Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 14 results for 'before based defusing coach reflection'.
Other Suggestions:
before bard defusing coats reflections
before band defusing coats reflections
before based defusing coast reflections
before based defusing coal reflections
before bard defusing coach reflections
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
.
EXCELLENT AMBASSADORS
Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and
-Elf Variants
Some half-elves in Faerûn have a racial trait in place of the Skill Versatility trait. If your DM allows it, your half-elf character can forgo Skill Versatility and instead take the elf trait Keen Senses or a trait based on your elf parentage:
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, robbing a hire-coach, or looting a warehouse. Among low-ranking guild members, rampant speculation goes on about the true nature of Xanathar. Few have any inkling that their boss is a beholder, and fewer
still have seen or spoken to the eye tyrant. Given that the faction is fundamentally evil, advancement is based on one’s wiles or one’s ability to dispose of rivals. Competition within the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Temple, Upper Menthis) 3 Five Lives. A bitter reflection on the tragedy of the Last War, as seen through the eyes of five soldiers. Written by up-and-coming playwright Luca Syara. (Diamond Theater
, Lower Menthis) 4 Galifar Triumphant. A beloved history based on the legendary king and the conflict that established the Kingdom of Galifar. (Classic Theater, Middle Menthis) 5 The Late Count. A comic
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
objects, you can use the following tables to randomly determine what art objects are found, based on their value. Roll on a table as many times as there are art objects in the treasure hoard. There can
with rubies 4 Gold cup set with emeralds 5 Gold jewelry box with platinum filigree 6 Set of gold nesting dolls 7 Jade game board with gold playing pieces 8 Bejeweled ivory drinking horn with gold filigree 9 Gilded royal coach or funeral barge 10 Ceremonial gold armor with black pearls
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
cake. Forced into Undersigil when their faction didn’t quite take, the Cakers aggressively knead nonbelievers into members of their cake-based contingent. Mike Schley Map 2.1: Caker Tea Party View
cake are cursed. Over 1d4 hours, a cursed creature’s head takes on fiendish aspects. At the end of this time, the creature dies, and its head tears from its body as a hostile vargouille reflection
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Dragon Turtle Dragon turtles are among the most fearsome creatures of the oceans. As large and voracious as the oldest of its land-based dragon kin, a dragon turtle strikes with its deadly jaws
open water, and a surfacing dragon turtle is sometimes mistaken for the reflection of the sun or moon on the waves. Dragons of the Deep. Like true dragons, dragon turtles collect treasure, first by
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
is run by Gurty, an elderly kenku. If the characters ask Gurty about Garra, the kenku mimics the half-ogre’s voice, saying, “My coach is leaving soon. Hurry it up, or I’ll pluck ya, stupid bird.” T12
rail train leaving the station. The coach has ten cars: a helm car (at the front), a first-class car, a galley car, a dining car, two standard cars, two sleeper cars, a steerage car, and a cargo car
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
a lightning rail train can travel, but the pilot still must make operational decisions as the coach moves from one city to the next. The pilot controls the vessel’s speed based on conditions around
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Beholder Lairs The lair of a beholder is a reflection of the creature’s mind-set — designed to anticipate, and thwart, any plan that would-be invaders might devise. Each of its chambers is isolated
catch ground-based creatures, a beholder creates or positions certain traps so that they’re effective against flying intruders. Practically any kind of trap could be a feature of a beholder’s lair. A
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
sovereign glue, and the mirror can’t be removed without destroying it. The mirror alters the reflection of any creature that gazes into it, rendering the reflection bereft of expression or emotion, except if
a creature smiles into the mirror. In that case, the creature’s reflection also smiles, and a secret door in the wall holding the mirror swings inward, revealing a hidden passage (area B9). Any
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
philosophy. Members advocate for experiential learning based on observation and experimentation instead of formal study. Every Seeker practices some craft to shape their experiences into something new and
control of the Transcendent Order when the last factol achieved perfect understanding and vanished right in front of Rhys and other ranking Ciphers. Rhys is an enlightening coach, providing direction
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
objects and can’t be broken. Reflections. Reflections in this room take on a life of their own, taunting the creatures who cast them. A creature that converses with its own reflection must succeed on a
based on the Test of the Empty Moon trap from chapter 4 with these differences: Northern Door. A door stands behind the portcullis to the north; this door leads to area 6. If the characters entered
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
vegetation might be its work.
Kyrzin. The cults of the Prince of Slime are based in the Shadow Marches and are infamous for cultivating gibbering beasts. Kyrzin creates sentient slimes that can enter
accumulated their own followings among the Cults of the Dragon Below. A few have abandoned the path of aggression in favor of solitary philosophy and reflection. A beholder philosopher might manipulate events
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
could see the objects of their heart’s desire reflected in it. Any creature that stares into the mirror for 1 minute sees its own reflection fade away, to be replaced by an image of the thing it wants
they can’t bypass its locked doors or fly. They entered the palace through the coach house (area P11) and have visited areas area P29, P14c, P14g, area P41 (where they debated the magical door), and P46






