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Returning 35 results for 'before broken danger creature reflective'.
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Monsters
Monster Manual
effects.
Reflective Carapace. If the tarrasque is targeted by a Magic Missile spell or a spell that requires a ranged attack roll, roll 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction
":"Reflective Carapace"}. On a 1–5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected and reflects the spell, turning the caster into the target.
Siege Monster. The tarrasque deals
Magic Items
Dungeon Master’s Guide
saving throw, or its Concentration is broken. In addition, you can cause a 30-foot-deep, 10-foot-wide fissure to open up on the ground anywhere in the area. Any creature on a spot where the fissure
While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8 Thunder damage to any creature it
Species
Player’s Handbook
;luck of the halflings” in action. When a halfling is in mortal danger, an unseen force seems to intervene on the halfling’s behalf. Many halflings believe in the power of luck, and they
live among humans and other tall folk, are sometimes called lightfoot halflings or tallfellows.
Halfling Traits
Creature Type: HumanoidSize: Small (about 2–3 feet tall)Speed: 30 feet
Spells
Player’s Handbook
You call forth a Dragon spirit. It manifests in an unoccupied space that you can see within range and uses the Draconic Spirit stat block. The creature disappears when it drops to 0 Hit Points or
when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands
Spells
Player’s Handbook
Difficult Terrain.
When you cast this spell and at the end of each of your turns for the duration, each creature on the ground in the area makes a Dexterity saving throw. On a failed save, a creature has
the Prone condition, and its Concentration is broken.
You can also cause the effects below.
Fissures. A total of 1d6 fissures open in the spell’s area at the end of the turn you cast it. You
Spells
Player’s Handbook
, Fire, or Water. The creature resembles a bipedal form wreathed in the chosen element, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when
the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no
Spells
Player’s Handbook
, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details in its stat block. The creature disappears when
it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours
Spells
Player’s Handbook
. The creature resembles a Fey creature of your choice marked by the chosen mood, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the
spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no
Magic Items
Dungeon Master’s Guide
Sleep
1
Slow
2
Teleport
3
Properties of the Eye and Hand. While attuned to both the hand and eye, you gain the following additional benefits:
Danger Sense. You have Advantage
on Initiative rolls.
Necrotic Reduction. As a Magic action, you can target one creature you can see within 5 feet of yourself. The target makes a DC 18 Constitution saving throw, taking 7d6 Necrotic
Spells
Player’s Handbook
, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit
Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal
Spells
Player’s Handbook
Avenger or Defender. Your choice determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies
. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes
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
minutes, after which time the spell ends. Each creature in the Sphere when the glyph activates is targeted by its effect, as is a creature that enters the Sphere for the first time on a turn or ends
Spells
Player’s Handbook
determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature
its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Giant Insect
Large Beast, Unaligned
AC 11 + the spell
Spells
Player’s Handbook
, or Slaad. The creature resembles an Aberration of that kind, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The
creature is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you
Spells
Player’s Handbook
You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form
: Ghostly, Putrid, or Skeletal. The spirit resembles an Undead creature with the chosen form, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or
Spells
Player’s Handbook
. The creature resembles a Fiend of the chosen type, which determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is
an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you
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
glyph erupts with magical energy in a 20-foot-radius Sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or
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
takes the Dodge action and uses its movement to avoid danger. The domestic wonder is destroyed if it drops to 0 Hit Points.
Flying Wonder (Common). An activated flying wonder uses the Flying Wonder
required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger. The flying wonder is destroyed if it drops to 0 Hit Points.
Gyrocopter Wonder (Rare). This wagon
Magic Items
Forgotten Realms: Heroes of Faerûn
any, it takes the Dodge action and uses its movement to avoid danger. The domestic wonderis destroyed if it drops to 0 Hit Points.
Domestic Wonder
Medium Construct, Unaligned
AC 9 Initiative -1
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
Forgotten Realms: Adventures in Faerûn
magically raises broken, ancient ruins in a 20-foot-radius, 60-foot-high Cylinder centered on a point it can see within 120 feet. Ground in the Cylinder becomes Difficult Terrain. Each creature in the
", "rollDamageType":"Necrotic"} Necrotic damage.
Ruinous Breath (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Ruinous Breath"}. Constitution Saving Throw: DC 18, each creature in
Monsters
Forgotten Realms: Adventures in Faerûn
22, each creature in a 90-foot Cone. Failure: 72 (16d8);{"diceNotation":"16d8", "rollType":"damage", "rollAction":"Ruinous Breath", "rollDamageType":"Necrotic"} Necrotic damage. Success: Half damage
: Legend Lore (as an action), Sequester
Time-Warping Breath. Wisdom Saving Throw: DC 22, each creature that isn’t currently affected by this breath in a 90-foot Cone. Failure: The target’s Speed
Monsters
Vecna: Eve of Ruin
False Appearance. If the mirror shade is within 5 feet of a reflective surface—such as a mirror, glass pane, or still water—it has advantage on its initiative roll. If a creature hasn
’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
Monsters
Waterdeep: Dragon Heist
Crumbling Colossus. When the statue drops to 0 hit points, it crumbles and is destroyed. Any creature on the ground within 30 feet of the crumbling statue must make a DC 22 Dexterity saving throw
”), but in terms of statistics they are similar. The statue known as the Swordmaiden is too broken to be animated, and only the wielder of the Blackstaff can animate the other seven.
Landmarks
Magic Items
Tyranny of Dragons
device, and it is so large that it requires two Medium creatures (or one Large or bigger creature) to hold it while a third creature sounds it, making the earth resonate to its call.
The low, moaning
drone of the Draakhorn discomfits normal animals within a few miles, and it alerts all dragons within two thousand miles to rise and be wary, for great danger is at hand. Coded blasts were once used to
Tarrasque
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
effects.
Reflective Carapace. Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6;{"diceNotation":"1d6","rollType
":"roll","rollAction":"Reflective Carapace"}. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the
Monsters
Planescape: Adventures in the Multiverse
ability:
At will: dancing lights
1/day each: disguise self, invisibilitySkirmish Movement. When a creature ends its turn within 5 feet of the musteval, the musteval can move up to half its speed
. This movement doesn’t provoke opportunity attack;opportunity attacks.Mustevals are small, mousy guardinals skilled at evading danger. Their speed, stealthy nature, and illusion magic make them
Monsters
Storm King's Thunder
Amphibious. Hekaton can breathe air and water.Multiattack. Hekaton makes two attacks with his broken chains.
Broken Chain. Melee Weapon Attack: +14;{"diceNotation":"1d20+14","rollType":"to hit
","rollAction":"Broken Chain"} to hit, reach 15 ft., one target. Hit: 19 (3d6 + 9);{"diceNotation":"3d6+9","rollType":"damage","rollAction":"Broken Chain","rollDamageType":"bludgeoning"} bludgeoning damage
Roper
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.
Spider Climb. The roper can climb difficult surfaces, including upside down on ceilings
damage.
Tendril. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Tendril"} to hit, reach 50 ft., one creature. Hit: The target is grappled (escape DC 15). Until the
Monsters
Ghosts of Saltmarsh
"} damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the koalinth that isn't incapacitated.Trident. Melee or Ranged Weapon Attack: +3;{"diceNotation":"1d20
attack.The koalinth, found in Danger at Dunwater, are martial and aggressive aquatic hobgoblins, with brightly colored faces and functional gills. They are known for their ferocity, and for their hatred of elves.
Doppelganger
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Ambusher. The doppelganger has advantage on attack rolls against any creature it has surprised
.
Surprise Attack. If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6);{"diceNotation":"3d6","rollType":"roll
Monsters
Storm King's Thunder
lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8);{"diceNotation":"12d8","rollType":"damage
breathing
Roleplaying Information
Vaasha is a skilled hunter and tracker who doesn’t charge into danger without first assessing the risks. She’s not afraid to speak her mind, even to her
Monsters
Mythic Odysseys of Theros
False Appearance. While the sable remains motionless, it is indistinguishable from a normal statue.
Pack Tactics. The sable has advantage on an attack roll against a creature if at least one of the
sable's allies is within 5 feet of the creature and the ally isn't incapacitated.
Surprise Attack. If the sable surprises a creature and hits it with an attack during the first round of combat, the
Monsters
Bigby Presents: Glory of the Giants
damage, each creature within 20 feet of it takes that damage as well.
Regeneration. The mutate regains 10 hit points at the start of its turn. If the mutate takes acid or fire damage, this trait doesn
.
Psychic Burst (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Psychic Burst"}. The mutate unleashes a wave of psychic energy. Each creature within 30 feet of the mutate must
Monsters
Ghosts of Saltmarsh
"} damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the koalinth that isn't incapacitated.Multiattack. The sergeant makes two melee attacks with its
ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Hooked Net","rollDamageType":"piercing"} piercing damage, and the target is restrained. A creature can use






