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Returning 35 results for 'bark born duplicate creature reflected'.
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Spells
Player’s Handbook
You touch a willing creature. Until the spell ends, the target’s skin assumes a bark-like appearance, and the target has an Armor Class of 17 if its AC is lower than that.
Spells
Player’s Handbook
You touch a creature or at least 1 cubic inch of its flesh. An inert duplicate of that creature forms inside the vessel used in the spell’s casting and finishes growing after 120 days; you
choose whether the finished clone is the same age as the creature or younger. The clone remains inert and endures indefinitely while its vessel remains undisturbed.
If the original creature dies after
Spells
Player’s Handbook
duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.
is real.
Each time a creature hits you with an attack roll during the spell’s duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the
Species
Player’s Handbook
Tieflings are either born in the Lower Planes or have fiendish ancestors who originated there. A tiefling (pronounced TEE-fling) is linked by blood to a devil, a demon, or some other Fiend. This
to devils.
Tiefling Traits
Creature Type: HumanoidSize: Medium (about 4–7 feet tall) or Small (about 3–4 feet tall), chosen when you select this speciesSpeed: 30 feet
Species
Player’s Handbook
human gatherings is said to have occurred in Sigil, the torus-shaped city at the center of the multiverse and the place where the Common language was born. From there, humans could have spread to
every part of the multiverse, bringing the City of Doors’ cosmopolitanism with them.
Human Traits
Creature Type: HumanoidSize: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall), chosen when you select this speciesSpeed: 30 feet
Monsters
Forgotten Realms: Adventures in Faerûn
"}. Constitution Saving Throw: DC 20, each creature in a 90-foot Cone. Failure: 52 (8d12) Acid;{"diceNotation":"8d12", "rollType":"damage", "rollAction":"Corroding Breath (Acid)", "rollDamageType":"Acid
, Speak with Dead
1/Day Each: Create Undead (level 8 version), Power Word KillLegendary Action Uses: 3. Immediately after another creature’s turn, Sammaster can expend a use to take one of the
Monsters
Forgotten Realms: Adventures in Faerûn
response to the spell’s trigger, using the same spellcasting ability as Spellcasting.Legendary Action Uses: 3. Immediately after another creature’s turn, Sammaster can expend a use to take one of
the following actions. Sammaster regains all expended uses at the start of each of his turns.
Deathly Teleport. Sammaster teleports up to 60 feet to an unoccupied space he can see, and each creature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
spying on the living to take knowledge from them as well. A berbalang can create a spectral duplicate of itself and send the duplicate out to gather information on other planes by watching places where
the gods and their servants gather. When a berbalang is perceiving its environment through its duplicate, its actual body is unconscious and can’t protect itself. Thus, a berbalang typically
Cloaker
Legacy
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Monsters
Basic Rules (2014)
an area of bright light, the duplicates disappear.
Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine
whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.
A duplicate has the cloaker's AC and
Berbalang
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Spectral Duplicate (Recharges after a Short or Long Rest). As a bonus action, the berbalang creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the
duplicate exists, the berbalang is unconscious. A berbalang can have only one duplicate at a time. The duplicate disappears when it or the berbalang drops to 0 hit points or when the berbalang
Mirror Image
Legacy
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Spells
Basic Rules (2014)
real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets
one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate
Barkskin
Legacy
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Spells
Basic Rules (2014)
You touch a willing creature. Until the spell ends, the target's skin has a rough, bark-like appearance, and the target's AC can't be less than 16, regardless of what kind of armor it is wearing.
The Archfey
Legacy
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Classes
Player’s Handbook (2014)
Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being’s motivations are often inscrutable, and
Medusa
Legacy
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Monsters
Basic Rules (2014)
Petrifying Gaze. When a creature that can see the medusa’s eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn
’t incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is
Simulacrum
Legacy
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Spells
Basic Rules (2014)
You shape an illusory duplicate of one beast or humanoid that is within range for the entire casting time of the spell. The duplicate is a creature, partially real and formed from ice or snow, and it
can take actions and otherwise be affected as a normal creature. It appears to be the same as the original, but it has half the creature's hit point maximum and is formed without any equipment
Clone
Legacy
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Spells
Basic Rules (2014)
This spell grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside the vessel used in the spell’s casting and grows to full size and maturity after
120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed.
At any time after the
Monsters
Spelljammer: Adventures in Space
like a five-pointed star and is covered with thick, flexible bark. The tips of its branch-like extremities end in suction cups that allow the creature to climb on vertical surfaces and along ceilings
. The head contains the aartuk’s sensory organs, including a long tongue that the creature uses as a weapon.
An aartuk’s preferred method of attack is to shoot forth its gooey tongue and
Demogorgon
Legacy
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Monsters
Out of the Abyss
of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or object interacts physically with
"} bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts
races
Hederans are living embodiments of alpine trees, sentient beings of bark and leaf whose bodies host moss, holly and fungi. Their outer skin is made of thick bark that toughens with age, and beneath
lies a network of green, sap-filled muscle. Twigs and berries sprout unpredictably, with the brightest clusters gathered around their heads. Their leaves and bark vary in colour, and are as diverse as
Monsters
Quests from the Infinite Staircase
False Appearance. If the wolf-in-sheep’s-clothing is motionless (except for its lure) at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t
observed the wolf-in-sheep’s-clothing move or act (except for the lure), that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the wolf-in-sheep’s-clothing is
Spells
Tasha’s Cauldron of Everything
the affected creatures was born on the other world, which causes your destination to be a safe location within 1 mile of where that creature was born.
The spell ends early on a creature if that
creature takes any damage, and the creature isn’t transported. If you take any damage, the spell ends for you and all the other creatures, with none of you being transported.
Monsters
Fizban's Treasury of Dragons
Death Throes. When the draconian is reduced to 0 hit points, its scales and flesh immediately shrivel away and its bones explode. Each creature within 10 feet of it must succeed on a DC 10 Dexterity
, stinking cloudDraconians born from the eggs of bronze, green, and emerald dragons have some ability to wield magic. They often lead small groups of draconian foot soldiers, using their magic to snipe
Monsters
Waterdeep: Dungeon of the Mad Mage
.
Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.
A duplicate reduced to 0 hit points or targeted by a dispel magic spell vanishes in a
wisp of inky smoke.Strength Drain. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Strength Drain"} to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2);{"diceNotation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or an object interacts physically with Demogorgon (for example, by
":"3d12+9", "rollType":"damage", "rollAction":"Tentacle", "rollDamageType":"force"} force damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw, or its hit point
Monsters
Spelljammer: Adventures in Space
covered with thick, flexible bark. The tips of its branch-like extremities end in suction cups that allow the creature to climb on vertical surfaces and along ceilings. Each suction cup houses three
sensory organs, including a long tongue that the creature uses as a weapon.
An aartuk’s preferred method of attack is to shoot forth its gooey tongue and use it to drag enemies toward the
Monsters
Candlekeep Mysteries
Alternate Forms. The gingwatzim has two alternate forms, both of which are chosen by its creator when the gingwatzim comes into being. One form is an exact duplicate of a Tiny nonmagical object (such
be changed.Energy Drain (True Form Only). Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Energy Drain"} to hit, reach 5 ft., one creature. Hit: 16 (4d6 + 2
Monsters
Dragonlance: Shadow of the Dragon Queen
Death Throes. When the draconian is reduced to 0 hit points, it dissolves into acid that splashes on those around it. Each creature within 5 feet of the draconian must succeed on a DC 12 Dexterity
saving throw or be covered in acid for 1 minute. A creature covered in the acid takes 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Death Throes", "rollDamageType":"acid"} acid
Monsters
Fizban's Treasury of Dragons
Death Throes. When the draconian is reduced to 0 hit points, it bursts into flames and is reduced to ashes. Each creature in a 10-foot-radius sphere centered on the draconian must succeed on a DC 13
target is a Large or smaller creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.Shape Theft. After the draconian kills a Medium or smaller Humanoid, the draconian can
Monsters
Fizban's Treasury of Dragons
reduced to 0 hit points, its body turns to stone and releases a petrifying gas. Each creature within 5 feet of the draconian must succeed on a DC 11 Constitution saving throw or be restrained as it begins
to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends; otherwise the creature is petrified for 1 minute. After 1 minute, the
Bugbear
Legacy
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Monsters
Basic Rules (2014)
Brute. A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
Surprise Attack. If the bugbear surprises a creature and hits it with an attack during
","rollAction":"Javelin","rollDamageType":"piercing"} piercing damage at range.Bugbears are hairy goblinoids born for battle and mayhem. They survive by raiding and hunting, but are fond of setting ambushes and fleeing when outmatched.
Monsters
Lost Laboratory of Kwalish
until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.
If the medusa sees itself reflected on a
Petrifying Gaze. When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't
Monsters
Dragonlance: Shadow of the Dragon Queen
Death Throes. When the draconian is reduced to 0 hit points, its scales and flesh immediately shrivel away, and then its bones explode. Each creature within 10 feet of it must succeed on a DC 10
DC 12):
1/day each: enlarge/reduce, invisibility, stinking cloud, webBozak draconians are born from bronze dragon eggs and wield magic to aid their allies in battle. Their wings aren’t strong
Monsters
Candlekeep Mysteries
":"piercing"} piercing damage. If the target is a creature, it is grappled by the kiddywidget (escape DC 8).
Tail. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Tail
skitterwidgets that are created rather than born, kiddywidgets aren’t beholden to the wearer of a control ring, even after they grow to become skitterwidgets.Lightning, Poison
Magic Items
Dragonlance: Shadow of the Dragon Queen
, the creature is immune to this mirror’s effect for the next 24 hours.
While paralyzed by the mirror, the creature sees events from their past reflected in the mirror’s glass. These
harmlessly floats to the ground. Once the mirror has been deactivated, it can’t be activated again until the next dawn.
If a non-Construct creature other than you sees its reflection in the activated
Monsters
Quests from the Infinite Staircase
False Appearance. If the barkburr is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the barkburr move or act, that creature
Barb. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Poison Barb"} to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3", "rollType":"damage






