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Returning 34 results for 'before been detached come reflections'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
recounted in dockside taverns tell of people lost to the sea—but not merely drowned and gone. Some unfortunates taken by the ocean live on as sea spawn, haunting the waves like tortured reflections
death.
Sea spawn come in a wide variety of forms. An individual might have a tentacle for an arm, the jaws of a shark, a sea urchin’s spines, a whale’s fin, octopus eyes, seaweed hair, or
Monsters
Icewind Dale: Rime of the Frostmaiden
Celestial. If it hears words of Celestial spoken, the vampire must try to attack the source of those spoken words on its next turn. If these words come from multiple sources and from opposite directions, the
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
Monsters
Planescape: Adventures in the Multiverse
primal evil power before other yugoloths or that they come from an epoch before the current manifestation of the planes. Baernaloths refuse to say, but most obsess over secrets and obscene lore regarding
while, baernaloths are disturbingly detached, observing their victims’ agony without emotion.A Baernaloth’s Lair
Whether in the hopeless realms of Hades or on the rare occasion they lurk
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Having sensed that something is wrong with her beloved patron, Kettlesteam has come to the carnival seeking answers. The carnival owners refuse to speak to her—and until they come clean, she is
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
Lizardfolk
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
other humanoids. Like most reptiles, their feelings largely revolve around fear, aggression, and pleasure.
Lizardfolk experience most feelings as detached descriptions of creatures and situations
utility and importance. Nowhere does this come through as strongly as when lizardfolk deal with the dead. To a lizardfolk, a comrade who dies becomes a potential source of food. That companion might have
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
creatures, they traveled in Corellon’s shadow, sparkling like the reflections from a finely cut gem. When Corellon came to notice these glorious echoes, the god tarried with them in the place that became
example of Corellon’s wild, ever-shifting ways. As these primal reflections of Corellon changed their nature and defined themselves, they came to see Corellon and Lolth in new lights. They now viewed
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
thrive. Her goodwill is a bulwark against both physical starvation and starvation of the spirit: despair, loneliness, and moral weakness. Karametra promises that spring will always come again, trees will
might not want to wield power over other gods, but her position of detached compassion lends her significant influence to wield as she chooses. The other gods trust her to be impartial in their
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Reflections of Lolth From the time they’re old enough to understand, drow are taught that they’re superior to all other creatures, for they remain steadfast in their devotion to Lolth despite the
occurred in different worlds of the Material Plane at different times. I have even discovered one world, Krynn, where it has yet to come to pass.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
ocean and live on as sea spawn, haunting the waves like tortured reflections of their former selves. Coral encrusts them. Barnacles cling to their cold skin. Lungs that once filled with air can now
hearts and minds of land dwellers. They are transformed by the sea and enslaved by powers of the deeps. And the transformation is more than mere fins and tentacles; they come to love their slavery. Poor
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Gods of the Yuan-ti The detached, intellectual nature of the yuan-ti doesn’t lend itself to fervent or devout worship in the manner that others revere their deities. Nonetheless, they acknowledge a
plague the folk of the world. Her followers believe that Dendar is a harbinger of the end of things, which will come when she amasses enough power to consume the world. Another legend concerning her
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
sea spawn, haunting the waves like tortured reflections of their former selves. Coral encrusts them. Barnacles cling to their cold skin. Lungs that once filled with air can now breathe in water as well
spawn come in a wide variety of forms. An individual might have a tentacle for an arm, the jaws of a shark, a sea urchin’s spines, a whale’s fin, octopus eyes, seaweed hair, or any combination of such
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
strength as they work to master elemental power. The characters come up against the elemental prophets and confront one of the four cult leaders, whose identity depends on which part of the temple the
and warped into strange reflections of the Elemental Planes. At the heart of each elemental node, the characters find a great portal that serves as a conduit from its associated elemental plane. Here
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
posit that these enigmatic yugoloths were created by a primal evil power before other yugoloths or that they come from an epoch before the current manifestation of the planes. Baernaloths refuse to say
to painfully reopen. All the while, baernaloths are disturbingly detached, observing their victims’ agony without emotion. Baernaloth Large Fiend (Yugoloth), Typically Neutral Evil
Armor Class 17
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
place. With each eye that is inserted, the reflections of the characters in the mirror become progressively unhealthier — losing weight, hair, and teeth as they come to resemble undead. When all ten
piece from its trove, the beholder uses the alien growth throughout this level of the dungeon against them. Whenever the characters come near a patch of the growth, it sprouts an eyestalk and attacks
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
punishment for being “bad parents.” Ever since then, they have been shunned by their peers (see the “Shadowless” sidebar earlier in the chapter). The characters might have encountered the goblins’ detached
cast inside it. The flames come in different colors, but they give off no heat. The goblins can swivel these cylinders to focus the lights on different parts of the stage, and they use the shutters
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
whom they have some sort of leverage. Beholder Eyestalk The eyestalk need not come from a true, living beholder. It can be plucked from a stuffed beholder (see “Old Xoblob Shop,” chapter 1) or obtained
from a lesser form of beholderkin, such as a gazer or a spectator. The eyestalk also need not be detached. Xanathar (see appendix B) gladly accompanies characters to the vault if that’s the way to
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
reflections. Creatures, objects, and energy reflect, refract, duplicate, or are transported elsewhere. Such locations arise from the intrusion of a theorized Plane of Mirrors upon the Material Plane, or
creature in the region gains the benefits of the blink spell for 1 minute, shimmering with overlapping shattered reflections. 19–24 Creatures in the region don’t cast reflections. Wisdom (Insight
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
their lairs, green dragons can’t be tracked near their lairs, brass dragons are aware of creatures that come near water in their territory, and gem dragons can use clairvoyance to observe particular
bronze dragon’s lair, or the crystalline growths common near any gem dragon’s lair. Other examples include the following effects: Deceptive Reflections. At first glance, still water within 6 miles of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
come bearing a choice secret or the bones of a particularly interesting creature. Githyanki have found a way to coexist with berbalangs, and sometimes use the creatures to spy on their enemies and to
speared, a creature is pulled into the darkness to be sliced apart or teleported elsewhere to be tortured to death.
Dark Reflections. A boneclaw’s master might not want such a servant or even know it
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. 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 normal vampires, gnoll
vampire must try to attack the source of those spoken words on its next turn. If these words come from multiple sources and from opposite directions, the vampire is restrained. Otherwise, it moves to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
onlookers in their youth; the images grow steadily older, until the mirrors deep within the hall reflect onlookers in their twilight years. As the characters scrutinize their reflections, ask the players
minutes, they come upon him as he steps into the mirror to join the girl in the pig mask. After he passes through the pane, his youthful reflection takes the girl’s hand and walks away with her. The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Wilderness Survival The following rules come into play as the characters explore Ten-Towns and embark on adventures to the icy, windy, hellishly cold reaches of Icewind Dale. Avalanches The following
mountain pass are reflections of Auril’s self-imposed isolation. A blizzard in Icewind Dale typically lasts 2d4 hours, and whenever the characters are caught in one, the following rules apply until it
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Archfey’s Personality table. Archfey’s Personality d8 Personality 1 Benevolent. The archfey welcomes all into their domain and does everything in their power to assist those who come to them in
things that occur in threes. The archfey’s obsession is reflected throughout their domain, where things seem to naturally come in threes. 8 Stories. The archfey wants nothing more than to listen to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
lantern with a continual flame spell cast on it hangs above the bed.
Maleen and Tendra have come from Shadowdusk Hold (level 22) on the orders of Halaster Blackcloak. Under the guise of seeking an
has yet to make good on his promise to enslave the minotaurs of the Maze Level. Visitors who have business or grievances with Erelal are dealt with as quickly as possible. Those who come to her with
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
missing its entire north wall, and what little remains turns to ashes before your eyes. Through the hole, you see two detached sections of the castle floating in the air.
The gallery itself contains
in the adventure). A daring adventurer leaps to a floating
tower that has detached from Castle Cinis S15: King’s Armory The first-floor armory is suspended 40 feet in the air, with nothing but the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
command me.”
Ideal. “I yearn to see the best of all possible futures, so that I can help those futures come to pass.”
Bond. “I faithfully serve Valin Sarnaster, the living embodiment of the divine will
room, notices that one of the mirrors near the corner of the room has a shimmer in its reflections. A creature that touches that mirror takes no damage and causes the mirror to turn sideways, revealing
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. Lady Wachter casts gentle repose spells on the corpse to keep it from deteriorating. If the characters come to Wachterhaus looking for help to overthrow the burgomaster, Lady Wachter is all ears and
suggests they start by killing the baron’s evil henchman, Izek Strazni. She’s happy to take care of the rest. If they come looking for a way to defeat Strahd, Lady Wachter turns them away, stating in no
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
apart. They produce eerie, ghostlike reflections off the water. As you take in the scene, an empty sailboat drifts into view from farther down the hall and makes its way toward you.
The sailboat
search the laboratory find a potion of growth, three potions of healing, and two potions of giant strength (hill). Twelve bean pods hang on the beanstalk and are easily detached. A detached bean pod can
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
revels in danger and decay. Pentar has come to blows with Harmonium patrols on many occasions. She toys with the idea of aligning with the Hands of Havoc, hoping to toss a spark into the mass of dry
come Laws, such as the laws of nature or the edicts of gods. Ultimate authority descends from Axioms, overarching laws that govern existence and give gods their immense power. Guvners theorize about
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. T4. Happy Horse Ranch The Karnveller family raises, trains, sells, and stables horses. Three large buildings stand on their property: a two-story log house with a detached outhouse (the family
a parody of the grandest Waterdhavian noble parties. Folk come here to be awed by it, to be amused by it, or to feel at home in it. Minstrels play quiet background music among floating plants and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
statistics as flying swords, except they deal bludgeoning damage on a hit. If a fight breaks out in this area, the creatures in area K14 come to investigate. K13. Holding Cell The door to this room has a
growl. “Come on, then!” Trapped Door. A glyph of warding spell has been cast on the door, set to trigger when it is opened by anyone other than Manshoon. The glyph, which resembles an ornate letter M
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
lizardfolk in area 23. Treasure. About 5 feet north of the center of the southern wall, partially buried in the mud, is a breastplate — much battered and twisted and now detached from the full suit
reaction to intruders, assuming he is not immediately attacked, will be one of mild surprise, asking them who they are, where they come from, who sent them, and so forth. He knows they are not ambassadors
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
causes the dragon to utter a riddle in Common (to viewers, it seems as though the stone jaws are actually moving). The dragon’s riddle is as follows:
We come at night without being fetched;
we
liquid comes from inside it. The connecting pipes hold the keg in place, preventing it from being detached. The characters can remove a wide metallic bung on the keg’s top with a successful DC 15
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
cracked. If she has been warned about intruders, Bavlorna fixes her bulging eyes on the characters as they come into view: The toad-like creature speaks to you in a low croaking voice. “What act of
shadow has detached from the darkling and roams freely. If the characters arrive here while Bavlorna is entertaining the darkling elder, they interrupt a heist being carried out by the shadow: A shape






