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                        Returning 35 results for 'common will reflect'.
                    
                
                        
                            
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                                        common will respect
                                    
                                
                        
                    
                
                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    . Blackrazor is a sentient Chaotic Neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and Darkvision out to 120 feet.
The weapon speaks Common and can communicate
                                                
                                            
                                                
                                                     energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.
Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     still seek to work Vecna’s will in the world.
The Eye of Vecna and the Hand of Vecna are separate Artifacts that might be found together or separately. The eye looks like a bloodshot organ torn
                                                
                                            
                                                
                                                     minute. To you, solid objects within that radius appear transparent and don’t prevent light from passing through themselves. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to
                                                
                                            
                                        
                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     translucent objects as if they were difficult terrain.Multiattack. The mirror shade makes two Phantasmal Strike attacks and uses Reflect Fear.
Phantasmal Strike. Melee Weapon Attack: +7;{"diceNotation
                                                
                                            
                                                
                                                    ", "rollDamageType":"radiant"} radiant damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Phantasmal Strike", "rollDamageType":"psychic"} psychic damage.
Reflect Fear. The mirror
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     suggest that the mount is actually a physical manifestation of the archon's will, allowing the pair to act with a single mind. The two most common archon mounts are winged bulls and winged lions.
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     dragon’s might. They serve as enforcers of their masters’ will; they often accompany dragon speakers—and are quick to defend them if they sense any ill intent. Dragon chosen are
                                                
                                            
                                                
                                                     reflect the ethos of the dragon they follow. Many dragon followers have personal stories of benevolent dragons sharing great knowledge, protecting their towns, or sparing their lives during some
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ", "rollType":"heal", "rollAction":"Radiant Bolt"} hit points.
Spellcasting. The blessed casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 14):
At will: light
                                                
                                            
                                                
                                                     their behavior and beliefs reflect the ethos of the dragon they follow. Many dragon followers have personal stories of benevolent dragons sharing great knowledge, protecting their towns, or sparing their
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     ability (spell save DC 15):
At will: detect magic, light
1/day each: dimension door, invisibility, mage armor (self only)Mercanes are the mysterious, magical creations of one or more deities whose
                                                
                                            
                                                
                                                    , for procuring and selling magic items, including artifacts and spelljamming helm;spelljamming helms. It's rare to see more than one mercane at a time, though it's common for a mercane to be accompanied
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     up to 10 feet away from the speaker.
Spellcasting. The speaker casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
At will: dancing lights
1/day each
                                                
                                            
                                                
                                                     return.
Dragon followers might serve and revere any kind of dragon, and their behavior and beliefs reflect the ethos of the dragon they follow. Many dragon followers have personal stories of
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     with spell attacks). Avi has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level (3 slots
                                                
                                            
                                                
                                                    ): lesser restoration, spiritual weapon
3rd level (2 slots): dispel magic, spirit guardians
Reach to the Wave. At will, Avi can control the flow and shape of water in a 5-foot cube, or cause the water to
                                                
                                            
                                        
                                                     Monsters
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). Refrum has the following cleric spells prepared:
Cantrips (at will): light
                                                
                                            
                                                
                                                     bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     damage.Archons always ride into battle on fearsome winged mounts. Some legends suggest that the mount is actually a physical manifestation of the archon's will, allowing the pair to act with a single mind. The two most common archon mounts are winged bulls and winged lions.
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     spellcasting ability (spell save DC 12):
At will: Light, Mage Hand, Minor Illusion
1/day each: Charm Person, Disguise Self, Silent ImageThe common members of the Mages of Usamigaras use their magical
                                                
                                            
                                        
                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     hit with spell attacks). The priest has the following cleric spells prepared:
Cantrips (at will): light, sacred flame, thaumaturgy
1st level (4 slots): cure wounds, guiding bolt, sanctuary
2nd level
                                                
                                            
                                                
                                                     to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     Wisdom (spell save DC 13, +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). The priest has the following cleric spells prepared:
Cantrips (at will
                                                
                                            
                                                
                                                     damage on a failed save, or half as much damage on a successful one.Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold
                                                
                                            
                                        
                                                     Magic Items
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    Coin of Decisionry
Starting at rank 2, your coin of decisionry becomes a common magic item. When you flip the coin, it always lands with the Acquisitions Incorporated sigil face down, and a message
                                                
                                            
                                                
                                                     powerful prognostication powers dutifully explained), you can exert your will to control its operation as a bonus action, choosing the result that appears after it lands as a means of gently coercing
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     with spell attacks). The witch has the following wizard spells prepared:
Cantrips (at will): mage hand, prestidigitation, ray of frost
1st level (4 slots): ray of sickness, sleep, Tasha's hideous
                                                
                                            
                                                
                                                     attack.
Brothers and Sisters of Strahd. Barovian witches have no scruples. They will deal with anyone in return for power. They will also betray anyone for the same reason. The only thing they fear is
                                                
                                            
                                        
                                                     Magic Items
                                                    Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     (Medicine) check with a +6 bonus. If this check succeeds, the docent stabilizes you.
Random Properties. A docent has the following properties:
Languages. The docent knows Common, Giant, and 1d4
                                                
                                            
                                                
                                                     one of the following skills (roll a d4): (1) Arcana, (2) History, (3) Investigation, or (4) Nature.
Spells. The docent knows one of the following spells and can cast it at will, requiring no components
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     (spell save DC 14):
At will: detect thoughts, mage hand, zone of truth
3/day each: charm person, hold person
1/day each: compulsion, hold monster, sleep (3rd-level version), Tasha's hideous
                                                
                                            
                                                
                                                     whom it can speak. It also likes to think out loud and reflect on the events and decisions that led to its great transformation.
Brain Vessels
The brain floats in a jar of solution, pulsating as it
                                                
                                            
                                        
                                                     Monsters
                                                    Thieves’ Gallery
                                                    
                                                
                                            
                                                     spellcasting ability (spell save DC 15):
At will: friends, message
3/day each: charm person, disguise self
1/day: suggestionInspiring Words (3/Day). When a creature Edgin can see within 60 feet of
                                                
                                            
                                                
                                                     relies on charisma first—rather than magic or muscle—to escape trouble. Once a member of the Harpers, a spy organization dedicated to protecting Faerûn’s common folk, Edgin has
                                                
                                            
                                        
                                                     Magic Items
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                    Also at rank 1, you are the beneficiary of a whisper jar — a common magic item resembling an ether-filled jar with a long tap hose. The jar is used to record others’ stories and your own
                                                
                                            
                                                
                                                     the time
4
Everything, because everyone else around you will eat their words one day!
5
The top seven places to eat fried rat skewers in every settlement you’ve ever visited
6
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     (spell save DC 24). He can innately cast the following spells, requiring no material components:
At will: detect thoughts, dispel magic, spirit guardians
1/day each: banishing smite, blinding smite
                                                
                                            
                                                
                                                     form. The stat blocks provided here reflect the powers they would wield if they were ever unleashed upon the world.
Immortal Nature. An overlord doesn't require air, food, drink or sleep. It also
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Wisdom as the spellcasting ability (spell save DC 17):
At will: light, major image (6th-level version), thaumaturgy
3/day each: cure wounds, dispel magic, lesser restoration, sending
1/day each
                                                
                                            
                                                
                                                     of evil. Having one horn is most common, but a particularly fierce ki-rin might have two horns or a set of antlers like those of a great stag.
In many lands, common folk view ki-rins as heralds of
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Divine Being. Auril can’t be surprised and can’t be changed into another form against her will.
Divine Rejuvenation. When Auril drops to 0 hit points, her body turns to slush and melts
                                                
                                            
                                                
                                                    ). She can innately cast the following spells, requiring no material components:
At will: chromatic orb (cold orb only; see “Actions” below), detect magic, misty step
2/day each: control
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I speak slowly and deliberately, pausing to reflect after (or sometimes in the middle of) each utterance.
2
I am more
                                                
                                            
                                                
                                                    , tending reefs and waters to ensure that they remain unspoiled. (Lawful)
6
Eradication. The peoples of the surface world were a mistake of creation. I will correct that error. (Evil
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     spellcasting ability (spell save DC 17):
At will: Druidcraft, Speak with Animals, Speak with Plants
2/day each: Awaken (as an action), Goodberry, Plant Growth (as an action only)
1/day each: Heroes' Feast
                                                
                                            
                                                
                                                     Plane and transformed it into a Domain of Delight—a region of the Feywild that bows to an archfey’s will. This place became known as the Eternal Garden.
The Gardener abhors bloodshed and
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     attacks). She can innately cast the following spells, requiring no material components:
At will: counterspell, detect magic, detect thoughts, dispel magic, eyebite, fireball, lightning bolt, shield
3/day
                                                
                                            
                                                
                                                    .
Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical form. The stat blocks provided here reflect the
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    
1
I speak slowly and deliberately, pausing to reflect after (or sometimes in the middle of) each utterance.
2
I am more interested in the shiny baubles people carry than in anything
                                                
                                            
                                                
                                                    . (Lawful)
6
Eradication. The peoples of the surface world were a mistake of creation. I will correct that error. (Evil)
Dragon Turtle Adventures
The Dragon Turtle Adventure Hooks
                                                
                                            
                                        
                                                     Magic Items
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Common. It has a calm, delicate voice. The weapon can sense the presence of non
                                                
                                            
                                                
                                                     defense. The weapon is patient and takes its time finding its ideal wielder.
If someone tries to use Azuredge against its will, the axe can become ten times heavier than normal, and can magically
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Innate Spellcasting (Psionics). The quori's spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:
At will: charm person
3/day
                                                
                                            
                                                
                                                     encountered while possessing a host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter.
Hashalaq Quori
Hashalaq quori are loremasters
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     following spells, requiring no components:
At will: arcane eye
3/day each: clairvoyance, confusion, dream, eyebite
Magic Resistance. The quori has advantage on saving throws against spells and other
                                                
                                            
                                                
                                                     host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter.
Kalaraq Quori
The most powerful quori are the kalaraqs, also known as
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Innate Spellcasting (Psionics). The quori's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no components:
At will: charm person
1/day
                                                
                                            
                                                
                                                     from Dal Quor, quori in Eberron are typically encountered while possessing a host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                     that distance appear transparent and don’t prevent light from passing through them. This vision can penetrate 5 feet of stone, 3 inches of common metal, and up to 10 feet of wood or dirt. Thicker
                                                
                                            
                                                
                                                     ability (save DC 21) and requiring no material components:
At will: dancing lights, mage hand
3/day each: detect magic, detect thoughts, dispel magic, locate creature
1/day each: dispel evil and good
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Divine Being. Auril can’t be surprised and can’t be changed into another form against her will.
Divine Resurrection. When Auril drops to 0 hit points, her crystalline form shatters and
                                                
                                            
                                                
                                                    .
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure.Lair Actions
Auril
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    . Hulgaz casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):
At will: Charm Person
2/day each: Dispel Magic, Fog Cloud
                                                
                                            
                                                
                                                     her finger is a well-rehearsed ploy, a gesture she has weaponized to put her targets off guard.
Hulgaz is a charmer in both the common and magical sense. She effortlessly ingratiates herself
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     with spell attacks). He can cast disguise self and invisibility at will. He can cast fly and lightning bolt once each without expending a spell slot, but can’t do so again until he finishes a
                                                
                                            
                                                
                                                     short or long rest. Halaster has the following wizard spells prepared:
Cantrips (at will): dancing lights, fire bolt, light, mage hand, prestidigitation
1st level (4 slots): mage armor, magic missile
                                                
                                            
                                        





