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Returning 35 results for 'conflicts reach gar to have reflection'.
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conflicted reach gar to have rejection
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conflict reach gar to have reflections
conflicted reach gar to have reflection
conflicts reach gar to have rejection
Monsters
Monster Manual
Multiattack. The spectator uses Eye Rays twice.
Bite. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2
":"3d10", "rollType":"damage", "rollAction":"Wounding Ray", "rollDamageType":"Necrotic"} Necrotic damage. Success: Half damage.
Spell Reflection. Trigger: The spectator succeeds on a saving throw
Monsters
Monster Manual
":"Claw"}, reach 5 ft. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"Slashing"} Slashing damage.
Snake Hair. Melee Attack Roll: +6
;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Snake Hair"}, reach 5 ft. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3", "rollType":"damage", "rollAction":"Snake Hair", "rollDamageType":"Piercing
Monsters
Monster Manual
Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Bite
);{"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
Monsters
Princes of the Apocalypse
Amphibious. Gar can breathe air and water.
Legendary Resistance (2/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a 9th-level spellcaster. His
, hold person, protection from poison
3rd level (3 slots): call lightning, sleet storm, tidal wave*
4th level (3 slots): control water, ice storm
5th level (1 slot): scrying
Water Walk. Gar can
Monsters
Planescape: Adventures in the Multiverse
":"Bite"} to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage plus 10 (3d6);{"diceNotation":"3d6
tears from its body and becomes a new vargouille reflection. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete ends the curse and
Monsters
Van Richten’s Guide to Ravenloft
Jiangshi 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 reflection as possible.
Susceptible to Holy Symbols. While the jiangshi is wearing or touching a holy symbol, it automatically fails saving throws against effects that turn Undead.
Unusual
Monsters
Bigby Presents: Glory of the Giants
", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 20 ft., one target. Hit: 26 (3d12 + 7);{"diceNotation":"3d12+7", "rollType":"damage", "rollAction":"Slam", "rollDamageType":"bludgeoning
"} bludgeoning damage.
Stomp. Melee Weapon Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Stomp"} to hit, reach 20 ft., one target. Hit: 29 (4d10 + 7);{"diceNotation":"4d10+7
Monsters
Tales from the Yawning Portal
save. If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.
Reduced Threat. This creature has -2 penalty on all
ability checks and saving throws.Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3
Monsters
Out of the Abyss
save. If the basilisk sees its reflection within 15 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3
","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1);{"diceNotation":"1d4+1","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage plus
Monsters
Princes of the Apocalypse
claw attacks.
Bite. Melee Weapon Attack: +13;{"diceNotation":"1d20+13","rollType":"to hit","rollAction":"Bite"} to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7);{"diceNotation":"3d12+7","rollType
":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.
Claw. Melee Weapon Attack: +13;{"diceNotation":"1d20+13","rollType":"to hit","rollAction":"Claw"} to hit, reach 10 ft., one
Monsters
Mythic Odysseys of Theros
;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Ram"} to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1);{"diceNotation":"2d4+1","rollType":"damage","rollAction":"Ram","rollDamageType
—they readily defend themselves, their friends, and their homes in the Skola Vale. With diversions aside, satyrs bend their cleverness toward tactics and methods of ending conflicts as swiftly as
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
":"1d20+7", "rollType":"to hit", "rollAction":"Phantasmal Strike"} to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Phantasmal Strike
Monsters
Vecna: Eve of Ruin
", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3);{"diceNotation":"2d10+3", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage plus 10 (3d6
Snare up to 30 feet straight toward itself.
Web Snare. Ranged Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Web Snare"} to hit, reach 30/60 ft., one Large or smaller
Monsters
Mythic Odysseys of Theros
attacks or three shortbow attacks.
Ram. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Ram"} to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1);{"diceNotation":"2d4+1
tactics and methods of ending conflicts as swiftly as possible. This often means turning the same skills that make them famed celebrants toward battle, be it captivating performances or the aim developed
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5);{"diceNotation":"2d10+5","rollType":"damage","rollAction":"Bite","rollDamageType":"force"} force damage plus 9 (2d8
"} to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5","rollType":"damage","rollAction":"Claw","rollDamageType":"force"} force damage plus 9 (2d8);{"diceNotation":"2d8","rollType
Monsters
Mordenkainen Presents: Monsters of the Multiverse
-skinned biped if its reflection can be seen in a mirror or on another surface.
Trackless. The skulk leaves no tracks to indicate where it has been or where it’s headed.Claw. Melee Weapon Attack: +6
;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4", "rollType":"damage", "rollAction":"Claw", "rollDamageType
Monsters
The Wild Beyond the Witchlight
’s Bolt. Melee or Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"spell","rollAction":"Sorcerer's Bolt"} to hit, reach 5 ft. or range 60 ft., one target. Hit: 13 (2d12);{"diceNotation
":"Staff of Striking"} to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5);{"diceNotation":"1d6+5","rollType":"damage","rollAction":"Staff of Striking","rollDamageType":"bludgeoning"} bludgeoning damage
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1);{"diceNotation":"1d8+1","rollType":"damage","rollAction":"Longsword","rollDamageType":"slashing"} slashing damage, or 6 (1d10 + 1);{"diceNotation
by feelings of goodwill. In this aspect, they defuse conflicts and alleviate suffering by using their magic to relieve any ailments that afflict the people who come to them for aid. They tolerate no
Monsters
Mordenkainen Presents: Monsters of the Multiverse
+13","rollType":"to hit","rollAction":"Wave of Sorrow"} to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6);{"diceNotation":"4d6+6","rollType":"damage","rollAction":"Wave of Sorrow","rollDamageType
:
Agitated Beasts. Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.
Beguiling Realm. Within 6 miles of
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
","rollType":"to hit","rollAction":"Extradimensional Touch"} to hit, reach 5 ft., one target. Hit: 24 (8d6);{"diceNotation":"8d6","rollType":"damage","rollAction":"Extradimensional Touch","rollDamageType
. A fractine can also imprison a creature inside a demiplane contained within its two-dimensional form, the prisoner’s distorted reflection visible in the fractine’s glassy surface
Graz'zt
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
Sorrow.
Wave of Sorrow (Greatsword). Melee Weapon Attack: +13;{"diceNotation":"1d20+13","rollType":"to hit","rollAction":"Wave of Sorrow"} to hit, reach 10 ft., one target. Hit: 20 (4d6 + 6
frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.
If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"1d20+6","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2);{"diceNotation":"2d6+2","rollType":"damage","rollAction":"Bite","rollDamageType":"slashing
"} slashing damage.
Tentacles. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Tentacles"} to hit, reach 15 ft., one target. Hit: 15 (3d8 + 2);{"diceNotation":"3d8+2
Monsters
Locathah Rising
Amphibious. Gar can breathe air and water.
Legendary Resistance (3/Day). If Gar fails a saving throw, he can choose to succeed instead.
Spellcasting. Gar is a 13th-level spellcaster. His
*Circle spells don’t count against spells prepared.
Water Walk. Gar can stand and move on liquid surfaces as if they were solid ground.
Watery Fall. When Gar drops to 0 hit points, his body
Basilisk
Legacy
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Monsters
Basic Rules (2014)
save. If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5
","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage
Skulk
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Fallible Invisibility. The skulk is invisible. This invisibility can be circumvented by three things:
The skulk appears as a drab, smooth-skinned humanoid if its reflection can be seen in a mirror
","rollAction":"Claws"} to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4);{"diceNotation":"1d4+4","rollType":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing damage. If the skulk has
monsters
. The clergy has Disadvantage on D20 Test;D20 Tests if it can see its reflection.
Sunlight Hypersensitivity. The clergy takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it
has Disadvantage on attack rolls and ability checks.Consume. Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Consume"}, reach 5 ft. or range 60 ft. Hit: 10
Spectator
Legacy
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Monsters
Basic Rules (2014)
Bite. Melee Weapon Attack: +1;{"diceNotation":"1d20+1","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 2 (1d6 − 1);{"diceNotation":"1d6-1","rollType":"damage
magically creates enough food and water to sustain itself for 24 hours.Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator
races
Era of Expansion describes many separate conflicts that occurred in the wake of human migration. Humans didn’t send armies initially, but settlers. They cut trees from the Grove Maze to build
5–6+ feet tall)Speed: 30 feetAge: Humans reach adulthood in their late teens and live less than a century.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Wave.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 16). Until the grapple ends, Gar can’t attack other
Gar Shatterkeel Gar Shatterkeel
Medium humanoid, neutral evil
Armor Class 17 (natural armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft., swim 30 ft.
STR
16 (+3)
DEX
16 (+3
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Wave.
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 16). Until the grapple ends, Gar can’t attack other
Gar Shatterkeel Gar Shatterkeel
Medium humanoid, neutral evil
Armor Class 17 (natural armor)
Hit Points 144 (17d8 + 68)
Speed 30 ft., swim 30 ft.
STR
16 (+3)
DEX
16 (+3
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Campaign Conflicts One way to ensure your campaign’s longevity is to come up with three compelling conflicts you can create adventures around. Introduce these conflicts early in the campaign. As the
campaign unfolds, focus adventures on different conflicts to keep the players’ excitement high. Use the Campaign Conflicts tracking sheet to record your campaign’s conflicts (with room to add details
Kenku
Legacy
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Species
Volo's Guide to Monsters
. They seek out ruins that reach to the sky, though they lack the motivation and creativity to make repairs or fortify such places. Even so, their light weight and size allow them to dwell in rickety
. Flock leaders enforce discipline and minimize conflicts, but they fail at effective planning or crafting long-term schemes.
Although unable to speak in their own voices, kenku can perfectly mimic any
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->Dungeon Master’s Guide
Campaign Conflicts One way to ensure your campaign’s longevity is to come up with three compelling conflicts you can create adventures around. Introduce these conflicts early in the campaign. As the
campaign unfolds, focus adventures on different conflicts to keep the players’ excitement high. Use the Campaign Conflicts tracking sheet to record your campaign’s conflicts (with room to add details
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Gar Shatterkeel Gar Shatterkeel is the water prophet of Elemental Evil and
. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and the target is grappled (escape DC 13). Until the grapple ends, Gar can’t attack other creatures with his