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Returning 28 results for 'before become diffusing crossings reflective'.
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before before diffusing crossing reflective
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
Monsters
Van Richten’s Guide to Ravenloft
become frightened of the dullahan until the end of its next turn.
Head Hunt (Costs 3 Actions). The dullahan moves up to its speed without provoking opportunity attacks and makes one Battleaxe attack
a specific location their battlefield. This gives rise to stories of haunted battlegrounds, ruins, roads, river crossings and other strategic locations where a dullahan continues a terrifying
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->Mythic Odysseys of Theros
to keep the living out of the realm of the dead and the dead from returning to the land of the living. Underworld Crossing Adventures Adventures in Underworld crossings usually involve the characters
trying to prevent the characters from doing so. Examples of such villains appear on the Underworld Crossings Villains table. Underworld Crossings Villains d6 Villain
1 A Returned palamnite
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
elegant clothing and value elaborate ceremony and ritualized etiquette, and the Fey are quick to shun those who flout the Summer Court’s baroque rules. Fey Crossings Fey crossings are places of
and gone the next. Like other portals between planes, most fey crossings open infrequently. A crossing might open only during a full moon, on the dawn of a particular day, or for someone carrying a
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->Dungeon Master’s Guide
Undead haunt this bleak plane, as do other creatures that thrive in the gloom, including cloakers and darkmantles. Julian Kok The Shadowfell is a realm of death, despair, and dread Shadow Crossings Shadow
crossings are locations where the veil between the Material Plane and the Shadowfell is so thin that creatures can pass from one plane to the other. A blot of shadow in the corner of a dusty crypt
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->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->Van Richten’s Guide to Ravenloft
a specific location their battlefield. This gives rise to stories of haunted battlegrounds, ruins, roads, river crossings and other strategic locations where a dullahan continues a terrifying
.
Frightful Presence (Costs 2 Actions). Each creature of the dullahan’s choice within 30 feet of it must succeed on a DC 15 Wisdom saving throw or become frightened of the dullahan until the end of its next
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->Mordenkainen's Tome of Foes
darkness transformed them, and their bitterness made them twisted and cruel. Now, they loiter near Shadowfell crossings to waylay travelers who venture too close to their lairs. Divide and Conquer
do so, they become cringing, fawning things, eager to please and thereby escape the cold gaze of the being who brought them so low. All of the original thirteen remain alive, thanks to their cunning
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->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->Volo's Guide to Monsters
Stone Giants Stone giants — reclusive, reflective, and inscrutable — take pains to remain apart from the world of sunlight and sky. Only when they’re surrounded by stone do they consider themselves
lends a tempestuous, unearthly quality to their homes. Storm giants use elemental crossings for their own transplanar wandering, especially into the Elemental Plane of Air and the Elemental Plane of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
badger minstrels plays delicate chamber music.
The guests gathered here are denizens of the Material Plane who regard Zybilna as a fairy godmother-like figure. After using various fey crossings to enter
.) Tea and Cakes. The pavilion’s supply of tea and cakes magically replenishes every hour. The cakes are delicious. Any cakes removed from the pavilion instantly become moldy. Treasure. Characters who
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






