Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'cover releases granting to have reflection'.
Other Suggestions:
comes releases grasping to have rejection
core releases grasping to have reflections
core releases grinding to have reflections
coven releases grasping to have rejection
comes releases grasping to have reflections
Magic Items
Dungeon Master’s Guide
reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror’s
Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
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
Waterdeep: Dragon Heist
doesn't impose disadvantage on Soluun's ranged attack rolls with a pistol. In addition, Soluun ignores half cover and three-quarters cover when making ranged attacks with a pistol.
In addition to his
weapons, he carries four packets of smokepowder and a pouch containing twenty pistol bullets.
He wears a pair of drow-made boots of elvenkind granting advantage on Dexterity (Stealth) checks that rely on
Monsters
Tomb of Annihilation
total cover from attacks and other effects outside the mantrap, and takes 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Engulf","rollDamageType":"acid"} acid damage at the start of
mantrap detects any creatures nearby, it releases pollen out to a radius of 30 feet. Any beast or humanoid within the area must succeed on a DC 11 Wisdom saving throw or be forced to use all its movement
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
attack, the veil keeper surrounds the creature with illusory mist, granting the creature half cover until the start of the veil keeper’s next turn.Masters of their innate illusory powers, irda
Monsters
Mordenkainen Presents: Monsters of the Multiverse
into a vast necropolis populated solely by Undead creatures under his command.
Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these
or until Orcus releases them (no action required).
Undead Servants. Orcus causes up to six corpses within the lair to rise as skeleton;skeletons, zombie;zombies, or ghoul;ghouls (all appear in the
Monsters
Keys from the Golden Vault
her triumph onto her skin. Using ancient rituals, Korda infused many of these artful etchings with the magic of Gauntlgrym’s forges, granting her wondrous gifts.
Korda grew too ambitious for
hand, and down the length of each finger. The runes on her fingers, known as the keystone tattoo, form the key to the vault in Gauntlgrym.
Mountain. Silver and brown mountain peaks cover her chest
Monsters
Bigby Presents: Glory of the Giants
", "rollAction":"Elemental Breath (Lightning)", "rollDamageType":"lightning"}. On a successful save, a creature takes half as much damage.
At the same time as the colossus releases this exhalation
swallowed creature has the restrained condition, has total cover against attacks and other effects outside the colossus, and takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction
Orcus
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
multiverse transformed into a vast necropolis populated solely by undead creatures under his command.
Orcus rewards those who spread death in his name by granting them a small portion of his power
disappear or until Orcus releases their grasp (no action required).
Regional Effects
The region containing Orcus’s lair is warped by the Orcus’s magic, creating one or more of the following
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Attack. Hutijin makes one Claw, Mace, or Tail attack.
Teleport. Hutijin uses Teleport.
Lightning Storm (Costs 2 Actions). Hutijin releases lightning in a 30-foot radius, blocked only by total cover. All
Monsters
Icewind Dale: Rime of the Frostmaiden
trapped in the crystal, which is immovable. If the saving throw succeeds, the crystal shatters and nothing else happens. A creature trapped in the crystal is stunned, has total cover against attacks and
night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures
Monsters
Fizban's Treasury of Dragons
action can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Commanding Spores. The dragon releases spores
"} psychic damage.
Tail. The dragon makes one Tail attack.
Spore Salvo (Costs 2 Actions). The dragon releases poisonous spores around a creature within 30 feet of it that it can see. The target must
Monsters
Fizban's Treasury of Dragons
be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Commanding Spores. The dragon releases spores around a
damage.
Tail. The dragon makes one Tail attack.
Spore Salvo (Costs 2 Actions). The dragon releases poisonous spores around a creature within 30 feet of it that it can see. The target must succeed on
feats
Your image is separated from you, making you unable to cast a reflection or a shadow, but you’re able to easily slip notice. You gain the following benefits.
Inscrutable. Creatures have
of Dexterity (Stealth), with no need for being behind cover or Heavily Obscured. If you are ever more than 5 feet away from at least two other such creatures while hiding this way, you are revealed.
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Mordenkainen Presents: Monsters of the Multiverse
Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his toughness
Feats
Bigby Presents: Glory of the Giants
You’ve manifested the tempest magic emblematic of storm giants, granting you the following benefits:
Ability Score Increase. Increase your Strength, Wisdom, or Charisma score by 1, to a
maximum of 20.
Maelstrom Aura. As a bonus action, you surround yourself with an aura of magical wind and lightning that extends 10 feet from you in every direction but not through total cover. The aura
Feats
Planescape: Adventures in the Multiverse
You can draw on the forces of the multiverse to survive cosmic extremes and to traverse its infinite realms, granting you these benefits:
Planar Adaptation. When you finish a long rest, you gain
the portal are on the same plane of existence. Moreover, as an action, you can detect the location of any portals within 30 feet of you that aren’t behind total cover. Once you detect a portal with this action, you can’t use the action again until you finish a long rest.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Orc Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Vault of Reflection Features Alien Growth The beholder’s aberrant influence permeates the stonework across this level of the tomb, causing purple mold to sprout from the floors, walls, and ceilings
. The mold smells like rotting corpses and occasionally releases clouds of harmless spores. As characters move through areas with alien growth, tiny eyeballs emerge from the mold to scrutinize them
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, this attack doesn’t end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover. Level 13: Use Magic Device You’ve learned how to maximize use of magic items, granting you
: Second-Story Work You’ve trained to get into especially hard-to-reach places, granting you these benefits. Climber. You gain a Climb Speed equal to your Speed. Jumper. You can determine your jump
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
cover of The Joy of Extradimensional Spaces. IMP FIGURINE
The imp figurine in Matreous’s possession (see area M1) appears to be a very detailed carving of an imp made from onyx. It’s not a statue
, however, but a real imp that Fistandia summoned and transformed into a statuette. Removing the figurine from the mansion breaks the enchantment and releases the imp.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of the living. At night, they emerge to drain life from other creatures, these vital energies sustaining their unnatural existences and granting them greater powers. Humanoids killed by a 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
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Mantrap A mantrap is a giant carnivorous plant that resembles an oversized flytrap. To attract prey, the mantrap releases a pollen that magically draws creatures to it. Though it will snap its leafy
, has total cover from attacks and other effects outside the mantrap, and takes 14 (4d6) acid damage at the start of each of the target’s turns. If the mantrap dies, the creature inside it is no longer
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the pigs as cover. If the ettin is taking damage and has no enemies to attack, it retreats to its den (area 11) and releases the boars there.
area 4). Crisscrossing wooden beams cover these holes, though the beams are far enough apart that a Small or Medium creature can fit through them without having to squeeze. Two 10-foot-high earthen ramps
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
is irresistibly pulled into it, after which the stone instantly hardens. While trapped in the stone, the character is restrained, can’t hear or see anything, and has total cover. The character hears a
character’s player aside if you wish, because the other characters can’t overhear what’s being said.) Once it has answered three questions, the Skodkong releases the character, who is pushed out of the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you. Soul of Deceit Starting at 17th
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
holds two tiny painted wooden figurines (busts of himself and his sister as young children, which he took from the fresco in area 19).
The adventurers catch Zalthar in a moment of reflection, and he
points, and immunity to poison and psychic damage. Toppling or destroying the obelisk releases a couatl trapped within. The couatl, named Tezca-Zyanya, appears in the form of a Tiny yellow frog. Using
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
30 feet of the mirror that sees its reflection must succeed on a DC 15 Charisma saving throw or be imprisoned within one of the mirror’s twelve extradimensional cells, along with anything it is wearing
or carrying. Constructs automatically succeed on the saving throw. The mirror currently has three vacant cells. If the mirror traps a creature when its twelve cells are already occupied, it releases
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
lintels run the length of the passage. The corridor abruptly widens to a cube fifteen feet on a side with a corrugated floor. In the ceiling of this area, a bronze, circular trapdoor is set. The cover is
rusty spikes. On the other side of this area, the corridor continues.
Hazardous Hatch. Opening the hatch releases a whirlwind. The character who climbed up to open the hatch is hurled to the floor
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Those who strike such bargains gain physical beauty, restored youth, immortality, and the adoration of all who behold them, granting them the influence and power they so desire. However, after years
and adventurers who enter are often unaware of the medusa’s presence until the creature is among them. A medusa is subject to its own curse. By looking vainly on its reflection, it turns to stone as
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
rules for cover, terrain, and so on to the attacks and spells. Chase participants can’t normally make opportunity attacks against each other, since they are all assumed to be moving in the same direction
same conveyance must also make this saving throw. 3 An overturned crate releases chickens and a cloud of feathers into the air. Make a DC 16 Wisdom (Survival) check to try to stay on course through the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
creature other than you that sees its reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is
to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
creature other than you that sees its reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is
to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Vaults These chambers have 15-foot-high, flat ceilings. 9a. Hall of Staffs Mosaics. Tiled mosaics depicting a variety of magic staffs cover the walls. (Hidden behind a mosaic depicting a staff of
gratitude by granting each party member a blessing of health (see “Supernatural Gifts” in chapter 7 of the Dungeon Master’s Guide). If the characters have not yet dealt with the fallen planetar on level 21