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Returning 33 results for 'conditions realities ghostly to have reflects'.
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Monsters
Monster Manual
":"Reflective Carapace"}. On a 1–5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected and reflects the spell, turning the caster into the target.
Siege Monster. The tarrasque deals
", "rollType":"damage", "rollAction":"Thunderous Bellow", "rollDamageType":"Thunder"} Thunder damage, and the target has the Deafened and Frightened conditions until the end of its next turn. Success
Monsters
The Book of Many Things
, Wisdom, Charisma, and immunity to the charmed and frightened conditions. He otherwise uses the target’s game statistics, but Gremorly doesn’t gain access to the target’s knowledge
’s Keep. Gremorly was a necromancer and misanthrope who had little patience for the living; he resolved to use the keep to create and house a ghostly army he would use to seize power. Gremorly
monsters
it ends its turn inside an object.Multiattack. The hearse makes two Ghostly Coachman attacks. It can replace one of the attacks with a use of Trample, if available.
Ghostly Coachman. Melee or Ranged
Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Ghostly Coachman"}, reach 10 ft. or range 60 ft. Hit: 13 (2d8 + 4);{"diceNotation":"2d8+4", "rollType":"damage", "rollAction
classes
Wardens only lead those they deem capable of providing the skills and abilities needed to endure the horrid monsters and grinding conditions of an expedition. Far from civilization’s protective
must bring the realities of the wilderness into civilization to prevent the careless from joining their expeditions and endangering the group. But once in the wilds, they become nurturing, protective, and insightful as they guide their charges safely through dangerous territory.
classes
Wardens only lead those they deem capable of providing the skills and abilities needed to endure the horrid monsters and grinding conditions of an expedition. Far from civilization’s protective
must bring the realities of the wilderness into civilization to prevent the careless from joining their expeditions and endangering the group. But once in the wilds, they become nurturing, protective, and insightful as they guide their charges safely through dangerous territory.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. Semuanya’s followers believe in pushing their limits in the face of the most hostile conditions. Semuanya’s realm reflects this: a vast, densely canopied swamp that is colorful, sweet smelling, and full of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. Semuanya’s followers believe in pushing their limits in the face of the most hostile conditions. Semuanya’s realm reflects this: a vast, densely canopied swamp that is colorful, sweet smelling, and full of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
framed in bronze. Light beams are broken by the mirror into myriad flames, and ghostly shapes seem to flicker in its depths.
On the northern wall are two mirrors: a striking black one of obsidian framed
reflects objects only when they are close to it. The white mirror has a pungent odor of nutmeg and spice, and its depths are gelid and smoky.
The mirror that hangs on the western wall is in a stone
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
framed in bronze. Light beams are broken by the mirror into myriad flames, and ghostly shapes seem to flicker in its depths.
On the northern wall are two mirrors: a striking black one of obsidian framed
reflects objects only when they are close to it. The white mirror has a pungent odor of nutmeg and spice, and its depths are gelid and smoky.
The mirror that hangs on the western wall is in a stone
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
storm, so do domains create inescapable spaces where horror adventures unfold. Domains Are Themed. Each domain reflects its Darklord and facilitates horror tales related to that villain. Just as
creepy manors suit ghostly inhabitants, so does each domain inspire and encourage a distinct type of terror. Details on how to create your own domains appear in chapter 2, while chapter 3 describes some of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
storm, so do domains create inescapable spaces where horror adventures unfold. Domains Are Themed. Each domain reflects its Darklord and facilitates horror tales related to that villain. Just as
creepy manors suit ghostly inhabitants, so does each domain inspire and encourage a distinct type of terror. Details on how to create your own domains appear in chapter 2, while chapter 3 describes some of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
unaffected and reflects the spell, turning the caster into the target.
Siege Monster. The tarrasque deals double damage to objects and structures.
Actions
Multiattack. The tarrasque makes one Bite
, each creature and each object that isn’t being worn or carried in a 150-foot Cone. Failure: 78 (12d12) Thunder damage, and the target has the Deafened and Frightened conditions until the end of its next
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
unaffected and reflects the spell, turning the caster into the target.
Siege Monster. The tarrasque deals double damage to objects and structures.
Actions
Multiattack. The tarrasque makes one Bite
, each creature and each object that isn’t being worn or carried in a 150-foot Cone. Failure: 78 (12d12) Thunder damage, and the target has the Deafened and Frightened conditions until the end of its next
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
gp) that reflects color as a prism does. This crown is needed to activate two of Halaster’s gates: on level 8 in area 18b and on level 11 in area 11a. 11e. Life in Undermountain Stone panels set into
what is today Mount Waterdeep) is recorded, as is Melair’s determination to rid Undermountain of its infestations of beholders, duergar, and drow. When the characters first enter this room, ghostly
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
gp) that reflects color as a prism does. This crown is needed to activate two of Halaster’s gates: on level 8 in area 18b and on level 11 in area 11a. 11e. Life in Undermountain Stone panels set into
what is today Mount Waterdeep) is recorded, as is Melair’s determination to rid Undermountain of its infestations of beholders, duergar, and drow. When the characters first enter this room, ghostly
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Transformation: Defeat a powerful, ghostly Undead and absorb its power. Defeat an Aberration that has powers over space, time, or death. Use a ritual that infuses your body with the forces of death or primordial
chaos. Survive a near-death experience caused by a ghostly Undead creature or an Aberration, especially one in which your Hit Point maximum is reduced, such as by a Wraith’s Life Drain, or in which
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
enter and leave the archfey’s domain and may protect these Fey crossings or leave them unguarded. Some Fey crossings operate only at certain times or when certain conditions are met. The Fey Crossings
each year, a ghostly image of the intact tower appears above the ruined foundation, during which time the fey crossing appears as a shimmering doorway that creatures can pass through. 7 Stone Bridge
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a translucent knight in shining armor, with the symbol of Tyr (a set of balanced scales) on his ghostly breastplate. The ghost is lawful good and speaks in Common. If the ghost is reduced to 0 hit
possessed. His arrogance aside, Fidelio won’t possess a humanoid without its consent. If it can’t find a willing host, it offers to join the party on two conditions: the characters must seek out
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a translucent knight in shining armor, with the symbol of Tyr (a set of balanced scales) on his ghostly breastplate. The ghost is lawful good and speaks in Common. If the ghost is reduced to 0 hit
possessed. His arrogance aside, Fidelio won’t possess a humanoid without its consent. If it can’t find a willing host, it offers to join the party on two conditions: the characters must seek out
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
enter and leave the archfey’s domain and may protect these Fey crossings or leave them unguarded. Some Fey crossings operate only at certain times or when certain conditions are met. The Fey Crossings
each year, a ghostly image of the intact tower appears above the ruined foundation, during which time the fey crossing appears as a shimmering doorway that creatures can pass through. 7 Stone Bridge
Compendium
- Sources->Dungeons & Dragons->Monster Manual
1d6. On a 1–5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected and reflects the spell, turning the caster into the target.
Siege Monster. The tarrasque deals double damage to objects
target has the Deafened and Frightened conditions until the end of its next turn. Success: Half damage only.
Bonus Actions
Swallow. Strength Saving Throw: DC 27, one Large or smaller creature
Compendium
- Sources->Dungeons & Dragons->Monster Manual
1d6. On a 1–5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected and reflects the spell, turning the caster into the target.
Siege Monster. The tarrasque deals double damage to objects
target has the Deafened and Frightened conditions until the end of its next turn. Success: Half damage only.
Bonus Actions
Swallow. Strength Saving Throw: DC 27, one Large or smaller creature
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
a steep set of stairs at the bottom right of the map lies a dry chamber that serves as barracks for guests and a library for documents too fragile to survive in damp conditions. Island Larder. Another
effects might appear in the area around a bronze dragon’s lair, in addition to or instead of the effects described in the Monster Manual: Phantom Escort. Ghostly naval ships from an ancient armada
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
form the spirit takes. It might look like a spectral image of the dead character, or it might be something bizarre like a ghostly crow or a blob of ectoplasmic energy. Regardless of the form it takes
, the spirit is not a creature and can’t be harmed or turned. It can’t make attack rolls and doesn’t make saving throws, and conditions don’t apply to it. It can’t cast spells or attune to magic items
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
a steep set of stairs at the bottom right of the map lies a dry chamber that serves as barracks for guests and a library for documents too fragile to survive in damp conditions. Island Larder. Another
effects might appear in the area around a bronze dragon’s lair, in addition to or instead of the effects described in the Monster Manual: Phantom Escort. Ghostly naval ships from an ancient armada
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
form the spirit takes. It might look like a spectral image of the dead character, or it might be something bizarre like a ghostly crow or a blob of ectoplasmic energy. Regardless of the form it takes
, the spirit is not a creature and can’t be harmed or turned. It can’t make attack rolls and doesn’t make saving throws, and conditions don’t apply to it. It can’t cast spells or attune to magic items
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
protect the keep for its rightful owners—who might be the characters, thanks to the magic of the Deck of Many Things. But Gremorly’s ghostly presence has confused the golem, and it doesn’t recognize
the dining table are the ghostly figures of three dwarves: one wearing vestments and two in sturdy armor. They murmur to each other in somber tones.
In life, the three ghosts were an adventuring
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
protect the keep for its rightful owners—who might be the characters, thanks to the magic of the Deck of Many Things. But Gremorly’s ghostly presence has confused the golem, and it doesn’t recognize
the dining table are the ghostly figures of three dwarves: one wearing vestments and two in sturdy armor. They murmur to each other in somber tones.
In life, the three ghosts were an adventuring
Magic Items
Infernal Machine Rebuild
, causing those creatures to recall their saddest memories.
08
You have a +1 bonus to Wisdom (Insight checks) involving creatures you can see.
Your body is ghostly and translucent except for your
effect on you.
56
You can predict the weather conditions for the next 24 hours with perfect accuracy.
A rain cloud follows you around, drizzling on you constantly even while indoors.
57
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
limited. A foe might become distracted the first time a ghostly figure appears in a haunted tavern, but the quality of the illusion is such that it doesn’t stand up to continued scrutiny. Cosmetic effects
, availability of maps, or other conditions. Giant Stone Statue. A 100-foot-tall stone statue has stairs and rooms carved within its interior. When a character sits at the helm located in a room within the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
limited. A foe might become distracted the first time a ghostly figure appears in a haunted tavern, but the quality of the illusion is such that it doesn’t stand up to continued scrutiny. Cosmetic effects
, availability of maps, or other conditions. Giant Stone Statue. A 100-foot-tall stone statue has stairs and rooms carved within its interior. When a character sits at the helm located in a room within the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
lane behind the hall, searching through the rubble for treasure. As the characters near the lane, the kenku hide and attempt to frighten the party away with ghostly sounds from the gloom. A7. Plaza of
three Howling Hatred initiates (see chapter 7) suffering from extreme starvation. They suffer from level 4 exhaustion (see appendix A, “Conditions,” in the Player’s Handbook). Beneath their hollow rib
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
lane behind the hall, searching through the rubble for treasure. As the characters near the lane, the kenku hide and attempt to frighten the party away with ghostly sounds from the gloom. A7. Plaza of
three Howling Hatred initiates (see chapter 7) suffering from extreme starvation. They suffer from level 4 exhaustion (see appendix A, “Conditions,” in the Player’s Handbook). Beneath their hollow rib