Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before beyond during crawling reflections'.
Other Suggestions:
before beyond during crafting reflection
before beyond during calling reflection
before bond during crafting reflection
before beyond during calling reflections
before belong during crafting reflection
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Crawling Claw “Makes you wonder what can be done with all those other murderer parts, doesn’t it?”
—Evangeliza Lavain, necromancer
Crawling claws are the severed hands of murderers animated by
dark magic so that they can go on killing. Wizards and warlocks of a dark bent use crawling claws as extra hands in their labors. Magical Origins. Through dark necromantic rituals, the life force of a
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Chapter 2: Creating an Archfey Archfey are among the most powerful beings in the Feywild. Consciously or unconsciously, they transform their Feywild homes into reflections of their desires and
complex personalities. Powerful archfey such as the Summer Queen and the Queen of Air and Darkness rule vast domains, and their influence is so great that their courts stretch beyond the borders of their
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
following stat blocks in the Monster Manual or on D&D Beyond: Black Pudding Commoner Crawling Claws, Swarm of Cultist Fanatic Flameskull Ghast Gravecaller Ghost Ghoul Mummy Silver Dragon Wyrmling
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Fortress Badlands Locations (T4-T7) T4. Supply Room A jumbled pile of supplies lies on the floor of this open cave and spills into a narrow hallway beyond.
This cave holds what remains of the
latch keeping it closed. The box contains a dozen crawling claws. If the lid is opened, the crawling claws quickly skitter out. A character who immediately tries to close the lid can make a DC 15
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
-foot-high crawlway in the east wall is flush with the floor. At the far end of the hall, a rippling, transparent curtain of water fills a stone archway. Beyond the curtain, you see another hallway
holding them. Twelve painted figures line each hall, six on the west wall and six on the east wall, directly across from one another. Figures on facing walls are perfect reflections of each other
Compendium
- Sources->Dungeons & Dragons->Monster Manual
. These bizarre subterranean hunters extend their rubbery tentacles to explore and prod their surroundings, often reaching beyond their fields of vision. Should they encounter prey, these limbs ensnare
victims and drag them close to ropers’ toothy maws. If these tentacles are severed, ropers rapidly grow replacements.
Ropers can move, albeit slowly. Crawling on the sticky cilia that cover their
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
counter juts from the wall across the room from the base of the stairs. It holds saws, knives, and other tools. Four skeletons stand beyond this tool bench, guarding a wide passage that exits the to
the west.
The hooded figure is a zombie, and five crawling claws hide among the other body parts in the baskets. If intruders do anything other than turn back, the monsters attack. The “Lord of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, they see it’s stuck through the severed hand of a young woman. The characters have no way of knowing this, but the hand was once a crawling claw and was dispatched by a farmer. Sickly Crops. Wheat
soul shaker’s evil and the excavations of the crawling claws have spoiled the land around the house. If Proclaimer Ward is with the party, the Proclaimer investigates the crops and grows concerned
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm. IT’S YOUR SWARM
A Swarmkeeper’s swarm and spells are reflections of the
Swarm 3rd-level Swarmkeeper feature A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you’re alive, the swarm remains in your space, crawling on you or
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the Material Plane after death, they either dwell in the Astral Plane as spirits or are pulled toward one of the Outer Planes to continue their journey. But some entities find ways to travel beyond
–10 A mass migration of insects begins, with waves of Tiny bugs crawling over everything in the region. Creatures cannot take a short or long rest in the region for the next 24 hours. 11–15 A swarm of
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
, octopus eyes, seaweed hair, or any combination of such qualities. Some sea spawn have piscine body parts that provide them with special abilities beyond those of an ordinary humanoid. THE SEA SPAWN OF
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
lounges on a pillow and entertains diminutive Fey guests (or, in lieu of Fey, a family of very confused squirrels). Hoard and Larder. Beyond the audience chamber are separate hollows for the dragon’s hoard
preens and holds long, complimentary conversations with myriad admiring reflections here. Escape Tunnel. From the sleeping chamber, a concealed escape tunnel leads out through a hollow root before
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. At the chamber’s center, a thick, foul-smelling mist billows from a shallow pool of brackish liquid. Something large and scaly lies within. Beyond it stands a sculpted pillar and a broad stone table
obvious to any creature in the passage beyond. C3: Whistling Hall Two whistlers (detailed at the end of this adventure) lurk in this hall. If creatures make considerable noise in area C2, the whistlers
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
sanctum “beyond the bounds of the world.” Antimagic Controls. It takes a successful DC 12 Intelligence (Investigation) or Wisdom (Perception) check to find the controls, which appear to have been
exploration of the mountains, building an ambulatory craft capable of crawling up and down mountainous slopes to travel farther into the Barrier Peaks, and other tasks of your devising. Completing any such
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
runes is etched into the ground. The symbols move, crawling in a circle. Above them hovers a mass of insectile limbs encompassing an alien light. Beyond it, a narrow passage opens into the vast void
outside.
A vestige of the Drought Elder’s obscene consciousness lingers here. Beyond, its maw opens into the void. Runes. The runes are manifestations of the Drought Elder’s obsessive thoughts
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
waving unimpeded. You become aware you are not alone inside your mind. Somehow, this horror from another world has wormed its way inside you.
Something beyond mortal comprehension exists partially
twenty-foot-high cave is polished to a mirror finish, such that you are faced with countless distorted reflections of yourself. Your head spins as you try to keep your bearings.
If Tekeli-li is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
The Wild Beyond the Witchlight.) Summer Court Ruled by the archfey Queen Titania, the Summer Court is the most settled and pastoral domain in the Feywild. Wrapped in the warmth of a perpetual summer
into a pool, passing into a circle of mushrooms, or crawling under the trunk of a tree. To the traveler, it seems like simply moving into the Feywild. To an observer, the traveler is there one moment
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
welcome. The other council members are happy beyond words to have their companion back, and a joyous celebration ensues that night in the village green. If the characters don’t attend, they receive
ground beyond.
The stream running through the grove has made this area thick with stinking, poisonous mud. The mud is Difficult Terrain. A creature that ends its turn in the mud must succeed on a DC 10
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
through a fey crossing by entering a clearing, passing through the surface of a pool, stepping into a circle of mushrooms, or crawling under the trunk of a tree. A few warlocks seek out such places to
to advise and tutor them for long after the Descent. The Great Old One Beyond the planes known to great wizards and sages lies the Far Realm of the Great Old Ones, beings outside time, space, and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
dark, icicle-festooned roof of the great ice cavern beyond.
Silver light emanates from a three-foot-diameter glass orb situated atop a two-foot-high cylindrical stone plinth in the center of a thirty
, studied, or dissected. The fall of Ythryn damaged the telescope beyond repair, rendering it useless. When Ythryn fell, a piece of the Tower of Divination (area Y11) crashed through the observatory roof
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
that he can’t control kiddywidgets by using his ring of telekinesis. (See area U5 for more information about Stonky’s ring.) U3. Unlit Hallway Beyond the double door is a dark, twenty-foot-wide
, beyond the range of most characters’ darkvision. As one or more characters enter the hall, the monster scuttles toward them threateningly: Out of the darkness comes a giant, wingless arthropod ten
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
anyone who fell into the trap. Grasha warns against going into the cave, as it’s crawling with monsters and draconians. She explains that she and her clan came here after being captured by the Dragon
it, but the creatures are gricks agitated by the draconians’ presence. Into the Cave Once the characters are ready, Grasha takes them to the entrance of Bluemaw Cave. Grasha won’t go beyond the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
stages of the journey, however many miles each square or hex might be. (This style of play is sometimes called “hex crawling.”)
In this kind of wilderness exploration, you can take one of two
additional hour of travel beyond 8 hours, each character must succeed on a Constitution saving throw or gain 1 Exhaustion level. The DC is 10 plus 1 for each hour past 8 hours. Special Movement. If a party
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
lead to the Temple of Chaos and to the Abyssal Gate. 17. Crawling Hall Two enormous pillars on the far side of this chamber emit brilliant white light that holds the attention of dozens of giant vermin
crawling on and around them. The vermin occasionally fight among themselves, but most of these creatures move sluggishly, as if the light has subdued them.
Glowing Pillars. The pillars emit magical
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
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->Eberron: Rising from the Last War
cloud of dead-gray mist.
Maps of Cyre from before the Day of Mourning are of limited use nowadays. The land beyond the gray mist has been twisted and warped, and distances seem to expand and shrink
sits in the middle of a ruined and abandoned village. Anyone who looks into the water sees brief reflections of the long-dead villagers going about their lives in harmony and joy. 2 In the middle of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is marked by a pair of dashed lines.) This invisible bridge, which is safe to cross, is suppressed by the activation of the spindle in area Y19n. Y19j. Chamber of Sorcery Your reflections dance over
eight schools of magic. Opening any of the eight doors reveals utter darkness beyond. A creature that has darkvision can’t see into or through this magical darkness, but a warlock with Devil’s Sight can
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Strength (Athletics) check, or broken down with attacks (AC 10, 30 hit points, immunity to poison and psychic damage). Mummy Chamber. When the characters can see the chamber beyond the double doors
potion of healing and a spell scroll of bless. 4. Tunnels An extensive tunnel system beyond the trap room does not appear on the map. This area is a complex maze of passages crisscrossing each other
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
reach area 9 by climbing through the openings in the frame of the water wheel and crawling along its iron axle. This is a dangerous act, and getting from one side to the other requires a successful
a ritual that lets them possess humanoids by “crawling under their skin.” (The elves have seen the ritual performed in Kartha-Kaya’s hut.) The yakfolk ambushed a patrol of dwarves from Citadel Adbar
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the nearby woods. The severed hand is a trickier get but needn’t come from a living humanoid (a dead crawling claw would do). Once the brazier is functioning, the heavy lid can be lifted or pushed
peer through the western hole can see a dark, sunken chamber (area E6) beyond. A persistent magical effect heats the face of the moon dial, ensuring that the lunar symbols remain clear of snow. The
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
Puzzle, beyond which hides the Key. But the lock itself lies beneath your first steps.” 15: Rogue This massive chamber is dotted with thick, irregular columns of stacked cards, which make it difficult to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
spear and an oblong shield lean against the wall. The shield bears the symbol of a humanoid skull with spiders crawling from its eye sockets. Two weathered humanoid skulls hang from wooden pegs on the
Mate’s Cabin The smashed wreckage of a bed, dresser, and desk covers the floor of this room. Thick webs extend from floor to ceiling, making it impossible to clearly see the walls beyond. Hundreds of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-foot-wide passageways punched through the ceiling and floor lead to other levels. Near them, a partially collapsed wall exposes a room that lies beyond.
The gap in the west wall was made by members
simulacrum are warned about the creature in this room: Rusty tableware, shattered plates, and broken chairs lie scattered on the floor amid two tables, one overturned and one on its side.
Crawling out
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
staircase railing. Framed portraits and mirrors festoon the walls, surrounding you with judging looks and dark reflections. You hear something scratching at one of the many doors. The scratching noise
double doors to this room are locked. Lady Wachter and her servants carry keys. This room is crawling with cats. Bookshelves hug the walls, but most of the shelves are bare. Other furnishings include a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
that roams the chasms of Khyber.
Valaara. The Crawling Queen works its will on insects, arachnids, and other vermin. Swarms with malign sentience, worms that consume victims from within, cultists that
daelkyr. The daelkyr are masters of flesh-shaping, and they altered existing life forms—often beyond recognition—to create soldiers for their wars against the peoples of Khorvaire. When a character






