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Returning 35 results for 'before being damage coffer reflections'.
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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
":"Bite"} to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage plus 10 (3d6);{"diceNotation":"3d6
", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"psychic"} psychic damage.
Abyssal Curse. The vargouille targets one Humanoid within 5 feet of itself that has the incapacitated
Monsters
Mordenkainen Presents: Monsters of the Multiverse
target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage", "rollAction":"Unarmed Strike", "rollDamageType":"bludgeoning"} bludgeoning damage.
Piscine Anatomy. The sea spawn uses one of the
hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage.
3–4
Monsters
Icewind Dale: Rime of the Frostmaiden
running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Shapechanger. If the vampire isn’t in sunlight, it
to all nonmagical damage, except the damage it takes from sunlight.
Unusual Nature. The vampire doesn’t require air.
Vampire Weaknesses. The vampire has the following flaws:
Enraged by
Magic Items
Tasha’s Cauldron of Everything
required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.
The pestle has 12 charges. When you hit with a melee attack using the
pestle, you can expend up to 3 of its charges to deal an extra 1d8 force damage for each charge expended. The pestle regains all expended charges daily at dawn.
Perfect Tools. While holding the mortar and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
of the slope on the alcove floor, 13 feet below where the coffer sits on its pedestal. Each creature that falls in this way takes 3 (1d6) bludgeoning damage. When the slab finishes moving, it locks
19. Silver Coffer At the end of the corridor is a small alcove holding a three-foot-tall stone pedestal on which rests a small silver coffer. Fifteen feet in front of the alcove, there is a single
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
saving throw or take 9 (2d8) piercing damage. The coffer contains fourteen precious items worn by the sahuagin priestesses during their most important and holy festivals: Six silver masks, all in the
of the coffer. Creatures caught in the blade’s path must make a successful DC 16 Dexterity saving throw, taking 18 (4d8) slashing damage on a failed save or half the damage on a successful one. The
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, and now they exist in a strange state between life and death. Eladrin and shadar-kai are like reflections of each other: one bursting with emotion, the other nearly devoid of it. Shadar-kai Traits
resistance to necrotic damage. Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
buck up and down violently. When the floor does so, each creature in the room must succeed on a DC 10 Dexterity saving throw or fall prone and take 1 bludgeoning damage from abrasions and contusions
. Roll a d6 each time one is opened. On a roll of 1–3, the coffer contains 1d3 poisonous snakes. On a roll of 4–5, 8d10 pp are found. On a roll of 6, the coffer holds 2d4 gems (worth 10 gp each).
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
blade thrusts from the coffer, stabbing any creature next to the coffer’s lock. The creature must make a successful DC 14 Dexterity saving throw or take 9 (2d8) piercing damage. Treasure. The leather
the guards to open the doors for the party. The doors are not magically locked and can be opened with appropriate spells or enough brawn. The doors (AC 16, 45 hit points, damage threshold 12) can be
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Gnomish on a little brass plaque bolted to their chest) suffered vocal cord damage as well as other structural damage. The autognome has 6 hit points remaining, can’t speak, and makes occasional
dotingly follow friendly characters while trying to stay out of harm’s way.
Quote:“ Hsssssshhh….pop..whirrr.. shsss…pop!” [shudders in fear]”
Treasure Lying next to Wizpop is a small iron coffer
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
6 (−2)
WIS
10 (+0)
CHA
2 (−4)
Damage Resistances cold, fire, lightning, psychic
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive
vargouille has advantage on saving throws against spells and other magical effects.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 10 (3d6
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
the first time on a turn takes 2 (1d4) fire damage. Black Mirror. A creature that looks into the black mirror sees its reflection blur and then reappear in ancient garb as if depicting a previous
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
poisonous snake, with these changes: The serpent is a construct that understands and obeys whoever was holding the staff when it transformed. It has immunity to poison damage and the poisoned
midair in the middle of the room.
Debris. On the floor beneath where the bones are circling lies a shattered stone coffer.
Niche. Carved into the west wall is an empty niche. (The coffer once
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Cube Debris 1d6 Floating in the Gelatinous Cube Is A... 1 Chest or recently trapped mimic. 2 Collection of bubbles or rocks resembling eyes. 3 Key to a nearby door or coffer. 4 Remarkable weapon in
Strength (Athletics) check, and the puller takes 10 (3d6) Acid damage.
Transparent. Even when the cube is in plain sight, a creature must succeed on a DC 15 Wisdom (Perception) check to notice the cube
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
blind beyond this distance. It has the following action options: Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage. Belch Fire (Recharge 4–6). The stove
belches fire in a 15-foot cone. Each creature in the area must make a DC 10 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. Treasure
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
must make a DC 15 Strength saving throw. On a failed saving throw, the creature takes 14 (4d6) bludgeoning damage and is swept to the end of the hall with such great force that it falls prone. A creature
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
area. At the far end of that open area, perhaps fifty feet away, stands a closed coffer with canvas sacks propped against it.
The threshold of the chamber at the south end of the passage is trapped
if any creature passes from the corridor into the chamber. If that occurs, each creature within 20 feet of the glyph must make a DC 15 Dexterity saving throw, taking 22 (5d8) cold damage on a failed
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
of the creatures that cast them. Treat the reflections as shadows that are fey instead of undead and vulnerable to bludgeoning damage instead of radiant. 35–40 One character in the region gains the
-radius sphere centered on one random creature in the region. Each creature in the sphere that isn’t undead regains 3d6 hit points. Each undead creature in the sphere takes 3d6 radiant damage. 13–18
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
the coffer, hitting the extremity that was extended. The needle deals 1 piercing damage and delivers a dose of purple worm poison (see “Sample Poisons” in chapter 8 of the Dungeon Master’s Guide). With
it is subjected to one attack at a +6 bonus to hit, dealing 11 (2d10) piercing damage on a hit. 2. Grand Hall Two ettins are always in the hall that runs east–west off the entry passage, using their
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
balcony near a double door.
The harpsichord is a Medium object with AC 15, 12 hit points, and immunity to poison and psychic damage. A detect magic spell reveals an aura of transmutation magic around it
(including the one on the dais) has AC 13, 4 hit points, vulnerability to bludgeoning and thunder damage, and immunity to poison and psychic damage. While the statues are dancing, any creature that
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. or range 120 ft. Hit: 24 (7d6) Necrotic damage.
Howl (Recharge 5–6). Constitution Saving Throw: DC 19, each creature in a 30-foot Emanation originating from the demilich. Failure: 70 (20d6) Psychic
damage. Failure or Success: The target has the Frightened condition until the start of the demilich’s next turn.
Legendary Actions
Legendary Action Uses: 3 (4 in Lair). Immediately after another
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
sea spawn, haunting the waves like tortured reflections of their former selves. Coral encrusts them. Barnacles cling to their cold skin. Lungs that once filled with air can now breathe in water as well
Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Piscine Anatomy. The sea spawn uses one of the following options (choose one or roll a d6):
1–2: Bite. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
ocean and live on as sea spawn, haunting the waves like tortured reflections of their former selves. Coral encrusts them. Barnacles cling to their cold skin. Lungs that once filled with air can now
and one with its Piscine Anatomy.
Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Piscine Anatomy. The sea spawn has one or more of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Their noses can’t stand the scent of perfumes, and their ears can’t abide words spoken aloud in Celestial. They don’t cast reflections in mirrors unless they want to. Unlike normal vampires, gnoll
Damage Resistances necrotic; bludgeoning, piercing, and slashing damage from nonmagical attacks
Senses darkvision 120 ft., passive Perception 11
Languages Abyssal, Gnoll
Challenge 8 (3,900 XP
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm. IT’S YOUR SWARM
A Swarmkeeper’s swarm and spells are reflections of the
creature with an attack: The attack’s target takes 1d6 piercing damage from the swarm. The attack’s target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
into a quarterstaff or shrink it back into a pestle (no action required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. The pestle has
12 charges. When you hit with a melee attack using the pestle, you can expend up to 3 of its charges to deal an extra 1d8 force damage for each charge expended. The pestle regains all expended charges
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
berbalang, and everything experienced by the duplicate is known by the berbalang. All damage dealt by the duplicate’s attacks is psychic damage.
Innate Spellcasting. The berbalang’s innate spellcasting
)
Actions
Multiattack. The berbalang makes two attacks: one with its bite and one with its claws.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage.
Claw
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
remains under the spell’s effect for the full duration, it must make a DC 15 Intelligence saving throw at the end of the hour, taking 44 (8d10) psychic damage on a failed save, or half as much damage
Madness table in the Dungeon Master’s Guide. The ice wall has AC 13, vulnerability to fire damage, and immunity to cold, poison, and psychic damage. If the wall takes 50 points of damage or more, large
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
elemental can’t be targeted or harmed directly. Any creature that enters the hot oven or starts its turn inside it takes 10 (2d6 + 3) fire damage. A character can try to shove a Medium or smaller
(Athletics) check to shove the creature is made with advantage. The oven is a Large object with AC 13, 30 hit points, vulnerability to cold damage, and immunity to fire, poison, and psychic damage
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
), ten topazes (50 gp each), ten black opals (100 gp each), and ten amethysts (100 gp each); it is covered with a plain black wrapper to protect it from dust and damage. A coffer on the low chest
immunity to fire damage), and four young fire giants (use the ogre statistics, plus immunity to fire damage). All are armed with various weapons, even the young, and there are twenty throwing rocks
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
15 that deals 7 or more damage. Not only does this send Guh tumbling to the floor, but on her next turn she tries to stand up and instead rolls into the nearest pit, breaking through the wooden
crossbeams. She falls 30 feet to the floor of area 12, taking 10 (3d6) bludgeoning damage. She also lands prone and can’t get up without assistance. Any creature unfortunate enough to be underneath Guh when
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the glyph. Each creature in that area must make a DC 13 Dexterity saving throw, taking 13 (3d8) fire damage on a failed save or half as much damage on a successful one. T11: Watchtowers Six turrets
drawer triggers, erupting with flame in a 10-foot-radius sphere. Each creature in that area must make a DC 13 Dexterity saving throw, taking 13 (3d8) fire damage on a failed save or half as much damage
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
contact with an antimagic field or is destroyed. The sphere is a Large object with AC 20; 100 hit points; resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks; and immunity to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
falls prone, and the creature must make a DC 15 Strength saving throw, taking 1d10 bludgeoning damage on a failed save, or half as much damage on a successful one. When an avalanche stops, the snow
mountain pass are reflections of Auril’s self-imposed isolation. A blizzard in Icewind Dale typically lasts 2d4 hours, and whenever the characters are caught in one, the following rules apply until it






