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Returning 25 results for 'before being direction confines reflection'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
want to break the confines of civility and unleash their bestial natures, for Baphomet envisions a world without restraint, where creatures live out their most bloodthirsty desires.
Cults devoted to
fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he’s in the room, although he likes to use this
Monsters
Mordenkainen Presents: Monsters of the Multiverse
spellcasting ability. The spell has the normal effect, except that the githzerai can orient the area in any direction and creatures and objects fall toward the end of the area.Anarchs are githzerai sages and
leader Zaerith Menyar-Ag-Gith are an ascetic people who live apart from the rest of the cosmos, within the confines of fortresses floating through the chaos of Limbo. Instead of imposing their will on
Baphomet
Legacy
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Monsters
Out of the Abyss
, the Horned King and the Prince of Beasts. He rules over minotaur;minotaurs and others with savage hearts. He is worshiped by those who want to break the confines of civility and unleash their bestial
reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
before marching on the Cave of Shattered Reflection and confronting Vecna. The characters need to travel northwest from Pandesmos Outlook to reach Carapace Ridge. There are several ways the characters
might learn which direction to head. If the characters have trouble determining where to go, a character who succeeds on a DC 20 Wisdom (Perception) check can hear, amid the howling wind, sounds of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
death as a wraith, served by specters who were once her loyal retainers. Brysis yearns to accumulate enough life force to leave the confines of her tomb, to which her spirit is bound. The adventurers
help to free me?”
The characters receive an impression of the direction to the entrance of the tomb, but the mysterious voice doesn’t respond to any queries. As they follow the voice, a narrow side
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pursue prey beyond the confines of this cavern. 11b. Jarûk’s Cavern Music. Rock music fills this 30-foot-high cavern, which resembles the inside of a geode. The walls and ceiling are encrusted with
. Jarûk’s reward consists of a gem of brightness and two common wondrous items: boots of false tracks and an orb of direction (both described below). These items appear only after the characters complete
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
thunderstorm is the dragon’s work — a regional effect (see the blue dragon entry in the Monster Manual) that stretches for 6 miles in every direction. The storm has no effect on the battle as it
unfolds; it’s simply a reflection of Iymrith’s mood. Storm giants who stride boldly toward the amphitheater with weapons in hand draw fire from the trebuchets (see area 1). The characters can let the storm
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Baphomet Civilization is weakness and brutality is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. He is worshiped by those who want to break the confines of civility and
or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he’s in the room
Magic Items
Infernal Machine Rebuild
object on the same plane as you and have the compass point constantly in the direction of the named target. You gain no knowledge of the distance to the target.
A specialized clockwork compass floats
(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
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
typically small and often nomadic. In part, this is a reflection of the desire to keep the woods untouched, but there are ruins here, such as those of Ascalhorn — now called Hellgate Dell — that
stated aim is to resurrect the kingdom of Eaerlann, and she has made bold steps in that direction by allying the settlements of Nordahaeril, Reitheillaethor, and Teuveamanthaar (which most know as Tall
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
ascetic people who live apart from the rest of the cosmos, within the confines of fortresses floating through the chaos of Limbo. Instead of imposing their will on other peoples, they focus on
reverse gravity spell, using Wisdom as the spellcasting ability. The spell has the normal effect, except that the githzerai can orient the area in any direction and creatures and objects fall toward the end
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
hillside. On a successful check, the characters travel in the general direction of the chimney. Otherwise, they lose their way (see “Becoming Lost” in chapter 5 of the Dungeon Master’s Guide). (A
(Perception) check can hear sounds of activity through the door; increase the DC to 15 for quieter sounds.
Light. Within the confines of Khundrukar, all areas are dark unless a room’s description says
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
triggering creature.
51–52
Each creature within 60 feet of the triggering creature (including the triggering creature) chooses a direction and rolls 2d6. Each creature is then teleported to
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
towards the triggering creature.
51–52
Each creature within 60 feet of the triggering creature (including the triggering creature) chooses a direction and rolls 2d6. Each creature is then
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
tell which direction the sounds come from.
The icicles are more of a nuisance than an obstacle and can be easily broken, although smashing them creates enough noise to alert the creatures in area H17
. Because of the acoustics in the cave, the characters must be within 5 feet of the east tunnel to discern that the barking and yipping is coming from that direction. The east tunnel has a rough-hewn
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
triggering creature.
51–52
Each creature within 60 feet of the triggering creature (including the triggering creature) chooses a direction and rolls 2d6. Each creature is then teleported to
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
triggering creature.
51–52
Each creature within 60 feet of the triggering creature (including the triggering creature) chooses a direction and rolls 2d6. Each creature is then teleported to the
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
triggering creature.
51–52
Each creature within 60 feet of the triggering creature (including the triggering creature) chooses a direction and rolls 2d6. Each creature is then teleported to the
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
triggering creature.
51–52
Each creature within 60 feet of the triggering creature (including the triggering creature) chooses a direction and rolls 2d6. Each creature is then teleported to
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
gilded frame. A door in one corner leads to a garderobe. The baroness used to while away long hours in this room, fondling her perfume collection and searching for solace in her own reflection. Since
once belonged to a secret society called the Ba’al Verzi. If a creature speaks the rhyme while standing within 5 feet of the mirror and staring at its own reflection, the assassin’s ghost appears nearby
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Mate’s Cabin This cabin occupies half the stern section on this deck, with one bulkhead running along the centerline of the ship. Along this bulkhead, leading up in the direction of the bow, is an
the base of the mast.
As you move your light back and forth, you catch a yellow reflection in one of the garbage piles.
A number of rats eke out a precarious existence here, but they are of the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
direction at a speed of 30 feet or to hold its position in defiance of the water’s swiftest currents. L14: Underground Lake A river flows into the south side of this high-vaulted cavern, feeding a
Kasdu’ul is trapped at the bottom of the pool, 30 feet below the surface. An unbreakable stone cage etched with glowing runes confines the genie to the pool. Characters who look into the pool and succeed on
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
examining clues in the boat’s intricate designs and succeeding on a DC 16 Intelligence (Arcana) check—can command the boat to row itself in a particular direction at a speed of 30 feet or to hold its
stone cage etched with glowing runes confines the genie to the pool. Characters who look into the pool and succeed on a DC 15 Wisdom (Perception) check notice the cage’s faint, glimmering light in the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
for creatures without a swimming speed. Four chuuls lurk here, alert for prey entering from any direction. They know about the secret door in the south wall (see below), but they also know that a
to the brown mold growing on the other side of it. Statues. The six statues pushed into the corners are two dwarves, a drow, two quaggoths, and a basilisk that saw its own reflection. Each is
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
right direction. All outside doors are locked after nightfall. M2. Basalt Hall At night, no one is here, but during the day, two Sacred Stone monks (see chapter 7) are stationed here. If the monks are
. After hearing out the characters, Qarbo chooses one of the following options: If the party seems ready to join the cult, Qarbo explains that they must start with a period of self-denial and reflection






