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Returning 35 results for 'before block descends completely reflection'.
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Magic Items
Forgotten Realms: Adventures in Faerûn
assist with household duties. It vaguely resembles whatever species its creator used as inspiration. An activated domestic wonder uses the Domestic Wonder stat block. The wonder is an ally to you and
stat block. The wonder is an ally to you and your allies. In combat, the wonder shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action
Magic Items
Forgotten Realms: Heroes of Faerûn
designed to assist with household duties. It vaguely resembles whatever species its creator used as inspiration. An activated domestic wonderuses the Domestic Wonder stat block. The wonder is an ally to you
is wound again.
Flying Wonder (Common). An activated flying wonderuses the Flying Wonder stat block. The wonder is an ally to you and your allies. In combat, the wonder shares your Initiative count
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
K19. Old Library 59 K21. Lord’s Chamber 68 M21. Hall of Thirsting Stone 93 C24. Bridge of Heroes 104 E3. Niche Hall 105 E6. Bastian’s Quarters 106 E11. Cell Block 110 E26. Fire Temple 121 F18. Drow
Tomb 132 P11. Hunter’s Den 132 P15. Reflection Chamber 159 T9. Chamber of Moving Stones 172 D1. Switchbacks 174 D5. Chapel 186 X9. False Crypt [second paragraph after the boxed text] 187 X10. False Tomb
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
such efforts have been skillfully rebuffed, of course, with Acq Inc embracing its place as an always-independent (and clearly superior) operation. Riding its past success into a completely deliberate
and planned expansion across the multiverse, Acquisitions Incorporated shows no signs of slowing down. (Because that would likely require self-reflection and measured responses that are historically
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Vault of Reflection Features Alien Growth The beholder’s aberrant influence permeates the stonework across this level of the tomb, causing purple mold to sprout from the floors, walls, and ceilings
character. (Roll a d10 and consult the beholder stat block to determine which ray it produces.) After making this attack, the eyestalk quickly disappears back into the mold.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
wall and begins to slide into the corridor. Have the players roll initiative. On each initiative count, the block slides 6 inches to the west, until at initiative count 1, it completely blocks the
across the stone, and the trap is triggered. Sliding Block Trap. If the paving stones shift when someone moves across them, a 10-foot-thick block of stone emerges from the midpoint of the eastern
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
cavities. If puzzle cubes representing every trickster god except Unkh are inserted into the cavities in such a way that the cubes of rival gods are opposite to one another, a stone block slowly descends
are trapped when the stone block seals off the tunnel. Once the tunnel is sealed, caustic gas billows out from the mouths of the relief-carved skulls. Any creature trapped in the tunnel must succeed on
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
them, read: A ten-foot-deep, empty pit completely fills the passageway and extends so far as to make jumping across it impossible for most creatures.
Spike Trap. The characters might deduce that
block didn’t work—unless the check fails by 5 or more, in which case the job seems solid but fails when someone walks on the plate.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
circumstances. Reader beware. Using a Stat Block This book is a companion to the Monster Manual and uses a similar presentation. If you are unfamiliar with the monster stat block format, read the introduction
of the Monster Manual before proceeding. That book explains stat block terminology and gives rules for various monster traits—information that isn’t repeated here.
The Stat Blocks by Challenge Rating
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
activated (see area K61 for details), a stone elevator compartment measuring 10 feet on a side rises up the western half of the shaft. At the same time, a solid block of stone, also 10 feet on a side
, descends in the eastern half of the shaft, acting as a counterweight. Both stone blocks have thick iron chains bolted to them, by which they are hoisted and lowered them as needed. Scaling the shaft is
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
experiment to infuse piscine traits into a soldier or the result of someone drinking from a spring tainted by demon’s blood; the merrow’s stat block remains the same. But those different origin stories suggest
completely different paths for adventurers to follow when investigating the creature and ensuring nothing like it ever returns to be a menace again.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
inside descends 120 feet to the catacombs below. Characters who search the surface area and succeed on a DC 18 Intelligence (Nature or Investigation) check discern that a nearby saltwater lake has been
mausoleum is completely unlit and pitch dark. Adventurers require darkvision or their own light sources to see in here.
Construction. Ceilings, walls, and floors throughout the mausoleum are made from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Slanted Room A secret door opens to reveal an empty 10-foot-square cubicle with a 5-foot-wide tunnel of rough-hewn stone leading away from it. The tunnel descends slightly until it reaches a room
water. The statue emits a dim purple radiance, its head is completely turned around, and one of its arms has broken off and is nowhere to be seen.
Ooze. A psychic gray ooze lurks beneath the murky
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, review the rules for underwater combat in the Player’s Handbook. Death Helms a Ghost Ship After the party descends approximately 3,000 feet, the character who has the highest passive Wisdom (Perception
plainly emblazoned on the ghost ship’s hull. As the ship comes alongside the characters, the first mate (use the wraith stat block) is joined by four crew members who are little more than eerie light and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
reads “Drown your sorrows” in Common. If the illusory sunlight falling from the ceiling strikes the plaque when the coffin is opened, the stone block in the corridor outside the room slowly descends
20. False Tomb Nested in the ceiling of the western tunnel is a stone block. A character who searches the tunnel spots the block with a successful DC 15 Wisdom (Perception) check. The block is part
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
the opening, the skeletons to animate (see below), and the pit to begin filling with water. It takes 5 rounds to completely fill a pit, leaving no air space at the top. After one hour, the slab opens
(use the minotaur skeleton stat block, but treat its greataxe attack as a claws attack and its gore attack as a mandibles attack). The third looks like it contains the skeleton of a large wolf-headed
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
form of the obedient army that unquestioningly enacts her every whim. The Falcon’s Talons. Vladeska’s military forces are both completely overwhelming and entirely outnumbered. As an occupying force
, though, they’re fighting a losing battle against foes whose numbers only grow. And every time a Talon falls, Lekar’s final defeat grows closer. Talon soldiers use the guard stat block, while commanders
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
from a gaping hole in the east wall. Crushed beneath a fallen block in the center of the room are humanoid remains. Elsewhere around the floor are the chewed and decayed corpses of baboons. Through a
room because of their fear of the snake.) Treasure. The bones crushed beneath the fallen block belonged to two humans. This block can be moved by the combined effort of up to three characters with a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
-foot cube of granite suspended from heavy chains descends in the eastern half of the shaft, acting as a counterweight. The massive block lands gently at the bottom of the shaft, filling the previously
trap resets in 1 round: the portcullises come down, and the elevator compartment descends to its place in the hallway at the bottom of the shaft as the stone block rises to the top of the shaft. When the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
descends into a dark, messy room full of boxes and furniture. Madam Kulp explains that below are a series of rooms where several tut-krogh caterpillars (use the lizard stat block) are hiding. Her
descended the ladder, read or paraphrase the following text: The ladder descends into a dimly lit room smelling of dust and sweet spices. Musty furniture and crates are strewn about the space. A door
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stone frame.
Statue. Standing in front of the mirror is an unfinished 8-foot-tall statue of a merfolk blowing a conch shell, its lower body replaced by a misshapen block of chiseled granite. (This
into the bottom of the mirror’s stone frame are the letters T-U-O-Y-A-W (a reflection of W-A-Y-O-U-T). The mirror is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: If a creature
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
with tempting or treacherous illusions.
5 Nyx Shard. The island is a manifestation of Nyx, a recreation of a land from the distant past or completely from fiction.
6 Idyllic. The island has
or population, specially tailored to suit their whims.
10 Divine Refuge. A god created this island to be a personal getaway, making it a reflection of the world as it would appear if they were
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Player’s Handbook, equipping NPCs with magic items, and swapping armor, weapons, and spells. If you want to take an NPC stat block and adapt it for a specific monster race, apply the ability modifiers
languages it knew in life * See the Player’s Handbook for descriptions of this race’s features, none of which alter the NPC’s challenge rating. Creating NPCs from Scratch If you need completely new
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
north wall, above the chest. Any creature that passes through this doorway is teleported to an unoccupied space within Jarlmoot’s circle of thrones. A swarm of ravens then descends upon that creature
a wooden brace, is a horn of blasting. Stacked around the horn are six flying battleaxes (use the flying sword stat block) that attack as soon as the lid opens. J5. Chamber of Chests This chamber
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
The Final Steps of Courage As the characters pass the final bend of Flames Everlasting, read the following description of the skybridge’s end: The skybridge descends onto a sizable island overgrown
(use the veteran stat block) armed with crossbows stop them and question them about their origins, business, and destination. Attack on the Final Steps As the characters converse with the sentries, a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
for their stat block) remained to prey on lost travelers. When the characters arrive in the village, these meenlocks become aware of their presence and stalk them from a distance, staying hidden in
abnormally across the floor to reach for them. Characters who view themselves in a reflection momentarily see the face of a lost loved one or a hated enemy instead of their own. The hair on their arms and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Ice Rink The staircase descends into a vaulted chamber. A nine-foot-high railing of sculpted ice hugs the staircase as it descends to the chamber floor, which, like the stairs, is smooth and gleaming. A
damage instead of slashing damage. They otherwise use the stat block in appendix C. They attack any creatures they see and pursue fleeing prey into G11 but no farther. Frost giant skeletons guard the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
one permanent door, which leads to the guildhall’s tavern entrance. Across from it stands a double door guarded by two werewolves and two werevultures (see chapter 21 for the werevulture stat block
prisoner from a rival thieves’ guild (use the spy stat block) is locked in one cell; Kathra Bitterwind visits occasionally to interrogate the prisoner. 4: Audience Hall A carpeted dais stands at the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
envelope need not be spherical; for example, a block of wood 1 foot by 2 feet by 3 feet is surrounded by a more-or-less rectangular envelope of air 3 feet by 6 feet by 9 feet. The air envelope around a
air envelope around a body or ship can be fresh, foul, or deadly. Air can change from one quality to another over time. Fresh air is completely breathable. Under normal circumstances, the air envelope
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
bitter waters are said to make them more receptive to the vision that awaits them in the final chamber. The path through the cave descends steadily as it winds away from the entrance; the final
-limits to all. In the climactic moments of the initiation rite, a hierophant uses the All-Consuming Star action (see the hierophant of the comet stat block) to fill most of the chamber with a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
might block or bury objects or exits. Poisonous Gas. The lower levels of the ruins, including the rooms and passages of encounter areas 1 through 38, are filled with poisonous gas. The gas is an amber
rises up and out of the ruins if the doors to area 39 are opened. It takes one month for the lower levels to clear completely. If the doors are closed again, the lower chambers refill with gas in two
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
other roll, the tracks lead to an ordinary moose (use the giant goat stat block) that’s encountered after 1d4 hours. This moose poses no threat if the characters leave it alone. After each encounter
. Wolf Pack A pack of 1d4 + 4 wolves descends upon the party. If three or more wolves are killed, the surviving wolves flee.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
stat block. C12. Faculty Office This office is comfortably furnished with a wide oak desk, a high-backed leather armchair, a towering bookcase, and homey wall hangings.
Characters who search any of
at their accomplishments. C16. Reflection Room Daybeds piled high with pillows stand in the corners of this spacious, comfortable-looking room.
This is the manor’s quiet room, where faculty go to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the face with eldritch blast are just as valuable for corporate espionage as for tomb raiding. How you present yourself to the world at large is often a subtle reflection of your patron. Being a
nutshell — using the connections of your pact to sell your skills, your services, and your legend. The right people need to hear about you, and the wrong people need to be completely unaware of your
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Candlefoot the Mime Candlefoot Candlefoot, a Witchlight hand (neutral good; see the stat block earlier in the chapter), is the reluctant ticket-puncher at the Hall of Illusions, and he does all he can to
gazing worriedly into a mirror, and a little girl in a pig mask can be seen in the pane, whispering to the halfling’s youthful reflection. As soon as she sees the characters, the girl turns and






