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Returning 35 results for 'before being designed creature reflections'.
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Monsters
Forgotten Realms: Heroes of Faerûn
. On a successful save, the wonder drops to 1 Hit Point instead.
Wind-Up Operation. The wonder has the Unconscious condition until another creature winds it with the wonder’s unique key for 1
minute. Once wound, the wonder operates for 10 days or until a creature touches the wonder with its key as a Utilize action to deactivate it, after which the wonder has the Unconscious condition until
Magic Items
Forgotten Realms: Adventures in Faerûn
Utilize action each turn.
Once wound, a Mechanical Wonder remains activated for the duration specified in the wonder's description below.
Domestic Wonder (Uncommon). This bipedal wonder is designed to
ft. The gyrocopter can bear up to 2,000 pounds of cargo; if it bears any more than this, it deactivates.
Eight spectral cords are mounted to the inside of the cargo bay. A creature riding in the
Magic Items
Forgotten Realms: Heroes of Faerûn
designed to assist with household duties. It vaguely resembles whatever species its creator used as inspiration. An activated domestic wonderuses the Domestic Wonder stat block. The wonder is an ally to you
a successful save, the wonder drops to 1 Hit Point instead.
Wind-Up Operation. The wonder has the Unconscious condition until another creature winds it with the wonder’s unique key for 1
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
Quests from the Infinite Staircase
condition ends on a creature early if the creature takes damage or if another creature uses an action to shake it awake.Combat robots are designed for security or military action. They make able sentries
: 10 (1d10 + 5);{"diceNotation":"1d10+5", "rollType":"damage", "rollAction":"Tentacle", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a Medium or smaller creature, it has the
Magic Items
Icewind Dale: Rime of the Frostmaiden
This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
Each lantern of tracking is designed to track down a
certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can’t be changed. While the lantern is within 300 feet of any creature of
Monsters
Mordenkainen's Fiendish Folio Volume 1
Ethereal Jaunt. As a bonus action, a xill can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
Poison Stinger. The xill injects poison into one creature it hit with its
claws this turn. The chosen creature must make a DC 11 Constitution saving throw, with disadvantage if the xill hit it more than once this turn, taking 14 (4d6);{"diceNotation":"4d6","rollType":"damage
Monsters
Spelljammer: Adventures in Space
is incapacitated for 1 minute.
13–14: “You’ve Disarmed Me!” One of the autognome’s arms falls off, reducing the number of Shock attacks it can make by 1 until a creature
a creature uses an action to reattach the head, which reactivates it.
17–20: “Have a Magical Day!” The autognome explodes and is destroyed. Each creature within 20 feet of the
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
Quests from the Infinite Staircase
", "rollType":"damage", "rollAction":"Force Strike", "rollDamageType":"force"} force damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or have the
android must see the attacker.Androids are synthetic humanoids built to assist their creators with highly specialized tasks. They are designed to be compliant and typically have friendly demeanors.
Every
Monsters
Quests from the Infinite Staircase
+ 5);{"diceNotation":"1d8+5", "rollType":"damage", "rollAction":"Cargo Tentacle", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a Medium or smaller creature, it has the grappled
robots designed to be in public view—such as units that carry out deliveries, repairs, or transportation—have voices that more closely mimic those of their creators. These robots employ
Monsters
Adventure Atlas: The Mortuary
"} piercing damage at the start of each of its turns. The animated coffin can grapple only one creature at a time.Animated coffins are heavy, macabre Constructs designed to ferry the dead to places of rest
False Appearance. If the animated coffin is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the coffin move or act, that
Equipment
Designed for big game, Hunting Rifles are slow but accurate, requiring bolt action operation between every shot.
This weapon has the following mastery property. To use this property, you must have
a feature that lets you use it.
Sighted. Attacking at long range with this weapon doesn’t impose Disadvantage on your attack rolls. When you hit a creature with an attack using this weapon at long range, you can reroll any of the damage dice and must use the new roll.
Equipment
This weapon features an ingeniously designed catch mechanism at the top of the flight grove, just in front of the latch, which automatically loads a bolt from a magazine and resets the string each
.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Equipment
feat.
This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.
Brutal. This weapon is designed for maximum damage. Brutal weapons score
Critical Hits on a natural roll of 19 or 20. If your Critical Range is already increased, instead increase it by 1 point (such as from 19-20 to 18-20). When you score a Critical Hit with a Brutal weapon against a creature, the weapon deals one additional die of damage.
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
Magic Items
Waterdeep: Dungeon of the Mad Mage
This ornate chair is designed to propel and maneuver a ship through space.
Passive Properties. The following properties of the helm come into play even when no creature is attuned to it:
When
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
Equipment
Built and used by mind flayers, nautiloid;nautiloids are designed exclusively for space travel. They can’t float on water, nor can they land safely on the ground.
As an action, a creature
Equipment
feat.
This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.
Brutal. This weapon is designed for maximum damage. Brutal weapons score
Critical Hits on a natural roll of 19 or 20. If your Critical Range is already increased, instead increase it by 1 point (such as from 19-20 to 18-20). When you score a Critical Hit with a Brutal weapon against a creature, the weapon deals one additional die of damage.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Creating a Darklord Domains are mocking reflections of the evils they confine. Each has a purpose, being a prison designed to torture a deliberately chosen villain. To devise a Domain of Dread, you
Equipment
Weapon Proficiency feat.
This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.Brutal. This weapon is designed for maximum damage. Brutal
weapons score Critical Hits on a natural roll of 19 or 20. If your Critical Range is already increased, instead increase it by 1 point (such as from 19-20 to 18-20). When you score a Critical Hit with a Brutal weapon against a creature, the weapon deals one additional die of damage.
Equipment
Proficiency feat.
This weapon has the following Mastery Property. To use this property, you must have a feature that lets you use it.
Brutal. This weapon is designed for maximum damage. Brutal weapons score
Critical Hits on a natural roll of 19 or 20. If your Critical Range is already increased, instead increase it by 1 point (such as from 19-20 to 18-20). When you score a Critical Hit with a Brutal weapon against a creature, the weapon deals one additional die of damage.
Warforged
Legacy
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Species
Eberron: Rising from the Last War
designed.
Although they were manufactured, warforged are living humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to warforged that they do to other humanoids
every creature you meet.
2
You often misread emotional cues.
3
You are fiercely protective of your friends.
4
You try to apply wartime discipline to every situation.
5
You don
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.
Monsters
Fizban's Treasury of Dragons
":"recharge", "rollAction":"Disorienting Breath"}. The dragon exhales a wave of psychic dissonance in a 60-foot cone. Each creature in that area must make a DC 18 Intelligence saving throw. On a failed save
, the creature takes 42 (12d6);{"diceNotation":"12d6", "rollType":"damage", "rollAction":"Disorienting Breath", "rollDamageType":"psychic"} psychic damage, and until the end of its next turn, when the
Monsters
Fizban's Treasury of Dragons
":"Disorienting Breath"}. The dragon exhales a wave of psychic dissonance in a 90-foot cone. Each creature in that area must make a DC 22 Intelligence saving throw. On a failed save, the creature takes 56
(16d6);{"diceNotation":"16d6", "rollType":"damage", "rollAction":"Disorienting Breath", "rollDamageType":"psychic"} psychic damage, and until the end of its next turn, when the creature makes an attack
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->Dragonlance: Shadow of the Dragon Queen
gnomeflinger was designed in conjunction with the narycrash (see the “Adventuring Gear” section) to hasten transportation. The device can hold one Medium or smaller creature. Before it can be used, the
Gnomeflinger Large Object Armor Class: 15 Hit Points: 100 Damage Immunities: poison, psychic The gnomeflinger is a catapult designed to hurl creatures, instead of projectiles, in a high arc. The
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->Flee, Mortals! Rule Primer
NPCs with Companions Companion creatures are designed to accompany player characters on adventures. If an NPC has a pet or creature servant, it’s recommended you use the creature’s normal stat block
. For instance, if an NPC ranger has an owlbear they work with, that creature would use the normal owlbear stat block and be played by the GM as normal. But if the characters are charged with rescuing
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Flamethrower Coach Large Object Armor Class: 19 Hit Points: 100 Flamethrower. Dexterity Saving Throw: DC 15, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 14 (4d6) Fire damage, and the
creature starts burning. Success: Half damage only. Powered by magic, this iron coach has a flamethrower turret mounted atop it. The coach can accommodate up to two Medium creatures. An iron hatch in
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Step 2: Choose Encounter Size Determine whether you want to create a battle that pits one creature against the characters, or if you want to use multiple monsters. If the fight is against a single
opponent, your best candidate for that foe is one of the game’s legendary creatures, which are designed to fill this need. If the battle involves multiple monsters, decide roughly how many creatures you want to use before continuing with step 3.






