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Returning 35 results for 'con recluse give to have reflections'.
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con reclusive game to have reflection
con reclusive game to have reflecting
con recluse game to have reflection
con recluse game to have reflecting
con reclusive game to have reflections
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Recluse
Small humanoid (gnome), chaotic neutral
Armor Class 10 (13 with mage armor)
Hit Points 7 (2d6)
Speed 25 ft.
STR
6 (-2)
DEX
11 (+0)
CON
10 (+0)
INT
15 (+2
Rock Gnome Recluse Rock gnome recluses are skilled in the arcane arts. They use their magical talents to create all kinds of wondrous inventions, very few of which work as intended. Rock Gnome
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Recluse
Small humanoid (gnome), chaotic neutral
Armor Class 10 (13 with mage armor)
Hit Points 7 (2d6)
Speed 25 ft.
STR
6 (-2)
DEX
11 (+0)
CON
10 (+0)
INT
15 (+2
Rock Gnome Recluse Rock gnome recluses are skilled in the arcane arts. They use their magical talents to create all kinds of wondrous inventions, very few of which work as intended. Rock Gnome
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
complex below her villa. Thalamra is a widow three times over, and each of her dead husbands was kind enough to give her a son. Her oldest boy, Thurstwell, is a pale and sullen recluse in his forties. A
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
complex below her villa. Thalamra is a widow three times over, and each of her dead husbands was kind enough to give her a son. Her oldest boy, Thurstwell, is a pale and sullen recluse in his forties. A
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Ending the Adventure ROCK GNOME RECLUSE The adventure can end in one of several ways. Ideally, it concludes with the defeat of Cryovain the white dragon, the completion of all the Phandalin quests
, or both. By then, the characters should be 6th level. Give the players a chance to wrap up loose ends before declaring the adventure over. For example, the characters might need to return to Phandalin
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Ending the Adventure ROCK GNOME RECLUSE The adventure can end in one of several ways. Ideally, it concludes with the defeat of Cryovain the white dragon, the completion of all the Phandalin quests
, or both. By then, the characters should be 6th level. Give the players a chance to wrap up loose ends before declaring the adventure over. For example, the characters might need to return to Phandalin
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Medusa Snake-Haired Recluse with a Petrifying Gaze Habitat: Desert; Treasure: Any With their hair of living snakes and their infamous petrifying gazes, medusas are hubristic creatures that inhabit
+0
Dex 17 +3 +3
Con 16 +3 +3
Mod Save
Int 12 +1 +1
Wis 13 +1 +4
Cha 15 +2 +2
Skills Deception +5, Perception +4, Stealth +6
Senses Darkvision
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Medusa Snake-Haired Recluse with a Petrifying Gaze Habitat: Desert; Treasure: Any With their hair of living snakes and their infamous petrifying gazes, medusas are hubristic creatures that inhabit
+0
Dex 17 +3 +3
Con 16 +3 +3
Mod Save
Int 12 +1 +1
Wis 13 +1 +4
Cha 15 +2 +2
Skills Deception +5, Perception +4, Stealth +6
Senses Darkvision
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
disembodied head. Vargouille Reflection Tiny Fiend, Typically Chaotic Evil
Armor Class 12
Hit Points 22 (5d4 + 10)
Speed 5 ft., fly 40 ft.
STR
6 (−2)
DEX
15 (+2)
CON
14 (+2)
INT
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->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
disembodied head. Vargouille Reflection Tiny Fiend, Typically Chaotic Evil
Armor Class 12
Hit Points 22 (5d4 + 10)
Speed 5 ft., fly 40 ft.
STR
6 (−2)
DEX
15 (+2)
CON
14 (+2)
INT
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->Monster Manual
Owlbear Owlbears are tenacious hunters that might track prey over miles and rarely give up their hunts. Zuzanna Wuzyk
Owlbear Large Monstrosity, Unaligned
AC 13 Initiative +1 (11)
HP 59
(7d10 + 21)
Speed 40 ft., Climb 40 ft.
Mod Save
Str 20 +5 +5
Dex 12 +1 +1
Con 17 +3 +3
Mod Save
Int 3 −4 −4
Wis 12 +1 +1
Cha 7 −2 −2
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Owlbear Owlbears are tenacious hunters that might track prey over miles and rarely give up their hunts. Zuzanna Wuzyk
Owlbear Large Monstrosity, Unaligned
AC 13 Initiative +1 (11)
HP 59
(7d10 + 21)
Speed 40 ft., Climb 40 ft.
Mod Save
Str 20 +5 +5
Dex 12 +1 +1
Con 17 +3 +3
Mod Save
Int 3 −4 −4
Wis 12 +1 +1
Cha 7 −2 −2
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Giant Fire Beetle A giant fire beetle is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire
Class 13 (natural armor)
Hit Points 4 (1d6 + 1)
Speed 30 ft.
STR
8 (−1)
DEX
10 (+0)
CON
12 (+1)
INT
1 (−5)
WIS
7 (−2)
CHA
3 (−4)
Senses
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
the dragons’ wrath. Dragon blessed view their lives and magical abilities as gifts bestowed by their dragon, and they give life energy to save those they deem important to their masters’ work. Dragon
Blessed
Medium Humanoid, Any Alignment
Armor Class 14 (scale mail)
Hit Points 75 (10d8 + 30)
Speed 30 ft.
STR
12 (+1)
DEX
10 (+0)
CON
16 (+3)
INT
14 (+2
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Giant Fire Beetle A giant fire beetle is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire
Class 13 (natural armor)
Hit Points 4 (1d6 + 1)
Speed 30 ft.
STR
8 (−1)
DEX
10 (+0)
CON
12 (+1)
INT
1 (−5)
WIS
7 (−2)
CHA
3 (−4)
Senses
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Giant Fire Beetle Big Bright Bug A giant fire beetle takes its name from its pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle’s glands
Save
Str 8 −1 −1
Dex 10 +0 +0
Con 12 +1 +1
Ability Score Mod Save
Int 1 −5 −5
Wis 7 −2 −2
Cha 3 −4 −4
Resistances Fire
Senses Blindsight
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
, owlbears have propagated and spread to wildernesses across the multiverse. They are tenacious hunters that might track prey over miles and rarely give up their hunts. Owlbear Large Monstrosity, Unaligned
AC 13 Initiative +1 (11)
HP 59 (7d10 + 21)
Speed 40 ft., Climb 40 ft.
Ability Score Mod Save
Str 20 +5 +5
Dex 12 +1 +1
Con 17 +3 +3
Ability Score Mod Save
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
the dragons’ wrath. Dragon blessed view their lives and magical abilities as gifts bestowed by their dragon, and they give life energy to save those they deem important to their masters’ work. Dragon
Blessed
Medium Humanoid, Any Alignment
Armor Class 14 (scale mail)
Hit Points 75 (10d8 + 30)
Speed 30 ft.
STR
12 (+1)
DEX
10 (+0)
CON
16 (+3)
INT
14 (+2
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Stone Defender Thick plates of stone riveted onto a stone defender give it substantial protection and allow it to conceal itself against a stony surface. Its chief role isn’t as an ambusher, however
10(+0)
CON
17(+3)
INT
3(−4)
WIS
10(+0)
CHA
1(−5)
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Pirate Deck Wizard These salt-encrusted practitioners of magic are at once learned and superstitious. The crews of pirate ships generally give their deck wizards a wide berth, as they magically step
humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
16 (+3
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Quaggoth Thonot Quaggoth thonots possess psionic abilities, which they use to give themselves an edge in combat and to coerce the service of other quaggoths. Quaggoth Thonot Medium Monstrosity
, Chaotic Neutral
AC 15 Initiative +1 (11)
HP 67 (9d8 + 27)
Speed 30 ft., Climb 30 ft.
Mod Save
Str 17 +3 +3
Dex 12 +1 +1
Con 16 +3 +3
Mod Save
Int 6 −2
Compendium
- Sources->Dungeons & Dragons->Monster Manual
)
HP 27 (5d10)
Speed 10 ft.
Mod Save
Str 17 +3 +3
Dex 14 +2 +2
Con 10 +0 +0
Mod Save
Int 1 −5 −5
Wis 3 −4 −4
Cha 1 −5 −5
Smother. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, the rug can give it the Grappled condition (escape DC 13) instead of dealing
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
don’t lay eggs but give birth to live young. Dragons, griffons, and wyverns have a taste for hippogriff meat and frequently prey on these creatures. Flying Mounts. A hippogriff raised in captivity
Large monstrosity, unaligned
Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 40 ft., fly 60 ft.
STR
17 (+3)
DEX
13 (+1)
CON
13 (+1)
INT
2 (−4)
WIS
12
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
infantry. WINGED KRAUL WARRIORS
Some kraul warriors have a flying speed of 40 feet, as a result of possessing gossamer wings. Their wings give them a higher station among the kraul soldiers. Winged
.
STR
15(+2)
DEX
12(+1)
CON
13(+1)
INT
10(+0)
WIS
11(+1)
CHA
8(−1)
Senses darkvision 60 ft., passive Perception 11
Languages Kraul, understands Common
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
them or give them a good kicking. They flee quickly when the tables are turned against them. Harengon Brigand
Medium Humanoid, Any Alignment
Armor Class 14 (leather armor)
Hit Points 9 (2d8
)
Speed 30 ft.
STR
14 (+2)
DEX
17 (+3)
CON
11 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws Dex +5
Skills Acrobatics +5, Perception +4
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Stone Defender Thick plates of stone riveted onto a stone defender give it substantial protection and allow it to conceal itself against a stony surface. Its chief role isn’t as an ambusher, however
10(+0)
CON
17(+3)
INT
3(−4)
WIS
10(+0)
CHA
1(−5)
Damage Immunities poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t adamantine
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Pirate Deck Wizard These salt-encrusted practitioners of magic are at once learned and superstitious. The crews of pirate ships generally give their deck wizards a wide berth, as they magically step
humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 32 (5d8 + 10)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
16 (+3
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
them or give them a good kicking. They flee quickly when the tables are turned against them. Harengon Brigand
Medium Humanoid, Any Alignment
Armor Class 14 (leather armor)
Hit Points 9 (2d8
)
Speed 30 ft.
STR
14 (+2)
DEX
17 (+3)
CON
11 (+0)
INT
10 (+0)
WIS
11 (+0)
CHA
10 (+0)
Saving Throws Dex +5
Skills Acrobatics +5, Perception +4
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
infantry. WINGED KRAUL WARRIORS
Some kraul warriors have a flying speed of 40 feet, as a result of possessing gossamer wings. Their wings give them a higher station among the kraul soldiers. Winged
.
STR
15(+2)
DEX
12(+1)
CON
13(+1)
INT
10(+0)
WIS
11(+1)
CHA
8(−1)
Senses darkvision 60 ft., passive Perception 11
Languages Kraul, understands Common
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Quaggoth Thonot Quaggoth thonots possess psionic abilities, which they use to give themselves an edge in combat and to coerce the service of other quaggoths. Quaggoth Thonot Medium Monstrosity
, Chaotic Neutral
AC 15 Initiative +1 (11)
HP 67 (9d8 + 27)
Speed 30 ft., Climb 30 ft.
Mod Save
Str 17 +3 +3
Dex 12 +1 +1
Con 16 +3 +3
Mod Save
Int 6 −2
Compendium
- Sources->Dungeons & Dragons->Monster Manual
)
HP 27 (5d10)
Speed 10 ft.
Mod Save
Str 17 +3 +3
Dex 14 +2 +2
Con 10 +0 +0
Mod Save
Int 1 −5 −5
Wis 3 −4 −4
Cha 1 −5 −5
Smother. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Bludgeoning damage. If the target is a Medium or smaller creature, the rug can give it the Grappled condition (escape DC 13) instead of dealing
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
don’t lay eggs but give birth to live young. Dragons, griffons, and wyverns have a taste for hippogriff meat and frequently prey on these creatures. Flying Mounts. A hippogriff raised in captivity
Large monstrosity, unaligned
Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 40 ft., fly 60 ft.
STR
17 (+3)
DEX
13 (+1)
CON
13 (+1)
INT
2 (−4)
WIS
12
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, Typically Lawful Evil
Armor Class 21 (plate, Dual Shields)
Hit Points 187 (15d12 + 90)
Speed 30 ft.
STR
27 (+8)
DEX
9 (−1)
CON
23 (+6)
INT
8 (−1)
WIS
10 (+0
)
CHA
11 (+0)
Saving Throws Dex +4, Con +11, Cha +5
Skills Athletics +13, Perception +5
Damage Immunities fire
Senses passive Perception 15
Languages Giant
Challenge 14 (11,500
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, Typically Lawful Evil
Armor Class 21 (plate, Dual Shields)
Hit Points 187 (15d12 + 90)
Speed 30 ft.
STR
27 (+8)
DEX
9 (−1)
CON
23 (+6)
INT
8 (−1)
WIS
10 (+0
)
CHA
11 (+0)
Saving Throws Dex +4, Con +11, Cha +5
Skills Athletics +13, Perception +5
Damage Immunities fire
Senses passive Perception 15
Languages Giant
Challenge 14 (11,500
Compendium
- Sources->Dungeons & Dragons->Misplaced Monsters: Volume One
ft.
STR
19 (+4)
DEX
13 (+1)
CON
18 (+4)
INT
17 (+3)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws Dex +4, Con +7, Int +6
Skills Acrobatics +7, Athletics +7, Performance +6
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