Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'call wanting reflection'.
Other Suggestions:
call warping reflections
call winning reflections
call waiting reflections
call waiting reflection
call warning reflection
Magic Items
Dungeon Master’s Guide
reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror’s
or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror’s surface. You and the creature can then communicate.
In a similar
Monsters
Van Richten’s Guide to Ravenloft
Jiangshi Weaknesses. The jiangshi has the following flaws:
Fear of Its Own Reflection. If the jiangshi sees its own reflection, it immediately uses its reaction, if available, to move as far away
from the reflection as possible.
Susceptible to Holy Symbols. While the jiangshi is wearing or touching a holy symbol, it automatically fails saving throws against effects that turn Undead.
Unusual
Mirror of Life Trapping
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
it. It remains activated until you use an action to speak the command word again.
Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed
unoccupied spaces near it.
While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in
races
disappear across the sea. Indeed, the truth is more complex than any of those old tales can tell.
The descendants of the orcs call themselves grudgels. Their lack of resemblance to the dreadful
ancient legends of the orcs. But whether this extends from wanting to distance themselves from the violent past of their kin, or from some secret knowledge of why the orcs vanished from Etharis, only
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
First World, The Scholars speak of a primordial state, a single reality they call the First World, which preceded the Material Plane. Many of the peoples and monsters that inhabit the worlds on the
iconic creatures took root on world after world, like seeds scattered by a cosmic wind. If the musings of these great sages are true, every world of the Material Plane is a reflection—or, in some cases, a distortion—of the First World.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
First World, The Scholars speak of a primordial state, a single reality they call the First World, which preceded the Material Plane. Many of the peoples and monsters that inhabit the worlds on the
iconic creatures took root on world after world, like seeds scattered by a cosmic wind. If the musings of these great sages are true, every world of the Material Plane is a reflection—or, in some cases, a distortion—of the First World.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
their arms rigidly and to walk with a stiff gait. This, along with their flight, lead many to call them hopping vampires. By day, jiangshi lurk within their tombs and hidden ruins to avoid the attention
Weaknesses. The jiangshi has the following flaws:
Fear of Its Own Reflection. If the jiangshi sees its own reflection, it immediately uses its reaction, if available, to move as far away from the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
their arms rigidly and to walk with a stiff gait. This, along with their flight, lead many to call them hopping vampires. By day, jiangshi lurk within their tombs and hidden ruins to avoid the attention
Weaknesses. The jiangshi has the following flaws:
Fear of Its Own Reflection. If the jiangshi sees its own reflection, it immediately uses its reaction, if available, to move as far away from the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, call the Noble Jewel—once the royal palace—their headquarters. Occasionally, Atash appears on the palace’s garden terrace to issue a proclamation, much like the rulers who preceded him. Ruz Bazaar
can do nothing but admire her own reflection in a mirrored cell that neutralizes her power. Given Atash’s intolerance for misconduct, the prison’s population continues to grow, but now it fills with more ordinary folk guilty of lesser crimes.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, call the Noble Jewel—once the royal palace—their headquarters. Occasionally, Atash appears on the palace’s garden terrace to issue a proclamation, much like the rulers who preceded him. Ruz Bazaar
can do nothing but admire her own reflection in a mirrored cell that neutralizes her power. Given Atash’s intolerance for misconduct, the prison’s population continues to grow, but now it fills with more ordinary folk guilty of lesser crimes.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
house and have a base under Tresendar Manor, on the east edge of town. She then offers the characters 100 gp to eliminate the Redbrand leader, whom the outlaws call Glasstaff, and bring her any
correspondence found in the leader’s quarters. Halia doesn’t reveal that she wants to take over the Redbrand operation herself. A DC 15 Wisdom (Insight) check indicates she has ulterior motives for wanting the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
house and have a base under Tresendar Manor, on the east edge of town. She then offers the characters 100 gp to eliminate the Redbrand leader, whom the outlaws call Glasstaff, and bring her any
correspondence found in the leader’s quarters. Halia doesn’t reveal that she wants to take over the Redbrand operation herself. A DC 15 Wisdom (Insight) check indicates she has ulterior motives for wanting the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again. Any creature other than you that sees its reflection in the activated
it contains are freed and appear in unoccupied spaces near it. While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
make her expendable to the other hags. Disguised as elves, the hags tempt guests into undergoing magical transformations. Their rituals, which they call treatments, seem entirely beneficial on the
,” which the sisters promise to call for within a year. Any creature that accepts the bargain is taken to the studio in the temple tower (area T15), where the sisters work together to paint a beautiful
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
make her expendable to the other hags. Disguised as elves, the hags tempt guests into undergoing magical transformations. Their rituals, which they call treatments, seem entirely beneficial on the
,” which the sisters promise to call for within a year. Any creature that accepts the bargain is taken to the studio in the temple tower (area T15), where the sisters work together to paint a beautiful
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again. Any creature other than you that sees its reflection in the activated
it contains are freed and appear in unoccupied spaces near it. While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again. Any creature other than you that sees its reflection in the activated
it contains are freed and appear in unoccupied spaces near it. While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again. Any creature other than you that sees its reflection in the activated
it contains are freed and appear in unoccupied spaces near it. While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
me, there is little I can do to control myself.” Dark Memories Vecken is at home when the characters call, and he is initially pleased to see them. He assumes they are adventurers he must have met and
other three servants were interred in the public cemetery, Waterdeep’s City of the Dead. The remains of Lady Maria and her children were not. Vecken remembers talk of Lord Viallis wanting his wife
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
me, there is little I can do to control myself.” Dark Memories Vecken is at home when the characters call, and he is initially pleased to see them. He assumes they are adventurers he must have met and
other three servants were interred in the public cemetery, Waterdeep’s City of the Dead. The remains of Lady Maria and her children were not. Vecken remembers talk of Lord Viallis wanting his wife
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
creature other than you that sees its reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is
trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror’s surface. You and the creature can then communicate. In a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Charisma saving throw or call for the save at longer intervals. Conversely, if the characters have access to enough magic that they’re likely to finish the adventure quickly, the effects of the mark
Benefit: You can speak, read, and write Sylvan, and magic can’t put you to sleep. Drawback: You no longer cast a reflection or a shadow.
2 Benefit: You can cast the message cantrip at will, no
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
creature other than you that sees its reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is
trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror’s surface. You and the creature can then communicate. In a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
creature other than you that sees its reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is
trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror’s surface. You and the creature can then communicate. In a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
not always so. Various scholars speak of a primordial state, a single reality they call the First World, which preceded the multiverse as we know it. Many of the peoples and monsters that inhabit the
, beholders, and other iconic creatures took root on world after world, like seeds scattered by a cosmic wind. If the musings of these great sages are true, every world is a reflection—and in some cases, a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
not always so. Various scholars speak of a primordial state, a single reality they call the First World, which preceded the multiverse as we know it. Many of the peoples and monsters that inhabit the
, beholders, and other iconic creatures took root on world after world, like seeds scattered by a cosmic wind. If the musings of these great sages are true, every world is a reflection—and in some cases, a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
creature other than you that sees its reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is
trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror’s surface. You and the creature can then communicate. In a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
visions in which the gods of Faerûn appear to them modeled in the tieflings’ own image. One such is the entity they call the “pale horned goddess of the moon” (Selûne); another is the “dark, devilish
scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
Feral. Your Intelligence score increases by 1, and your Dexterity score increases by 2. This trait replaces
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Charisma saving throw or call for the save at longer intervals. Conversely, if the characters have access to enough magic that they’re likely to finish the adventure quickly, the effects of the mark
Benefit: You can speak, read, and write Sylvan, and magic can’t put you to sleep. Drawback: You no longer cast a reflection or a shadow.
2 Benefit: You can cast the message cantrip at will, no
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
visions in which the gods of Faerûn appear to them modeled in the tieflings’ own image. One such is the entity they call the “pale horned goddess of the moon” (Selûne); another is the “dark, devilish
scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.
Feral. Your Intelligence score increases by 1, and your Dexterity score increases by 2. This trait replaces
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
thereafter. The shifty Olitor tries to engage the characters in conversation, wanting to learn as much about them as possible. Any character who touches Olitor, or who succeeds on a DC 16 Intelligence
(Investigation) check while watching him carefully, notices details that give the illusion away. If detected in this way, Olitor claims to have pressing business and departs. I Call Gorgon Spit!
The hags
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
thereafter. The shifty Olitor tries to engage the characters in conversation, wanting to learn as much about them as possible. Any character who touches Olitor, or who succeeds on a DC 16 Intelligence
(Investigation) check while watching him carefully, notices details that give the illusion away. If detected in this way, Olitor claims to have pressing business and departs. I Call Gorgon Spit!
The hags
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
devoured or whether it’s still trapped in the Soulmonger. How many souls must the atropal devour to become a god? It could be thousands or millions. Ultimately it’s the DM’s call, but the default
make inquiries about Omu, paint the lost city as a terrifying place so that players feel the tension of wanting to get there quickly, but not too quickly.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
guest stole.
6 An intelligent magic item in a brass dragon’s hoard sends out a telepathic distress call, wanting to be rescued so it can be used for its intended purpose.
7 A windstorm
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
guest stole.
6 An intelligent magic item in a brass dragon’s hoard sends out a telepathic distress call, wanting to be rescued so it can be used for its intended purpose.
7 A windstorm