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Returning 35 results for 'before being dream create reflections'.
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Monsters
Monster Manual
released. The hag can create a new bag after 7 days.Multiattack. The hag makes two Claw attacks.
Claw. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Claw"}, reach
Ethereal Plane, the hag casts Dream, using the same spellcasting ability as Spellcasting. Only the hag can serve as the spell’s messenger, and the target must be a creature the hag can see on the
Monsters
Monster Manual
Hit Points required to maintain the spell)1/Day Each: Create Food and Water, Dream, Greater Restoration, Scrying, SleepPsychic, RadiantBludgeoning, Piercing, SlashingDivine Aid (2/Day). The couatl
Spells
Player’s Handbook
memory of the event’s details, or create a memory of some other event.
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the
creature’s natural inclinations, alignment, or beliefs. An illogical modified memory, such as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM
Couatl
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
, detect magic, detect thoughts
3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield
1/day each: dream, greater restoration, scrying
Magic
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
disembodied Humanoid heads with wings. While most vargouilles roam the planes to curse Humanoids and create more vargouilles, a variant known as the vargouille reflection resides in Undersigil. When a
Classes
Tasha’s Cauldron of Everything
. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
A Swarmkeeper’s swarm and spells are reflections of the
into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don’t change the effects of spells, but they are
Classes
Tasha’s Cauldron of Everything
. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
A Swarmkeeper’s swarm and spells are reflections of the
into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don’t change the effects of spells, but they are
Modify Memory
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
details of the event, or create a memory of some other event.
You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified
inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The GM might deem a
Monsters
Icewind Dale: Rime of the Frostmaiden
gnolls. 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
create a passage through the glacier unknowingly release the starving gnoll vampire from its icy sepulcher. For more information about Tekeli-li’s lair, the Caves of Hunger, see chapter 6.
Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Eberron: Rising from the Last War
each: chain lightning, create undead, dream, hold monster, mass suggestion, scrying
1/day each: foresight, gate, power word kill, teleport
Legendary Resistance (3/Day). If Sul Khatesh fails a saving
empowers warlocks and whispers secrets into the minds of wizards and artificers, helping them master spells and create relics they could never shape on their own. But few of those inspired by Sul
Monsters
Fizban's Treasury of Dragons
(Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Breath Weapon"}. The dragon uses one of the following breath weapons:
Dream Breath. The dragon exhales mist in a 90-foot
trouble in the name of lifting the “curse.”
4
Ettercap;Ettercaps captured a moonstone dragon wyrmling, who has so far avoided becoming dinner by teaching the ettercaps to create wild
Fraz-Urb'luu
Legacy
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Monsters
Out of the Abyss
will: alter self (can become Medium-sized when changing his appearance), detect magic, dispel magic, phantasmal force
3/day each: confusion, dream, mislead, programmed illusion, seeming
1/day each
Deception and Demon Lord of Illusions. He uses every trick, every ounce of demonic cunning, to manipulate his enemies—mortal and fiend alike—to do his will. Fraz-Urb’luu can create
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Sinister Reflections A Darklord’s memories, desires, mistakes, and evil deeds shape the domain’s twisted lands, inhabitants, and features. You need not create these in a vacuum, though. When creating
’ characters can be a source of inspiration for a Darklord. Consider a Darklord a sinister reflections of those characters. If you explore this connection, have your players create characters then
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Illusions Spells and other effects sometimes create magical illusions. Such an effect defines what the illusion does and which senses or mental faculties it deceives. If an illusion manifests in
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->Player’s Handbook
Illusions Spells and other effects sometimes create magical illusions. Such an effect defines what the illusion does and which senses or mental faculties it deceives. If an illusion manifests in
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->Journeys through the Radiant Citadel
Characters from Atagua If players want to create characters from Atagua, ask them the following questions: Have you traveled far in Atagua? Are you familiar with the Grassroads? Do you have contacts
among thri-kreen traders? Are your dreams remarkable? Have you had visions of serpentine dream spirits or strange flowers? Do you have nightmares of terrible insects? Do you not dream at all? Have you
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
spellcaster, but her insights into alchemy allow her to create chemically potent mind-altering effects. Ivana’s chemical arsenal includes drinks that convey illusory sensations, perfumes that charm
. The following example combines an inhaled poison and the dream spell, creating a tool Ivana uses to manipulate her agents. Ivana’s Whisper (Inhaled). This poison bears a distinct scent and chemical
Magic Items
Tasha’s Cauldron of Everything
Charisma check against a humanoid, you can roll a d10 and add the number rolled as a bonus to the result. The creature then becomes hostile to you at the next dawn.
7
The Donkey’s Dream
dracolich
You can use the tooth to cast the create undead spell. Once this property is used, it can’t be used again until the next dawn. Each time you create an undead creature using the tooth
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
by the city’s ruler, Tsien Chiang. Within this shared dream they labor ceaselessly, ever striving to create the impossible, perfect city of a perfectionist mastermind. Within the dreaming domain of
I’Cath Domain Trapped in a Dream Darklord: Tsien Chiang Genres: Body horror and cosmic horror Hallmarks: Endlessly changing labyrinth, deadly jiangshi, inescapable dreamworld Mist Talismans: Scrap of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Reach to enter the sleeper’s nightmares and end them from within. Dream entities oppose the effort, taking the forms of creatures from the dreamer’s life and from the Fiendish Incursion Encounters and
Giant Necropolis Encounters tables in chapter 3. Starry Beacon A character who rests at Dreamer’s Reach dreams of a brilliant star falling from the sky. Images of the dream persist upon waking and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Vampiric Touch
4th Level
Banishment
Blight
Dimension Door
Hallucinatory Terrain
5th Level
Contact Other Plane
Dream
Hold Monster
Scrying
6th Level
Circle of Death
Conjure Fey
Create Undead
Eyebite
Flesh to Stone
Mass Suggestion
True Seeing
7th Level
Etherealness
Finger of Death
Forcecage
Plane Shift
8th Level
Demiplane
Dominate Monster
Feeblemind
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Banishment
Blight
Dimension Door
Hallucinatory Terrain
5th Level Contact Other Plane
Dream
Hold Monster
Scrying
6th Level Arcane Gate
Circle of Death
Conjure Fey
Create Undead
Eyebite
Flesh to Stone
Mass Suggestion
True Seeing
7th Level Etherealness
Finger of Death
Forcecage
Plane Shift
8th Level Demiplane
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
allow actors to perform amazing stunts. Dream parlors focus on entirely illusory entertainment. Those with the inclination to display their wealth wear glamerweave, clothing imbued with illusion
. Expensive glamerweave can produce more elaborate effects, such as a gown that appears to be made of blooming flowers. Glamerweave can also create abstract effects that slowly shift colors or shimmer with a subtle glow.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
peoples and monsters that inhabit the worlds on the Material Plane originated. After the First World was shattered by a great cataclysm, the many worlds were formed like reflections or (in some cases
between the worlds of the Material Plane is rare but not impossible and can be accomplished in a variety of ways. The Dream of Other Worlds Aided by magic, travelers can fall into a deep slumber and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Vargouille Reflection Vargouilles are flying Fiends that resemble disembodied Humanoid heads with wings. While most vargouilles roam the planes to curse Humanoids and create more vargouilles, a
until the vargouille loses concentration (as if concentrating on a spell). If the target’s 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.
Adrián Ibarra Lugo
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Vi Vi (VYE) is a gnome artificer, entrepreneur, and traveler of many worlds who originally hails from Eberron. After helping to create terribly destructive weapons during the Last War, Vi sought to
promises access to paradise to those who serve her loyally. In truth, she feasts on the souls of any subjects who grow powerful enough to dream of challenging her.
Waterdeep Waterdeep is the most
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Variant Abilities When a beholder’s dream-imagination runs wild, the result can be an offspring that has an unusual or unique set of abilities. Rather than the standard powers of a beholder’s central
alternative spell effects for a beholder’s eye. Each of these effects is designed to be of the same power level as the one it replaces, enabling you to create a custom beholder without altering the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
hag can create a new bag after 7 days.
Actions
Multiattack. The hag makes two Claw attacks.
Claw. Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage.
Nightmare Haunting (1/Day
; Requires Soul Bag). While on the Ethereal Plane, the hag casts Dream, using the same spellcasting ability as Spellcasting. Only the hag can serve as the spell’s messenger, and the target must be a
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
can also help you create connections among the characters in your party. Those tables describe family relationships, current and former romantic connections, random acquaintances, past rivals, and many
rampaging wurm attacks. 3 Sudden Danger. The characters are trapped together by a sinkhole opening, a building collapsing, or a laboratory exploding. 4 Dream Team. A strange dream leads each character
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event’s details, or create a memory of some other
as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature. A Remove Curse or Greater
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. You must
implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
DM, you have two options when choosing a campaign setting: Use a published campaign setting. Create your own campaign setting. Whether you create your own campaign setting or use a published one, the
material about the campaign setting, other than what you create for yourself. Whether you create a setting from scratch or borrow elements from established settings, the result needs to resonate with
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity, change its memory of the event’s details, or create a memory of some other
as a false memory of how much the creature enjoyed swimming in acid, is dismissed as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature. A Remove Curse or Greater
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Levels 17-20: Masters of the World By 17th level, characters have superheroic capabilities, and their deeds and adventures are the stuff of legend. Ordinary people can hardly dream of such heights of
wild. Other characters could found clans or dynasties that revere the memory of their honored ancestors from generation to generation, create masterpieces of epic literature that are sung and retold
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Spell School Special Contact Other Plane Divination R Dream Illusion — Hold Monster Enchantment C Jallarzi’s Storm of Radiance Evocation C Mislead Illusion C Planar Binding Abjuration M Scrying
Divination C, M Synaptic Static Enchantment — Teleportation Circle Conjuration M Level 6 Warlock Spells Spell School Special Arcane Gate Conjuration C Circle of Death Necromancy M Create Undead






