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Returning 35 results for 'before being diameter common reflection'.
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Spells
Player’s Handbook
) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the
a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common
Spells
Player’s Handbook
feet in diameter. If you choose an object, it must remain in place; if it is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered
surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common
Magic Items
Dungeon Master’s Guide
, and attacks you.
91–95
A vertical, 10-foot-diameter, two-way portal to another plane of existence opens in an unoccupied space within 30 feet of you and remains open until the end of your
next turn. The DM determines where it leads.
96–00
You pull a magic item out of the hat. Roll 1d6 to determine the item’s rarity: on a 1–3, Common; on a 4–5, Uncommon
Monsters
Vecna: Eve of Ruin
’t observed the mirror shade move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the mirror shade isn’t the creature’s own reflection
strike. Mirror shades can be found throughout the multiverse but are particularly common in the Outer Planes.Poison, Psychic, RadiantAcid, Fire, Lightning; Bludgeoning, Piercing, and Slashing from
Magic Items
Waterdeep: Dungeon of the Mad Mage
This common wondrous item is a hollow, 5-inch-diameter orb that weighs 5 pounds. Its outer shell is composed of notched bronze rings, which can be turned so that the notches line up. Aligning the
Glyph of Warding
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from
another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common
Symbol
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
, a scroll, or a treasure chest). If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place
common triggers are opening the object, approaching within a certain distance of it, or seeing or reading the glyph.
You can further refine the trigger so the spell is activated only under certain
Monsters
Waterdeep: Dungeon of the Mad Mage
ghostly, 1-foot-diameter humanoid eye surrounded by motes of light. The sensor is stationary, though Halaster can reorient the eye to face in any direction. Halaster can see through the eye as though he
effect is triggered, as though Halaster had cast minor illusion in an area. Common illusions include the echo of rattling chains, the distant sound of explosive spells being cast, a dusty cloak or a rusty
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Mordenkainen Presents: Monsters of the Multiverse
Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his toughness
, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Roguish Archetypes Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But
different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus — not necessarily an indication of your chosen profession, but a description of your preferred techniques.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Roguish Archetypes Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But
different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus — not necessarily an indication of your chosen profession, but a description of your preferred techniques.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cleansing Stone Wondrous item, common A cleansing stone is a sphere 1 foot in diameter, engraved with mystic sigils. When touching the stone, you can use an action to activate it and remove dirt and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Cleansing Stone Wondrous item, common A cleansing stone is a sphere 1 foot in diameter, engraved with mystic sigils. When touching the stone, you can use an action to activate it and remove dirt and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Gnome with No Name A 4-foot-tall, 2-foot-wide bronze-framed mirror leans against the far wall in this otherwise empty room. A creature that gazes into the mirror sees its reflection take the form
of a female gnome in leather armor. She speaks Common and Gnomish, and is surprised to see the characters. Halaster trapped her in the mirror so long ago that she has lost track of time. The gnome
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ruby of the War Mage Wondrous Item, Common (Requires Attunement by a Spellcaster) Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a Simple or Martial weapon as a Spellcasting
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Ruby of the War Mage Wondrous item, common (requires attunement by a spellcaster) Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting
Kobold
Legacy
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Species
Volo's Guide to Monsters
creatures wouldn’t feel safe.
Kobolds take advantage of their size by creating small-diameter tunnels that they can easily pass through, but that require larger creatures to hunch over or even
lack of emotional bonding means they have no concept of marriage or permanent family relationships. Their eggs are placed in a common tribal hatchery with no effort to keep track of who each one
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dragon wings on the right door. Above the double door is a 3-foot-diameter disk painted black with a purple metal rim (the symbol of Shar).
Cultists and Rats. Twelve human cultists of Shar are chanting
ritual taking place in area 10, and they try to kill anyone they believe is not a Shar worshiper. They chant the following verse over and over in Common: “Darkness quench the sun. Darkness swallow the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
with a slate roof and several chimneys. Most of the ground floor is taken up by the tavern’s common room, which contains a 40-foot-diameter open well (actually the outer shell of a sunken stone tower
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Redoubt Features The following features are common throughout the cliffside redoubt. Ceilings Ceilings within the redoubt are 12 feet high. Forbiddance The redoubt’s interior is warded by a permanent
ventilation tubes less than a half-inch in diameter draw fresh air from the cliffside into the redoubt. The holes keep out Pandemonium’s whipping winds and allow Kas to come and go from within the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
understands Common but can’t speak
Challenge 1/2 (100 XP) Proficiency Bonus +2
Fallible Invisibility. The skulk is invisible. This invisibility can be circumvented by three things:
Charnel
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->Vecna: Eve of Ruin
seamlessly with their reflected surroundings and wait until the moment is right to strike. Mirror shades can be found throughout the multiverse but are particularly common in the Outer Planes. “She was
creature’s own reflection.
Mirror Movement. The mirror shade can move along the surface of reflective or translucent objects, such as mirrors, without provoking opportunity attacks. It can move through
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Gold Dwarves Gold dwarves are common in the lands to the south and east. They are formidable warriors, proud of their long traditions, with strong ties to clan. They are gruff and haughty and have a
artisans toil over items for years, getting their etchings and fine details just right before being satisfied with their efforts. That deliberate, perfectionist approach is a reflection of gold dwarf
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+6
Senses Darkvision 150 ft.; Passive Perception 14
Languages Common plus one other language
CR 6 (XP 2,300; PB +3)
Actions
Multiattack. The medusa makes two Claw attacks and one Snake Hair
13, each creature in a 30-foot Cone. If the medusa sees its reflection in the Cone, the medusa must make this save. First Failure: The target has the Restrained condition and repeats the save at the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, Deception +6, Perception +8, Stealth +4
Damage Resistances fire, psychic
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 18
Languages Common, Draconic, telepathy 120 ft.
Challenge 8
(3,900 XP) Proficiency Bonus +3
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake.
Actions
Multiattack. The dragon
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
cover its surface — some written in Common and others etched in jagged cuneiform.
The tablet is a proclamation from an Omuan queen to her rivals in Mezro. The Mezroans couldn’t read the Omuans’ native
script, so the tablet contains the same message written both in Common and Old Omuan. It reads, “Queen Napaka proclaims that the free people of Omu fear nothing. Brave new gods protect us, as Ubtao
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Skills Stealth +8
Damage Immunities radiant
Condition Immunities blinded
Senses darkvision 120 ft., passive Perception 8
Languages understands Common but can’t speak
Challenge 1/2 (100 XP
)
Fallible Invisibility. The skulk is invisible. This invisibility can be circumvented by three things:
The skulk appears as a drab, smooth-skinned humanoid if its reflection can be seen in a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, 1-foot-diameter humanoid eye surrounded by motes of light. The sensor is stationary, though Halaster can reorient the eye to face in any direction. Halaster can see through the eye as though he was
triggered, as though Halaster had cast minor illusion in an area. Common illusions include the echo of rattling chains, the distant sound of explosive spells being cast, a dusty cloak or a rusty helm
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Languages Common, Draconic, telepathy 120 ft.
Challenge 9 (5,000 XP) Proficiency Bonus +4
Spider Climb. The dragon can climb difficult surfaces, including upside down on ceilings, without needing to
make an ability check.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake.
Actions
Multiattack. The dragon makes
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Landro Features The following features are common to all areas of Landro unless otherwise noted. Antigravity Magic The piece of the Rod of Seven Parts linked to the graymatter engine creates special
expression rather than its actual reflection. A creature that ingests any amount of graymatter fluid must succeed on a DC 14 Constitution saving throw or experience the following effects: Altered Speech
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
and adventurers who enter are often unaware of the medusa’s presence until the creature is among them. A medusa is subject to its own curse. By looking vainly on its reflection, it turns to stone as
, Perception +4, Stealth +5
Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 6 (2,300 XP)
Petrifying Gaze. When a creature that can see the medusa’s eyes starts its turn
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
tower’s highest floor, a fifteen-foot-diameter hole drops into the cold heart of Ravenloft itself. Cold air rushes up out of the shaft, sending a chill through you. Arrow slits line the walls, and
clicking of gears. Pidlwick II can’t speak and doesn’t have an expressive face, so he relies mostly on hand gestures and simple diagrams to communicate. He understands Common but can’t read or write. If
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
20. Haunted Cage Hanging by a chain from the ceiling of this dark, rectangular room is an old diver’s cage with barnacles clinging to it. The cage is eight feet tall, five feet in diameter, and
the ghost fails to possess someone, it tries to persuade the characters (in Aquan or Common) to help it find peace. The ghost can sense that its torturer is nearby, but can’t discern the exact
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Languages. You can speak, read, and write Common and Primordial. SPELL: WALL OF WATER
3rd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a drop of water)
Duration
make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall’s space is difficult terrain.
Any ranged weapon attack that enters the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, giving him an Intelligence of 10 and the ability to speak Common. After serving him for the duration of the enchantment, the serpent slithered off and found its way to Omu. Azi Mas has a good memory; he
Incense. Also present is a sealed case containing ten blocks of temple incense. Lighting a block creates a hazy cloud that fills a 20-foot-diameter sphere and moves with the block. Any creature that starts






