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Returning 27 results for 'before become defusing clawing reflective'.
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Monsters
Fizban's Treasury of Dragons
throw or become charmed by the warbler for 1 minute. While charmed in this way, the creature is incapacitated and has a speed of 0.Metallic warblers resemble songbirds and serve as clandestine agents
sentinel is a guardian created by a metallic dragon, forged from the metal associated with its creator and powered by the energy of the dragon’s breath. An artificial being sculpted in elegant filigree, it is dedicated to defusing tensions that could spiral into violence.Fire
Monsters
Fizban's Treasury of Dragons
itself. Each creature in that area must succeed on a DC 14 Charisma saving throw or become charmed by the peacekeeper for 1 minute. While charmed in this way, the creature is incapacitated and has a
a guardian created by a metallic dragon, forged from the metal associated with its creator and powered by the energy of the dragon’s breath. An artificial being sculpted in elegant filigree, it is dedicated to defusing tensions that could spiral into violence.Fire
Tarrasque
Legacy
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Monsters
Basic Rules (2014)
effects.
Reflective Carapace. Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6;{"diceNotation":"1d6","rollType
":"roll","rollAction":"Reflective Carapace"}. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
fat rendered from a corpse whose identity is unknown.
Children. Humanoid children, aged 10 and under, can see through this invisibility.
Reflective Surfaces. The skulk appears as a drab, smooth
became lost in the Shadowfell, wandering its gray wastes until they lost all sense of self. They are so devoid of identity that they have become permanently invisible. Only children can see a skulk
Graz'zt
Legacy
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Monsters
Out of the Abyss
to all the targets.
Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Dexterity
the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike.
Wild beasts within 6 miles of the lair break into
Monsters
Mordenkainen Presents: Monsters of the Multiverse
issues the same command to all the targets.
Conjure Mirrors. Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair
are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike.
If Graz’zt dies, these effects fade over the course of 1d10
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the same command to all the targets. Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on
lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike. Wild beasts within 6 miles of the lair break into
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the same command to all the targets. Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on
lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike. Wild beasts within 6 miles of the lair break into frequent
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
living keeps to the darkness and far from reflective surfaces. Dark Desires. Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure
feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Skulk Skulks are the soulless shells of travelers who became lost in the Shadowfell, wandering its gray wastes until they lost all sense of self. They are so devoid of identity that they have become
through this invisibility.
Reflective Surfaces. The skulk appears as a drab, smooth-skinned biped if its reflection can be seen in a mirror or on another surface.
Trackless. The skulk leaves no tracks
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
10a line the walls. A golden shield encrusted with gemstones hangs on the south wall among the paintings.
Halaster made the flameskulls from the skulls of wizards who tried and failed to become his
touches the shield must succeed on a DC 18 Wisdom saving throw or become trapped inside it, along with everything the creature is wearing or carrying. The shield displays a faint image of the trapped
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
command to all the targets. Conjure Mirrors. Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on
highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike. If Graz’zt dies, these effects fade over the course of 1d10 days. Cultists of Graz’zt Graz’zt grants
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
half-collapsed and leaning on their neighbors. In the center, rising above it all, is a handful of twisted towers looking for all the world like talons clawing at the sky. These towers can be seen from
sojourn into this place, I identified several creatures that likely began their lives as griffons, owlbears, trolls, and even a beholder, but they had become twisted and nearly unrecognizable. What it is
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
effects.
Reflective Carapace. Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is
tarrasque’s choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
fails a saving throw, it can choose to succeed instead.
Magic Resistance. The tarrasque has advantage on saving throws against spells and other magical effects.
Reflective Carapace. Any time the
must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Constitution saving throw or gain 1 level of exhaustion. 73–79 One random creature in the region hears strange whispers and must succeed on a DC 14 Wisdom saving throw or become charmed. While charmed in
insects become the dominant species in an area, consuming plants and animals, creating elaborate hives or tunnels, and infesting structures and the earth. The following effects represent a region
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
place. With each eye that is inserted, the reflections of the characters in the mirror become progressively unhealthier — losing weight, hair, and teeth as they come to resemble undead. When all ten
fifty feet high. The polished marble floor is so perfectly reflective that it creates the illusion of standing at the entrance to a sphere. Nine alcoves filled with glittering treasure open up along
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
light in the fireplace from a small, highly reflective object.
Two swarms of insects (spiders) infest this room. One swarm descends on anyone who approaches the fireplace, and the other descends
, the more desperate he becomes. When it become clear he can’t warn the characters off, he’ll try to ambush them with a poisoned weapon during a fight against other creatures.
16. Alchemist’s Bedroom
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
peace.” Cursed Crown. Ivira can’t remove the crown from her head. Any other creature that touches it must succeed on a DC 17 Wisdom saving throw or become charmed by it and use its next action to don
the crown has been removed or its wearer has become stunned. If a creature wears the crown for ten uninterrupted days, the condition becomes permanent, as the crown reduces its wearer to a mindless
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
, using ooze prods to poke the mixtures. They challenge any intruders. If the undead become distracted, oozes might attack (see “Vat System” below). Sarkalla, a Red Wizard transmuter (see appendix B), is
a turn, or starts its turn there, takes 5 (2d4) necrotic damage and must succeed on a DC 11 Constitution saving throw or become paralyzed until the start of its next turn. Six of the eight square
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
fifteen-foot-diameter sphere made of shimmering silver floats above a hexagonal dais on the west side of this thirty-foot-high chamber. The sphere is as reflective as a mirror, and it appears smooth
. Kneeling on the floor of the chamber is a werewolf. It howls terribly, clutching and clawing at its body in fury. At the sight of the cell door opening, the werewolf leaps up and sprints toward you
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
lowest scaffolding. They mimic the mining they did in life, clawing at the rock in search of precious material. Fixated on the rock wall, the feral ashenwights become hostile toward anyone who attacks
that Ruxithid’s stays in this room have become increasing infrequent. Whenever Ruxithid comes, the goblin always seems distracted, poring over scraps of paper and then leaving in a manic rush. Hjoldak
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ice to enter the city. As the characters approach the end of the causeway, read: Green and purple lights cast an otherworldly glow upon the frost draping the silent city. Clawing spires, broken domes
become their life’s work. The place is easily entered through any of the gaping holes in its outer walls. Nothing can be salvaged from the study halls and the towers, but the auditorium holds something
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
completely submerges itself must succeed on a DC 15 Strength saving throw or become trapped under the water’s surface. Unless the creature can breathe underwater, it begins to suffocate when it runs
an alcove on the north wall. Cold, spectral mist hangs motionless in front of the mirror’s reflective surface and covers the floor beneath it.
Zybilna brought mortals before this mirror, where they
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
eventually become slaadi. Rift in Reality. The rift leads to a Far Realm location called Spawn Hollow. Spawn Hollow is described in the “Far Realm Rifts” section at the end of this chapter. X6
are hundreds of years old, dating from the time of the mind flayers’ domination of the Underdark. When grasped, a crystal replays a short psychic scene in its reflective interior. A crystal takes 10
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
dealing damage to the target or enveloping its head. Magic Mirror. A detect magic spell reveals an aura of conjuration magic around the freestanding mirror, which acts as a portal. Touching the reflective
surface of the mirror while speaking the command word, “bandersnatch,” causes the surface to become a swirling vortex of mist. A creature that steps into this vortex is instantly transported to the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
aura of divination magic around the mirror. Speaking the word “Xoblob” within 10 feet of the mirror causes its reflective surface to become a scrying sensor, showing the Old Xoblob Shop and the street






