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Returning 35 results for 'before bathing deciding creature reflections'.
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Magic Items
Dungeon Master’s Guide
within 10 feet of the wand is destroyed.
Any creature besides Orcus that tries to attune to the wand makes a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 Necrotic damage
. On a failed save, the creature dies and, if it is a Humanoid, turns into a Zombie.
Magic Weapon. You can wield the wand as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made
Magic Items
Dungeon Master’s Guide
cause the Moonblade to flash brightly. Each other creature that is within 30 feet of you and not behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1
minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. You can’t use this property again until you finish a Short or Long Rest.
96-99
Monsters
Tasha’s Cauldron of Everything
Amorphous. The reflections can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the reflections can take the Hide action as a bonus
action.
Sunlight Weakness. While in sunlight, the reflections has disadvantage on attack rolls, ability checks, and saving throws.Strength Drain. Melee Weapon Attack: +4;{"diceNotation":"1d20+4
Monsters
Planescape: Adventures in the Multiverse
saving throw is successful or if the effect ends on it, the target is immune to the Horrific Reflection of all vargouille reflections for 1 hour.Vargouille;Vargouilles are flying Fiends that resemble
vargouille reflection spots a Humanoid target, it takes on that creature’s visage, terrifying that creature by appearing as its own disembodied head.PoisonCold, Fire, Lightning, Psychic
Monsters
Eberron: Rising from the Last War
+10","rollType":"to hit","rollAction":"Chromatic Orb"} to hit, range 120 ft., one creature. Hit: 13 (3d8);{"diceNotation":"3d8","rollType":"roll","rollAction":"Chromatic Orb"} damage of a type chosen
“speaker” of his imprisoned master, Rak Tulkhesh, and he seeks to free his lord by bathing the world in blood. Like a spider with multiple webs, he has agents and pawns (which he calls his “claws
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: Poison Quills. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Poison Quills"} to hit, reach 5 ft., one creature. Hit: 3 (1d6);{"diceNotation":"1d6", "rollType
grappled (escape DC 12) if it is a Medium or smaller creature. Until this grapple ends, the sea spawn can’t use this tentacle on another target.Many of the stories sung as sea chanteys and
Monsters
Icewind Dale: Rime of the Frostmaiden
Keen Smell. The vampire has advantage on Wisdom (Perception) checks that rely on smell.
Rampage. When it reduces a creature to 0 hit points with a melee attack on its turn, the vampire can take a
vampire can’t take any actions, speak, or manipulate objects. it is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition
Moonblade
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Magic Items
Dungeon Master’s Guide (2014)
this creature, deciding how it acts and moves. It remains until it drops to 0 hit points or you dismiss it as an action.
00
The moonblade functions as a vorpal sword.
Sentience
A
hit on a roll of 19 or 20.
91–92
When you hit with an attack using the moonblade, the attack deals an extra 1d6 slashing damage.
93–94
When you hit a creature of a specific
Wand of Orcus
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Magic Items
Dungeon Master’s Guide (2014)
grip of its user. Plants wither, drinks spoil, flesh rots, and vermin thrive in the wand’s presence.
Any creature besides Orcus that tries to attune to the wand must make a DC 17 Constitution
saving throw. On a successful save, the creature takes 10d6 necrotic damage. On a failed save, the creature dies and rises as a zombie.
In the hands of one who is attuned to it, the wand can be wielded
Magic Items
Tasha’s Cauldron of Everything
bowl. However, the mortar increases in size to accommodate anything you place inside, expanding—if there's enough space—up to Large size, meaning it can hold even a Large creature
specific place or creature. You don't need to know where your destination is, but it must be a specific destination-not just the nearest river or a red dragon's lair. If the stated destination is within
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
visual illusion of a creature casts shadows and reflections, and wind appears to affect the illusory creature. Similarly, an audible illusion echoes in an echoey space.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
visual illusion of a creature casts shadows and reflections, and wind appears to affect the illusory creature. Similarly, an audible illusion echoes in an echoey space.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic
Bardic Inspiration You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic
Bardic Inspiration You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Monstrous Transformation Some Darklords have features that make them similar to familiar monsters. The Darklord might have been a supernatural creature to begin with, or perhaps they gained their
, in the mouths of serpents, or on metallic cables.
4 The Darklord’s most painful memories visually repeat in reflections around them or amid illusory projections.
5 The Darklord gains an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creature’s efforts. In a contest, the ability checks are compared to each other, rather than to a target number. When you call for a contest, you pick the ability that each side must use, deciding
whether both sides use the same ability or whether different abilities should counter each other. For example, when a creature tries to hide, it engages in a contest of Dexterity against Wisdom. But if two
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
frame and is blue in color. Reflections in this mirror ripple as if the viewer were looking into a pool of water.
Red Mirror. A creature that looks into the red mirror sees a ghostly white form
viewer’s reflection. The mirror functions only once per character; after a character has this vision, the mirror becomes a normal mirror for that individual. A creature that touches the red mirror for
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
creatures have disappeared while bathing in the mud pits, but Florrb has yet to figure out the trick to activating them. With a successful DC 15 Charisma (Persuasion) check, a character can help Florrb
Plane of Earth. At such times, any creature that fully submerges itself in one pit emerges in the other. An open flame is not needed to travel from one of the mud pits on the Elemental Plane of Earth to its corresponding mud pit on the island.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
from the canopy of the ancient forest below you and scatter in all directions. Moments later, a much more fearsome creature erupts from the woods: a sinewy, pale-green dragon that takes to the sky and
tired. It returns to its lair in the ballroom (area P22), entering the palace through a hole in the wall of the bathing room (area P25) and ignoring the characters.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Spring Effects d12 Effect 1 Any creature that touches or drinks the water of this spring feels blessed. The creature gains the benefits of a bless spell for 1 hour. 2 Bathing in the spring covers
. 4 Bathing in the spring grants a creature the benefits of the greater restoration spell. As a side effect, the creature’s skin, hair, and eyes become a shimmering golden color for 1d4 days. 5
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
enough to be noticeable.
Otherworldly Light. Luminescent lichen grows across the cavern and spreads to the larger mushrooms, bathing the grove in soft hues of yellow, blue, and violet. Dim light
transformed myconid can release the spores in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
waters. A creature that spends at least 1 hour bathing in the hot spring immediately gains the benefits of finishing a long rest. A creature can benefit from the hot spring’s magic once every 24 hours
boasts blooms from across the multiverse. A creature who plucks a flower from the garden rolls on the Cair Ophidian Flowers table to determine the type of flower chosen. A creature that spends 10
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
38. Barred Pit The walls of the passage glow magenta, bathing the corridor with a ghastly hue. After fifteen feet, the floor drops away to a pit that fills the hallway ahead. The pit is twenty-five
the bars is akin to moving across difficult terrain; moving 5 feet onto a bar, or between two bars, costs 10 feet of movement. If a creature attempts to move more than half of its base walking speed
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
holding them. Twelve painted figures line each hall, six on the west wall and six on the east wall, directly across from one another. Figures on facing walls are perfect reflections of each other
vanish, leaving the archway open. The curtain magically reappears after 1 hour. If any creature passes through the curtain of water carrying a trident, nothing happens. Any trident will do, not just the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
these thieves. Some characters might catch glimpses of these spooky figures as reflections in mirrors, shadows in doorways, or out-of-place figures standing motionless in the moving crowd. Use these
caught. They are as follows: Bavlorna Blightstraw’s thief is one of her lornlings—a miniature version of herself. Use the quickling stat block in appendix C to represent this toad-like creature. Skabatha
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
variant known as the vargouille reflection resides in Undersigil. When a vargouille reflection spots a Humanoid target, it takes on that creature’s visage, terrifying that creature by appearing as its own
until the vargouille loses concentration (as if concentrating on a spell). If the target’s saving throw is successful or if the effect ends on it, the target is immune to the Horrific Reflection of all vargouille reflections for 1 hour.
Adrián Ibarra Lugo
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
creature in the region gains the benefits of the blink spell for 1 minute, shimmering with overlapping shattered reflections. 19–24 Creatures in the region don’t cast reflections. Wisdom (Insight
circumstances: Soon after the party first enters the region When a creature loses more than half its hit points When a creature casts a spell of 1st level or higher When a creature activates a magic item
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
to the grip of its user. All Holy Water within 10 feet of the wand is destroyed. Any creature besides Orcus that tries to attune to the wand makes a DC 17 Constitution saving throw. On a successful
save, the creature takes 10d6 Necrotic damage. On a failed save, the creature dies and, if it is a Humanoid, turns into a Zombie. Magic Weapon. You can wield the wand as a magic Mace that grants a +3
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Fey Contracts A fey contract is formed when a creature receives a gift (or the promise of a gift) from a Fey and is expected to give the Fey something in return. The gift can be almost anything, and
the contract forms as soon as the gift is received. Accidental Fey Contracts A creature can accidentally stumble into a fey contract in a number of ways. The one bit of good news for the novice
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
if the caves were near-perfect reflections of each other. Fey Crossings d8 Fey Crossing 1 Altar. This stone altar might be found atop a lonely plateau, behind a waterfall, inside a cave, or in
crossing requires that a particular act be performed inside it or a particular object or creature be present. 6 Ruined Tower. The ruins of an ancient elven tower house a fey crossing. For three nights
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
gaping maw. Purple eldritch light seeps out of the maw, bathing the room in a sickly glow. Four massive tentacles covered in eyes and spines flail about the room and immediately reach for you.
This
creature is an eldritch horror from the Far Realm, using the stat block of an otyugh. The “C” Team Restored If the characters defeat the eldritch horror, a pulse of magic radiates outward as the maw
Orc
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Species
Volo's Guide to Monsters
; their loyalty by turning them into slaves.
If a tribe is defeated and driven from its lair, the survivors might come under the sway of a strong but dimwitted creature, such as a hill giant or an ogre
everywhere in the world around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
a creature nears the statue, the cloakers take turns posing as the spirit of the statue. They offer to bless any character who shows their purity by bathing in the pool. A character who succeeds on a
the pool, the waterfall, and the stream that feeds them in area A4 has been magically tainted, causing creatures that touch it to rapidly decay. Any creature that enters the water for the first time on
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
serves as the prakhutu or “speaker” of his imprisoned master, Rak Tulkhesh, and he seeks to free his lord by bathing the world in blood. Like a spider with multiple webs, he has agents and pawns
Spell Attack: +10 to hit, range 120 ft., one creature. Hit: 13 (3d8) damage of a type chosen by Mordakhesh: acid, cold, fire, lightning, poison, or thunder.
Legendary Actions
Mordakhesh can take
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Initiative Variants This section offers different ways to handle initiative. Initiative Score With this optional rule, creature don’t roll initiative at the start of combat. Instead, each creature
monster must choose an action. Initiative Modifiers. Modifiers might apply to a creature’s initiative depending on its size and the action it takes. For example, a creature that fights with a light






