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Returning 35 results for 'condition relying gar to have reflection'.
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Monsters
Monster Manual
attack, it does nothing on that turn.
Paralyzing Ray. Constitution Saving Throw: DC 12. Failure: The target has the Paralyzed condition and repeats the save at the end of each of its turns, ending the
", "rollDamageType":"Psychic"} Psychic damage, and the target has the Frightened condition until the end of its next turn.
Wounding Ray. Constitution Saving Throw: DC 12. Failure: 16 (3d10);{"diceNotation
Monsters
Monster Manual
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Petrifying Gaze"}. Constitution Saving Throw: DC 12, each creature in a 30-foot Cone. If the basilisk sees its reflection within the Cone, the
basilisk must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition.
Monsters
Monster Manual
reflection in the Cone, the medusa must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect
on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition.
Monsters
Planescape: Adventures in the Multiverse
Reflection", "rollDamageType":"psychic"} psychic damage and have the frightened condition for 1 hour or until the vargouille loses concentration (as if concentrating on a spell). If the target’s
condition. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target’s Charisma decreases by 1 after each hour, as its head takes on fiendish aspects, and its Charisma
Monsters
Bigby Presents: Glory of the Giants
prone condition. Until the colossus uses its Stomp again or moves, the creature has the restrained condition. The restrained creature or another creature within 5 feet of it can use its action to make a
failed save, or half as much damage on a successful one.Spell Reflection (2/Day). Ranged Spell Attack: +14;{"diceNotation":"1d20+14", "rollType":"spell", "rollAction":"Spell Reflection"} to hit, range 120
Monsters
Vecna: Eve of Ruin
’t observed the mirror shade move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the mirror shade isn’t the creature’s own reflection
target takes 28 (8d6);{"diceNotation":"8d6", "rollType":"damage", "rollAction":"Reflect Fear", "rollDamageType":"psychic"} psychic damage and has the frightened condition until the start of the mirror
monsters
throws to avoid or end the Charmed condition. Magic can’t put her to sleep.
Sunlight Sensitivity. While in sunlight, Quara has Disadvantage on ability checks and attack rolls. Multiattack
condition for 1 minute. While poisoned this way, attacks against the creature have Advantage. If the saving throw fails by 5 or more, the target also has the Unconscious condition while Poisoned in
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Blindsight If you have Blindsight, you can see within a specific range without relying on physical sight. Within that range, you can see anything that isn’t behind Total Cover even if you have the
Blinded condition or are in Darkness. Moreover, in that range, you can see something that has the Invisible condition.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Blindsight If you have Blindsight, you can see within a specific range without relying on physical sight. Within that range, you can see anything that isn’t behind Total Cover even if you have the
Blinded condition or are in Darkness. Moreover, in that range, you can see something that has the Invisible condition.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Blindsight If you have Blindsight, you can see within a specific range without relying on physical sight. Within that range, you can see anything that isn’t behind Total Cover even if you have the
Blinded condition or are in Darkness. Moreover, in that range, you can see something that has the Invisible condition.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Vargouille Reflection Vargouilles are flying Fiends that resemble disembodied Humanoid heads with wings. While most vargouilles roam the planes to curse Humanoids and create more vargouilles, a
variant known as the vargouille reflection resides in Undersigil. When a vargouille reflection spots a Humanoid target, it takes on that creature’s visage, terrifying that creature by appearing as its own
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Vargouille Reflection Vargouilles are flying Fiends that resemble disembodied Humanoid heads with wings. While most vargouilles roam the planes to curse Humanoids and create more vargouilles, a
variant known as the vargouille reflection resides in Undersigil. When a vargouille reflection spots a Humanoid target, it takes on that creature’s visage, terrifying that creature by appearing as its own
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Blindsight If you have Blindsight, you can see within a specific range without relying on physical sight. Within that range, you can see anything that isn’t behind Total Cover even if you have the
Blinded condition or are in Darkness. Moreover, in that range, you can see something that has the Invisible condition.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Tide knights disdain heavy armor, relying on the speed and ferocity of their attacks to carry them to victory. Dark Tide Knight
Medium humanoid (human), lawful evil
Armor Class 13
Hit Points 58
eye. If it hits, the target is also restrained. A target restrained in this way can end the condition by using an action, succeeding on a DC 13 Strength check.
Shoalar Quanderil A plump water
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Tide knights disdain heavy armor, relying on the speed and ferocity of their attacks to carry them to victory. Dark Tide Knight
Medium humanoid (human), lawful evil
Armor Class 13
Hit Points 58
eye. If it hits, the target is also restrained. A target restrained in this way can end the condition by using an action, succeeding on a DC 13 Strength check.
Shoalar Quanderil A plump water
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
crawls up to the landing and joins the battle. P6. Yngukulub the Devourer An aboleth named Yngukulub the Devourer has allied itself with Gar Shatterkeel and the Cult of the Crushing Wave. Deranged kuo-toa
bring the aboleth sacrifices, and when they lack a proper sacrifice, they willingly feed themselves to their hungry god. Yngukulub obeys Gar Shatterkeel because it awaits the day when Olhydra drowns
Kobold
Legacy
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Species
Volo's Guide to Monsters
other creatures, because such objects are more likely to be in good condition and thus more useful or valuable.
When they go after items that aren’t free for the taking, kobolds try to remain
unnoticed by their larger rivals. If it’s lucky, a tribe of kobolds that is discovered by a group of larger humanoids might form a mutually beneficial arrangement, relying on the humanoids for
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
crawls up to the landing and joins the battle. P6. Yngukulub the Devourer An aboleth named Yngukulub the Devourer has allied itself with Gar Shatterkeel and the Cult of the Crushing Wave. Deranged kuo-toa
bring the aboleth sacrifices, and when they lack a proper sacrifice, they willingly feed themselves to their hungry god. Yngukulub obeys Gar Shatterkeel because it awaits the day when Olhydra drowns
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
.
STR
18 (+4)
DEX
3 (−4)
CON
18 (+4)
INT
17 (+3)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws Con +8, Int +7, Wis +6, Cha +5
Condition Immunities
Weaknesses. The jiangshi has the following flaws:
Fear of Its Own Reflection. If the jiangshi sees its own reflection, it immediately uses its reaction, if available, to move as far away from the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
.
STR
18 (+4)
DEX
3 (−4)
CON
18 (+4)
INT
17 (+3)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws Con +8, Int +7, Wis +6, Cha +5
Condition Immunities
Weaknesses. The jiangshi has the following flaws:
Fear of Its Own Reflection. If the jiangshi sees its own reflection, it immediately uses its reaction, if available, to move as far away from the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
30-foot Cone. If the medusa sees its reflection in the Cone, the medusa must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if
it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
30-foot Cone. If the medusa sees its reflection in the Cone, the medusa must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if
it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Gaze (Recharge 4–6). Constitution Saving Throw: DC 12, each creature in a 30-foot Cone. If the basilisk sees its reflection in the Cone, the basilisk must make this save. First Failure: The target has
the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Gaze (Recharge 4–6). Constitution Saving Throw: DC 12, each creature in a 30-foot Cone. If the basilisk sees its reflection in the Cone, the basilisk must make this save. First Failure: The target has
the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect on itself on a success. Second Failure: The target has the Petrified condition instead of the Restrained condition.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
entirely. A creature effectively suffers from the blinded condition (see Appendix A) when trying to see something in that area. The presence or absence of light in an environment creates three categories
blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
haunted by the shadows of evil deeds done.
Through training and reflection, Warriors of Regret accept their past can’t be erased. Instead, they focus on forging remorse and grief into a weapon against
turn, but it ends early if you dismiss it (no action required) or have the Incapacitated condition. While it persists, you gain the following benefits.
Daniel Alessi
Shade Strike. When
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
entirely. A creature effectively suffers from the blinded condition (see Appendix A) when trying to see something in that area. The presence or absence of light in an environment creates three categories
blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Immunities poison, psychic, radiant
Condition Immunities blinded, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
creature’s own reflection.
Mirror Movement. The mirror shade can move along the surface of reflective or translucent objects, such as mirrors, without provoking opportunity attacks. It can move through
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
entirely. A creature effectively suffers from the blinded condition when trying to see something in that area. The presence or absence of light in an environment creates three categories of illumination
its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Immunities poison, psychic, radiant
Condition Immunities blinded, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses darkvision 60 ft., passive Perception 11
creature’s own reflection.
Mirror Movement. The mirror shade can move along the surface of reflective or translucent objects, such as mirrors, without provoking opportunity attacks. It can move through
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
entirely. A creature effectively suffers from the blinded condition when trying to see something in that area. The presence or absence of light in an environment creates three categories of illumination
its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands Giant but
+ 7) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 22 Dexterity saving throw or have the prone condition. Until the colossus uses its Stomp again or moves
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
from nonmagical attacks
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses darkvision 120 ft., passive Perception 10
Languages understands Giant but
+ 7) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 22 Dexterity saving throw or have the prone condition. Until the colossus uses its Stomp again or moves
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
14 (+2)
INT
13 (+1)
WIS
14 (+2)
CHA
11 (+0)
Skills Perception +6
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 16
Languages Deep
and water to sustain itself for 24 hours.
Reactions
Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
)
INT
10 (+0)
WIS
7 (−2)
CHA
1 (−5)
Saving Throws Con +2
Skills Stealth +8
Condition Immunities blinded
Senses darkvision 120 ft., passive Perception 8
Languages
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