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Returning 26 results for 'before becoming devote caste reflection'.
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Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
with that of snakes, producing a caste-based society of hybrids in which the most snakelike are the leaders and the most humanlike are spies and agents in foreign lands.
Humans Transformed
The
cannibalizing their victims, and then performed a sorcerous ritual while writhing in pools filled with living snakes that enabled them to mix their flesh with that of serpents, becoming like the gods in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
battlefields, graveyards, and tombs. They manifest only in darkness, closing as soon as they feel light’s kiss. EVERNIGHT
The city of Neverwinter in the world of the Forgotten Realms has a dark reflection
bulk of the population consists of the shambling dead. Zombies, wights, vampires, and other undead make the city their home, all under the watchful eyes of the ruling caste: intelligent, flesh-eating ghouls.
Rumors abound that this foul place mirrors one city on every world.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Vargouille Reflection Vargouilles are flying Fiends that resemble disembodied Humanoid heads with wings. While most vargouilles roam the planes to curse Humanoids and create more vargouilles, a
variant known as the vargouille reflection resides in Undersigil. When a vargouille reflection spots a Humanoid target, it takes on that creature’s visage, terrifying that creature by appearing as its own
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
than among other creatures, including my own kind. 4 I sometimes become consumed by philosophy. 5 I believe I am superior to others of my caste. 6 I am driven by wanderlust and want to explore lands
1 Greed. I display my wealth as a sign of my power and prosperity. (Evil) 2 Aspiration. I strive to follow the path toward becoming an anathema. (Evil) 3 Unity. No leader shall put personal goals
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Mountains. But in the Shadow Marches, the orcs learned the secrets of druidic magic from the dragon Vvaraak, becoming the first of the Gatekeepers. With the invasion of the alien daelkyr from Xoriat, the
. Three prominent groups of orcs have survived into the present age: The Ghaash’kala are servants of the Silver Flame (which they call Kalok Shash, the “binding flame”), who devote their lives to battling
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
next to its own reflection. This mirror falsely predicts the viewer’s death. The ghostly image takes on the appearance of a monster or a trap from this adventure. The image then assaults and kills the
viewer’s reflection. The mirror functions only once per character; after a character has this vision, the mirror becomes a normal mirror for that individual. A creature that touches the red mirror for
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
raiders to give up their ways, settle down, found a village, and devote their lives to farming.
A Karametra Campaign At first glance, a campaign in which the player characters are champions of
the line between cultivating bounty and protecting the vulnerable versus becoming greed-driven and paternalistic. Karametra values humility, and often seeks to teach those who grow too big for their britches sharp lessons against hubris.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, and all who gaze upon the medusa are petrified, becoming stone monuments to its corruption. Medusa Lairs. Medusas live forever in seclusion, alienated from the world around them by their monstrous form
and adventurers who enter are often unaware of the medusa’s presence until the creature is among them. A medusa is subject to its own curse. By looking vainly on its reflection, it turns to stone as
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, becoming like the gods in body, thought, and emotion. Freed from the limitations of their human bodies, the yuan-ti used their new abilities to conquer new lands and expand their borders. One Race
quickly coalesced into a caste system based on how complete a person’s transformation was. The vast majority of yuan-ti fall into three categories — abominations, malisons, and purebloods — while the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Eventually, a mind flayer thus separated from the hive turns to the path of lichdom. Just as the elder brain offers immortality to its faithful illithids, so does becoming a lich ensure life everlasting
knowledge. Different elder brains have different interpretations of what this state consists of and how to achieve it. Elder brains and illithids that devote themselves to Ilsensine sometimes pursue ways
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Nine Hells and its rigid hierarchy of backstabbing Fiends, Ribcage obeys a strict but mobile caste system. Stratified by morality, residents climb the rungs of society through guile, treachery, and
decadence until their infernal pacts come due. To prevent the gate-town from becoming so evil that it experiences a cosmic realignment, Duchess Zelza Zurkbane (lawful evil succubus) and her senators have
Magic Items
Infernal Machine Rebuild
(your choice).
The cure wounds spell restores no hit points for you.
13
You have an innate sense of direction. You automatically succeed on ability checks made to avoid becoming lost.
Whenever
which magic items you carry.
68
As an action while you are in dim light or darkness, you can become invisible, as if targeted by the invisibility spell. In addition to becoming visible if you
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
can be described as merciful. Because of his status as a captive, Selvetarm draws little attention from drow of high status. Low-caste drow warriors who are themselves slaves or indentured servants
assassination, illusions, and lies, Zinzerena personifies cruelty, stealth, misdirection, and survival by any means necessary. In some ways, Malyk is her reflection, and in many interpretations of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Spawned by a God. Long ago, a deity of greed and strife perished in the battles among the immortals. Its body drifted through the Astral Plane, eventually becoming a petrified husk. This corpse
creature’s saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the morkoth’s Hypnosis for 24 hours.
Reactions
Spell Reflection. If the morkoth
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
) checks made against those creatures have disadvantage, and the creatures have disadvantage on Charisma (Persuasion) checks made against anyone who notices their lack of reflection. When they leave the
bleeding also stops if the target receives magical healing. 47–52 Mirrors and other highly reflective surfaces allow magical transport while in the region. Any creature that touches its reflection in an
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Young stone giants practice tirelessly, hoping to prove themselves worthy of assisting the tribe’s best carvers. A stone giant master carver might devote years to finding the best stone before
beginning a great work. The best carvers are honored as the leaders and shamans of the tribe, and their hands are seen as holy — literally becoming the hands of Skoraeus Stonebones as they work. Of course
Equipment
reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a horrific
days.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s choice
Equipment
or simply a reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in
next 1d6 days.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s
Equipment
reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a horrific
.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s choice.
57
Equipment
simply a reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a
days.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s choice
Equipment
a reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a horrific
days.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s choice
Equipment
reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a horrific
.
55–56
A randomly determined mundane item worn or carried by the triggering creature flashes with brilliant energy, becoming an Uncommon magic item of the Game Master’s choice
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
those to the south and those to the east, becoming more foreign to the folk of the Sword Coast and the North the farther away they are. Lands to the South To the south of the Sword Coast lie ancient
revere Silvanus, Malar, and occasionally Selûne. Given the Dambrathans’ history of domination by the Crinti, a ruling caste of half-drow, it is no surprise that they reserve their greatest hatred for
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
other far corner, Manshoon’s spellbook rests atop a black marble lectern protected by an invisible helmed horror. The construct attacks anyone other than Manshoon who disturbs the book (becoming visible
devote time and resources to retrieving or replacing it. If Laeral Silverhand has the opportunity to trade for Manshoon’s spellbook, she offers the characters a sailing ship and a set of bracers of
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragons share a common territory and hoard, live under a strict code of discipline, and devote themselves to a common goal. Their most notable feature, though, is their practice of carving arcane sigils of
to how a dragon becoming Undead does. When a dragon joins a lauth, the dragon’s echoes on other worlds gain a measure of the magical protection from the dragon’s engraved markings. Some of those
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
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
often work with Dyrrn’s cults, many of which are obsessed with evolution—through the use of symbionts or by becoming an aberration. Those who worship the Stealer of Thoughts believe that Dyrrn will






