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Etats H&D

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Yan Maniez 2018-07-02 23:01:43 +02:00
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@ -522,7 +522,7 @@ Cantrips (at will): _[fire bolt], [light], [mage hand], [prestidigitation], [sho
| --- | --- | --- | --- | --- | --- |
|14 (+2)|11 (+0)|13 (+1)| 1 (-5)| 3 (-4)| 1 (-5)|
- **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 6
- **Senses** blindsight 60 ft. ([blind](conditions_vo.md#blinded) beyond this radius), passive Perception 6
- **Languages** -
- **Challenge** 1 (200 XP)
- **Damage Immunities** poison, psychic
@ -666,7 +666,7 @@ Speed reduced to 0 until the start of its next turn.
**_Bites_**. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. _Hit_: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.
**_Blinding Spittle (Recharge 5-6)_**. The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn.
**_Blinding Spittle (Recharge 5-6)_**. The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be [blinded](conditions_vo.md#blinded) until the end of the mouther's next turn.
[Babélien]: monsters_hd.md#babélien
@ -1029,7 +1029,7 @@ Speed reduced to 0 until the start of its next turn.
| 6 (-2)|13 (+1)|12 (+1)| 4 (-3)| 8 (-1)| 3 (-4)|
- **Skills** Stealth +3
- **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 9
- **Senses** blindsight 60 ft. ([blind](conditions_vo.md#blinded) beyond this radius), passive Perception 9
- **Languages** understands Common but can't speak
- **Challenge** 1/8 (25 XP)
- **Damage Vulnerabilities** fire
@ -1101,7 +1101,7 @@ Speed reduced to 0 until the start of its next turn.
**_Lightning Breath (Recharge 5-6)_**. The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
**_Swallow_**. The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
**_Swallow_**. The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is [blinded](conditions_vo.md#blinded) and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time. If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.
[Béhir]: monsters_hd.md#béhir
@ -1418,7 +1418,7 @@ Speed reduced to 0 until the start of its next turn.
## Special Features
**_Two-Headed_**. The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
**_Two-Headed_**. The dog has advantage on Wisdom (Perception) checks and on saving throws against being [blinded](conditions_vo.md#blinded), charmed, deafened, frightened, stunned, or knocked unconscious.
## Actions
@ -1808,7 +1808,7 @@ At will: _[detect evil and good], [detect magic], [detect thoughts]_
**_Bite_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. _Hit_: 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.
**_Swallow_**. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
**_Swallow_**. The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is [blinded](conditions_vo.md#blinded) and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
[Crapaud géant]: monsters_hd.md#crapaud-géant
@ -1824,7 +1824,7 @@ At will: _[detect evil and good], [detect magic], [detect thoughts]_
| --- | --- | --- | --- | --- | --- |
| 1 (-5)| 1 (-5)|10 (+0)| 1 (-5)| 3 (-4)| 1 (-5)|
- **Senses** blindsight 30 ft. (blind beyond this radius), passive Perception 6
- **Senses** blindsight 30 ft. ([blind](conditions_vo.md#blinded) beyond this radius), passive Perception 6
- **Languages** -
- **Challenge** 0 (10 XP)
@ -1951,7 +1951,7 @@ Cantrip (at will): _[mage hand]_
| --- | --- | --- | --- | --- | --- |
|14 (+2)| 3 (-4)|20 (+5)| 1 (-5)| 6 (-2)| 1 (-5)|
- **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8
- **Senses** blindsight 60 ft. ([blind](conditions_vo.md#blinded) beyond this radius), passive Perception 8
- **Languages** -
- **Challenge** 2 (450 XP)
@ -4617,7 +4617,7 @@ Cantrips (at will): _[light], [sacred flame], [thaumaturgy]_
## Special Features
**_Two Heads_**. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned and knocked unconscious.
**_Two Heads_**. The ettin has advantage on Wisdom (Perception) checks and on saving throws against being [blinded](conditions_vo.md#blinded), charmed, deafened, frightened, stunned and knocked unconscious.
**_Wakeful_**. When one of the ettin's heads is asleep, its other head is awake.
@ -4898,7 +4898,7 @@ Cantrips (at will): _[light], [sacred flame], [thaumaturgy]_
| --- | --- | --- | --- | --- | --- |
|15 (+2)| 6 (-2)|14 (+2)| 2 (-4)| 6 (-2)| 1 (-5)|
- **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8
- **Senses** blindsight 60 ft. ([blind] beyond this radius), passive Perception 8
- **Languages** -
- **Challenge** 2 (450 XP)
- **Damage Immunities** lightning, slashing
@ -5407,7 +5407,7 @@ At will: _[nondetection]_ (self only)
**_Bite_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. _Hit_: 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.
**_Swallow_**. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
**_Swallow_**. The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is [blinded](conditions_vo.md#blinded) and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
[Grenouille géante]: monsters_hd.md#grenouille-géante
@ -6201,7 +6201,7 @@ At will: _[detect magic], [feather fall], [levitate], light_
**_Hold Breath_**. The hydra can hold its breath for 1 hour.
**_Multiple Heads_**. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.
**_Multiple Heads_**. The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being [blinded](conditions_vo.md#blinded), charmed, deafened, frightened, stunned, and knocked unconscious. Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.
**_Reactive Heads_**. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.
@ -6329,7 +6329,7 @@ At will: _[detect magic], [feather fall], [levitate], light_
**_Multiattack_**. The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.
**_Bite_**. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. _Hit_: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
**_Bite_**. Melee Weapon Attack: +17 to hit, reach 5 ft., one target. _Hit_: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is [blinded](conditions_vo.md#blinded) and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
**_Tentacle_**. Melee Weapon Attack: +17 to hit, reach 30 ft., one target. _Hit_: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.
@ -6902,7 +6902,7 @@ Cantrips (at will): _[fire bolt], [light], [mage hand], [prestidigitation]_
## Actions
**_Crush_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. _Hit_: 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.
**_Crush_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. _Hit_: 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also [blinded](conditions_vo.md#blinded) and unable to breathe while the darkmantle is attached in this way. While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target. A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.
**_Darkness Aura (1/Day)_**. A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.
@ -6937,7 +6937,7 @@ Cantrips (at will): _[fire bolt], [light], [mage hand], [prestidigitation]_
**_Multiattack_**. The cloaker makes two attacks: one with its bite and one with its tail.
**_Bite_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. _Hit_: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the 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.
**_Bite_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. _Hit_: 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is [blinded] and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the 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_**. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. _Hit_: 7 (1d8 + 3) slashing damage.
@ -7182,7 +7182,7 @@ Cantrips (at will): _[fire bolt], [light], [mage hand], [prestidigitation]_
| --- | --- | --- | --- | --- | --- |
| 3 (-4)| 1 (-5)|10 (+0)| 1 (-5)| 3 (-4)| 1 (-5)|
- **Senses** blindsight 30 ft. (blind beyond this radius), passive Perception 6
- **Senses** blindsight 30 ft. ([blind](conditions_vo.md#blinded) beyond this radius), passive Perception 6
- **Languages** -
- **Challenge** 1/4 (50 XP)
@ -7345,7 +7345,7 @@ The mummy lord can take 3 legendary actions, choosing from the options below. On
**_Attack_**. The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.
**_Blinding Dust_**. Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.
**_Blinding Dust_**. Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be [blinded](conditions_vo.md#blinded) until the end of the creature's next turn.
**_Blasphemous Word (Costs 2 Actions)_**. The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn.
@ -7476,7 +7476,7 @@ The mummy lord can take 3 legendary actions, choosing from the options below. On
**_Claws_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. _Hit_: 4 (1d4 + 2) slashing damage.
**_Cinder Breath (Recharge 6)_**. The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the mephit's next turn.
**_Cinder Breath (Recharge 6)_**. The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be [blinded](conditions_vo.md#blinded) until the end of the mephit's next turn.
[Méphite de fumée]: monsters_hd.md#méphite-de-fumée
@ -7571,7 +7571,7 @@ The mummy lord can take 3 legendary actions, choosing from the options below. On
## Special Features
**_Death Burst_**. When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.
**_Death Burst_**. When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be [blinded](conditions_vo.md#blinded) for 1 minute. A [blinded](conditions_vo.md#blinded) creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.
**_Innate Spellcasting (1/Day)_**. The mephit can innately cast _[sleep]_, requiring no material components. Its innate spellcasting ability is Charisma.
@ -7579,7 +7579,7 @@ The mummy lord can take 3 legendary actions, choosing from the options below. On
**_Claws_**. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. _Hit_: 4 (1d4 + 2) slashing damage.
**_Blinding Breath (Recharge 6)_**. The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
**_Blinding Breath (Recharge 6)_**. The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be [blinded](conditions_vo.md#blinded) for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
[Méphite de poussière]: monsters_hd.md#méphite-de-poussière
@ -8524,7 +8524,7 @@ At will: _[detect evil and good], [invisibility]_ (self only)
| --- | --- | --- | --- | --- | --- |
|16 (+3)| 5 (-3)|16 (+3)| 1 (-5)| 6 (-2)| 1 (-5)|
- **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8
- **Senses** blindsight 60 ft. ([blind](conditions_vo.md#blinded) beyond this radius), passive Perception 8
- **Languages** -
- **Challenge** 4 (1100 XP)
- **Damage Immunities** acid, cold, lightning, slashing
@ -9011,7 +9011,7 @@ At will: _[detect thoughts], [disguise self], [mage hand], [minor illusion]_
**_Bite_**. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. _Hit_: 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can't bite another target.
**_Swallow_**. The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns. If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
**_Swallow_**. The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is [blinded](conditions_vo.md#blinded) and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns. If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.
[Rémorhaz]: monsters_hd.md#rémorhaz
@ -9461,7 +9461,7 @@ The solar can take 3 legendary actions, choosing from the options below. Only on
**_Searing Burst (Costs 2 Actions)_**. The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.
**_Blinding Gaze (Costs 3 Actions)_**. The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the _[lesser restoration]_ spell removes the blindness.
**_Blinding Gaze (Costs 3 Actions)_**. The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be [blinded](conditions_vo.md#blinded) until magic such as the _[lesser restoration]_ spell removes the blindness.
[Solar]: monsters_hd.md#solar
@ -9681,7 +9681,7 @@ The solar can take 3 legendary actions, choosing from the options below. Only on
| --- | --- | --- | --- | --- | --- |
|17 (+3)|14 (+2)|10 (+0)| 1 (-5)| 3 (-4)| 1 (-5)|
- **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 6
- **Senses** blindsight 60 ft. ([blind](conditions_vo.md#blinded) beyond this radius), passive Perception 6
- **Languages** -
- **Challenge** 2 (450 XP)
- **Damage Immunities** poison, psychic
@ -9785,12 +9785,12 @@ The tarrasque can take 3 legendary actions, choosing from the options below. Onl
**_Slam_**. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. _Hit_: 13 (2d8 + 4) bludgeoning damage.
**_Engulf_**. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.
**_Engulf_**. The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is [blinded](conditions_vo.md#blinded), restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.
[Tertre errant]: monsters_hd.md#tertre-errant
# Tigre
# Tiger
- NameVO: [Tigre]
- Large beast, unaligned
- **Armor Class** 12
@ -9904,7 +9904,7 @@ The tarrasque can take 3 legendary actions, choosing from the options below. Onl
|16 (+3)|12 (+1)|12 (+1)| 9 (-1)| 8 (-1)| 6 (-2)|
- **Skills** Athletics +5, Perception +3, Stealth +3
- **Senses** blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius), passive Perception 13
- **Senses** blindsight 30 ft. or 10 ft. while deafened ([blind](conditions_vo.md#blinded) beyond this radius), passive Perception 13
- **Languages** Undercommon
- **Challenge** 1/4 (50 XP)
@ -10166,7 +10166,7 @@ The vampire can take 3 legendary actions, choosing from the options below. Only
|12 (+1)| 6 (-2)|16 (+3)| 1 (-5)| 6 (-2)| 2 (-4)|
- **Skills** Stealth +2
- **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 8
- **Senses** blindsight 60 ft. ([blind](conditions_vo.md#blinded) beyond this radius), passive Perception 8
- **Languages** -
- **Challenge** 1/2 (100 XP)
- **Damage Resistances** acid, cold, fire
@ -10274,7 +10274,7 @@ The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
**_Multiattack_**. The worm makes two attacks: one with its bite and one with its stinger.
**_Bite_**. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. _Hit_: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
**_Bite_**. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. _Hit_: 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is [blinded](conditions_vo.md#blinded) and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns. If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
**_Tail Stinger_**. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. _Hit_: 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
@ -10562,7 +10562,7 @@ The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
**_Create Specter_**. The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.
[Âme en peine]: monsters_hd.md#âme-en-peine
[Âme en peine]: monsters_hd.md#Âme-en-peine
# Scout
@ -10593,7 +10593,7 @@ The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
**_Longbow_**. Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. _Hit_: 6 (1d8 + 2) piercing damage.
[Éclaireur]: monsters_hd.md#éclaireur
[Éclaireur]: monsters_hd.md#Éclaireur
# Efreeti
@ -10633,7 +10633,7 @@ At will: _[detect magic]_
**_Hurl Flame_**. Ranged Spell Attack: +7 to hit, range 120 ft., one target. _Hit_: 17 (5d6) fire damage.
[Éfrit]: monsters_hd.md#éfrit
[Éfrit]: monsters_hd.md#Éfrit
# Elk
@ -10661,7 +10661,7 @@ At will: _[detect magic]_
**_Hooves_**. Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. _Hit_: 8 (2d4 + 3) bludgeoning damage.
[Élan]: monsters_hd.md#élan
[Élan]: monsters_hd.md#Élan
# Giant Elk
@ -10690,7 +10690,7 @@ At will: _[detect magic]_
**_Hooves_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. _Hit_: 22 (4d8 + 4) bludgeoning damage.
[Élan géant]: monsters_hd.md#élan-géant
[Élan géant]: monsters_hd.md#Élan-géant
# Air Elemental
@ -10722,7 +10722,7 @@ At will: _[detect magic]_
**_Whirlwind (Recharge 4-6)_**. Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.
[Élémentaire de l'air]: monsters_hd.md#élémentaire-de-lair
[Élémentaire de l'air]: monsters_hd.md#Élémentaire-de-lair
# Water Elemental
@ -10756,7 +10756,7 @@ At will: _[detect magic]_
**_Whelm (Recharge 4-6)_**. Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.
[Élémentaire de l'eau]: monsters_hd.md#élémentaire-de-leau
[Élémentaire de l'eau]: monsters_hd.md#Élémentaire-de-leau
# Earth Elemental
@ -10789,7 +10789,7 @@ At will: _[detect magic]_
**_Slam_**. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. _Hit_: 14 (2d8 + 5) bludgeoning damage.
[Élémentaire de la terre]: monsters_hd.md#élémentaire-de-la-terre
[Élémentaire de la terre]: monsters_hd.md#Élémentaire-de-la-terre
# Fire Elemental
@ -10823,7 +10823,7 @@ At will: _[detect magic]_
**_Touch_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.
[Élémentaire du feu]: monsters_hd.md#élémentaire-du-feu
[Élémentaire du feu]: monsters_hd.md#Élémentaire-du-feu
# Elephant
@ -10851,7 +10851,7 @@ At will: _[detect magic]_
**_Stomp_**. Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. _Hit_: 22 (3d10 + 6) bludgeoning damage.
[Éléphant]: monsters_hd.md#éléphant
[Éléphant]: monsters_hd.md#Éléphant
# Killer Whale
@ -10882,7 +10882,7 @@ At will: _[detect magic]_
**_Bite_**. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. _Hit_: 21 (5d6 + 4) piercing damage.
[Épaulard]: monsters_hd.md#épaulard
[Épaulard]: monsters_hd.md#Épaulard
# Flying Sword
@ -10897,7 +10897,7 @@ At will: _[detect magic]_
|12 (+1)|15 (+2)|11 (+0)| 1 (-5)| 5 (-3)| 1 (-5)|
- **Saving Throws** Dex +4
- **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 7
- **Senses** blindsight 60 ft. ([blind](conditions_vo.md#blinded) beyond this radius), passive Perception 7
- **Languages** -
- **Challenge** 1/4 (50 XP)
- **Damage Immunities** poison, psychic
@ -10912,7 +10912,7 @@ At will: _[detect magic]_
**_Longsword_**. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. _Hit_: 5 (1d8 + 1) slashing damage.
[Épée volante]: monsters_hd.md#épée-volante
[Épée volante]: monsters_hd.md#Épée-volante
# Erinyes
@ -10949,7 +10949,7 @@ At will: _[detect magic]_
**_Parry_**. The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.
[Érinye]: monsters_hd.md#érinye
[Érinye]: monsters_hd.md#Érinye
[animal messenger]: spells_vo.md#animal-messenger

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@ -600,7 +600,7 @@ If you target a nonmagical plant that isn't a creature, such as a tree or shrub,
### Description
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.
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](conditions_vo.md#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.
@ -884,7 +884,7 @@ The fog moves 10 feet away from you at the start of each of your turns, rolling
A dazzling array of flashing, colored light springs from your hand. Roll 6d10; the total is how many hit points of creatures this spell can affect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).
Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Starting with the creature that has the lowest current hit points, each creature affected by this spell is [blinded](conditions_vo.md#blinded) until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
**_At Higher Levels_**. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
@ -1266,7 +1266,7 @@ At the end of each of the target's turns, it must make a Constitution saving thr
Since this spell induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease's effects apply to it.
**Blinding Sickness**. Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded.
**Blinding Sickness**. Pain grips the creature's mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is [blinded](conditions_vo.md#blinded).
**Filth Fever**. A raging fever sweeps through the creature's body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength.
@ -1919,9 +1919,9 @@ You utter a divine word, imbued with the power that shaped the world at the dawn
* 50 hit points or fewer: deafened for 1 minute
* 40 hit points or fewer: deafened and blinded for 10 minutes
* 40 hit points or fewer: deafened and [blinded](conditions_vo.md#blinded) for 10 minutes
* 30 hit points or fewer: blinded, deafened, and stunned for 1 hour
* 30 hit points or fewer: [blinded](conditions_vo.md#blinded), deafened, and stunned for 1 hour
* 20 hit points or fewer: killed instantly
@ -2438,7 +2438,7 @@ Your familiar acts independently of you, but it always obeys your commands. In c
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and [blind](conditions_vo.md#blinded) with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
@ -3466,7 +3466,7 @@ Choose a humanoid that you can see within range. The target must succeed on a Wi
### Description
Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be blinded until the spell ends.
Divine light washes out from you and coalesces in a soft radiance in a 30-foot radius around you. Creatures of your choice in that radius when you cast this spell shed dim light in a 5-foot radius and have advantage on all saving throws, and other creatures have disadvantage on attack rolls against them until the spell ends. In addition, when a fiend or an undead hits an affected creature with a melee attack, the aura flashes with brilliant light. The attacker must succeed on a Constitution saving throw or be [blinded](conditions_vo.md#blinded) until the spell ends.
[Aura de feu]: spells_hd.md#aura-de-feu
@ -3808,7 +3808,7 @@ Until the spell ends, you can command the interior to become dimly lit or dark.
### Description
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
You touch a creature and can end either one disease or one condition afflicting it. The condition can be [blinded](conditions_vo.md#blinded), deafened, paralyzed, or poisoned.
[Restauration inférieure]: spells_hd.md#restauration-inférieure
@ -4161,7 +4161,7 @@ A wave of healing energy washes out from a point of your choice within range. Ch
### Description
A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them blinded or deafened. This spell has no effect on undead or constructs.
A flood of healing energy flows from you into injured creatures around you. You restore up to 700 hit points, divided as you choose among any number of creatures that you can see within range. Creatures healed by this spell are also cured of all diseases and any effect making them [blinded](conditions_vo.md#blinded) or deafened. This spell has no effect on undead or constructs.
[Guérison de groupe]: spells_hd.md#guérison-de-groupe
@ -4430,7 +4430,7 @@ You become invisible at the same time that an illusory double of you appears whe
You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose.
You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are [blinded](conditions_vo.md#blinded) and deafened in regard to your own surroundings.
[Double illusoire]: spells_hd.md#double-illusoire
@ -5054,7 +5054,7 @@ Eight multicolored rays of light flash from your hand. Each ray is a different c
**6. Indigo**. On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive; keep track of both until the target collects three of a kind.
**7. Violet**. On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
**7. Violet**. On a failed save, the target is [blinded](conditions_vo.md#blinded). It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer [blinded](conditions_vo.md#blinded). (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
**8. Special**. The target is struck by two rays. Roll twice more, rerolling any 8.
@ -5075,7 +5075,7 @@ Eight multicolored rays of light flash from your hand. Each ray is a different c
A shimmering, multicolored plane of light forms a vertical opaque wall—up to 90 feet long, 30 feet high, and 1 inch thick—centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the spell fails, and your action and the spell slot are wasted.
The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute.
The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become [blinded](conditions_vo.md#blinded) for 1 minute.
The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall's layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer's properties as described below.
@ -5095,7 +5095,7 @@ The wall can be destroyed, also one layer at a time, in order from red to violet
While this layer is in place, spells can't be cast through the wall. The layer is destroyed by bright light shed by a _[daylight]_ spell or a similar spell of equal or higher level.
**7. Violet**. On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a _[dispel magic]_ spell or a similar spell of equal or higher level that can end spells and magical effects.
**7. Violet**. On a failed save, the creature is [blinded](conditions_vo.md#blinded). It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of the DM's choosing and is no longer [blinded](conditions_vo.md#blinded). (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.) This layer is destroyed by a _[dispel magic]_ spell or a similar spell of equal or higher level that can end spells and magical effects.
[Mur prismatique]: spells_hd.md#mur-prismatique
@ -5160,7 +5160,7 @@ You create an illusory copy of yourself that lasts for the duration. The copy ca
You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly.
You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings.
You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are [blinded](conditions_vo.md#blinded) and deafened in regard to your own surroundings.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
@ -6191,7 +6191,7 @@ If you or any of your companions damage the target, the spell ends.
### Description
A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is [blinded](conditions_vo.md#blinded) until your next turn. On a successful save, it takes half as much damage and isn't [blinded](conditions_vo.md#blinded) by this spell. Undead and oozes have disadvantage on this saving throw.
You can create a new line of radiance as your action on any turn until the spell ends.
@ -6212,9 +6212,9 @@ For the duration, a mote of brilliant radiance shines in your hand. It sheds bri
### Description
Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn't blinded by this spell. Undead and oozes have disadvantage on this saving throw.
Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d6 radiant damage and is [blinded](conditions_vo.md#blinded) for 1 minute. On a successful save, it takes half as much damage and isn't [blinded](conditions_vo.md#blinded) by this spell. Undead and oozes have disadvantage on this saving throw.
A creature blinded by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded.
A creature [blinded](conditions_vo.md#blinded) by this spell makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer [blinded](conditions_vo.md#blinded).
This spell dispels any darkness in its area that was created by a spell.