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Returning 35 results for 'before behind directions clever reflection'.
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Magic Items
Dungeon Master’s Guide
reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror’s
Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Monsters
Planescape: Adventures in the Multiverse
the decaton dies, its body disintegrates into dust, leaving behind anything it was carrying.Multiattack. The decaton makes three Tentacle attacks.
Tentacle. Melee Weapon Attack: +7;{"diceNotation
sprout out from their rounded frames in all directions. Their heads contain ten eyes to readily observe the operations of surrounding base modrons. In emergencies, a decaton can discharge a bolt of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;rats, leaving behind a trail of bloodless corpses. When underground, it uses its tentacles as feelers, prodding and examining the environment in all directions. Above ground, it usually keeps its
Monsters
Mordenkainen Presents: Monsters of the Multiverse
sporting three bulbous eyes that face in different directions.
Froghemoths are creatures not of this world. A journal purportedly written long ago by the wizard Lum describes strange, cylindrical
. The froghemoth cares nothing for its egg and might eat the hatchling. A young froghemoth’s survival thus depends on its parent leaving it behind in indifference. A newborn froghemoth grows to
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
of itself behind. The destruction of a fractine is accompanied by a loud sound reminiscent of shattering glass.
A fractine attacks by falling on its targets, dealing damage as it passes through them
. A fractine can also imprison a creature inside a demiplane contained within its two-dimensional form, the prisoner’s distorted reflection visible in the fractine’s glassy surface
Species
Wayfinder's Guide to Eberron
into the eyes of the stunned onlookers. She smiled behind her spirit veil, counting the blades arrayed against her.
“But forty will.”
Elven culture began on the distant continent of Xen
or clever? Whatever their nature, it’s your duty to follow their example. Is this something you proudly embrace, or do you resist it? Each patron ancestor is tied to many Valenar: do you have a
Monsters
Waterdeep: Dungeon of the Mad Mage
Special Equipment. Halaster wears a robe of eyes that lets him see in all directions, gives him darkvision out to a range of 120 feet, grants advantage on Wisdom (Perception) checks that rely on
temporary hit points per level of the slot.Halaster, the Mad Mage of Undermountain, is the deranged individual behind most of the traps and horrors found in the great dungeon under Waterdeep
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
leaving nothing behind but bones, gristle, and the victim’s blood-spattered belongings.
Gnoll vampires are indiscriminate feeders that prefer the flesh and blood of humanoids, including other
Species
Wayfinder's Guide to Eberron
into the eyes of the stunned onlookers. She smiled behind her spirit veil, counting the blades arrayed against her.
“But forty will.”
Elven culture began on the distant continent of Xen
or clever? Whatever their nature, it’s your duty to follow their example. Is this something you proudly embrace, or do you resist it? Each patron ancestor is tied to many Valenar: do you have a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus — not necessarily an indication of your chosen profession, but a description of your preferred techniques.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus — not necessarily an indication of your chosen profession, but a description of your preferred techniques.
Kobold
Legacy
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Species
Volo's Guide to Monsters
strong social structure that stresses devotion to the tribe, are clever with their hands, and viciously work together in order to overcome their physical limitations.
In the kobolds’ version of
sent Kurtulmak to retrieve it. Garl lured his pursuer into a maze-like cavern, then collapsed the exits behind him, trapping Kurtulmak for all eternity. Kurtulmak is a hateful deity, one who despises
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
result is an entity that is capable of devising and enacting the most clever strategies, paranoid at all times about threats to his rule (which certainly exist in the chaos of the Abyss), and
this end, his two heads would finally fight to the death, each devouring the other and leaving behind nothing but a void. Cultists. Demons comprise the majority of Demogorgon’s cultists, since he
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Leaving the Past Behind Before beginning the adventure, ask each player to contemplate where and how their character lives. Their answers don’t need to be specific or rooted in the Domains of Dread
has conveyed their broad thoughts about their character’s situation, inform them that their character has come to possess a cryptic message and directions to an unfamiliar but nearby meeting place
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
metal panel on the north wall. If fewer than six candles are lit when the words are spoken, the lever appears on the south wall instead. These levers exist only in the mirror’s reflection, not in reality
unseen servant, lasso the lever with a rope, or undertake any suitably clever solution. True Lever. If the north lever is pulled, the hexagon seal on the skeleton gate in area 71 rolls aside, revealing
Backgrounds
Guildmasters’ Guide to Ravnica
My research builds on my parents’ work and takes it in interesting new directions.
2
If a serious problem confounds me, I can count on my mentor to provide clarity of thought.
3
A
make a nice sideshow act.
9
I left the Selesnya — and a lover — behind when I joined the Simic.
10
Roll an additional Simic contact; you can decide if the contact is an ally or a rival.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Gnome with No Name A 4-foot-tall, 2-foot-wide bronze-framed mirror leans against the far wall in this otherwise empty room. A creature that gazes into the mirror sees its reflection take the form
immunity to poison and psychic damage. Breaking it or casting a successful dispel magic spell (DC 19) on the mirror frees the gnome. However, without the mirror’s magic to sustain her life, she instantly ages and dies, leaving nothing but dust, bones, and scraps of leather armor behind.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
reflection of Neverwinter. The Crevice of Dusk closes immediately after shunting the characters. The characters experience the following vision: Around the world and across the planes, you perceive
innumerable cults of Vecna. They snatch away people and strip their secrets in rituals like the one you stopped. Behind them, the withered form of Vecna gathers the secrets like threads, adding them to a
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->The Book of Many Things
Seelie Market Attentive travelers might notice a shimmering, majestic dragon soaring above the clouds. A wagon caravan trails behind the dragon, attached to it by a magical harness. Usually the
dragon disappears behind a cloud, taking its strange caravan with it, and is seen no more. But sometimes the dragon makes a gentle, spiraling descent into a forest or another secluded area. Those who seek
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
from when they departed. They can explore the city for as long as they please but should eventually return to Fortune’s Wheel. Following R04M’s vague directions, they can find the portal behind the
fortune’s wheel game. A character who questions one of Shemeshka’s employees at the casino and succeeds on a DC 16 Charisma (Intimidation or Persuasion) check can also learn there’s a portal behind
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, jagged shards of black crystal fly off in all directions.
The dragon leaves behind hundreds of chardalyn fragments, some as big as a wagon wheel and others as small as a coffin nail. If the characters
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the characters are at the time, whether traveling between sites or ostensibly safe at an inn. If the characters encounter the hell hounds in the wilderness, the hounds appear a short distance behind
hounds. Thorsk Thelorn in Red Larch can connect the symbol to a mysterious gathering of druids in the Sumber Hills he heard about from a passing merchant and provide directions to Scarlet Moon Hall.
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
and march toward it, only to find the hilltop getting farther away. Similarly, a wanderer who asks for directions might be told to follow a particular trail, only to discover the trail changes course
while skipping counterclockwise around a tree 3 Eating a mushroom while gazing at one’s own reflection in a clear pool or stream of water 4 Doing a headstand in a ring of stones 5 Staring at firelight
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
behind him and pulls him through. Visible within the rift is a smoky, red-tinged skyline full of mountains. Kas’s Secret. As Kas is pulled back to Tovag, the characters’ links to Vecna flare. The
links’ magic tears Kas’s last great secret from his mind: Vecna is currently in the Cave of Shattered Reflection. If the characters are on the verge of killing Kas, the vampire tells the characters
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
and effort. Roll 2d4 + 2 to determine how many hours it takes. Halve the time if the characters devise a clever way to accomplish the work more quickly. Regardless of how the characters get the
spelljamming helm to the Command Deck, a nefarious trap awaits them upon their arrival there. This trap (described below) was left behind by the tyrant ship’s beholder crew before they abandoned the vessel
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
1. Cave Entrance Whether the characters follow Gundren’s map or receive directions to Wave Echo Cave from another source, their initial approach leads them to a narrow tunnel whose entrance is hidden
within the Sword Mountain foothills. The entrance tunnel leads into a large cavern supported by a natural pillar of rock and containing three stalagmites. In the western part of the cave, behind the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
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
. Clever sahuagin sometimes ally with dragon turtles, enticing them with treasure to use their blistering breath weapons in sahuagin raids against ships and coastal settlements. Elemental Might. Dragon
Monsters
Fizban's Treasury of Dragons
to mirror the dragon’s mood.
Clever Concealment
The shyest of the gem dragons, emerald dragons are also the most curious. They love to observe local settlements and peoples, using their psionic
creators abandoned them, taking great interest in the artifacts and architecture they left behind. Visitors who manage to convince the dragon they are not a threat are treated to a tour of the vaults, with
Monsters
Fizban's Treasury of Dragons
dragon’s mood.
Clever Concealment
The shyest of the gem dragons, emerald dragons are also the most curious. They love to observe local settlements and peoples, using their psionic abilities to
of the remaining areas of the vaults as they were when their creators abandoned them, taking great interest in the artifacts and architecture they left behind. Visitors who manage to convince the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
snow alongside them, as if something was being dragged behind the creatures. Playing House By following the tracks, a character with a passive Wisdom (Perception) score of 13 or higher can pick up the
sound of movement from behind the conifers, where three chwingas (see appendix C) are playing atop the snow in a clearing. A dinner plate with branches and pinecones arrayed on it is placed between them
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
clubs. Along the walls, six iron keys hang in small niches above stone plinths. Behind the statue, a carved pedestal in a wide alcove has a keyhole set into its base.
The statue is 9 feet tall and
represents the trickster god Unkh as a flail snail. Three ghasts (undead Chultan tribesfolk) hide behind it. Each ghast has Ras Nsi’s symbol — a small blue triangle — tattooed on its forehead. The ghasts
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
here, as you spy drow, svirfneblin, derro, orcs, and other races in the crowds. The shouting of people blends with the sound of distant hammering to create a constant, distracting din.
Behind the
restricted to the Darklake District, and the characters have better luck asking other outsiders for directions rather than trying to engage the duergar locals. They are directed to the Blade Bazaar if
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Reaching the Tower Vizeran’s tower lies on the edge of the Wormwrithings, about ten days from Menzoberranzan. The map and directions the archmage provides the adventurers in chapter 11 allow them to
, and a separate camp farther from the tower will need to be established. The passage behind the secret door is narrow enough that you need to move through it single file, occasionally turning
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
from the canopy of the ancient forest below you and scatter in all directions. Moments later, a much more fearsome creature erupts from the woods: a sinewy, pale-green dragon that takes to the sky and
flies toward the palace. Its mighty wings carry it to great heights. Once above the palace, it drops like a stone and vanishes from sight behind the palace’s high walls.
The jabberwock has fed and is






