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Returning 35 results for 'con reforms gain to have reflections'.
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Magic Items
Dungeon Master’s Guide
which you are proficient appears on your person. The DM chooses the weapon.
Knight. You gain the service of a Knight, who magically appears in an unoccupied space you choose within 30 feet of
. The DM can use a different stat block to represent the knight, as desired.
Moon. You gain the ability to cast Wish 1d3 times.
Puzzle. Permanently reduce your Intelligence or Wisdom by 1d4 + 1 (to
Monsters
Dragonlance: Shadow of the Dragon Queen
.
Rejuvenation. If Caradoc dies, he reforms within Dargaard Keep in 2d6;{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Days"} days.
Unusual Nature. Caradoc doesn’t require air, food, drink
action. He otherwise uses the possessed target’s statistics but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
The possession lasts until the body
Monsters
Eberron: Rising from the Last War
strength as their servants — the fiends known as the Lords of Dust — scheme to unleash their ancient masters. The overlords gain strength when mortals embrace the dark paths laid down for them. And
as they grow stronger, they gain more influence.
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
Monsters
Eberron: Rising from the Last War
as the Lords of Dust — scheme to unleash their ancient masters. The overlords gain strength when mortals embrace the dark paths laid down for them. And as they grow stronger, they gain more influence
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 can't die permanently. Upon its death, it reforms
Magic Items
Keys from the Golden Vault
appear on your face, your eyes might become glossy black, or horns might sprout from your forehead. Or you might become wizened and hideous, lose all facial features, gain a forked tongue, or some
the book in two, the book is destroyed for 1d100 years, after which it reforms in some dark corner of the multiverse.
A creature attuned to the book for one hundred years can unearth a phrase hidden
Book of Vile Darkness
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
darkness. An evil rune might appear on your face, your eyes might become glossy black, or horns might sprout from your forehead. Or you might become wizened and hideous, lose all facial features, gain a
tome.
If a solar tears the book in two, the book is destroyed for 1d100 years, after which it reforms in some dark corner of the multiverse.
A creature attuned to the book for one hundred years can
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect.
Donjon. You disappear and become
1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.
Jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.
Key. A
Wand of Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
while the wand is attuned to Orcus himself.
Protection. You gain a +3 bonus to Armor Class while holding the wand.
Spells. The wand has 7 charges. While holding it, you can use an action and expend 1
imprisoned the hero’s soul and keeps it hidden and well guarded.
Bathing the wand in positive energy causes it to crack and explode, but unless the above conditions are met, the wand instantly reforms on Orcus’s layer of the Abyss.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, and now they exist in a strange state between life and death. Eladrin and shadar-kai are like reflections of each other: one bursting with emotion, the other nearly devoid of it. Shadar-kai Traits
until you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Gaining a Level When you gain a level, follow these steps: Choose a Class. Most characters advance in the same class. However, you might decide to gain a level in another class using the rules in the
“Multiclassing” section later in this chapter. Adjust Hit Points and Hit Point Dice. Each time you gain a level, you gain an additional Hit Die. Roll that die, add your Constitution modifier to the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Gaining a Level When you gain a level, follow these steps: Choose a Class. Most characters advance in the same class. However, you might decide to gain a level in another class using the rules in the
“Multiclassing” section later in this chapter. Adjust Hit Points and Hit Point Dice. Each time you gain a level, you gain an additional Hit Die. Roll that die, add your Constitution modifier to the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, Neutral Evil
Armor Class 14
Hit Points 110 (20d8 + 20)
Speed 0 ft., fly 40 ft. (hover)
STR
1 (−5)
DEX
18 (+4)
CON
12 (+1)
INT
15 (+2)
WIS
13 (+1
, he reforms within Dargaard Keep in 2d6 days.
Unusual Nature. Caradoc doesn’t require air, food, drink, or sleep.
Actions
Multiattack. Caradoc makes two Withering Touch attacks.
Withering Touch
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->Van Richten’s Guide to Ravenloft
change. A character never has more than three Seeds of Fear; if you gain a new seed and already have three, choose which of your old fears is replaced by the new one. Seeds of Fear d12 Seed
followed chills my blood.”
10 “Sudden noises or appearances fray my nerves.”
11 “I can’t be comfortable around creatures larger than I am.”
12 “Reflections always seem like they’re
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
facial features, gain a forked tongue, or some other feature the DM chooses. The mark of darkness grants you advantage on Charisma (Persuasion) checks made to interact with evil creatures and
adds pages to the tome. If a solar tears the book in two, the book is destroyed for 1d100 years, after which it reforms in some dark corner of the multiverse. A creature attuned to the book for one
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
(+3)
DEX
12(+1)
CON
23(+6)
INT
18(+4)
WIS
12(+1)
CHA
16(+3)
Saving Throws Dex +6, Wis +6, Cha +8
Skills Perception +6
Damage Resistances cold; bludgeoning
death
Return to Worms. When the larva mage is reduced to 0 hit points, it breaks apart into a swarm of insects in the same space. Unless the swarm is destroyed, the larva mage reforms from it 24 hours
Compendium
- Sources->Dungeons & Dragons->Monster Manual
16 +3 +10
Con 16 +3 +10
Mod Save
Int 21 +5 +12
Wis 14 +2 +9
Cha 16 +3 +3
Skills Arcana +19, History +12, Insight +9, Perception +9
Resistances Cold
33,000, or 41,000 in lair; PB +7)
Traits
Legendary Resistance (4/Day, or 5/Day in Lair). If the lich fails a saving throw, it can choose to succeed instead.
Spirit Jar. If destroyed, the lich reforms
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
means an agonizing and torturous return to the Nine Hells, where its essence remains trapped until its body reforms — a process that can take months or years. When the rakshasa is reborn, it has all the
40 ft.
STR
14 (+2)
DEX
17 (+3)
CON
18 (+4)
INT
13 (+1)
WIS
16 (+3)
CHA
20 (+5)
Skills Deception +10, Insight +8
Damage Vulnerabilities piercing
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
Hit Points 67 (9d8 + 27)
Speed 30 ft.
STR
16 (+3)
DEX
12 (+1)
CON
17 (+3)
INT
9 (−1)
WIS
11 (+0)
CHA
9 (−1)
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 2 (450 XP)
Reckless. At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Monsters (L) Lamia Large Fiend, Chaotic Evil
AC 13 Initiative +1 (11)
HP 97 (13d10 + 26)
Speed 40 ft.
Mod Save
Str 16 +3 +3
Dex 13 +1 +1
Con 15 +2 +2
−3 −3
Con 11 +0 +0
Mod Save
Int 1 −5 −5
Wis 11 +0 +0
Cha 3 −4 −4
Resistances Cold
Immunities Fire, Poison; Charmed, Frightened, Poisoned
Senses
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Swarm of Ravens Swarm of Ravens
Medium swarm of Tiny beasts, unaligned
Armor Class 12
Hit Points 24 (7d8 − 7)
Speed 10 ft., fly 50 ft.
STR
6 (−2)
DEX
14 (+2)
CON
8
can move through any opening large enough for a Tiny raven. The swarm can’t regain hit points or gain temporary hit points.
Actions
Beaks. Melee Weapon Attack: +4 to hit, reach 5 ft., one target in
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Str 8 −1 −1
Dex 10 +0 +0
Con 10 +0 +0
Mod Save
Int 8 −1 −1
Wis 11 +0 +0
Cha 5 −3 −3
Senses Darkvision 120 ft.; Passive Perception 10
itself. Creatures in that area with an Intelligence score of 2 or higher that aren’t Constructs, Elementals, or Undead gain telepathy with a range of 30 feet for 1 hour.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
they call forth in the hope of learning secrets. They record their stories on the bones that once belonged to these creatures, thus preserving the information they gain. Spectral Spy. The pursuit of
)
DEX
16(+3)
CON
9(-1)
INT
17(+3)
WIS
11(+0)
CHA
10(+0)
Saving Throws Dex +5, Int +5
Skills Arcana +5, History +5, Insight +2, Perception +2, Religion +5
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Swarm of Rats Swarm of Rats
Medium swarm of Tiny beasts, unaligned
Armor Class 10
Hit Points 24 (7d8 − 7)
Speed 30 ft.
STR
9 (−1)
DEX
11 (+0)
CON
9 (−1)
INT
can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain temporary hit points.
Actions
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
CON
10(+0)
INT
1(−5)
WIS
7(−2)
CHA
1(−5)
Damage Resistances bludgeoning, piercing, slashing
Condition Immunities charmed, frightened, grappled, paralyzed, petrified
can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or gain temporary hit points.
Actions
Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ogrillon Ogre Ogrillons arise from Humanoids cursed by foul magic or the will of wrathful deities. They appear similar to whoever they once were, but they grow to over 8 feet tall and gain ogre-like
+0 (10)
HP 52 (7d10 + 14)
Speed 30 ft.
Mod Save
Str 17 +3 +3
Dex 10 +0 +0
Con 14 +2 +2
Mod Save
Int 7 −2 −2
Wis 9 −1 −1
Cha 10 +0 +0
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Bard Class Features As a Bard, you gain the following class features when you reach the specified Bard levels. These features are listed in the Bard Features table. Bard Features ——Spell Slots
spell list later in the class’s description. Cantrips. You know two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended. Whenever you gain a Bard level
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Bard Class Features As a Bard, you gain the following class features when you reach the specified Bard levels. These features are listed in the Bard Features table. Bard Features ——Spell Slots
list later in the class’s description. Cantrips. You know two cantrips of your choice from the Bard spell list. Dancing Lights and Vicious Mockery are recommended. Whenever you gain a Bard level, you
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Points 170 (20d8 + 80)
Speed 30 ft.
STR
13 (+1)
DEX
20 (+5)
CON
19 (+4)
INT
14 (+2)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws Con +8, Wis +6
and then gains vulnerability to both necrotic and poison damage for 1 minute. On a successful save, it takes half damage and does not gain the vulnerabilities.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
survives. As long as its phylactery is intact, the demilich can’t be permanently destroyed. Its skull reforms after 1d10 days, restoring the creature to its wretched state. If it has the presence of
Tiny undead, neutral evil
Armor Class 20 (natural armor)
Hit Points 80 (32d4)
Speed 0 ft., fly 30 ft. (hover)
STR
1 (−5)
DEX
20 (+5)
CON
10 (+0)
INT
20 (+5
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Undead, Neutral Evil
AC 20 Initiative +17 (27)
HP 180 (72d4)
Speed 5 ft., Fly 30 ft. (hover)
Mod Save
Str 1 −5 −5
Dex 20 +5 +11
Con 10 +0 +6
Mod Save
/Day in Lair). If the demilich fails a saving throw, it can choose to succeed instead.
Undead Restoration. If the demilich is destroyed, it reforms and regains all its Hit Points in 1d10 days unless
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
)
Speed 30 ft.
STR
20(+5)
DEX
10(+0)
CON
17(+3)
INT
16(+3)
WIS
14(+2)
CHA
19(+4)
Saving Throws Dex +5, Con +8, Cha +9
Skills Perception +7
Damage
, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again.
The tack doesn’t conjure a nightmare from thin air; one
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again. The tack doesn’t conjure a nightmare; one must first be subdued so the tack can be
), Typically Lawful Evil
Armor Class 20 (plate armor, shield)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR
20 (+5)
DEX
10 (+0)
CON
17 (+3)
INT
16 (+3)
WIS
14 (+2
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Skeletal Swarm Skeletal Swarm
Large swarm of Medium undead, lawful evil
Armor Class 13 (armor scraps)
Hit Points 60 (8d10 + 16)
Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
swarm can’t regain hit points or gain temporary hit points.
Actions
Slash. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm’s space. Hit: 11 (2d8 + 2) slashing damage, or 6 (1d8 + 2) slashing damage if the swarm has half of its hit points or fewer.
[Tooltip Not Found]
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
mass. Skeletal Swarm
Large swarm of Medium undead, lawful evil
Armor Class 13 (armor scraps)
Hit Points 60 (8d10 + 16)
Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
15 (+2
regain hit points or gain temporary hit points.
Actions
Slash. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm’s space. Hit: 11 (2d8 + 2) slashing damage, or 6 (1d8 + 2) slashing damage if the swarm has half of its hit points or fewer.