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                        Returning 35 results for 'creature would reflects'.
                    
                
                        
                            
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                                        creature world reflect
                                    
                                
                                    
                                        creature would reflect
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"Reflective Carapace"}. On a 1–5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected and reflects the spell, turning the caster into the target.
Siege Monster. The tarrasque deals
                                                
                                            
                                                
                                                    ", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition.
Thunderous Bellow (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     attacks
Puppeteer's Lash. Melee or Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Puppeteer's Lash"} to hit, reach 5 ft. or range 60 ft., one creature. Hit: 17
                                                
                                            
                                                
                                                     of a symbolic depiction of one. See the stat block for details.
Hourglass Coven
The Hourglass Coven is a group of three hags, each one bound to an aspect of time: one reflects the past, another
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     creature she sees when she awakens after a long rest. See the stat block for details.
Hourglass Coven
The Hourglass Coven is a group of three hags, each one bound to an aspect of time: one reflects
                                                
                                            
                                                
                                                    Boon of Immortality. Skabatha is immune to any effect that would age her, and she can’t die from old age.
Forgetfulness. The first creature that Skabatha sees after she finishes a long rest is
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Amphibious. Bavlorna can breathe air and water.
Boon of Immortality. Bavlorna is immune to any effect that would age her, and she can’t die from old age.
Widdershins Allergy. If a creature
                                                
                                            
                                                
                                                     addition, any creature Bavlorna has swallowed is immediately expelled and falls prone in an unoccupied space within 5 feet of her.Multiattack. Bavlorna makes one Bite attack and one Withering Ray attack
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , it always reflects the patron’s interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a Fiend might work to destroy a specific temple dedicated to
                                                
                                            
                                                
                                                     to serve another powerful creature or might need to gather servants of its own.
Deathlocks
The forging of a pact between a warlock and a patron is no minor occasion—at least not for the
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ","rollType":"to hit","rollAction":"Thunderous Touch"} to hit, reach 5 ft., one creature. Hit: 27 (5d10);{"diceNotation":"5d10","rollType":"damage","rollAction":"Thunderous Touch","rollDamageType":"thunder
                                                
                                            
                                                
                                                     veneration are sometimes rewarded with power, to serve thereafter as kraken priests.
Every kraken priest undergoes a change in appearance that reflects the kraken’s influence, although each
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     undead.Paralyzing Touch. Melee Spell Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Paralyzing Touch"} to hit, reach 5 ft., one creature. Hit: 10 (3d6);{"diceNotation":"3d6
                                                
                                            
                                                
                                                     be used at a time and only at the end of another creature’s turn. Exethanter regains spent legendary actions at the start of his turn.
Cantrip. Exethanter casts a cantrip.
Paralyzing Touch
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    ","rollType":"to hit","rollAction":"Paralyzing Touch"} to hit, reach 5 ft., one creature. Hit: 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Paralyzing Touch","rollDamageType":"cold"} cold
                                                
                                            
                                                
                                                    ). The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened
                                                
                                            
                                        
                                                     Monsters
                                                    Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     option can be used at a time and only at the end of another creature’s turn. The riverine regains spent legendary actions at the start of its turn.
Whirlpool Rush. The riverine uses its
                                                
                                            
                                                
                                                     Whirlpool Step. Immediately after it teleports, each creature within 5 feet of the riverine’s destination space takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Whirlpool
                                                
                                            
                                        
                                                    Lich
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    ":"Paralyzing Touch"} to hit, reach 5 ft., one creature. Hit: 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Paralyzing Touch","rollDamageType":"cold"} cold damage. The target must
                                                
                                            
                                                
                                                     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 lich regains spent legendary
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen's Fiendish Folio Volume 1
                                                    
                                                
                                            
                                                     would be adequate compensation for her failure.
Bifurcated Souls. The divided nature of the forlarren reflects their origin, marking each one as two entities trapped in a single form. One forlarren
                                                
                                            
                                                
                                                     into earning trust from those it encounters, casting itself as a helpless creature pleading for aid even as it looks for the opportunity to betray and overpower. Or it might seek to dominate the weak
                                                
                                            
                                        
                                                    Valindra Shadowmantle
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                    ., one creature. Hit: 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Paralyzing Touch","rollDamageType":"cold"} cold damage. The target must succeed on a DC 18 Constitution saving throw
                                                
                                            
                                                
                                                     her Paralyzing Touch.
Frightening Gaze (Costs 2 Actions). Valindra fixes her gaze on one creature she can see within 10 feet of her. The target must succeed on a DC 18 Wisdom saving throw against
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Passive Perception Passive Perception is a score that reflects a creature’s general awareness of its surroundings. The DM uses this score when determining whether a creature notices something without
                                                
                                            
                                                
                                                     consciously making a Wisdom (Perception) check. A creature’s Passive Perception equals 10 plus the creature’s Wisdom (Perception) check bonus. If the creature has Advantage on such checks, increase
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Passive Perception Passive Perception is a score that reflects a creature’s general awareness of its surroundings. The DM uses this score when determining whether a creature notices something without
                                                
                                            
                                                
                                                     consciously making a Wisdom (Perception) check. A creature’s Passive Perception equals 10 plus the creature’s Wisdom (Perception) check bonus. If the creature has Advantage on such checks, increase
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    Alignment A creature’s alignment reflects its disposition. Alignment indicates whether a creature leans toward law or chaos and good or evil, or whether a creature is neutral. Any Alignment. Some
                                                
                                            
                                                
                                                     creatures, such as the veteran, can have any alignment. In other words, you choose the creature’s alignment. Depending on the creature, its alignment entry might indicate a tendency or aversion toward
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Hourglass Coven The Hourglass Coven is a group of three hags, each one bound to an aspect of time: one reflects the past, another reflects the present, and the third reflects the future. These hags
                                                
                                            
                                                
                                                     (spell save DC 14): detect thoughts, dispel magic, finger of death, glibness, locate creature, mass suggestion.
 Once a spell from this list has been cast, no member of the coven can cast that shared spell again until the next dawn, when the coven regains all of its shared spells.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     across the desert at 1 mile per hour (10 feet per round). It reflects the sun and shines brightly, imposing disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight within 50
                                                
                                            
                                                
                                                     feet of them. As the sand moves, its melodious chimes are audible to 1 mile away. When a creature moves through the sand, the chiming becomes a discordant shriek. Map 4.15 depicts the Singing Sands at
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     better at unlocking the secrets of the multiverse. All creatures have a Proficiency Bonus, which reflects the impact that training has on the creature’s capabilities. A character’s Proficiency Bonus
                                                
                                            
                                                
                                                     bonus is determined. This bonus is applied to a D20 Test when the creature has proficiency in a skill, in a saving throw, or with an item that the creature uses to make the D20 Test. The bonus is also
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     better at unlocking the secrets of the multiverse. All creatures have a Proficiency Bonus, which reflects the impact that training has on the creature’s capabilities. A character’s Proficiency Bonus
                                                
                                            
                                                
                                                     how the bonus is determined. This bonus is applied to a D20 Test when the creature has proficiency in a skill, in a saving throw, or with an item that the creature uses to make the D20 Test. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     students, usually not exceeding five. Each team is represented by a small mascot creature that reflects one of Strixhaven’s colleges, as described in the “Mascots” section of chapter 1. When the game begins
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                    . The river passes underground between areas. A creature that can’t breathe water has to hold its breath while passing between areas via the river. The water is iced over in area D10; see that area for
                                                
                                            
                                                
                                                     current pushes Large or smaller creatures swimming in it 10 feet farther along its flow at the end of the creature’s turn. Light Ice throughout the lair reflects even the smallest light, providing Dim Light throughout. Areas with campfires are bathed in Bright Light.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    14. Grand Vestibule Rough Walls. The walls of this area are roughly hewn to give the room a cavern-like appearance.
 Quartz Pillars. The glow from four quartz pillars reflects off flecks of quartz
                                                
                                            
                                                
                                                     the tunnel can spot the secret door at either end of it without having to make a check.
 The first time a creature passes between the quartz pillars to the north, a booming, disembodied voice says
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     powerful guardians and traps. Everything about a lich’s lair reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound demons lurk in
                                                
                                            
                                                
                                                     that level or lower. If it has no spent spell slots of that level or lower, nothing happens. The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     gouts of water. A riverine’s personality reflects the nature of the river it arises from—some are lethargic while others are wild and reckless. Riverine
 Large Fey, Any Alignment
 Armor Class 14
                                                
                                            
                                                
                                                     creature within 5 feet of the riverine’s destination space takes 5 (1d10) cold damage.
 Raging Deluge (Costs 2 Actions). The riverine unleashes a torrent of river water in a 30-foot line that is 5
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     Boon option produces a special creature or an object that reflects your patron’s nature.
 Pact of the Chain. Your familiar is more cunning than a typical familiar. Its default form can be a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     Boon option produces a special creature or an object that reflects your patron’s nature.
 Pact of the Chain. Your familiar is more cunning than a typical familiar. Its default form can be a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     valley.
 The area of the hazardous scree is marked with dotted lines on the map. When any creature takes a step on the scree, the scree collapses. That creature and any other creatures within the marked
                                                
                                            
                                                
                                                     emblazoned with the glowing symbol of Vecna.
 The statue reflects Habbakuk, a god of animals and druids revered widely on the world of Krynn.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Creature Size Each creature takes up a different amount of space. The Size Categories table shows how much space a creature of a particular size controls in combat. Objects sometimes use the same
                                                
                                            
                                                
                                                     is the area in feet that it effectively controls in combat, not an expression of its physical dimensions. A typical Medium creature isn't 5 feet wide, for example, but it does control a space that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     become the floor of a 15-foot-high cave with a mirror mounted to its eastern wall. The mirror is framed by an assemblage of hundreds of tiny interlocking stone gears. This mirror reflects normally and
                                                
                                            
                                                
                                                     is one of Halaster’s gates (see “Gates”). Its frame is composed of an assemblage of hundreds of tiny, interlocking stone gears. This gate’s rules are as follows: Any creature that inspects the frame
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                    Felidar A felidar is a celestial creature whose nature reflects an inherent devotion to law and order. It resembles an enormous cat with two pairs of downward-sloping horns and prominent teeth. Its
                                                
                                            
                                                
                                                     blue-gray hide has a silvery, geometric pattern, and its thick white mane falls in an orderly fashion around its shoulders. Nearly every felidar forms a close bond with one other creature. Winged
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    , the tarrasque is unaffected and reflects the spell, turning the caster into the target.
 Siege Monster. The tarrasque deals double damage to objects and structures.
 Actions
 Multiattack. The
                                                
                                            
                                                
                                                    .
 Tail. Melee Attack Roll: +19, reach 30 ft. Hit: 23 (3d8 + 10) Bludgeoning damage. If the target is a Huge or smaller creature, it has the Prone condition.
 Thunderous Bellow (Recharge 5–6). Constitution
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     reflects objects only when they are close to it. The white mirror has a pungent odor of nutmeg and spice, and its depths are gelid and smoky.
 The mirror that hangs on the western wall is in a stone
                                                
                                            
                                                
                                                     frame and is blue in color. Reflections in this mirror ripple as if the viewer were looking into a pool of water.
 Red Mirror. A creature that looks into the red mirror sees a ghostly white form
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     break something, to force your body through a space, or to otherwise apply brute force to a situation. The Athletics skill reflects aptitude in certain kinds of Strength checks. Athletics. Your Strength
                                                
                                            
                                                
                                                     in treacherous currents, storm-tossed waves, or areas of thick seaweed. Or another creature tries to push or pull you underwater or otherwise interfere with your swimming. Other Strength Checks The DM
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                     fight until they’re all defeated. Tip: Undead Fortitude. The zombies’ Undead Fortitude trait reflects how hard it is to kill these walking corpses. When this trait prevents a zombie from dying, give the
                                                
                                            
                                                
                                                     players a hint about what happened. You might say, “That should have finished the creature off, but it refuses to stop moving!” On the flip side, any time a zombie takes radiant damage (such as from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     space also reflects the area it needs to fight effectively. For that reason, there’s a limit to the number of creatures that can surround another creature in combat. Assuming Medium combatants, eight
                                                
                                            
                                                
                                                    Moving Around Other Creatures  You can move through a nonhostile creature’s space. In contrast, you can move through a hostile creature’s space only if the creature is at least two sizes larger or
                                                
                                            
                                        






