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Returning 35 results for 'current real given to have reflective'.
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Spells
Player’s Handbook
chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.
The
creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast this spell on the
Spells
Player’s Handbook
guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is
complete.
The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain control of the creature for another 24 hours, you must cast
Magic Items
Dungeon Master’s Guide
everything in the multiverse. The wand is cruel, nihilistic, and bereft of humor.
To further Orcus’s goals, the wand feigns devotion to its current user and makes grandiose promises that it has no
skull surmounts it. For this to happen, the long-lost hero must first be restored to life—no easy task, given the fact that Orcus has imprisoned the hero’s soul and keeps it hidden and well
Graz'zt
Legacy
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Monsters
Out of the Abyss
Zelatar, found within his Abyssal domain of Azzatar. Graz’zt’s maddening influence radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location
to all the targets.
Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Dexterity
Monsters
Mordenkainen Presents: Monsters of the Multiverse
around him. Given enough time in a single location, Graz’zt can twist it with his power.
Graz’zt’s lair is a den of ostentation and hedonism. It is adorned with finery and decorations
issues the same command to all the targets.
Conjure Mirrors. Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Nightmare", "rollDamageType":"psychic"} psychic damage and is frightened of the manifestation, believing it to be real. The yuan-ti must concentrate to maintain the illusion (as if concentrating on a
. Any equipment it is wearing or carrying isn’t transformed. If it dies, it stays in its current form.
Magic Items
Acquisitions Incorporated
Also at rank 1, you are given use of an Acquisitions Incorporated sending stone, an uncommon magic item that resembles a gemstone in a bold setting. It functions like a normal sending stones;sending
stone. These rumors reflect current or historical knowledge possessed by Acquisitions Incorporated or the organization’s many contacts.
Improved Rumor Mill
At rank 3, when you use your Rumor
Magic Items
Acquisitions Incorporated
. It also has an inexhaustible supply of brochures related to your franchise’s current branding scheme.
When you meet someone for the first time, their details and a rough sketch are magically
stone as if they had cast a sending spell. A business card loses this power seven days after it has been given out, and no more than five cards can have this power at one time.
You can also use your
Monsters
Icewind Dale: Rime of the Frostmaiden
own flaws. It’s appropriate for Auril to act as though she’s invincible while underestimating her mortal enemies, even in her current weakened state.
Auril’s Three Forms
In her
current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one after another. After she’s defeated in her third and final
Monsters
Icewind Dale: Rime of the Frostmaiden
invincible while underestimating her mortal enemies, even in her current weakened state.
Auril’s Three Forms
In her current weakened state, Auril can assume three different forms. To destroy her
.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure.Lair Actions
Auril
Monsters
Icewind Dale: Rime of the Frostmaiden
her current weakened state.
Auril’s Three Forms
In her current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one
form survives. When she transitions from one form to another, she loses all the traits and actions of the old form and gains those of the new form.
A stat block is given for each of Auril’s three
Backgrounds
Baldur’s Gate: Descent into Avernus
you make them sound like the real deal.
Skill Proficiencies: Deception, Sleight of HandTool Proficiencies: Disguise kit, Forgery kitEquipment: A set of fine clothes, a disguise kit
insults are my weapons of choice.
7
I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.
8
I pocket anything I see that might have some
Backgrounds
Sword Coast Adventurer's Guide
gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current
given to me so that I could use them to benefit the world. (Good)
3
Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
4
Greed. I’m only in it for the
Animate Dead
Legacy
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Spells
Basic Rules (2014)
for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24
issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control
Create Undead
Legacy
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Spells
Basic Rules (2014)
general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to
follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24
Yuan-ti Nightmare Speaker
Legacy
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Monsters
Volo's Guide to Monsters
transformed. If it dies, it stays in its current form.
Death Fangs (2/Day). The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10);{"diceNotation":"3d10
":"psychic"} psychic damage and is frightened of the manifestation, believing it to be real. The yuan-ti must concentrate to maintain the illusion (as if concentrating on a spell), which lasts for up to 1
spells
, such as to guard a particular chamber or corridor. If you issue no commands, the creature takes the Dodge Action. Once given an order, the creature continues to follow it until its task is complete. The
creature is under your control for 24 hours, after which it stops obeying any command you’ve given it.
To maintain control of the creature for another 24 hours, you must cast this spell on the
spells
issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control
for 24 hours, after which time it stops obeying any command you’ve given it.
To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the
Etherealness
Legacy
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Spells
Basic Rules (2014)
You step into the border regions of the Ethereal Plane, in the area where it overlaps with your current plane. You remain in the Border Ethereal for the duration or until you use your action to
Ethereal Plane can't perceive you and can't interact with you, unless a special ability or magic has given them the ability to do so.
You ignore all objects and effects that aren't on the Ethereal Plane
races
unique construct created by magic, mysterious science, or both.
Arisen are never born in their current form. They are not undead, nor have they been raised from death by divine magic. Rather, each
arisen is constructed and given the gift of life, usually by a creator. Arisen are people, to be sure. They have unique personalities, intellects, and experiences, as all humanoids. But do they possess
Charlatan
Legacy
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Backgrounds
Player’s Handbook (2014)
city that just happens to be for sale. These marvels sound implausible, but you make them sound like the real deal.
Skill Proficiencies: Deception, Sleight of HandTool Proficiencies
weapons of choice.
7
I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.
8
I pocket anything I see that might have some value.
d6
Wand of Orcus
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
’s desire to slay everything in the multiverse. The wand is cold, cruel, nihilistic, and bereft of humor.
In order to further its master’s goals, the wand feigns devotion to its current
the Positive Energy Plane by the ancient hero whose skull surmounts it. For this to happen, the long-lost hero must first be restored to life—no easy task, given the fact that Orcus has
Lizardfolk
Legacy
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Species
Volo's Guide to Monsters
rage against their enemies. They simply observe and react as a situation warrants.
Lizardfolk lack meaningful emotional ties to the past. They assess situations based on their current and future
into the future. This approach allows them to maintain their current level of influence in the world, but it limits their growth. Lizardfolk have no interest in developing writing, making long-term
Goblin
Legacy
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Species
Volo's Guide to Monsters
lucky if their only punishment is demotion to the pariah caste. Sometimes another creature assumes control of a goblin tribe, by killing or subjugating the current boss and cowing most of the rest of
new leader can act as the real boss. If the creature brushes aside such manipulation, the tribe falls into line behind the new tyrant—better to abide the new rule than conspire against it and be
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
) check against a DC set by the current suspicion level (see the Suspicion table), the suspicious activity goes unnoticed. Use your discretion to decide if any given activity is subtle enough to be
level include the following: Using a prisoner’s real name while in the guise of prison staff Getting caught by a patrol (see Patrol Routes) Casting a spell that has perceptible components or effects in
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
criminal fiefdoms, the underbarons enjoy the prince’s tolerance, if only because each one’s existence serves as a check against the others. The businesses in any given area of the city operate under
reimburse clients who suffer losses because of a rival guild’s actions. The four current underbarons are as follows: Ozamata. This lawful evil human controls the docks and most of the Low City. Meredin
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
) check against a DC set by the current suspicion level (see the Suspicion table), the suspicious activity goes unnoticed. Use your discretion to decide if any given activity is subtle enough to be
level include the following: Using a prisoner’s real name while in the guise of prison staff Getting caught by a patrol (see Patrol Routes) Casting a spell that has perceptible components or effects in
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
criminal fiefdoms, the underbarons enjoy the prince’s tolerance, if only because each one’s existence serves as a check against the others. The businesses in any given area of the city operate under
reimburse clients who suffer losses because of a rival guild’s actions. The four current underbarons are as follows: Ozamata. This lawful evil human controls the docks and most of the Low City. Meredin
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
) check against a DC set by the current suspicion level (see the Suspicion table), the suspicious activity goes unnoticed. Use your discretion to decide if any given activity is subtle enough to be
level include the following: Using a prisoner’s real name while in the guise of prison staff Getting caught by a patrol (see Patrol Routes) Casting a spell that has perceptible components or effects in
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
) check against a DC set by the current suspicion level (see the Suspicion table), the suspicious activity goes unnoticed. Use your discretion to decide if any given activity is subtle enough to be
level include the following: Using a prisoner’s real name while in the guise of prison staff Getting caught by a patrol (see Patrol Routes) Casting a spell that has perceptible components or effects in
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
fully real as a result of mortal belief in their power. As stories were told, sacrifices made, and devotion given over ages, the gods formed and gained lives just as real as the mortals who dreamed them
Dreams of Divinity Theros possesses a unique metaphysical property: things believed and dreamed here eventually become real. The collective unconscious of mortal people has the literal power of
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
fully real as a result of mortal belief in their power. As stories were told, sacrifices made, and devotion given over ages, the gods formed and gained lives just as real as the mortals who dreamed them
Dreams of Divinity Theros possesses a unique metaphysical property: things believed and dreamed here eventually become real. The collective unconscious of mortal people has the literal power of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
in a tangible ripple, warping reality around him. Given enough time in a single location, Graz’zt can twist it with his madness. Graz’zt’s lair is a den of ostentation and hedonism. It is adorned with
the same command to all the targets. Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
in a tangible ripple, warping reality around him. Given enough time in a single location, Graz’zt can twist it with his madness. Graz’zt’s lair is a den of ostentation and hedonism. It is adorned with
the same command to all the targets. Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
in a tangible ripple, warping reality around him. Given enough time in a single location, Graz’zt can twist it with his madness. Graz’zt’s lair is a den of ostentation and hedonism. It is adorned with
the same command to all the targets. Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on