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Returning 35 results for 'before been danger change reflecting'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
playful eladrin beguile other creatures to fill them with the joy of spring. Their antics can lead other creatures into danger and make mischief for them.
If an autumn eladrin invites you over for
their emotional state by transforming them into different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while
Adult Gold Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Change Shape. The dragon magically
creatures in the mist, warning such creatures of the danger.
Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius.
If the dragon dies, these effects end immediately.Fire
Ancient Gold Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Change Shape. The dragon magically
-evil creatures in the mist, warning such creatures of the danger.
Gems and pearls within 1 mile of the dragon’s lair sparkle and gleam, shedding dim light in a 5-foot radius.
If the dragon dies, these effects end immediately.Fire
Monsters
Eberron: Rising from the Last War
affected only once. The area of each arcane burst then acts as an antimagic field for 1 hour. Sul Khatesh and spells she casts are unaffected by these fields.
Change Shape. Sul Khatesh magically
Khatesh understand what forces they are dealing with, or recognize the danger inherent in her gifts.
The Queen of Shadows. An entity of shadow, Sul Khatesh can assume any form. Her favored shape is a twelve
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. The gods can tell characters to do things and even threaten to punish them if they don’t do things, but the gods can’t control mortal actions. Don’t Eliminate Risk and Danger. The intervention of a
god should never guarantee success or victory, nor should a god’s interference portend immediate defeat. Gods can act to change the balance of an encounter or offer an avenue of escape, but they count
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
The Sinister Wilds of Shadowmoor JOSÉ VEGA Shadowmoor Shadowmoor is a gloomy reflection of Lorwyn. Conditions are harsh, but despite the darkness and danger, its wilderness brims with life
. Perpetual night hangs over the realm; the moon crosses the horizon but never sets. Shadowmoor’s lunar cycle is monthly, reflecting most Material Plane moons. Outside areas are in Dim Light, except during a new moon, when they are in Darkness.
Wizard
Legacy
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Classes
Basic Rules (2014)
-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call
other wizard? Perhaps you’re simply eager to put your newfound magical skills to the test in the face of danger.
QUICK BUILD
You can make a wizard quickly by following these suggestions. First
Backgrounds
Guildmasters’ Guide to Ravnica
in my communication.
Ideals
d6
Ideal
1
Guild. My guild is all that really matters. (Any)
2
Change. All life is meant to progress toward perfection, and
confident in my ability to adapt to any situation and handle any danger.
5
I’ll take any risk to earn recognition for my scientific brilliance.
6
I have a tendency to take shortcuts in
Monsters
Fizban's Treasury of Dragons
the Crystal Dragon Wyrmling;wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest crystal dragons have
winter wolf;winter wolves loyal to a frost giant, intent on convincing the wolves to change their evil ways.
4
A lonely werebear enjoys long conversations with a young crystal dragon but doesn
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Tiers of Play As characters grow in power, their ability to change the world around them grows with them. It helps to think ahead when creating your campaign to account for this change. As the
characters make a greater impact on the world, they face greater danger whether they want to or not. Powerful factions see them as a threat and plot against them, while friendly ones court their favor in
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
advantage, reflecting the help provided by the other characters. In combat, this requires the Help action (see chapter 9, “Combat”). A character can only provide help if the task is one that he or she
characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
advantage, reflecting the help provided by the other characters. In combat, this requires the Help action. A character can only provide help if the task is one that he or she could attempt alone. For
quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
characters to do things, and even threaten to punish them if they don’t do things, but the gods can’t control mortal actions. Don’t eliminate risk and danger. The intervention of a god should never
guarantee success or victory, nor should a god’s interference portend immediate defeat. Gods can act to change the balance of an encounter or offer an avenue of escape, but they count on their champions to be heroes and act accordingly.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
. Alternatively, you can take the House Agent background, or some other background reflecting your character’s history, and choose a Dragonmark feat later in your career. Since dragonmarks typically
adolescence. Each house’s test is different, but they all involve some danger designed to evoke the power of the house’s mark. Usually, a dragonmark appears during the test, if it ever manifests at all, but
Compendium
- Sources->Dungeons & Dragons->Monster Manual
danger. When such a guardian is created, the magic that animates it is intertwined with a bonded command amulet. Any creature that has a shield guardian’s command amulet can control that Construct and, in
are typically constructed of steel, stone, and wood in the shape of watchful soldiers. More fanciful designs exist, reflecting the tastes of their creators. Given their resilience, it’s common for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Plane of Fire Fire represents vibrancy, passion, and change. At its worst, it is cruel and wantonly destructive, as the efreet often are, but at its best, fire reflects the light of inspiration, the
cruel nature. True to the nature of the Plane of Fire, everything in the city seems alive with dancing flames, reflecting the vibrant energy of the place. Adventurers frequently come here on quests
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
efreet’s grandiose and cruel nature. True to the nature of the Plane of Fire, everything in the city seems alive with dancing flames, reflecting the vibrant energy of the place. The heart of the city
hangout for ballooning enthusiasts. Plane of Fire Adventures Fire represents vibrancy, passion, and change. At its best, fire reflects the light of inspiration, the warmth of compassion, and the flame
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
characters, “From time to time, the great stones change position when no one is watching. That is how they talk to us. They show us signs of coming danger and warn us when we make bad choices.” The old
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
of the fantasy genre revolve around dealing with a dragon who has become too monstrous and putting an end to the danger the dragon poses to peoples and civilizations. Three basic goals can provide the
. It might be possible to drive the dragon off or somehow change the dragon’s behavior, but sometimes killing the dragon is the only option. Reclaim the Dragon’s Lair. A dragon has displaced an entire
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
danger — to adventures that take heroes into the Underdark or the Shadowfell. Or, if you’re interested in exploring either side of the conflict between the gith that’s portrayed in chapter 4, the
encourage DMs to use it. You can do what you will with these monsters and change their lore to suit your game. Nothing we say here is meant to curtail your creativity. The creatures in this bestiary are
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
character can get her to stand down by succeeding on a DC 18 Charisma (Persuasion) check. But any hint of a subsequent threat—or if she fears any danger will come to her children—ends negotiation and she
interactions with the characters. Use the commoner stat block for them, if necessary. Change their creature type to Giant and increase their Strength to 14 (+2). They’re too young to speak fluently, but they know a few words of Giant (see the “Fire Giant Baby Talk” sidebar later in the adventure).
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for
the illusion), provided that you can see the illusion. Illusory Self Beginning at 10th level, you can create an illusory duplicate of yourself as an instant, almost instinctual reaction to danger. When
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Activity While Traveling As adventurers travel through a dungeon or the wilderness, they need to remain alert for danger, and some characters might perform other tasks to help the group’s journey
to travel side by side with others in their rank. When space is too tight, the marching order must change, usually by moving characters to a middle rank. Fewer Than Three Ranks. If an adventuring
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Activity While Traveling As adventurers travel through a dungeon or the wilderness, they need to remain alert for danger, and some characters might perform other tasks to help the group’s journey
to travel side by side with others in their rank. When space is too tight, the marching order must change, usually by moving characters to a middle rank. Fewer Than Three Ranks. If an adventuring
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Furygale Repository When the characters arrive at the Furygale Repository, they find a warehouse-like structure with walls that slowly change shape and color, as if melting and reforming. Floating
warning signs around it read, “Danger: Elemental Forces.” A cavernous opening in the south wall provides access to the interior. When the characters enter, read or paraphrase the following text: The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
wilderness of brutality and horror known as the Gaping Maw, where even powerful demons are overcome by fear. Reflecting Demogorgon’s dual nature, the Gaping Maw consists of a massive primeval continent
command, the demons of Azzagrat present a veneer of civility and courtly comity. However, the so-called Triple Realm holds as much danger as any other part of the Abyss, and planar visitors can vanish
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
pirate before she joined the Zhentarim and rose to become one of Manshoon’s favored lieutenants. She cackles madly in the face of danger and loves a good chase. She knows the streets, alleys, and rooftops
(Athletics) check. On a failed check, the height change counts as 10 feet of difficult terrain. 3 You come to a rooftop that’s 10 feet lower than the one you’re on. Make a DC 10 Strength (Athletics) check to
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Lurking Danger A nest of meenlocks lives in the mine outside the village. Though most of the creatures returned to the Feywild once the village was empty, six meenlocks (see the end of the adventure
through the peaks. The three original meenlocks stay within the nest, while the other three venture into the village to torment the characters, either individually or as a group. You can change the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
” section, roll a d6 instead of a d4, reflecting their increased ability to avoid the guards. If the characters spend more than 10 minutes in any room that’s part of the guard rotation, a guard
building to investigate suspicious sounds. A new shift starts every four hours, and six guards show up at each shift change.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
wait a few minutes for Naruv to explain the flavor change. When she doesn’t, they cautiously explore the feeder troughs clockwise (to area F1, then area F3, then area F4), looking for danger
disturb any of the nothics or touch the sludge, the grells in the Feeder Trenches immediately notice the change in taste. Any grells remaining in area F3 come here to investigate. The grells in area F2
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
defined by the prominent leaders, innovators, and tyrants of the day. These people change the world and etch their signatures indelibly on the pages of history. When they rise to power, they shape the
thing that has been consistently true about the world, which is now no longer true due to this leader’s rise or influence. This is the biggest change that occurs when the new leader takes power and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Features Level Proficiency Bonus Class Features Rages Rage Damage Weapon Mastery 1 +2 Rage, Unarmored Defense, Weapon Mastery 2 +2 2 2 +2 Danger Sense, Reckless Attack 2 +2 2 3 +2 Barbarian Subclass
properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of those weapon
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
to automatically cross a sunbeam, which awakens Grandfather Oak. This corrupted treant has several myconids grafted onto its body. Grandfather Oak uses the treant stat block with the following change
add even more danger to the fight. After 3 rounds of combat, Mother Stag approaches and pretends to drive the treant away. See “Offer of Help” below. Perilous Exploration. As the party continues on
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Features Level Proficiency Bonus Class Features Rages Rage Damage Weapon Mastery 1 +2 Rage, Unarmored Defense, Weapon Mastery 2 +2 2 2 +2 Danger Sense, Reckless Attack 2 +2 2 3 +2 Barbarian Subclass
the mastery properties of two kinds of Simple or Martial Melee weapons of your choice, such as Greataxes and Handaxes. Whenever you finish a Long Rest, you can practice weapon drills and change one of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
something down in a small notebook.
The chamber is brightly lit, as if by sunlight. The sunlight is just a natural trick caused by crystal growths reflecting and amplifying the light of the bioluminescent
temporary — a fluke due to the recent disruption of faerzress throughout the Underdark. Both the potency and the nature of the effect could change within a week or two, and this teleport effect likely






