of the Inverse are largely freethinkers and anarchists, with a smattering
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
animal hides, held in place with iron spikes. The curtains are thick enough to intercept arrows and crossbow bolts fired through them. A curtain can be pulled down with a successful DC 13 Strength
(Athletics) check.
Illumination. The gong tower (area 8) and the stockyard (area 9) get plenty of natural light. Oil lamps dimly illuminate rooms and caves that have no windows.
Oversized Furnishings and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
shaft and scuttles up to attack anyone who shines a light down on him. Mishka Belview. Mishka stands 5 feet tall and has a wiry, spindly build. He has three red spider eyes on the right side of his face
. Marzena Belview. Marzena stands 4 feet, 5 inches tall and has a hunched posture. Long, stringy black hair hides much of her face, but clearly visible are the spider mandibles and teeth that replace her
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Leaves with night
Hides in darkness
Does not bite
Always joined to its caster
Never strays from its master
The answer to the riddle (“a shadow”) is a clue to finding the secret chamber
(area 16D). If a character holds a light source close to the statue with the head of a bat, a crawlway appears in its shadow. The crawlway entrance is otherwise hidden behind an illusory wall that can
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
are pale white or light blue, matted with frost and clattering with icicles. Their flesh is as blue as glacial ice.
Frost giants dwell in high peaks and glacial rifts where the sun hides its golden