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Returning 35 results for 'before being detected common reflections'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
. If detected, it sends electrical shocks through the ground toward pursuers while it retreats.
Clockworks
Gnomes’ tinkering with magic and mechanical devices has produced many failed
Suction. The clockwork gains a climbing speed of 30 feet.
9
Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish.
10
Water Propulsion. The clockwork gains
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
Shadar-kai have the following traits in common, in addition to the traits they share with other elves. Ability Score Increase. Your Constitution score increases by 1. Necrotic Resistance. You have
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
creatures
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 14
Languages Common, Infernal
Challenge 5 (1,800 XP
thoughts, disguise self
1/day: shield
Limited Magic Immunity. The rakshasa can’t be affected or detected by spells of 1st level or lower unless it wishes to be. It has advantage on saving throws
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
knowledge of the casting. This curse can be detected by casting an identify spell on the item and succeeding on a DC 25 Intelligence (Arcana) check. The check can be attempted once per casting
, and she might try to enlist the characters in a plot to ruin the mining efforts. Rarity Asking Price Common 75 gp Uncommon 300 gp Rare 2,500 gp Very rare 25,000 gp Legendary 50,000 gp Selling Items
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
half-inch spy-holes for eyes. These holes are detected when the secret door is found. 2b. Pillar Forest Bugbears. Two bugbears hide behind pillars. (Each bugbear is host to an intellect devourer in its
loudly as it hits the floor.
Warning. The words “Certain death this way!” are carved in Common on the southeast wall, with an arrow pointing toward the southern exit.
The bugbears detect the approach
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
weighs down the heart, causing those within its oppressive aura to feel the approach of death. This torment alone is enough to please its master, the Raven Queen, but should it be detected, a gloom
, exhaustion
Senses darkvision 60 ft., passive Perception 11
Languages Common, Elvish
Challenge 9 (5,000 XP)
Burden of Time. Beasts and humanoids, other than shadar-kai, have disadvantage on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the following telepathic warning in Common: “Turn back! You’re not prepared for the danger that lies ahead!” Characters are free to ignore her warning. She can’t and won’t elaborate on the nature of
the danger that awaits the adventurers or communicate with them in any other way, for fear of being detected by Halaster. Powerful divination magic can reveal Jhesiyra’s disembodied presence
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Coming and Going Travelers who don’t have access to plane shift spells or similar magic must rely on other means to travel to and from a Domain of Delight. Fey crossings are the most common means of
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
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
meditate on reflections in the water. Some forgo the duties of family, seeking to attune with nature and work the will of the spirits at the Temple of Ember. Many animals are believed to be messengers
times of hardship. Names Names in Siabsungkoh are shaped by family identity, class, and trade. The following names are among the most common in Siabsungkoh: Feminine. Aom, Pathma, Ratari, Suree
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
from magic weapons wielded by good creatures
Damage Immunities bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 13
Languages Common
, Infernal
Challenge 13 (10,000 XP)
Limited Magic Immunity. The rakshasa can’t be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. A second, smaller tunnel burrows into the base of a cliff to the east.
The tunnel leading to the tomb’s true entrance (area 4) is obscured by vegetation and cannot be detected unless the
using Divine Sense can detect a fiendish presence within the obelisk. Clearing the vines and moss from the south face of the obelisk exposes a message carved into it in Common. (Give the players a copy of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
slashing from nonmagical attacks not made with silvered weapons
Senses darkvision 60 ft., passive Perception 18
Languages Common, Infernal
Challenge 15 (13,000 XP)
Innate Spellcasting
can’t be affected or detected by spells of 6th level or lower unless he wishes to be. Mordakhesh has advantage on saving throws against all other spells and magical effects.
Actions
Multiattack
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
found sanctuary in Undermountain, hid from the green dragon, and made peace with the archdruid Wyllow. Story time ends as soon as intruders are detected. Six of the werebats assume hybrid form before
and 1 hit point, ability scores of 5, and immunity to bludgeoning, piercing, and slashing damage from weapons that aren’t silvered. They also have the Shapechanger trait common to all werebats, but
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
avoid it. Triggering a Trap Most traps are triggered when a creature goes somewhere or touches something that the trap's creator wanted to protect. Common triggers include stepping on a pressure plate or
. Use your common sense, drawing on the trap's description to determine what happens. No trap's design can anticipate every possible action that the characters might attempt. You should allow a character
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
Languages understands Aquan and Common but can’t speak
Challenge 1 (200 XP) Proficiency Bonus +2
Limited Amphibiousness. The sea spawn can breathe air and water, but it needs to be submerged in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
avoid it. Triggering a Trap Most traps are triggered when a creature goes somewhere or touches something that the trap’s creator wanted to protect. Common triggers include stepping on a pressure plate or
. Use your common sense, drawing on the trap’s description to determine what happens. No trap’s design can anticipate every possible action that the characters might attempt. You should allow a
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
)
WIS
10(+0)
CHA
8(−1)
Senses darkvision 120 ft., passive Perception 10
Languages understands Aquan and Common but can’t speak
Challenge 1 (200 XP)
Limited Amphibiousness. The sea
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the common room of the inn (area 2), as if they had just walked through the main door. You are standing just inside the front door to the Dran & Courtier. Things are a bit different, however. The
fireplace burns with purple flame. Swinging from the chandelier above the center of the common room is a red-haired figure in a green shirt and red cape. He appears to be having a grand time.
Sigil the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
speared, a creature is pulled into the darkness to be sliced apart or teleported elsewhere to be tortured to death.
Dark Reflections. A boneclaw’s master might not want such a servant or even know it
and grisly murders, tied together by the common thread of the master’s envy or hunger for revenge.
Undead Nature. A boneclaw doesn’t require air, food, drink, or sleep.
Boneclaw
Large undead
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
reflections. Creatures, objects, and energy reflect, refract, duplicate, or are transported elsewhere. Such locations arise from the intrusion of a theorized Plane of Mirrors upon the Material Plane, or
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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
detected, an iron spike or similar object can be wedged between the pit’s cover and the surrounding floor to prevent the cover from opening. The cover can also be held in place using an arcane lock spell
creature has been teleported in this way, it is unaffected by teleport traps on this level for 1 hour. When a creature is teleported by a trap, Halaster’s booming voice shouts “Teleported!” in Common
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
). He uses the assassin stat block with the following changes: He is neutral evil, and can speak and understand Common and Giant Owl. Andras has advantage on Wisdom (Perception) checks that rely on
cannot be severed or destroyed. Concealed Door Located at the back of an empty iron maiden, this locked door leads to area 23, and is used by Andras to check on the clones there. It can be detected
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
bronze dragon’s lair, or the crystalline growths common near any gem dragon’s lair. Other examples include the following effects: Deceptive Reflections. At first glance, still water within 6 miles of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
heart, causing those nearby to feel the approach of death. If detected, gloom weavers use their shadow magic to reduce enemies to ghastly corpses. Shadar-kai Gloom Weaver
Medium Humanoid (Elf
Common, Elvish
Challenge 9 (5,000 XP) Proficiency Bonus +4
Burden of Time. Beasts and Humanoids (except elves) have disadvantage on saving throws while within 10 feet of the shadar-kai.
Fey Ancestry
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
darkvision 120 ft., passive Perception 19
Languages Common, Infernal; can read all writing
Challenge 14 (11,500 XP)
Limited Magic Immunity. Mahadi can’t be affected or detected by spells of 6th level
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
scouting, spying on opponents, and moving around without being detected. The Ethereal Plane also disobeys the laws of gravity; a creature there can freely move in any direction. Deep Ethereal To reach the
looming threat that’s a grim reminder of the Radiant Citadel’s precarious position. Heroes and paupers meet on equal footing in the Radiant Citadel. By common agreement, power and resources are equitably
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
. Once detected, the pit can be safely avoided by sidling along its perimeter.
Escaping the Pit. The pit’s walls have cracks big enough to serve as handholds, allowing trapped creatures to climb out
the centipedes act on their turns. Use the “Combat” section in the D&D Beyond Basic Rules to run this encounter.
A4: Common Area This common area contains straw beds and a pile of junk. Five
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. A plaque on the door reads “ENGINE ROOM” in Common and Gnomish. The room has the following features: The engine room is filled with machines that hiss, whir, and clatter constantly. A rock gnome
, frightened, paralyzed, petrified, knocked prone, or poisoned. The chest has a secret compartment in the bottom that can be detected and opened with a successful DC 13 Wisdom (Perception) check. If
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
another. Two off-duty mates (drow elite warriors) relax in the hammocks. Three walnut chests sit under the hammocks. The chests are unlocked. Treasure. Each chest holds two sets of common clothes, a
potion of water breathing, and a bottle of excellent wine (worth 25 gp), bearing a label in the shape of an eye patch and the name “One-Eyed Jax” in Common. J11. Aft Castle Upper Deck This highest deck
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of the door so that it can’t be detected by anyone outside the palace. The glyph triggers when the door is opened by any means other than using the proper key. When triggered, the glyph erupts with
traits: He speaks Aquan, Auran, Common, Gnomish, Ignan, and Terran. He is Small and has a walking speed of 25 feet. He has darkvision out to a range of 60 feet. He has advantage on all Intelligence
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
segmented body remains buried. If detected, it sends electrical shocks through the ground toward pursuers while it retreats. Clockwork Bronze Scout
Medium Construct, Unaligned
Armor Class 13
Hit
feet. 9 Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish. 10 Water Propulsion. The clockwork gains a swimming speed of 30 feet. Clockwork Malfunctions d8
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
of these figures melt away, and they become three shadows until dawn. Characters who succeed on a DC 13 Dexterity (Stealth) check can cross the yard without being detected. Otherwise, Hurv and his
written in Common and describes births, deaths, and other family events between 1239 DR, the Year of the Bloodied Sword, and 1422 DR, the Year of Advancing Shadows. Of particular note is the little-known
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Dungeon Characteristics Locations in the Doomvault are identified on map 5.1. The following characteristics are common to all the areas, unless otherwise noted in a specific description. Because of
temples. Common Features This section details further generalities about the Doomvault. Descriptions in specific areas take precedence over this overview. Atmosphere. Abjuration magic keeps the dungeon
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
sits in the middle of a ruined and abandoned village. Anyone who looks into the water sees brief reflections of the long-dead villagers going about their lives in harmony and joy. 2 In the middle of the
past the instant of their casting and start behaving as if they were independent, living creatures. A common misunderstanding about the Mournland is that healing spells refuse to work. The fact is
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
columns and watches them, attempting to use its Weird Insight to discern the intruders’ secrets. Ssarnak communicates via telepathy. If detected, it prefers to negotiate and will betray the Redbrands
key that locks and unlocks all the doors in the Redbrands’ hideout. Simon Dominic The Cragmaw goblins are a threat throughout the Phandalin region R10: Common Room This room is the headquarters and






