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Returning 35 results for 'beats being diffusing chapter reflections'.
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Classes
Tasha’s Cauldron of Everything
. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
A Swarmkeeper’s swarm and spells are reflections of the
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Classes
Tasha’s Cauldron of Everything
. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
A Swarmkeeper’s swarm and spells are reflections of the
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Monsters
Icewind Dale: Rime of the Frostmaiden
gnolls. Their noses can’t stand the scent of perfumes, and their ears can’t abide words spoken aloud in Celestial. They don’t cast reflections in mirrors unless they want to.
Unlike
create a passage through the glacier unknowingly release the starving gnoll vampire from its icy sepulcher. For more information about Tekeli-li’s lair, the Caves of Hunger, see chapter 6.
Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Fizban's Treasury of Dragons
of its turn.
Attack. The greatwyrm makes one Claw or Tail attack.
Wing Attack (Costs 2 Actions). The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity
;Brass Dragons” section of chapter 5), Lendys, and Tamara—are metallic greatwyrms who have combined the essences of multiple forms to achieve this godlike status.
Metallic greatwyrms are
Monsters
Fizban's Treasury of Dragons
the start of its turn.
Attack. The greatwyrm makes one Claw or Tail attack.
Wing Attack (Costs 2 Actions). The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 26
“Brass Dragons” section of chapter 5), Lendys, and Tamara—are metallic greatwyrms who have combined the essences of multiple forms to achieve this godlike status.
Metallic
Monsters
Fizban's Treasury of Dragons
of its turn.
Attack. The greatwyrm makes one Claw or Tail attack.
Wing Attack (Costs 2 Actions). The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity
;Brass Dragons” section of chapter 5), Lendys, and Tamara—are metallic greatwyrms who have combined the essences of multiple forms to achieve this godlike status.
Metallic greatwyrms are
Monsters
Fizban's Treasury of Dragons
of its turn.
Attack. The greatwyrm makes one Claw or Tail attack.
Wing Attack (Costs 2 Actions). The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity
;Brass Dragons” section of chapter 5), Lendys, and Tamara—are metallic greatwyrms who have combined the essences of multiple forms to achieve this godlike status.
Metallic greatwyrms are
Monsters
Fizban's Treasury of Dragons
of its turn.
Attack. The greatwyrm makes one Claw or Tail attack.
Wing Attack (Costs 2 Actions). The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity
;Brass Dragons” section of chapter 5), Lendys, and Tamara—are metallic greatwyrms who have combined the essences of multiple forms to achieve this godlike status.
Metallic greatwyrms are
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Chapter 2: Creating an Archfey Archfey are among the most powerful beings in the Feywild. Consciously or unconsciously, they transform their Feywild homes into reflections of their desires and
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Chapter 2: Creating an Archfey Archfey are among the most powerful beings in the Feywild. Consciously or unconsciously, they transform their Feywild homes into reflections of their desires and
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Chapter 2: Creating an Archfey Archfey are among the most powerful beings in the Feywild. Consciously or unconsciously, they transform their Feywild homes into reflections of their desires and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Aundairian should know a little magic. Magic Beats Mundane. Why use your hand when you could use mage hand? Why strain your muscles tugging on a bowstring when you could use a wand? Show Some Style
. Don’t settle for common clothes and a squalid meal when you could wear glamerweave (see chapter 5) and drink the finest wine. If you’re a fighter, focus on finesse instead of crude strength. And never miss an opportunity for a clever quip.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Aundairian should know a little magic. Magic Beats Mundane. Why use your hand when you could use mage hand? Why strain your muscles tugging on a bowstring when you could use a wand? Show Some Style
. Don’t settle for common clothes and a squalid meal when you could wear glamerweave (see chapter 5) and drink the finest wine. If you’re a fighter, focus on finesse instead of crude strength. And never miss an opportunity for a clever quip.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Aundairian should know a little magic. Magic Beats Mundane. Why use your hand when you could use mage hand? Why strain your muscles tugging on a bowstring when you could use a wand? Show Some Style
. Don’t settle for common clothes and a squalid meal when you could wear glamerweave (see chapter 5) and drink the finest wine. If you’re a fighter, focus on finesse instead of crude strength. And never miss an opportunity for a clever quip.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Darklord’s monstrousness. The Dark Gifts in chapter 1 serve as examples of the sorts of forms and powers a Darklord might possess. In any case, consider how this transformation embodies the
, in the mouths of serpents, or on metallic cables.
4 The Darklord’s most painful memories visually repeat in reflections around them or amid illusory projections.
5 The Darklord gains an
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Darklord’s monstrousness. The Dark Gifts in chapter 1 serve as examples of the sorts of forms and powers a Darklord might possess. In any case, consider how this transformation embodies the
, in the mouths of serpents, or on metallic cables.
4 The Darklord’s most painful memories visually repeat in reflections around them or amid illusory projections.
5 The Darklord gains an
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Darklord’s monstrousness. The Dark Gifts in chapter 1 serve as examples of the sorts of forms and powers a Darklord might possess. In any case, consider how this transformation embodies the
, in the mouths of serpents, or on metallic cables.
4 The Darklord’s most painful memories visually repeat in reflections around them or amid illusory projections.
5 The Darklord gains an
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
original deck created by Istus for Asteria and Euryale is so powerful that it has countless lesser reflections throughout the multiverse, including versions with more, fewer, or different cards. The
doesn’t change the game effects of these cards.
Idiot. This card has been renamed Puzzle, inspiring the puzzles, riddles, and traps found in chapter 4.
Vizier. This card has been renamed Sage, inspiring the character options, spells, and magic items in chapter 7.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
original deck created by Istus for Asteria and Euryale is so powerful that it has countless lesser reflections throughout the multiverse, including versions with more, fewer, or different cards. The
doesn’t change the game effects of these cards.
Idiot. This card has been renamed Puzzle, inspiring the puzzles, riddles, and traps found in chapter 4.
Vizier. This card has been renamed Sage, inspiring the character options, spells, and magic items in chapter 7.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
original deck created by Istus for Asteria and Euryale is so powerful that it has countless lesser reflections throughout the multiverse, including versions with more, fewer, or different cards. The
doesn’t change the game effects of these cards.
Idiot. This card has been renamed Puzzle, inspiring the puzzles, riddles, and traps found in chapter 4.
Vizier. This card has been renamed Sage, inspiring the character options, spells, and magic items in chapter 7.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
creepy manors suit ghostly inhabitants, so does each domain inspire and encourage a distinct type of terror. Details on how to create your own domains appear in chapter 2, while chapter 3 describes some of
for creating horror adventures (a topic further discussed in chapter 4). As a balancing factor, use these tools judiciously and occasionally, in the characters’ favor. The Dark Powers delight in
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
creepy manors suit ghostly inhabitants, so does each domain inspire and encourage a distinct type of terror. Details on how to create your own domains appear in chapter 2, while chapter 3 describes some of
for creating horror adventures (a topic further discussed in chapter 4). As a balancing factor, use these tools judiciously and occasionally, in the characters’ favor. The Dark Powers delight in
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
creepy manors suit ghostly inhabitants, so does each domain inspire and encourage a distinct type of terror. Details on how to create your own domains appear in chapter 2, while chapter 3 describes some of
for creating horror adventures (a topic further discussed in chapter 4). As a balancing factor, use these tools judiciously and occasionally, in the characters’ favor. The Dark Powers delight in
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
heart still beats as one with the land, infinitely connected and as robust as the rain forest. But like anything that lives, her tie with the domain she’s claimed must be maintained. Life eats life
chapter), the Mists of Valachan are home to displacer beasts and other deadly predators that attack all creatures they meet.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
heart still beats as one with the land, infinitely connected and as robust as the rain forest. But like anything that lives, her tie with the domain she’s claimed must be maintained. Life eats life
chapter), the Mists of Valachan are home to displacer beasts and other deadly predators that attack all creatures they meet.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
heart still beats as one with the land, infinitely connected and as robust as the rain forest. But like anything that lives, her tie with the domain she’s claimed must be maintained. Life eats life
chapter), the Mists of Valachan are home to displacer beasts and other deadly predators that attack all creatures they meet.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
peoples and monsters that inhabit the worlds on the Material Plane originated. After the First World was shattered by a great cataclysm, the many worlds were formed like reflections or (in some cases
World Tree that connects all the Outer Planes (see “Traveling the Outer Planes” earlier in this chapter). When the First World was destroyed, seeds from this great tree scattered into the void of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
peoples and monsters that inhabit the worlds on the Material Plane originated. After the First World was shattered by a great cataclysm, the many worlds were formed like reflections or (in some cases
World Tree that connects all the Outer Planes (see “Traveling the Outer Planes” earlier in this chapter). When the First World was destroyed, seeds from this great tree scattered into the void of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
peoples and monsters that inhabit the worlds on the Material Plane originated. After the First World was shattered by a great cataclysm, the many worlds were formed like reflections or (in some cases
World Tree that connects all the Outer Planes (see “Traveling the Outer Planes” earlier in this chapter). When the First World was destroyed, seeds from this great tree scattered into the void of the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, she provides valuable clues about Prismeer. For details, see “Catching Kettlesteam” later in the chapter. Thieves of the Coven Each member of the Hourglass Coven employs a thief that visits the
these thieves. Some characters might catch glimpses of these spooky figures as reflections in mirrors, shadows in doorways, or out-of-place figures standing motionless in the moving crowd. Use these
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, she provides valuable clues about Prismeer. For details, see “Catching Kettlesteam” later in the chapter. Thieves of the Coven Each member of the Hourglass Coven employs a thief that visits the
these thieves. Some characters might catch glimpses of these spooky figures as reflections in mirrors, shadows in doorways, or out-of-place figures standing motionless in the moving crowd. Use these
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, she provides valuable clues about Prismeer. For details, see “Catching Kettlesteam” later in the chapter. Thieves of the Coven Each member of the Hourglass Coven employs a thief that visits the
these thieves. Some characters might catch glimpses of these spooky figures as reflections in mirrors, shadows in doorways, or out-of-place figures standing motionless in the moving crowd. Use these
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Candlefoot the Mime Candlefoot Candlefoot, a Witchlight hand (neutral good; see the stat block earlier in the chapter), is the reluctant ticket-puncher at the Hall of Illusions, and he does all he can to
notes for Candlefoot. A Fey Romance. When the mermaid Palasha (see “Silversong Lake” later in the chapter) joined the Witchlight Carnival, Candlefoot discovered that her songs had the power to bring back
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Boo’s Astral Menagerie for the astral elf and plasmoid stat blocks). The Dark Star Ship-to-Ship Battle See chapter 2 of the Astral Adventurer’s Guide for rules on ship-to-ship engagements. Captain
that attempt succeeds or fails, the star moth beats a hasty retreat. The star priest, Altura, remains aboard the Dark Star and uses a sending spell to relay what has happened to Helix, an astral elf on
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Boo’s Astral Menagerie for the astral elf and plasmoid stat blocks). The Dark Star Ship-to-Ship Battle See chapter 2 of the Astral Adventurer’s Guide for rules on ship-to-ship engagements. Captain
that attempt succeeds or fails, the star moth beats a hasty retreat. The star priest, Altura, remains aboard the Dark Star and uses a sending spell to relay what has happened to Helix, an astral elf on






