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Returning 35 results for 'con remain glared to have reflecting'.
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Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
CON
16
+3
+3
Mod
Save
INT
16
+3
+3
WIS
16
+3
+3
CHA
16
+3
+3
Immunities Necrotic, Poison; Charmed, Exhaustion, Frightened
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until
summoner Speed 60 ft., fly 60 ft. (hover)
STR
DEX
CON
INT
WIS
CHA
16 (+3)
16 (+3)
16 (+3)
16 (+3)
16 (+3)
16 (+3)
Damage Immunities necrotic, poison
Condition
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
spontaneously created swarms can rapidly turn a single annoying gremishka into a chittering, magic-reflecting wave of teeth and claws. Gremishka
Tiny Monstrosity
Armor Class 12
Hit Points 10 (4d4
)
Speed 30 ft.
STR
6 (−2)
DEX
14 (+2)
CON
10 (+0)
INT
12 (+1)
WIS
11 (+0)
CHA
4 (−3)
Senses darkvision 30 ft., passive Perception 10
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
up the foes that remain standing. Giff Shock Trooper
Medium Humanoid, Any Alignment
Armor Class 18 (plate)
Hit Points 93 (11d8 + 44)
Speed 30 ft., swim 30 ft.
STR
20 (+5)
DEX
14 (+2)
CON
18 (+4)
INT
11 (+0)
WIS
12 (+1)
CHA
13 (+1)
Saving Throws Str +8, Con +7, Wis +4
Skills Athletics +8, Intimidation +7, Perception +4
Senses
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Carrion Crawler Carrion crawlers are large subterranean predators and scavengers that scour putrid flesh from carcasses and gobble the slimy bones that remain. They aggressively attack any creature
.
STR
14 (+2)
DEX
13 (+1)
CON
16 (+3)
INT
1 (-5)
WIS
12 (+1)
CHA
5 (-3)
Skills Perception +3
Senses darkvision 60 ft., passive Perception 13
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Flumph The mysterious flumphs drift through the Underdark, propelled through the air by the jets whose sound gives them their name. A flumph glows faintly, reflecting its moods in its color. Soft
of dungeon survival
Flumph
Small aberration, lawful good
Armor Class 12
Hit Points 7 (2d6)
Speed 5 ft., fly 30 ft.
STR
6 (−2)
DEX
15 (+2)
CON
10 (+0)
INT
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
humanoid rather than reflecting the creature’s physical form. Sages postulate that the first perytons were humans transformed by a hideous curse or magical experiment, but bards tell a different tale
16 (+3)
DEX
12 (+1)
CON
13 (+1)
INT
9 (−1)
WIS
12 (+1)
CHA
10 (+0)
Skills Perception +5
Damage Resistances bludgeoning, piercing, and slashing from
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Gloom Weaver Although a formidable fighter, a gloom weaver is often content to remain hidden in the shadows, watching with rapt attention as its very presence affects its victims. Its dark energy
.
STR
11(+0)
DEX
18(+4)
CON
14(+2)
INT
15(+2)
WIS
12(+1)
CHA
18(+4)
Saving Throws Dex +8, Con +6
Damage Immunities necrotic
Condition Immunities charmed
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
they remain capable of experiencing all the delights of their corporeal forms. In contrast to Orzhov spirits, they also retain their personalities, which are almost uniformly cruel. Blood Bond
Class 16 (natural armor)
Hit Points 90 (12d8 + 36)
Speed 40 ft., fly 40 ft. (hover)
STR
16(+3)
DEX
18(+4)
CON
17(+3)
INT
16(+3)
WIS
13(+1)
CHA
19(+4
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Vault Guards Vidorant employs a dozen guards (use the veteran stat block) to protect her treasures—three guards outside and nine inside the vault. Guards remain alert for noises elsewhere in the
” section, roll a d6 instead of a d4, reflecting their increased ability to avoid the guards. If the characters spend more than 10 minutes in any room that’s part of the guard rotation, a guard
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
. There, the soul becomes housed in the body of a new, fully grown star lancer that rises magically from the cavern floor. As long as the dead god and its Great Cavern remain intact, the number of star
)
DEX
15 (+2)
CON
15 (+2)
INT
10 (+0)
WIS
13 (+1)
CHA
8 (−1)
Saving Throws Dex +4, Con +4
Skills Perception +3, Stealth +4
Damage Resistances
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
back. Giants who fall to Imix’s corruption might leave their homes to join with like-minded cultists, but others remain within their communities to pursue Imix’s destructive agenda. A fire giant of Evil
Giant, Typically Lawful Evil
Armor Class 18 (plate)
Hit Points 150 (12d12 + 72)
Speed 30 ft.
STR
25 (+7)
DEX
9 (−1)
CON
23 (+6)
INT
10 (+0)
WIS
19 (+4)
CHA
14 (+2
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
back. Giants who fall to Imix’s corruption might leave their homes to join with like-minded cultists, but others remain within their communities to pursue Imix’s destructive agenda. A fire giant of Evil
Giant, Typically Lawful Evil
Armor Class 18 (plate)
Hit Points 150 (12d12 + 72)
Speed 30 ft.
STR
25 (+7)
DEX
9 (−1)
CON
23 (+6)
INT
10 (+0)
WIS
19 (+4)
CHA
14 (+2
Compendium
- Sources->Dungeons & Dragons->Monster Manual
treacherous coasts. Marids vary in appearance, their bodies reflecting the colors of the waves while distinctive fins and scales accent their features. Marids lend their powers and knowledge of the
ft., Swim 90 ft.
Mod Save
Str 22 +6 +6
Dex 12 +1 +5
Con 26 +8 +8
Mod Save
Int 18 +4 +4
Wis 17 +3 +3
Cha 18 +4 +8
Resistances
Compendium
- Sources->Dungeons & Dragons->Monster Manual
are typically constructed of steel, stone, and wood in the shape of watchful soldiers. More fanciful designs exist, reflecting the tastes of their creators. Given their resilience, it’s common for
Carpenter
Shield Guardian Large Construct, Unaligned
AC 17 Initiative −1 (9)
HP 142 (15d10 + 60)
Speed 30 ft.
Mod Save
Str 18 +4 +4
Dex 8 −1 −1
Con 18 +4 +4
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
elves as companions, reflecting a bond between the ancestors of elf and animal. To be chosen by a Valenar animal is a great honor, and any such elf is treated with respect and reverence. Still, on the
)
CON
10 (+0)
INT
9 (–1)
WIS
16 (+3)
CHA
11 (+0)
Skills Perception +5
Senses passive Perception 15
Languages understands Common, Elvish, and Sylvan but can’t
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
advancing the inscrutable schemes of their malevolent masters. But great hordes of dolgrims remain clustered in Khyber with the daelkyr, dreaming of the day when they will be released into Eberron to
feast and destroy. Dolgrim
Small aberration, chaotic evil
Armor Class 15 (natural armor, shield)
Hit Points 13 (3d6 + 3)
Speed 30 ft.
STR
15 (+2)
DEX
14 (+2)
CON
12
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
is 120 feet. Its Hit Dice remain unchanged. Bone Roc Huge Undead, Typically Neutral Evil
Armor Class 15
Hit Points 133 (14d12 + 42)
Speed 15 ft., fly 90 ft.
STR
18 (+4)
DEX
20 (+5
)
CON
16 (+3)
INT
2 (−4)
WIS
17 (+3)
CHA
10 (+0)
Saving Throws Dex +8, Wis +6
Skills Perception +6
Damage Vulnerabilities bludgeoning
Damage Immunities poison
Condition
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Amble Amble
Medium humanoid (tortle), neutral good
Armor Class 18 (natural armor, ring of protection)
Hit Points 90 (12d8 + 36)
Speed 30 ft.
STR
14 (+2)
DEX
10 (+0)
CON
16 (+3)
INT
10 (+0)
WIS
18 (+4)
CHA
14 (+2)
Saving Throws Str +3, Dex +1, Con +4, Int +5, Wis +9, Cha +3
Skills Animal Handling +8, Insight +8, Medicine +8, Perception +8
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
)
DEX
14 (+2)
CON
27 (+8)
INT
28 (+9)
WIS
18 (+4)
CHA
17 (+3)
Saving Throws Dex +9, Con +15, Wis +11, Cha +10
Skills Arcana +23, Investigation +23, Nature
immediately after hers. While any of these fractals remain, attack rolls made against Tanazir have disadvantage. A summoned fractal disappears after 1 minute, when it or Tanazir dies, or when she uses this action again.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
status. Nupperibo
Medium fiend (devil), lawful evil
Armor Class 13 (natural armor)
Hit Points 11 (2d8 + 2)
Speed 20 ft.
STR
16(+3)
DEX
11(+0)
CON
13(+1)
INT
3(−4
damage.
A lemure emerges from the Styx wiped of memory, yet the patterns of evil it performed in life remain indelibly inscribed upon its soul. Those who lacked ambition cannot climb the hierarchical ladder of the Hells. They instead step down, becoming nupperibos.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
emphasizes surprise and painful instruction. She is willing to affect any appearance or attitude to achieve her goals. But what those goals are — for herself and Dran Enterprises alike — remain a secret
)
CON
16 (+3)
INT
13 (+1)
WIS
12 (+1)
CHA
14 (+2)
Skills Deception +6, Insight +3, Perception +3
Condition Immunities charmed
Senses darkvision 60 ft., passive
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
that ingest water that has been corrupted by a wastrilith risk their very souls. Those who drink the poisonous liquid might wither away until they finally die, or remain alive only to become a thrall
. 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
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
rivers they had once plundered. Although the Aldani tribe went extinct, the lobsterfolk remain to this day. Aldani (Lobsterfolk)
Medium monstrosity, lawful neutral
Armor Class 14 (natural armor)
Hit
Points 49 (9d8 + 9)
Speed 20 ft., swim 30 ft.
STR
13 (+1)
DEX
8 (–1)
CON
12 (+1)
INT
10 (+0)
WIS
14 (+2)
CHA
10 (+0)
Skills Perception +4
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14(+2)
CON
12(+1)
INT
12(+1)
WIS
20(+5)
CHA
11(+0)
Saving Throws Int +5, Wis +9
Skills Medicine +9, Nature +5, Perception +9
Senses passive Perception 19
magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
rumored criminal interests. Pendragon has, in fact, attempted to kill his mother — and been killed himself in the process. Despite his having been resurrected at Rosie’s request, things remain cool
ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
17 (+3)
WIS
10 (+0)
CHA
11 (+0)
Skills Arcana +5, Investigation +5, Performance +2
Senses passive
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
.
STR
18 (+4)
DEX
9 (-1)
CON
16 (+3)
INT
12 (+1)
WIS
16 (+3)
CHA
15 (+2)
Saving Throws Con +6, Int +4, Wis +6, Cha +5
Skills Arcana +7, Deception
. She has advantage on Dexterity (Stealth) checks, and disadvantage on Strength checks and Strength saving throws. Her statistics otherwise remain unchanged.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
wastrilith risk their very souls. Those who drink the poisonous liquid might wither away until they finally die, or they remain alive only to become thralls of chaos and evil. To represent this
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
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
(natural armor)
Hit Points 112 (15d8 + 45)
Speed 20 ft., climb 20 ft.
STR
20 (+5)
DEX
9 (−1)
CON
16 (+3)
INT
5 (−3)
WIS
12 (+1)
CHA
5 (−3)
Skills Perception +7
, and shape of its lure to resemble a Tiny Beast or Tiny object. It can move the lure to reinforce the resemblance (no action required), but the lure must remain within 15 feet of the wolf-in-sheep’s-clothing, connected by nearly invisible filament-like tendrils.
Luca Bancone
Compendium
- Sources->Dungeons & Dragons->Monster Manual
strive to create vast, dead domains where they are the greatest things that remain. Martin Mottet As terrifying as it is titanic, an ancient black dragon
eradicates unwanted life in its despoiled
+8
Dex 14 +2 +9
Con 25 +7 +7
Mod Save
Int 16 +3 +3
Wis 15 +2 +9
Cha 22 +6 +6
Skills Perception +16, Stealth +9
Immunities Acid
Senses
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
inhabit. The visitor is free to remain there as long as they wish, provided they do no harm to the other denizens of Fablerise. Yarnspinner’s favorite activity is to read stories aloud to the animals that
Huge Fey (Archfey), Lawful Good
Armor Class 16 (natural armor)
Hit Points 138 (12d12 + 60)
Speed 40 ft., climb 40 ft.
STR
24 (+7)
DEX
16 (+3)
CON
21 (+5)
INT
18 (+4)
WIS
21
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to elevate its general’s status. A lemure emerges from the Styx wiped of memory, yet the patterns of evil it performed in life remain indelibly inscribed upon its soul…
But those who lacked ambition
armor)
Hit Points 11 (2d8 + 2)
Speed 20 ft.
STR
16 (+3)
DEX
11 (+0)
CON
13 (+1)
INT
3 (−4)
WIS
8 (−1)
CHA
1 (−5)
Skills Perception +1
Damage
Compendium
- Sources->Dungeons & Dragons->Thieves’ Gallery
Humanoid (Druid), Neutral Good
Armor Class 14 (leather armor)
Hit Points 104 (16d8 + 32)
Speed 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
14 (+2)
INT
16 (+3)
WIS
19 (+4)
CHA
10
Monster Manual).
Doric can remain in that form for up to 2 hours. She can choose whether her equipment falls to the ground, melds with her new form, or is worn by the new form. Doric reverts to her
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
10 (+0)
CON
15 (+2)
INT
5 (−3)
WIS
12 (+1)
CHA
9 (−1)
Saving Throws Wis +3
Skills Animal Handling +3, Nature +1
Senses darkvision 60 ft., passive Perception 11
Languages
act as the ogre’s allies, obey its spoken commands, and take their turns immediately after the ogre’s turn on the same initiative count. The rats remain for 1 hour, until the ogre dies, or until the ogre dismisses them as a bonus action.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
host civilizations might linger in whatever ruins remain, preserving the civilizations’ stories so their lost people might live on. Roll on or choose a result from the Guardian Naga Lore table to
+4 Dex 18 +4 +8 Con 16 +3 +7 Mod Save Int 16 +3 +7 Wis 19 +4 +8 Cha 18 +4 +8
Skills Arcana +11, History +11, Religion +11
Immunities Poison; Charmed, Paralyzed, Poisoned, Restrained