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Returning 35 results for 'creature reflecting grim to her reflecting'.
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Equipment
A handheld steel Mirror is useful for personal cosmetics but also for peeking around corners and reflecting light as a signal.
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
The Book of Many Things
Halo of Pestilence. The champion is surrounded by an aura of deadly magic that takes the form of a host of glowing white insects. Each creature that starts its turn within 10 feet of the champion
creature’s turn. The champion regains spent legendary actions at the start of its turn.
Attack. The champion makes one Blight Staff or Plague Bolt attack.
Furious Pursuit. The champion moves up to
Monsters
The Book of Many Things
storm is active, the area of the storm is difficult terrain. Whenever a creature enters the storm for the first time on a turn or starts its turn there, it must make a DC 19 Dexterity saving throw
one.The champion can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The champion
Monsters
The Book of Many Things
damage, and the champion regains 10 hit points.
Hollow Void. The champion summons a hungering rift around a creature it can see within 120 feet of itself. The creature must make a DC 22 Constitution
saving throw. On a failed save, the creature takes 49 (11d8);{"diceNotation":"11d8", "rollType":"damage", "rollAction":"Hollow Void", "rollDamageType":"force"} force damage and has the stunned condition
Monsters
The Book of Many Things
", "rollDamageType":"necrotic"} necrotic damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or have the prone condition.When the Grim Harrow first found the faerie realm
Pack Tactics. The hound has advantage on attack rolls against a creature if at least one of the hound’s allies is within 5 feet of the target and the ally doesn’t have the incapacitated
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
Magic Items
Legendary Magic Items
Forged by Red Wizards using a secret process known only to them, this grim steel dagger draws its power from the Negative Plane. When you hit a creature with a melee attack using this magic dagger
, the target takes an extra 3d12 necrotic damage.
A creature reduced to 0 hit points by this weapon dies and can’t be raised from the dead except by a deity or by a creature using a tablet of reawakening to cast the true resurrection spell.
Monsters
Mythic Odysseys of Theros
Blood Frenzy. The harpy has advantage on melee attack rolls against any creature that doesn't have all its hit points.
Dark Devotion. The harpy has advantage on saving throws against being charmed or
"} slashing damage.Murderous gangs of harpies collect in grim places across Theros, preying on any who pass by. Many merchants face regular losses at the harpies' claws, common casualties often referred
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"fire"} fire damage.
Fear Gaze. The merrenoloth targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or become frightened of the merrenoloth
waterThe grim captains of the ferries on the River Styx, merrenoloths can navigate safely through the worst storms and always stay on course. Wielding fiery oars, merrenoloths strike fear into anyone
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, dimension door, mage armor, web
1/day: circle of deathGrim Harvest. When the necromancer kills a creature with necrotic damage, the necromancer regains 9 (2d8);{"diceNotation":"2d8", "rollType":"heal
", "rollAction":"Grim Harvest"} hit points.Necromancers study the interaction of life, death, and undeath. Some necromancers dig up or purchase corpses to create Undead servitors. A few instead use their
Monsters
The Book of Many Things
Guardian Aura. Whenever a creature of Asteria’s choice within 30 feet of her makes a saving throw, Asteria can give the creature advantage on the saving throw (no action required). This trait
":"damage", "rollAction":"Radiant Blade", "rollDamageType":"radiant"} radiant damage.
Bursting Benediction. Asteria causes a burst of magical energy to envelop one creature she can see within 60 feet of
Monsters
The Book of Many Things
"}. The knight unleashes a blaze of brilliant energy that fills a 30-foot-radius sphere centered on the knight. Each creature of the knight’s choice in that area must make a DC 15 Dexterity saving
throw. On a failed save, a creature takes 22 (4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Solar Flare", "rollDamageType":"radiant"} radiant damage and has the blinded condition until
Monsters
Spelljammer: Adventures in Space
Explode. When the mage is reduced to 0 hit points, it explodes in a cloud of ash. Any creature within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 11 (2d10);{"diceNotation
;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Energy Drain"} to hit, reach 5 ft. or range 30 ft., one creature. Hit: 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Energy Drain
Monsters
Spelljammer: Adventures in Space
Explode. When the vampirate is reduced to 0 hit points, it explodes in a cloud of ash. Any creature within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 5 (1d10
","rollAction":"Energy Drain"} to hit, reach 5 ft. or range 30 ft., one creature. Hit: 11 (2d10);{"diceNotation":"2d10","rollType":"damage","rollAction":"Energy Drain","rollDamageType":"necrotic"} necrotic
Monsters
Ghosts of Saltmarsh
creature of the assassin’s choice within 30 feet of it that can see the assassin must succeed on a DC 13 Wisdom saving throw or be frightened until the end of its next turn.The drowned assassin stalks
and kills in a grim pantomime of its former occupation. Sneaking from shadow to shadow, and appearing in the undead assault of Tammeraut’s Fate, it aims its barnacle-encrusted hand crossbow with
Monsters
Icewind Dale: Rime of the Frostmaiden
Detect Sentience. The brain can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature
, drink, or sleep.Chill Touch (Cantrip). Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Chill Touch"} to hit, range 120 ft., one creature. Hit: 13 (3d8);{"diceNotation
Monsters
Spelljammer: Adventures in Space
Explode. When the captain is reduced to 0 hit points, it explodes in a cloud of ash. Any creature within 5 feet of it must succeed on a DC 15 Constitution saving throw or take 16 (3d10
":"Energy Drain"} to hit, reach 5 ft. or range 30 ft., one creature. Hit: 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Energy Drain","rollDamageType":"necrotic"} necrotic damage
Monsters
The Book of Many Things
spectral cards in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw. On a failed save, a creature takes 27 (5d10);{"diceNotation":"5d10", "rollType":"damage", "rollAction
":"Card Spray", "rollDamageType":"force"} force damage and has the restrained condition for 1 minute as cards bind it. On a successful save, a creature takes half as much damage only. A restrained
Monsters
Dragonlance: Shadow of the Dragon Queen
the Material Plane while she is in the Border Ethereal, and vice versa, yet she can’t affect or be affected by anything on the other plane.
Horrifying Visage. Each non-undead creature within 60
after the possession ends.
Change Shape. Leedara magically assumes the appearance she had in life, and her creature type changes to Humanoid, while retaining her other game statistics. This
Shifter
Legacy
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Species
Eberron: Rising from the Last War
also be a cunning rat who darts through the shadows.
Wildhunt shifters are born from any creature that tracks its prey.
While the beast within certainly has a physical impact on a shifter, it has a
names” with strangers. These are usually tied to a physical or personality trait.
Shifter Names: Badger, Bear, Cat, Fang, Grace, Grim, Moon, Rain, Red, Scar, Stripe, Swift, Talon, Wolf
Monsters
Storm King's Thunder
":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage.
Frightful Presence. Each creature of Klauth’s choice that is within 120 feet of Klauth and aware of him must succeed on a DC 22 Wisdom
saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is
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
Necromancer
Legacy
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Monsters
Volo's Guide to Monsters
, stoneskin
5th level (2 slots): Bigby's hand, cloudkill
6th level (1 slot): circle of death*
*Necromancy spell of 1st level or higher
Grim Harvest (1/Turn). When necromancer kills a creature that is
Touch. Melee Spell Attack: +7;{"diceNotation":"1d20+7","rollType":"spell","rollAction":"Withering Touch"} to hit, reach 5 ft., one creature. Hit: 5 (2d4);{"diceNotation":"2d4","rollType":"damage","rollAction":"Withering Touch","rollDamageType":"necrotic"} necrotic damage.Necrotic
races
world through planar gates or extradimensional portals, or representing one of the last members of a heritage thought to have been lost to history, an accursed is a creature whose traits are all freely
of the other typical senses of “curse” in the game. Rather, accursed reflects the grim sense of how most other folk in the campaign will view such a character, especially those who don
the Triage Expert feat, the creature can spend three Hit Point Dice to end one of the following conditions on itself instead of regaining Hit Points: Blinded, Deafened, Paralyzed, Poisoned, or Stunned.
Alternatively, you can cure one Grievous Wound affecting the creature (see Grim Hollow Campaign Guide).
Medic. When you use the Blood and Bone benefit of the Triage Expert feat, the creature can spend up to three Hit Point Dice instead of one.
Battle Surgeon. When you use the Blood and Bone benefit of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Shadowfell’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, shadar-kai can live to be over 750 years old.
Adult Red Dracolich
Legacy
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Monsters
Monster Manual (2014)
","rollDamageType":"bludgeoning"} bludgeoning damage.
Frightful Presence. Each creature of the dracolich's choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 19 Wisdom saving
throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or
races
specification or plan. Others start out innocuously through experimentation to replace living limbs or organs, with repeated experiments inexorably pushing a creature to lose all connection to
themself. Still others might be the result of a living creature who died or was grievously injured before being “reassembled.” But no matter the process that spawned them, the creation of an
Ancient Red Dragon
Legacy
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Monsters
Basic Rules (2014)
. Hit: 19 (2d8 + 10);{"diceNotation":"2d8+10","rollType":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage.
Frightful Presence. Each creature of the dragon’s choice
that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its
Adult Red Dragon
Legacy
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Monsters
Basic Rules (2014)
: 17 (2d8 + 8);{"diceNotation":"2d8+8","rollType":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage.
Frightful Presence. Each creature of the dragon’s choice that is
within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns
races
A dhampir is marked by a forbidding birthright—a humanoid half-cursed with vampirism, living as a mortal but touched by a dreaded immortal power. A dhampir possesses many of the grim features
they will never achieve positions of actual power in vampire society.
Dhampir Traits
Creature Type: HumanoidSize: Small or Medium, as you determineSpeed: 30 feetAge: The curse that creates a Dhampir
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. At your DM’s discretion, whenever you increase your piety score, you might also gain inspiration, reflecting the improvement in the harmony between you and your god.