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Returning 35 results for 'contained reach gar to have reflections'.
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contain reach gar to have reflection
confined reach gar to have reflections
container reach gar to have reflection
contain reach gar to have reflections
Magic Items
Dungeon Master’s Guide
Strength (Athletics) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength (Athletics) check, provided the puller isn’t
. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane.
If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Magic Items
Dungeon Master’s Guide
avatar makes a number of Reaping Scythe attacks equal to half the summoner’s Proficiency Bonus (rounded up).
Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3
, which must be cleared out before you can claim the keep as yours.
Void. Your soul is drawn from your body and contained in an object in a place of the DM’s choice. One or more powerful beings
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
Tasha’s Cauldron of Everything
Amorphous. The reflections can move through a space as narrow as 1 inch wide without squeezing.
Shadow Stealth. While in dim light or darkness, the reflections can take the Hide action as a bonus
action.
Sunlight Weakness. While in sunlight, the reflections has disadvantage on attack rolls, ability checks, and saving throws.Strength Drain. Melee Weapon Attack: +4;{"diceNotation":"1d20+4
Monsters
Phandelver and Below: The Shattered Obelisk
", "rollAction":"Unarmed Strike"} to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3", "rollType":"damage", "rollAction":"Unarmed Strike", "rollDamageType":"bludgeoning"} bludgeoning damage
other Aberrations, which help them transform in return for their service as shock troops. Regardless, the result is the same: a goblin with unnatural and barely contained psychic power.
Psionic goblins
Classes
Tasha’s Cauldron of Everything
Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent
. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
A Swarmkeeper’s swarm and spells are reflections of the
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
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
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.Vargouille;Vargouilles are flying Fiends that resemble
Classes
Tasha’s Cauldron of Everything
Feeling a deep connection to the environment around them, some rangers reach out through their magical connection to the world and bond with a swarm of nature spirits. The swarm becomes a potent
. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
A Swarmkeeper’s swarm and spells are reflections of the
Monsters
Curse of Strahd
roots. It can replace one of these attacks with a rock attack.
Root. Melee Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Root"} to hit, reach 60 ft., one target. Hit: 30
contained in a cavity in the stump, beneath the rotted floorboards of the hut. The floorboards can be ripped up with a successful DC 14 Strength check or smashed by dealing 10 damage to them. Once the
Monsters
Phandelver and Below: The Shattered Obelisk
hit", "rollAction":"Psychic Blade"} to hit, reach 5 ft. or range 60 ft., one creature. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType":"damage", "rollAction":"Psychic Blade", "rollDamageType
with other Aberrations, which help them transform in return for their service as shock troops. Regardless, the result is the same: a goblin with unnatural and barely contained psychic power.
Psionic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Unarmed Strike attacks and one Piscine Anatomy attack.
Unarmed Strike. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Unarmed Strike"} to hit, reach 5 ft., one
hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage.
3–4
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
Monsters
Icewind Dale: Rime of the Frostmaiden
;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing
reduced to 0.
Claws (Vampire Form Only). Melee Weapon Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5);{"diceNotation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creatures telepathically hear each other while connected in this way.Tentacle. Melee Weapon Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Tentacle"} to hit, reach 30 ft., one
master, which then absorbs the knowledge and experience contained therein. Mind flayers conceive of this oneness with the elder brain as a sacred state akin to an afterlife.
Hive Mind
Elder brains
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
spells
Player’s Handbook
Potion of Healing). As a Bonus Action, you or an ally can reach into the cauldron and withdraw one potion of that kind. The potion is contained in a vial that disappears when the potion is consumed. The
monsters
", "rollType":"to hit", "rollAction":"Rotting Fist"}, reach 5 ft. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3", "rollType":"damage", "rollAction":"Rotting Fist", "rollDamageType":"Bludgeoning
", "rollAction":"Staff"} to hit, reach 5 ft. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Staff", "rollDamageType":"Bludgeoning"} Bludgeoning damage plus 10 (3d6
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Temple of the Crushing Wave The Cult of the Crushing Wave maintains its headquarters in the southeast quarter of ancient Tyar-Besil. Long ago, this portion of Tyar-Besil contained storehouses. The
Dark Stream provided a safe, navigable waterway linking the stronghold with the Dessarin River and the surface dominions of the realm. Gar Shatterkeel, the Prophet of Water, instructed his followers to
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->Princes of the Apocalypse
Temple of the Crushing Wave The Cult of the Crushing Wave maintains its headquarters in the southeast quarter of ancient Tyar-Besil. Long ago, this portion of Tyar-Besil contained storehouses. The
Dark Stream provided a safe, navigable waterway linking the stronghold with the Dessarin River and the surface dominions of the realm. Gar Shatterkeel, the Prophet of Water, instructed his followers to
monsters
combination.
Bite. Melee Attack Roll: +18;{"diceNotation":"1d20+18", "rollType":"to hit", "rollAction":"Bite"}, reach 15 ft. Hit: 26 (3d10 + 10);{"diceNotation":"3d10+10", "rollType":"damage", "rollAction
Grappled condition (escape DC 20). Until the grapple ends, the target has the Restrained condition.
Claw. Melee Attack Roll: +18;{"diceNotation":"1d20+18", "rollType":"to hit", "rollAction":"Claw"}, reach
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
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
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
P14, and area P16). The globe has a flying speed of 10 feet, and a creature contained within gains the benefit of a water breathing spell for as long as it remains in the globe. Any time during the
Wisdom (Perception) check to spot the submerged crabs, which climb their nets to attack any creatures that pass within reach. Once combat starts, all the crabs attack. Nets. Each net draped across
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
P14, and area P16). The globe has a flying speed of 10 feet, and a creature contained within gains the benefit of a water breathing spell for as long as it remains in the globe. Any time during the
Wisdom (Perception) check to spot the submerged crabs, which climb their nets to attack any creatures that pass within reach. Once combat starts, all the crabs attack. Nets. Each net draped across
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, doing so with a successful DC 15 Strength (Athletics) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength (Athletics
pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, doing so with a successful DC 15 Strength (Athletics) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength (Athletics
pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it
material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, doing so with a successful DC 15 Strength (Athletics) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength (Athletics
pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, doing so with a successful DC 15 Strength (Athletics) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength (Athletics
pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature
determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it
material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature
determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.