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Returning 35 results for 'before being drive closed reflection'.
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Paladin
Legacy
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Basic Rules (2014)
shines from her hands, the man’s wounds knit closed, and his eyes open wide with amazement.
A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches
while you were at prayer? Did another paladin sense the potential within you and decide to train you as a squire? Or did some terrible event—the destruction of your home, perhaps—drive you to
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
eye is closed as he murmurs silent incantations. In his outstretched hand, Vecna holds a volatile, light-consuming orb of magical energy that resembles a black hole. The reflection in the fountain is
fountain’s liquid, they see a glimpse of Vecna conducting his ritual in the Cave of Shattered Reflection. A character who examines the reflection sees Vecna kneeling in a crystal-lined chamber. The lich-god’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual
grounds. There is a 50 percent chance that any of these statues are missing limbs or broken into pieces. Rule 4: No one carves statues of frightened warriors. If you see one, keep your eyes closed and your
.
Bonus Actions
Petrifying Gaze (Recharge 4–6). Constitution Saving Throw: DC 12, each creature in a 30-foot Cone. If the basilisk sees its reflection in the Cone, the basilisk must make this save. First
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, pleading for money to pay the toll and hoping that the guards won’t drive them off for annoying more prosperous travelers. When the city is not under lockdown, merchants pour through the external gates
outgoing trade goods, ensuring that commerce flows smoothly and the city gets its share at every turn. The city gates are closed at night. At dusk, the Watch evicts anyone from the Upper City who is not
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
creature or drive it away. Encounters The adventure consists of these encounters. Exploring the Mine. Use the Mine map in Appendix B. In the weeks since the miners abandoned the place, pests have
, but the hole closed behind it in a cascade of rubble. If the characters clear away the rubble from the hole, they hear clacking and scraping from the other side. The hook horror hears it too and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, pleading for money to pay the toll and hoping that the guards won’t drive them off for annoying more prosperous travelers. When the city is not under lockdown, merchants pour through the external gates
outgoing trade goods, ensuring that commerce flows smoothly and the city gets its share at every turn. The city gates are closed at night. At dusk, the Watch evicts anyone from the Upper City who is not
Compendium
- Sources->Dungeons & Dragons->Monster Manual
its post. Should an intruder ignore its warnings, a spectator attempts to drive away the intruder with its magical eye rays. At the end of its service, a spectator might discorporate back into
Frightened condition until the end of its next turn. Wounding Ray. Constitution Saving Throw: DC 12. Failure: 16 (3d10) Necrotic damage. Success: Half damage. Reactions
Spell Reflection. Trigger: The
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
as warnings, knowing that the basilisk that created them is likely to be nearby. “No one carves statues of frightened warriors. If you see one, keep your eyes closed and your ears open.”
— X the
basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
defenders from here in the keep to defend it through the rest of the night, but that will take time. You’d do us a great service if you could get to the mill quickly and drive away the raiders before they
, exterior office. The long side of the building away from the stream has barn doors and a two-part door, and the two short walls have windows. All these openings are closed, but none are locked or barred
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
defenders from here in the keep to defend it through the rest of the night, but that will take time. You’d do us a great service if you could get to the mill quickly and drive away the raiders before they
, exterior office. The long side of the building away from the stream has barn doors and a two-part door, and the two short walls have windows. All these openings are closed, but none are locked or barred
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
the rear of the contraption is a closed, three-foot-square steel hatch. Two dead gnomes in armor lie on the floor next to the vehicle and a puddle of oil.
The dead gnomes are two mimics that attack
Ignus plus one other passenger. If a character asks Ignus to allow the party to drive the contraption, he adamantly refuses to part with his prized invention. Questioning Ignus. Ignus knows the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, cling to life in the darkness, searching the underground for secrets that could lead to their ascension. Undersigil Encounters d6 Encounter 1 A vargouille reflection (see Morte’s Planar Parade
a graveyard for the lost: a closed, circular tunnel connected to dozens of one-way, hidden portals scattered throughout Undersigil. At first glance, the Loop appears no different from the tunnels that
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
characters, begging them to help him get out of the tower before more Fiends arrive. This is a ploy to drive the characters toward any Fiends surviving on the floors below. If none remain, he either
atop a stone pillar. A ladder descends to the floor below. Seated in a corner is a githyanki woman with long, white hair and closed eyes.
The Fiends have kept the castle’s caretaker, a neutral
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
svirfneblin hiding in Blingdenstone after the drow armies abandoned the city managed to kill or drive off the wererats, but many of the deep gnomes became infected with lycanthropy. Today, deep gnome
the closed-off areas of Blingdenstone and set up court, summoning all manner of oozes along the way and rendering portions of the ruined city uninhabitable and dangerous to outsiders. Utterly insane and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Beholder Lairs The lair of a beholder is a reflection of the creature’s mind-set — designed to anticipate, and thwart, any plan that would-be invaders might devise. Each of its chambers is isolated
for intruders to navigate. Minions usually guard the entrances to this chamber. Escape Tunnels A lair has several escape tunnels, each closed off inside the lair by a large boulder or a mortared
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
hammocks seem to be unoccupied at present. Beneath each hammock is a brass-bound wooden sea chest — most are closed, but two have open lids and appear to contain clothes.
In the center of the cabin stands
the hull. At its foot is a brass-bound wooden sea chest, its lid closed. Under the bunk is a brass box, also closed.
In the center of the cabin, a plain wooden table is bolted to the deck. On it
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
milky-white, seemingly blind eyes sees a reflection of their own face made decrepit and withered by age. The hag’s disguise is that of Greensong, a cheerful, rosy-cheeked wood elf who feigns
with bloodshot eyes. Auntie Greenbones knows how to infuse demon ichor into the paints needed to create the cursed paintings that drive the coven’s evil bargains. This recipe is inscribed on the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
another corner. Five closed doors lead from the room.
Dress Dummies. Seven humanoid-shaped dressing dummies stand in the corner—four of Medium size and three of Small size. Six of them are adorned with
, including paintings, etchings, and sketches. All are displayed in gaudy, gilded frames.
A framed oval mirror two feet wide and five feet tall hangs in the middle of one wall.
The hall has closed
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
square room, its walls, floor, and ceiling made of glowing crystal set with images of unblinking eyes. A crystal door stands closed, but you can just make out the long corridor beyond it, and a lone
and drink for Alessia and any visitors to the tomb. It currently contains empty glass flasks, half a loaf of bread, and three peaches. If the cabinet door is closed, a bell rings. When the door is
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
overrun by insects or hives of similar creatures, likely manipulated by magic, otherworldly intelligence, or environmental factors to infest an area in countless numbers and drive out all competing life
) 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
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
has a central spiral staircase leading up. The staircase is flanked by two closed doors, each one set in the middle of a stone wall. A thin, weak-looking dragonborn is feebly trying to sweep the floor
(Glitter) A youthful male shield dwarf dancing at a feast (Falthrax Loderr) A radiant female moon elf gazing upon her own reflection (Sylvarie) If the characters don’t yet know the significance of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
champions of Dhakaan fought fiercely. But in the end, it was the orc Gatekeeper druids who closed the portals to Xoriat and drove the daelkyr into Khyber. The Gatekeepers crafted seals to hold both
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
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
reflection, the Court of Fountains is also Eileanar’s most beautiful locale. The elf Aurivyl (Medium, Neutral Good Archpriest), a descendant of the Eaerlanni elves who taught the Netherese magic, is in
sides of this grand avenue, each storefront a glimmering treasure box of sensory delight.
Curving along the Outer Platform, the Way of Astonishments is closed to traffic, allowing patrons to freely
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
drive a wedge between him and Ronnom, or heads toward Skalanthas’s hoard (area M39). If a character asks Skalanthas why he sinks ships, the dragon explains that drastic actions are necessary to protect
containing 450 GP, a bejeweled necklace (worth 750 GP), two electrum bracelets inlaid with gold (worth 250 GP each), and four silver rings (worth 25 GP each) Closed, unlocked Chest that contains 5,000 SP
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
goblins also shout to alert their comrades in areas C4 and area C6 that the castle is under attack. C2: Trapped Hall Doors stand closed to the north and south, with a crumbling mound of rubble
directions, trying to overwhelm the adventurers and drive them from the castle. Trap. The dusty plaster and rubble before the door leading to area C8 conceal a copper tripwire connected to linchpins
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
feet long. A number of stone mausoleums stand vacant, their doors hanging open. The interior of a mausoleum is dimly lit when its door is open and shrouded in darkness when the door is closed. As the
the characters, waiting for a chance to use its Scare ability to try to drive them from this level. If unsuccessful, it goes invisible again, then waits and attacks alongside the minotaurs that emerge
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
attack. 2. Trapped Hall Once the castle’s foyer, this wide hall makes a dangerous battleground. Doors stand closed to the north and south, with a crumbling mound of rubble partially obscuring the
, trying to overwhelm the adventurers and drive them out of the castle. Trap. The dusty plaster and rubble in front of the door leading to area 8 conceals a copper tripwire connected to linchpins hidden in
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
four panels are closed. Opening a hatch reveals a square cavity containing the head of a decapitated creature. When a hatch is opened, the head inside that cavity barks one of the following utterances
: Bugbear head: “Yah!”
Harpy head: “Bah!”
Hobgoblin head: “Gah!”
Ogre head: “Bah!”
Each repeats its one-word utterance every time its hatch is opened, then falls silent until the hatch is closed
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
“HANDLE WITH CARE.” A closed door offers a way into a walled-in area to the northwest. A mechanical lift stands along the south wall to the east, and two iron spiral staircases rise from the
cloudkill, catching the victim of Eye of Corruption. He uses fear to drive the characters away from him and, with luck, into the lingering cloudkill spell. Finally, he mixes fireball and his melee
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
some candy on hand or some sweet rolls, and all will be calm where you live. Kythorn 14: Guildhall Day This day is a time of trade fairs. Most shops are closed, and street sales are suspended for all but
“drive down” dragons. In Waterdeep, the celebrations take the form of parades that center around effigies built of wood and cloth and filled with straw. Each effigy is named and has a traditional
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
promises and flattery. He is the mastermind of the Dead Three, the one whose ambitions drive the group’s efforts. Bane’s devoted followers are warriors who seek to rule through martial strength and
patron. Bane’s clerics wield black maces with heads shaped to look like a closed fist. Cult Ranks. Bane’s cultists operate according to strict military hierarchies. The lowest rank consists of the fists
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
closed monastery doors. The plain doors are made of heavy timber with iron studs. A dusty footpath circles the building.
If the characters scout around the other sides of the building, add the
. 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
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
and gore, each can be folded flat with 2 minutes of work and weighs 500 pounds. Neither cage has a lock because Vakketar would wrap her animated chains around the cage doors to keep them closed. Each
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->The Book of Many Things
objects and can’t be broken. Reflections. Reflections in this room take on a life of their own, taunting the creatures who cast them. A creature that converses with its own reflection must succeed on a
Jester cards, and the floor is scattered with soft cushions. The door to the north bears the Fates card. A section of wall-cards shuffles aside, admitting a gnome-like man before shuffling closed
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
thieves’ tools, a character can disable the trap by using shims to jam the top closed. If the check fails, the character thinks the trap was deactivated even though it wasn’t. If the trap is triggered
to expand the sewer system beyond the prototype. But then creatures native to the plane of filth came through the gate in the wrong direction. After hiring mercenaries to drive the creatures back, the






