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Returning 35 results for 'class reflects grasping to have reflective'.
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Monsters
Monster Manual
":"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
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
Backgrounds
Guildmasters’ Guide to Ravnica
light of the surface world, so your journey isn’t guaranteed to be safe.
Golgari Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Golgari Guild
Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Golgari Guild Spells
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
damage. A Detect Magic spell reveals an aura of evocation magic emanating from the mirror. Unless covered, the reflective side of a moonlight mirror casts bright light in a 20-foot hemisphere, in the
color of the moon the mirror reflects. The text notes which ability checks, if any, are required to remove a moonlight mirror from where it is found.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, in their true forms, look like person-shaped blobs of shining light. More often, though, mirror shades are encountered on reflective surfaces such as mirrors or panes of glass. There, they blend in
Mirror Shade Medium Undead, Typically Chaotic Evil
Armor Class 13
Hit Points 91 (14d8 + 28)
Speed 40 ft.
STR
8 (−1)
DEX
17 (+3)
CON
14 (+2)
INT
10 (+0)
WIS
13 (+1)
CHA
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. Cogwork Archivist
Large Construct, Typically Lawful Neutral
Armor Class 17 (natural armor)
Hit Points 90 (12d10 + 24)
Speed 40 ft.
STR
18 (+4)
DEX
10 (+0)
CON
15 (+2
saving throws against spells and other magical effects.
Actions
Multiattack. The archivist makes two Grasping Limb attacks.
Grasping Limb. Melee Weapon Attack: +6 to hit, reach 15 ft., one target
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
an Armor Class. Its AC reflects the materials used to construct it and any defensive plating used to augment its toughness. Hit Points A ship component is destroyed and becomes unusable when it drops
of being used in combat has one or more weapon components, each of which is operated separately. A ship’s component might have special rules, as described in the stat block. Armor Class A component has
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Wildspace Battle As your ship steers clear of the asteroids, another ship appears. Its sleek frame is painted in a wild shade of pink and is designed to resemble an immense squid. Starlight reflects
front of the ship also acts as a devastating ram. Provide the players with that handout for easy reference. Hammerhead Ship Summary Armor Class 15 (wood) Cargo: 30 tons Hit Points: 400 Crew: 15
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
.
Reflective Carapace. If the tarrasque is targeted by a Magic Missile spell or a spell that requires a ranged attack roll, roll 1d6. 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 double damage to objects and structures.
Actions
Multiattack. The tarrasque makes one Bite
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Class 15 (natural armor)
Hit Points 92 (8d12 + 40)
Speed 30 ft.
STR
23 (+6)
DEX
10 (+0)
CON
20 (+5)
INT
6 (–2)
WIS
10 (+0)
CHA
3 (–4
Multiattack. The blight makes one Branch attack and one Grasping Root attack.
Branch. Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage.
Grasping
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
edicts, hurling bricks at troublemakers and subduing them by causing the streets to sprout grasping cobblestone hands. When dabus communicate, rather than speaking or signing words, they create esoteric
. Dabus Medium Celestial, Typically Lawful Neutral
Armor Class 12
Hit Points 44 (8d8 + 8)
Speed 20 ft., fly 30 ft. (hover)
STR
8 (−1)
DEX
14 (+2)
CON
12 (+1)
INT
16 (+3)
WIS
15
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
The Hungry Horrid beasts with grasping claws and yawning mouths, the Hungry do whatever is necessary to sate their appetites. These greedy devourers consume all life and energy they encounter
monstrosity, neutral evil
Armor Class 17 (natural armor)
Hit Points 225 (30d8 + 90)
Speed 30 ft.
STR
19(+4)
DEX
10(+0)
CON
17(+3)
INT
6(−2)
WIS
11(+0)
CHA
6
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. Wastrilith
Large fiend (demon), chaotic evil
Armor Class 18 (natural armor)
Hit Points 157 (15d10 + 75)
Speed 30 ft., swim 80 ft.
STR
19(+4)
DEX
18(+4)
CON
21(+5)
INT
19
water within 60 feet of it to be difficult terrain for other creatures until the start of its next turn.
Actions
Multiattack. The wastrilith uses Grasping Spout and makes three attacks: one with
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
so, since it is never clear the extent of Tiamat’s influence over the creatures. There are five kinds of abishai, each one reflective of one of Tiamat’s dragon heads (black, blue, green, red, and
white). White abishais are the weakest. They fight with reckless fury on the battlefield. White Abishai
Medium fiend (devil), lawful evil
Armor Class 15 (natural armor)
Hit Points 68 (8d8 + 32
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
imaginary.
—Mordenkainen
Skulk
Medium Monstrosity, Typically Chaotic Neutral
Armor Class 14
Hit Points 18 (4d8)
Speed 30 ft.
STR
6 (−2)
DEX
19 (+4)
CON
10 (+0
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->The Wild Beyond the Witchlight
garments fall into the lake. The line can support up to 200 pounds of additional weight. Tree Blight Huge Plant, Typically Neutral Evil
Armor Class 15 (natural armor)
Hit Points 92 (8d12 + 40)
Speed
) check to discern that the blight is animate.
Siege Monster. The blight deals double damage to objects and structures.
Actions
Multiattack. The blight makes one Branch attack and one Grasping Root
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Evil
Armor Class 18 (natural armor)
Hit Points 157 (15d10 + 75)
Speed 30 ft., swim 80 ft.
STR
19 (+4)
DEX
18 (+4)
CON
21 (+5)
INT
19 (+4)
WIS
12
attacks, and it uses Grasping Spout.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 30 (4d12 + 4) piercing damage.
Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dead master’s voice, taunting victims or bargaining with powerful foes. Vine Blight
Medium plant, neutral evil
Armor Class 12 (natural armor)
Hit Points 26 (4d8 + 8)
Speed 10 ft.
STR
15
target is restrained, and the blight can’t constrict another target.
Entangling Plants (Recharge 5–6). Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
clumps. A needle blight lashes out with these needles or launches them as an aerial assault that can punch through armor and flesh. Needle Blight
Medium plant, neutral evil
Armor Class 12 (natural
limbs. Given how dry they are, twig blights are particularly susceptible to fire. Twig Blight
Small plant, neutral evil
Armor Class 13 (natural armor)
Hit Points 4 (1d6 + 1)
Speed 20 ft.
STR
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Ankheg Ankheg
Large monstrosity, unaligned
Armor Class 14 (natural armor), 11 while prone
Hit Points 39 (6d10 + 6)
Speed 30 ft., burrow 10 ft.
STR
17 (+3)
DEX
11 (+0
successful one.
An ankheg resembles an enormous many-legged insect, its long antennae twitching in response to any movement around it. Its legs end in sharp hooks adapted for burrowing and grasping its
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
on a blue field 3 Hunting horn banded in gold on a gray field 4 Raised fist grasping an anchor on a quartered field of blue and white 5 Turtle with crenelated tower on its shell on a white field 6
field Champion
Medium Humanoid, Any Alignment
Armor Class 18 (plate)
Hit Points 143 (22d8 + 44)
Speed 30 ft.
STR
20 (+5)
DEX
15 (+2)
CON
14 (+2)
INT
10 (+0
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
gouts of water. A riverine’s personality reflects the nature of the river it arises from—some are lethargic while others are wild and reckless. Riverine
Large Fey, Any Alignment
Armor Class 14
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Step 5: Fill In Details Now fill in the rest of your character sheet. Record Class Features Look at your class’s feature table in chapter 3, and write down the level 1 features. The class features
are detailed in that same chapter. Some class features offer choices. Make sure to read all your features and make any offered choices. Fill In Numbers Note these numbers on your character sheet. Saving
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Step 5: Fill In Details Now fill in the rest of your character sheet. Record Class Features Look at your class’s feature table in “Character Classes”, and write down the level 1 features. The class
features are detailed in that same chapter. Some class features offer choices. Make sure to read all your features and make any offered choices. Fill In Numbers Note these numbers on your character
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Warforged Traits Your warforged character has the following traits. A few of the traits give you a choice; consider how your choice reflects the purpose for which your character was built. Ability
Protection. Your body has built-in defensive layers, which can be enhanced with armor: You gain a +1 bonus to Armor Class. You can don only armor with which you have proficiency. To don armor, you must
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
rewarded with power, to serve thereafter as kraken priests. Every kraken priest undergoes a change in appearance that reflects the kraken’s influence, although each one differs in how their reverence is
horrific manifestations intensify when the kraken possesses its minion to utter dire pronouncements. Kraken Priest
Medium Monstrosity, Typically Chaotic Evil
Armor Class 15 (natural armor)
Hit Points
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
” isn’t a class. Anyone who can perform arcane magic could be considered a wandslinger, and any character could acquire a wandslinger’s spell set by taking the Magic Initiate feat. As such, whether your
penalty associated with this; it’s just something to consider when describing your actions. As long as your DM approves, you could justify the abilities of an arcane class as being derived from
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
surely as any living mortal. As a result, a medusa destroys or removes any mirrors or reflective surfaces in its lair. Medusa
Medium monstrosity, lawful evil
Armor Class 15 (natural armor)
Hit
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
throw, or the damage dealt by its weapon attacks is halved until the start of your next turn. The necrotic damage increases to 4d6 when you reach 18th level in this class. Grasping Arrow. When this
expended uses of it when you finish a short or long rest. You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Advantage on saving throws against spells and other magical effects.
Reflective Carapace. If the tarrasque is targeted by a Magic Missile spell or a spell that requires a ranged attack roll, roll
1d6. 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 double damage to objects
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
provoked. He wields the greatsword Angdrelve, also called Wave of Sorrow, whose wavy, razor-edged blade drips acid at his command. Graz’zt
Large Fiend (Demon), Chaotic Evil
Armor Class 20 (natural
command to all the targets. Conjure Mirrors. Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
imbued with a fey spirit. Conclave Dryad
Medium fey, lawful good
Armor Class 16 (natural armor)
Hit Points 143 (22d8 + 44)
Speed 30 ft.
STR
12(+1)
DEX
19(+4)
CON
14(+2
, requiring no material components:
At will: druidcraft
3/day each: dispel magic, entangle, plant growth, spike growth
1/day each: moonbeam, grasping vine, wall of thorns
Magic Resistance. The dryad
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
where you can write your character’s name.
Species, Background, and Class. Each character in D&D has a species, background, and class that help determine who a character is and what they do best
character attacks. The higher the number, the more likely the attack is to succeed.
Armor Class and Hit Points. Each character has an Armor Class (also called AC) and Hit Points (also called HP). A
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
through or broken, the roper produces a new one to replace it. Roper
Large monstrosity, neutral evil
Armor Class 20 (natural armor)
Hit Points 93 (11d10 + 33)
Speed 10 ft., climb 10 ft
Languages —
Challenge 5 (1,800 XP)
False Appearance. While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.
Grasping Tendrils. The
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
chapter 1 for details on each ability and how to determine an ability’s modifier.)
2. Apply circumstantial bonuses and penalties. A class feature, a spell, a particular circumstance, or some other
for an ability check or a saving throw is called a Difficulty Class (DC). The target number for an attack roll is called an Armor Class (AC).
This simple rule governs the resolution of most tasks
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, attacking creatures that cross its path while remaining loyal to its caster. Living Bigby’s Hand
Large construct, unaligned
Armor Class 20 (natural armor)
Hit Points 52 (5d10 + 25)
Speed 0 ft
spell can move it up to 5 feet and move with it, without provoking opportunity attacks.
Grasping Hand. The living spell attempts to grab a Huge or smaller creature within 5 feet of it. The target must