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Returning 35 results for 'creature recalling gar to have reflecting'.
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creature recalling gar to have reflection
creature repelling gar to have reflections
Monsters
Princes of the Apocalypse
damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.
Steam Breath (Recharge 5–6). The dragon
turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6);{"diceNotation":"15d6","rollType":"damage","rollAction":"Steam
Monsters
Van Richten’s Guide to Ravenloft
). Immediately after a creature within 30 feet of the gremishka casts a spell, the gremishka can spontaneously react to the magic. Roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Magic Allergy
"} to determine the effect:
1–2. The gremishka emanates magical energy. Each creature within 30 feet of the gremishka must succeed on a DC 10 Constitution saving throw or take 3 (1d6
Monsters
Van Richten’s Guide to Ravenloft
another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny gremishka. The swarm can’t regain hit points or gain temporary hit points.Bites. Melee
spell attack roll missing the swarm, the swarm causes that spell to hit another creature of its choice within 30 feet of it that it can see.Gremishka;Gremishkas are the vicious products of mistakes made
Monsters
Eberron: Rising from the Last War
eyebinders — entities formed of pure shadow that is outlined by a nimbus of energy. A host of disembodied eyes whirl around a kalaraq, each reflecting a consciousness the creature has consumed.
Kalaraq quori
","rollType":"damage","rollAction":"Soul Binding","rollDamageType":"necrotic"} necrotic damage. A creature reduced to 0 hit points from this attack dies and has its soul imprisoned in one of the quori's
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
races
Mordenkainen Presents: Monsters of the Multiverse
’s grim energy.
Shadar-kai have ashen skin tones, and while they’re in the Shadowfell, they also become wizened, reflecting the somber nature of that gloomy plane.
Like other elves
free to modify that list for a campaign.
Creature Type
Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most
races
spirits for guidance and are unafraid to meet their mortal demise. All things must have their place in laneshi society, which is built on a rigid caste system reflecting this view.
The mystic caste
that these aquatic visitors have wrought blasphemous pacts with ancient evils, and the laneshi search for new lands to conquer to appease the hunger of an unnamable master.
Laneshi Traits
Creature
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
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
, Common
Challenge 15 (13,000 XP)
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
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
combat using his claw and Wave.
Round 4. Gar swims back.
Round 5. Upon returning to the young kraken, Gar casts charm monster on the creature. It fails its saving throw and believes Gar to be a
friend.
Round 6. Gar surprises the kraken, hitting it twice with Wave before the creature can react, and achieving a critical hit both times. The kraken is slain, and Gar begins the process of drawing
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
13. Umberlee’s Chosen Accompanied by two sea lions that he keeps as pets, Gar Shatterkeel resides in this underwater cave while he contemplates his next move and communes with Umberlee. When the
spell, Gar is aware of every inhabitant within the coral mountain and has been tracking the characters’ progress through his domain. While he doesn’t know precisely what they’ve accomplished, outside
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(700 XP)
Chilling Mist. While it is alive, the one-eyed shiver projects an aura of cold mist within 10 feet of itself. If the one-eyed shiver deals damage to a creature in this area, the creature also
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
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, a creature can use the pole to propel the punt 10 feet. The punt has AC 8 and 50 hit points. If it goes over a waterfall, it loses 25 hit points and capsizes. Watery Globe. The 7-foot globe of water
floats 1 foot above water level and is stationary until a creature touches it, whereupon it envelops the creature and carries it to area P20 via the northeast tunnel (passing though areas P12, area
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Umberlee’s Maw The coral mountain, comprised of recently sunken ships covered by a crunchy coral shell, is referred to as Umberlee’s Maw by Gar Shatterkeel. Normally this would include his followers
to enter Umberlee’s Maw is through area 1. The coral mountain is otherwise sealed against intrusion. UNDERWATER COMBAT
When making a melee weapon attack, a creature that doesn't have a swimming
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
obvious that wasn’t the source of their demise. A successful DC 12 Wisdom (Medicine) check allows a character to recognize that these sailors died by drowning. Development When he arrived, Gar
relative seclusion.” Gar’s intent, of course, is to use the blood from the young creature in a much larger ritual, to animate what will certainly be a terrifying army of undead to assault the coastline
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
, read or paraphrase the following boxed text: The interior of this ship’s hold has been converted into a war room. Water-resistant nautical maps, crafted with the treated hide of some aquatic creature
been created to pose a serious threat to settlements along the coastline. Until then, they await the command of their master, Gar Shatterkeel. The drowned master holds a short, slender metal wand in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
spell, everyone rolls Initiative, and the Sorcerer does so with Advantage. If the doppelganger rolls well, it might still act before the Sorcerer’s spell goes off, reflecting the monster’s ability to
for Monsters. A monster’s stat block in the Monster Manual includes its Initiative score after its Initiative bonus. Advantage and Disadvantage. If a creature has Advantage on Initiative rolls, increase its Initiative score by 5. If it has Disadvantage on those rolls, decrease that score by 5.
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Caregiver Every companion has a player character caregiver who commands the creature. The caregiver’s player controls the companion most of the time during the game, though the GM can step in to take
level, those statistics might fluctuate if the characters in a party are different levels, reflecting that a more experienced caregiver is more adept at directing a companion.
Charmed Caregiver A
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Flumph The mysterious flumphs drift through the Underdark, propelled through the air by the jets whose sound gives them their name. A flumph glows faintly, reflecting its moods in its color. Soft
creatures. If a creature’s thoughts suggest goodness, a flumph seeks that creature out. When facing creatures that exude evil, a flumph flees. Psionic Siphons. Flumphs feed by siphoning mental energy
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
and Whymsee, or any other creature in their care. ROLEPLAYING FHENIMORE & WHYMSEE
If the characters stop and talk, Fhenimore and Whymsee will be evasive at first, only telling the characters who
the mountain, and let them know that the master of the mountain also resides that way. They’ll tell the characters his name is Gar Shatterkeel, and that he’s a very powerful ocean dweller with a
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
suspended animation as the ship sunk, protecting them from drowning. The undead will not willingly approach this ship, repelled by the power emanating from Amble, and Gar has yet to explore this
beast or humanoid with the intent to damage them. If such a creature is hostile, Amble will use magic to restrain them, and has a plethora of spells with which to accomplish this. Amble has no such
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, recalling moments from prehistory with perfect clarity. They plot patiently and intricately across eons. Few creatures can conceive of the extent of an aboleth’s plan. Gods in the Lake. Aboleths dwell
(5,900 XP)
Amphibious. The aboleth can breathe air and water.
Mucous Cloud. While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it
Compendium
- Sources->Dungeons & Dragons->Monster Manual
treacherous coasts. Marids vary in appearance, their bodies reflecting the colors of the waves while distinctive fins and scales accent their features. Marids lend their powers and knowledge of the
on the Plane of Water.
Wishes. The marid has a 30 percent chance of knowing the Wish spell. If the marid knows it, the marid can cast it only on behalf of a non-genie creature who communicates a wish
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
spontaneously created swarms can rapidly turn a single annoying gremishka into a chittering, magic-reflecting wave of teeth and claws. Gremishka
Tiny Monstrosity
Armor Class 12
Hit Points 10 (4d4
3 (1d6) force damage.
Reactions
Magic Allergy (1/Day). Immediately after a creature within 30 feet of the gremishka casts a spell, the gremishka can spontaneously react to the magic. Roll a d6 to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
elves as companions, reflecting a bond between the ancestors of elf and animal. To be chosen by a Valenar animal is a great honor, and any such elf is treated with respect and reverence. Still, on the
. Choose a trait or roll on the Ancestral Traits table for each Valenar animal. Ancestral Traits d8 Trait 1 Bestow Luck (1/Day). As a bonus action, the animal chooses one creature it can see within
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Peryton Although this monstrous carnivore feeds on any creature, it prefers humanoids, especially elves, half-elves, and humans. When it kills a humanoid, a peryton rips out its prey’s heart and
takes it back to its nest to be devoured.
The peryton is a bizarre creature that blends the body and wings of a bird of prey with the head of a stag. Its strangest feature is its shadow, which appears
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
succeeds on the saving throw, you can’t use this feature on it again until you finish a long rest. If the creature fails its save, you can read its surface thoughts (those foremost in its mind, reflecting
then use your access to the creature’s mind to command it. As an action, choose one creature that you can see within 60 feet of you. That creature must make a Wisdom saving throw. If the creature
Compendium
- Sources->Dungeons & Dragons->Monster Manual
danger. When such a guardian is created, the magic that animates it is intertwined with a bonded command amulet. Any creature that has a shield guardian’s command amulet can control that Construct and, in
are typically constructed of steel, stone, and wood in the shape of watchful soldiers. More fanciful designs exist, reflecting the tastes of their creators. Given their resilience, it’s common for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, the creature becomes corrupted. Refer to the Abyssal Corruption table to determine the effects of this corruption. You can substitute different corruption effects of your own creation. After
finishing a long rest, a corrupted creature can make a DC 15 Charisma saving throw. On a successful save, the corruption effect ends. A dispel evil and good spell or any magic that removes a curse also ends
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, answering only to Gar Shatterkeel. She is a sly, calculating creature, quick to offer bargains and make deals that she can later turn to her advantage. The hag wields great influence over the cult’s
members of the cult, and they make sure to look after their creature comforts. They intermittently take care of the Temple of Elemental Water. On the rare occasions when Gar Shatterkeel retires to rest
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
approximately 18 minutes to climb. Creatures of evil alignment see visions of judgment and shame in the mosaics that decorate the ascent. Every minute that an evil creature climbs the Godstrand or is
otherwise within 100 feet of the gate to Mount Celestia, it must make a DC 10 Wisdom saving throw. On a failed save, the creature has visions of its past wicked deeds and gains 1 level of exhaustion
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
.
The pool in this room once served as a reflecting pool for a pillar sculpted with images of serene, intertwined snakes with glowing crystalline eyes. The waters have since been despoiled by rotting
Ghost Orchid Tepui. Pool. The pool is the source of the tainted mist. Air from deeper in the cavern blows the mist rising from the pool outside. Any creature that enters the pool must succeed on a DC 18
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
winged creature large and strong enough for you to ride. Along the way, you gain an increasing share of the awe-inspiring power of dragons. Consider the source of the draconic spirit you have bonded
., one target. Hit: 1d6 plus PB piercing damage.
Reactions
Infused Strikes. When another creature within 30 feet of the drake that it can see hits a target with a weapon attack, the drake infuses
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
lake in the garden you left.
Creatures who solve the sundial puzzle in the maze (area G21) arrive here. The silver gates can’t be opened or damaged. If a creature slips through the bars or
reflecting pool dances with the twilight colors of the sky above. Luminous butterflies flit above vivid flower beds that stand to the left and right of the pool.
Just outside the gatehouse stands a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
battered by windblown debris. At the start of each of its turns, a creature restrained by the whirlwind takes 1d10 bludgeoning damage. A creature in the whirlwind can use its action to attempt a DC 20
Strength check. If successful, the creature ends the restrained condition on it, falls 20 feet to the floor, and escapes the whirlwind. A creature outside the whirlwind can attempt a similar check to pull
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the movement of a creature in the Border Ethereal. The exceptions are certain magical effects (including anything made of magical force) and living beings. This makes the Ethereal Plane ideal for
scouting, spying on opponents, and moving around without being detected. The Ethereal Plane also disobeys the laws of gravity; a creature there can freely move in any direction. Deep Ethereal To reach the