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Returning 35 results for 'creature reflections gray to her result'.
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creature reflection gray to her result
Magic Items
Dungeon Master’s Guide
in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can’t be used again until the next dawn.
Gray Bag of Tricks
1d8
Creature
This bag made from gray, rust, or tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
You can take a Magic action to pull the fuzzy object from
Magic Items
Dungeon Master’s Guide
the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour.
Beads of this cloudy, gray oil form on the outside of its container and quickly evaporate.
One vial of this oil can cover one Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying
Spells
Player’s Handbook
You launch a green ray at a target you can see within range. The target can be a creature, a nonmagical object, or a creation of magical force, such as the wall created by Wall of Force.
A creature
and carrying are disintegrated into gray dust. The target can be revived only by a True Resurrection or a Wish spell.
This spell automatically disintegrates a Large or smaller nonmagical object or a
Magic Items
Dungeon Master’s Guide
commands even if it doesn’t know the language in which the commands are given. If you issue no commands or give the creature a command that is likely to result in its death or imprisonment, it
While holding this brass-stoppered iron flask, you can take a Magic action to target a creature that you can see within 60 feet of yourself. If the flask is empty and the target is native to a plane
Magic Items
Dungeon Master’s Guide
another creature’s control, that creature loses control of the sphere. On a failed check, the sphere moves 10 feet toward you in a straight line.
While in control of the sphere, you can take a
Bonus Action to cause it to move in one direction of your choice, up to a number of feet equal to 5 times your Intelligence modifier (minimum 5 feet). Any creature whose space the sphere enters must
Species
Player’s Handbook
darkness.
Orcs are, on average, tall and broad. They have gray skin, ears that are sharply pointed, and prominent lower canines that resemble small tusks. Orc youths on some worlds are told about their
. Other orcs are happy to leave old tales in the past and find their own way.
Orc Traits
Creature Type: HumanoidSize: Medium (about 6–7 feet tall)Speed: 30 feet
Spells
Player’s Handbook
the creature is shape-shifting;shape-shifted (as a result of the Polymorph spell, for example), it reverts to its true form and can’t shape-shift until it leaves the Cylinder. On a successful
action on later turns to move the Cylinder up to 60 feet.
When the Cylinder appears, each creature in it makes a Constitution saving throw. On a failed save, a creature takes 2d10 Radiant damage, and if
Spells
Player’s Handbook
You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed
on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can’t understand your command.
While Charmed, the creature takes 5d10 Psychic
Magic Items
Dungeon Master’s Guide
creature you can see. A canceled spell has no effect, and any resources used to cast it are wasted. Once the stone has canceled 20 levels of spells, it burns out, turns dull gray, and loses its magic
;Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect
Magic Items
Dungeon Master’s Guide
.
Taking Fire Damage. Roll 1d20 if you are wearing the helm and take Fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems
and is then destroyed. Each creature within a 60-foot Emanation originating from you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking Radiant damage equal to the number of gems in the helm.
Magic Items
Dungeon Master’s Guide
’s blank pages, which fills with writing detailing the trapped creature’s widely known name and depravities. Once used, this action can’t be used again until the next dawn.
When you
finish a Long Rest, if you and the Demonomicon are on the same plane of existence, one trapped creature within the book can attempt to possess you. You make a DC 20 Charisma saving throw. On a failed
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
Mordenkainen Presents: Monsters of the Multiverse
":"bludgeoning"} bludgeoning damage if the target is prone.Bloody Rampage. When the gray render takes damage, it makes one attack with its claws against a random creature within its reach, other than
its master.A curious impulse drives the gray render. Despite its hulking form and terrible appetite, it wants most of all to bond with an intelligent creature and, once bonded, to give its life to
Monsters
Planescape: Adventures in the Multiverse
has the charmed condition until the end of its next turn. A creature charmed in this way treats its allies as foes, and the colors of its body and equipment become shades of gray. On a successful save
the new result.
Inescapable Pain. When the baernaloth is damaged by another creature, that creature must make a DC 19 Constitution saving throw, taking 14 (4d6);{"diceNotation":"4d6", "rollType
Magic Items
The Book of Many Things
This ash-gray flail is cold to the touch. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals double damage to objects and structures.
Additionally, when you hit
a creature with this weapon, you can force the creature to make a DC 15 Constitution saving throw. On a failed save, the creature has the poisoned condition for 1 minute. The poisoned creature takes
Monsters
Planescape: Adventures in the Multiverse
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
vargouille reflection spots a Humanoid target, it takes on that creature’s visage, terrifying that creature by appearing as its own disembodied head.PoisonCold, Fire, Lightning, Psychic
Monsters
Spelljammer: Adventures in Space
creature that is missing any hit points), reach 5 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.Gray scavvers
—brown and gray—rarely rise above the level of nuisances. The larger varieties are more formidable, in part because they often don’t wait for their meals to come to them.
A scavver
Monsters
Spelljammer: Adventures in Space
creature that is missing any hit points), reach 10 ft., one target. Hit: 27 (4d10 + 5);{"diceNotation":"4d10+5","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.Night
refuse. They can enter the air envelopes of these bodies, so that as their “host” moves (often at high speed), the scavvers keep pace. The lesser varieties—brown and gray&mdash
Magic Items
Acquisitions Incorporated
reroll the check and take either result. Once you use this feature of the chronolometer, it cannot be used again until the next dawn.
Fate Swap. As a reaction when a creature you can see within 30 feet
of you takes damage, that creature gains an additional action if it is the creature’s turn, or can take an action immediately even though it isn’t the creature’s turn. Once you use
Magic Items
Bigby Presents: Glory of the Giants
. Additionally, you can cast the spare the dying cantrip using either an action or a bonus action.
Invoking the Rune. When a creature you can see within 60 feet of you is reduced to 0 hit points as a result of
taking damage, you can use your reaction to invoke the item’s rune, causing the pendant to flash with pale light. The creature then instead drops to 1 hit point.
Once the rune has been invoked, it can’t be invoked again until the next dawn.
Monsters
Tales from the Yawning Portal
), the Red Wizards experiment with a process to create sentient oozes. The creature they call White Maw is one of their early achievements—a gray ooze of enormous size that has intelligence and
Amorphous Form. White Maw can occupy another creature’s space and vice versa.
Corrode Metal. Any nonmagical weapon made of metal that hits White Maw corrodes. After dealing damage, the weapon
Backgrounds
Baldur’s Gate: Descent into Avernus
coin flows. As a result, it’s easy for you to hustle a load of cargo ashore or see such a cargo onto a cooperative ship without attracting suspicion or taxation. You also know the movements of
the Gray Wavers—the Flaming Fist harbor guards—and have a sense of how to operate the city’s mechanized cranes.
Variant Sailor: Pirate
You spent your youth under the sway of a
Monsters
Tales from the Yawning Portal
","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage if the swarm has half of its hit points or fewer. If the target is a creature, it must succeed on a DC 10 Constitution
","rollType":"roll","rollAction":"Bite"} every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.Bludgeoning, Piercing, Slashing
Monsters
Mordenkainen Presents: Monsters of the Multiverse
rats come together to form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm’s constituents. The rats become smarter as a result, and retain
creature, often referring to itself using the collective pronouns “we” and “us.”
Some mind flayer colonies use cranium rats as spies. The rats invade communities and act as
Monsters
Journeys through the Radiant Citadel
creature. Hit: 15 (2d10 + 4);{"diceNotation":"2d10+4","rollType":"damage","rollAction":"Psychic Swipe","rollDamageType":"psychic"} psychic damage.
Otherworldly Melody (Recharge 5–6);{"diceNotation":"1d6
become frightened of the whistler for 1 minute. A frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.Whistlers are inscrutable
Monsters
Tales from the Yawning Portal
Keen Smell. The rat has advantage on Wisdom (Perception) checks that rely on smell.
Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is
within 5 feet of the creature and the ally isn't incapacitated.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 4 (1d4
Monsters
Tomb of Annihilation
regenerate.Touch. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Touch"} to hit, reach 5 ft., one creature. Hit: 13 (3d8);{"diceNotation":"3d8","rollType":"damage
","rollAction":"Touch","rollDamageType":"psychic"} psychic damage. If the target is a humanoid that drops to 0 hit points as a result of this damage, it dies and is implanted with a yellow musk creeper bulb
Magic Items
Acquisitions Incorporated
The coin has absolutely no divination abilities, and its results when you use it are random. But nobody else knows that. When a creature within 10 feet of you flips the coin (after having had its
powerful prognostication powers dutifully explained), you can exert your will to control its operation as a bonus action, choosing the result that appears after it lands as a means of gently coercing
Magic Items
The Book of Many Things
These tinker’s goggles have 3 charges. As an action, you can expend 1 charge to shoot a beam of fiery light from the goggles at a creature you can see within 120 feet of yourself. The target
target rolls a 20 on the d20 for the saving throw, the goggles expose you to a flash of violent bright light. As a result, you have the blinded condition for 24 hours.
Monsters
Spelljammer: Adventures in Space
target. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4","rollType":"damage","rollAction":"Swallowing Bite","rollDamageType":"piercing"} piercing damage. If the target is a Medium or smaller creature, it must
succeed on a DC 13 Dexterity saving throw or be swallowed by the scavver. The scavver can have one creature swallowed at a time.
A swallowed creature is blinded and restrained, has total cover
Monsters
Fizban's Treasury of Dragons
cloud of spores in a 15-foot cone. Each creature in that area must make a DC 11 Wisdom saving throw. On a failed save, the creature takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage
", "rollAction":"Nightmare Breath", "rollDamageType":"psychic"} psychic damage, and it is frightened of the dragon for 1 minute. On a successful save, the creature takes half as much damage with no additional
Monsters
Ghosts of Saltmarsh
constructs or undead, showing each creature achieving whatever it most desires. An affected creature must succeed on a DC 14 Wisdom saving throw or drop whatever it is holding and become paralyzed
until the end of its next turn.Happy to watch its flock squabble over carrion in Tammeraut's Fate, this gray-feathered matron of the harpies is surrounded by a cloud of magical spirits resembling skeletal seabirds.
Monsters
Icewind Dale: Rime of the Frostmaiden
Pack Tactics. The kobold has advantage on an attack roll against a creature if at least one of the kobold’s allies is within 5 feet of the creature and the ally isn’t incapacitated
shoulders. Three kobolds in cold weather gear can pass themselves off as a clumsy human with a successful group Charisma (Deception) check, the DC of which equals the onlooker’s Wisdom (Insight) check result.
Backgrounds
The Wild Beyond the Witchlight
rolling on the Feywild Visitor table. No harm ever comes to you as a result of such visits, which can last for minutes or hours, and you remember each visit when you wake up. Conversations that occur
understand, even if the Feywild visitor can’t speak that language normally.
Feywild Visitor
d8
Visitor
1
Awakened creature (a Beast or an ordinary plant that has had the awaken
Monsters
Spelljammer: Adventures in Space
":"1d6","rollType":"recharge","rollAction":"Cold Breath"}. The dragon exhales a blast of frost in a 15-foot cone. Each creature in the cone must make a DC 13 Constitution saving throw. On a failed
save, the creature takes 13 (3d8);{"diceNotation":"3d8","rollType":"damage","rollAction":"Cold Breath","rollDamageType":"cold"} cold damage, and its speed is halved until the end of its next turn. On a