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Returning 35 results for 'creature revere get to have reflection'.
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creature refer get to have reflecting
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Magic Items
Dungeon Master’s Guide
tries to get away from you as quickly as possible. The creature is Indifferent toward you and other creatures, and it isn’t under your control. It behaves as an ordinary creature of its kind
This hat has 3 charges. While holding the hat, you can take a Magic action to expend 1 charge and summon your choice of a Bat, a Frog, or a Rat. The summoned creature magically appears in the hat and
Monsters
Monster Manual
against a spell, or a spell’s attack roll misses it. Response—Dexterity Saving Throw: DC 12, one creature the spectator can see within 120 feet. Failure: 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Spell Reflection", "rollDamageType":"Force"} Force damage.
its next turn. On its next turn, the target can’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can’t
Monsters
Monster Manual
damage.Petrifying Gaze (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Petrifying Gaze"}. Constitution Saving Throw: DC 13, each creature in a 30-foot Cone. If the medusa sees its
reflection in the Cone, the medusa must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if it is still Restrained, ending the effect
Monsters
Monster Manual
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Petrifying Gaze"}. Constitution Saving Throw: DC 12, each creature in a 30-foot Cone. If the basilisk sees its reflection within the Cone, the
Magic Items
Dungeon Master’s Guide
action, targeting the creature. If you’re unable to get close enough to the creature to attack it with the weapon, your turn ends after you’ve used up all your available movement. If the
. You also have Disadvantage on attack rolls with weapons other than this one.
Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving
Spells
Player’s Handbook
that save:
Antipathy. The creature has the Frightened condition. The Frightened creature must use its movement on its turns to get as far away as possible from the target, moving by the safest route
.
Sympathy. The creature has the Charmed condition. The Charmed creature must use its movement on its turns to get as close as possible to the target, moving by the safest route. If the creature is
Magic Items
Dungeon Master’s Guide
Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it.
Any 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 wearing or carrying, in one of the mirror’s
Spells
Player’s Handbook
, though you might get a different creature anyway (DM’s choice).
When the creature appears, it is under no compulsion to behave a particular way. You can ask it to perform a service in
to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature
Monsters
Planescape: Adventures in the Multiverse
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
tears from its body and becomes a new vargouille reflection. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete ends the curse and
Monsters
The Wild Beyond the Witchlight
creature in a 20-foot-radius sphere centered on that point must make a DC 14 Dexterity saving throw, taking 35 (10d6);{"diceNotation":"10d6","rollType":"damage","rollAction":"Fiery Explosion
Defense to bolster his low Armor Class whenever possible, and his challenge rating is a reflection of the likelihood that he will use Fiery Explosion as often as he can. If one or more of his allies
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
Bigby Presents: Glory of the Giants
ft., one creature casting a spell of 5th level or lower. Hit: 26 (4d12);{"diceNotation":"4d12", "rollType":"damage", "rollAction":"Spell Reflection", "rollDamageType":"force"} force damage, and the
", "rollType":"damage", "rollAction":"Stomp", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 22 Dexterity saving throw or have the
Magic Items
Tales from the Yawning Portal
The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the
holder’s reflection, the mirror presents scenes from the target’s past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is
Monsters
Tales from the Yawning Portal
save. If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.
Reduced Threat. This creature has -2 penalty on all
Petrifying Gaze. If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 10 Constitution saving throw if
Monsters
Out of the Abyss
Petrifying Gaze. If a creature starts its turn within 15 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if
the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the
Monsters
Dragons of Stormwreck Isle
against a creature if at least one of its allies is within 5 feet of the creature and the ally isn’t incapacitated.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Alchemical Flame"}. The kobold unleashes fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6
Monsters
Fizban's Treasury of Dragons
chosen takes damage from a creature within 5 feet of it, it can make a Shortsword attack with advantage against that creature.Dragon chosen are mighty warriors who offer their bodies as vessels for a
devotion to a dragon approaches fanatical reverence and who receive magical power from the dragon in return.
Dragon followers might serve and revere any kind of dragon, and their behavior and beliefs
Monsters
Vecna: Eve of Ruin
’t observed the mirror shade move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the mirror shade isn’t the creature’s own reflection
False Appearance. If the mirror shade is within 5 feet of a reflective surface—such as a mirror, glass pane, or still water—it has advantage on its initiative roll. If a creature hasn
Monsters
Fizban's Treasury of Dragons
cone. Each creature in that area must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an
action to wake it.
Moonlight Breath. The dragon exhales a beam of moonlight in a 30-foot line that is 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 14 (4d6
Monsters
Fizban's Treasury of Dragons
: calm emotions, charm person, command, comprehend languagesDisarming Words (3/Day). When a creature the speaker can see within 60 feet of it makes a damage roll, the speaker can roll a d6
return.
Dragon followers might serve and revere any kind of dragon, and their behavior and beliefs reflect the ethos of the dragon they follow. Many dragon followers have personal stories of
Monsters
Fizban's Treasury of Dragons
", "rollType":"recharge", "rollAction":"Acid Retch"}. The grafter retches forth a spray of acidic bile in a 30-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 14 (4d6
baubles.
Dragonflesh Grafters
Dragonflesh grafters practice forbidden rituals and risky experiments on themselves, modifying their bodies and minds to emulate the dragons they revere. They
Magic Items
Dragonlance: Shadow of the Dragon Queen
harmlessly floats to the ground. Once the mirror has been deactivated, it can’t be activated again until the next dawn.
If a non-Construct creature other than you sees its reflection in the activated
mirror while within 30 feet of it, that creature must succeed on a DC 15 Wisdom saving throw or become paralyzed until the mirror is deactivated or until that creature can no longer see the mirror. A
Monsters
Fizban's Treasury of Dragons
", "rollAction":"Breath Weapon"}. The dragon uses one of the following breath weapons:
Dream Breath. The dragon exhales mist in a 90-foot cone. Each creature in that area must succeed on a DC 14
Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Moonlight Breath. The dragon exhales a beam of
Magic Items
Acquisitions Incorporated
-Turn Directions. You can name any location within 10 miles of your current location that is known to at least one creature also within 10 miles of that location (including you). Once you name the
wholly secret or not known to any creatures within range. Once you use this feature of the timepiece of travel, it cannot be used again until the next dawn.
Get Away From It All. As an action, you can
Monsters
Fizban's Treasury of Dragons
False Appearance. If the scarab is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the scarab move or act, that creature must
, reach 5 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"piercing"} piercing damage. If the target is a creature, it has
Monsters
Tomb of Annihilation
","rollAction":"Engulf"} to hit, reach 5 ft., one Medium or smaller creature. Hit: The target is trapped inside the mantrap’s leafy jaws. While trapped in this way, the target is blinded and restrained, has
each of the target’s turns. If the mantrap dies, the creature inside it is no longer restrained by it. A mantrap can engulf only one creature at a time.Attractive Pollen (1/Day). When the
Monsters
Fizban's Treasury of Dragons
", "rollAction":"Disorienting Breath"}. The dragon exhales a wave of psychic dissonance in a 15-foot cone. Each creature in that area must make a DC 12 Intelligence saving throw. On a failed save, the
creature takes 17 (5d6);{"diceNotation":"5d6", "rollType":"damage", "rollAction":"Disorienting Breath", "rollDamageType":"psychic"} psychic damage, and until the end of its next turn, when the creature
Monsters
Fizban's Treasury of Dragons
Cloying Miasma. The abomination is surrounded by a noxious stench. At the start of the abomination’s turn, any creature within 5 feet of it must succeed on a DC 14 Constitution saving throw or
is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Acidic Spit. Ranged Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Acidic Spit
Species
Mythic Odysseys of Theros
gods, but I roll my eyes at each new twist of fate and try to get on with my life.
5
I wish that I could be as naive as humans and other mortals who actually think the gods are looking out for them
. I miss that kind of innocence.
6
I don’t talk about it among other leonin, but I actually revere the gods and try to please them by my actions.
Leonin Names
Along with their
Monsters
Fizban's Treasury of Dragons
psychic dissonance in a 30-foot cone. Each creature in that area must make a DC 15 Intelligence saving throw. On a failed save, the creature takes 31 (9d6);{"diceNotation":"9d6", "rollType":"damage
", "rollAction":"Disorienting Breath", "rollDamageType":"psychic"} psychic damage, and until the end of its next turn, when the creature makes an attack roll or an ability check, it must roll a d6
Monsters
Fizban's Treasury of Dragons
False Appearance. If the swarm is motionless at the start of combat, it has advantage on its initiative roll. Moreover, if a creature hasn’t observed the swarm move or act, that creature must
succeed on a DC 18 Intelligence (Investigation) check to discern that the swarm is animate.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through
Monsters
Strixhaven: A Curriculum of Chaos
Strixhaven.
Univocal Speech. When the guide speaks, any creature that knows at least one language and can hear the guide understands what it says.
Unusual Nature. The guide doesn’t require air, food
(1d8 + 2);{"diceNotation":"1d8+2","rollType":"damage","rollAction":"Slam","rollDamageType":"bludgeoning"} bludgeoning damage.
Smile and Wave. Each creature of the guide’s choice that is within
Monsters
Mordenkainen Presents: Monsters of the Multiverse
failed save, the creature is charmed by the morkoth for 1 minute. While charmed in this way, the target tries to get as close to the morkoth as possible, using its actions to Dash until it is within
, lightning bolt, sendingSpell Reflection. If the morkoth makes a successful saving throw against a spell or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it
Spells
Acquisitions Incorporated
You address allies, staff, or innocent bystanders to exhort and inspire them to greatness, whether they have anything to get excited about or not. Choose up to five creatures within range that can
hear you. For the duration, each affected creature gains 5 temporary hit points and has advantage on Wisdom saving throws. If an affected creature is hit by an attack, it has advantage on the next
Monsters
The Wild Beyond the Witchlight
","rollType":"to hit","rollAction":"Shortsword"} to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Shortsword","rollDamageType":"piercing
, counting on their friends to bail them out whenever they get in over their head. They always have a friendly jibe or acerbic remark on the tip of their tongue, and their cavalier attitude doesn’t