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Returning 35 results for 'before blowing deep corner reflection'.
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Monsters
Bigby Presents: Glory of the Giants
failed save, or half as much damage on a successful one.Spell Reflection (2/Day). Ranged Spell Attack: +14;{"diceNotation":"1d20+14", "rollType":"spell", "rollAction":"Spell Reflection"} to hit, range 120
ft., one creature casting a spell of 5th level or lower. Hit: 26 (4d12);{"diceNotation":"4d12", "rollType":"damage", "rollAction":"Spell Reflection", "rollDamageType":"force"} force damage, and the
Storm Giant Quintessent
Legacy
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Monsters
Volo's Guide to Monsters
succeed on a DC 18 Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected
protected from the wind.
Rain, snow, or blowing dust or sand (whichever is most appropriate) is constant within 1 mile of the lair. Rain causes rivers and streams to fill or overflow their banks; snow
Monsters
Mordenkainen Presents: Monsters of the Multiverse
15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in its area. Protected flames, such as those of
of the following effects:
Downpour. Rain, snow, or blowing dust or sand (whichever is most appropriate) is constant within 1 mile of the lair. Rain causes rivers and streams to fill or overflow
Monsters
The Wild Beyond the Witchlight
, perhaps while blowing out the candles on a birthday cake or tossing a coin down a well, an echo of that wish becomes lodged in a stone buried deep in the earth of the Feywild. Brigganocks seek out these
Tortle
Legacy
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Species
The Tortle Package
and its siblings inherit whatever tools, weapons, and gifts their parents left behind. Each young tortle is expected to fend for itself. It leaves the place of its birth and finds its own corner of the
feeling homesick. Tortles embrace a simple view of the world. It is a place of wonder, and tortles see beauty in the ordinary. They live for the chance to hear a soft wind blowing through palm trees, to
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Citadel (area Y4). Kas’s Secret. Vecna is weaving his Ritual of Remaking deep underground in the Cave of Shattered Reflection. The characters learn this secret when they confront Kas later in this chapter.
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
The Needle’s Summit The top of Fool’s Needle is a wide, flat area about 90 feet across. In the northeast corner, flying predators have built a roost. The northwest corner is piled with rocks, while
the southern half holds a 10-foot-deep pool of bright-blue water. In the center of the plateau is a 30-foot-wide, 10-foot-tall mesa atop which stands the portal that leads to Eileanar. A distant view of the flying city is visible from either side of the portal.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. A blot of shadow in the corner of a dusty crypt might be a shadow crossing, as might an open grave. Shadow crossings form in gloomy places where spirits or the stench of death lingers, such as
battlefields, graveyards, and tombs. They manifest only in darkness, closing as soon as they feel light’s kiss. EVERNIGHT
The city of Neverwinter in the world of the Forgotten Realms has a dark reflection
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->Waterdeep: Dungeon of the Mad Mage
41. Cracked Ceiling Stirges. A 5-foot-wide, 30-foot-long, 45-foot-deep crack has opened in the middle of the 30-foot-high ceiling, spilling rubble onto the floor. Twenty stirges roost at the top of
this fissure.
Tools. Old pickaxes and shovels are stored in two stone wheelbarrows parked in the northwest corner.
The stirges hang like bats in the ceiling fissure and descend en masse to feed on
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
in one corner, and flickering lanterns resting here and there. Five performers occupy the room. Two of them pace nervously while the others weep.
The actors here perform their roles reluctantly and
long as possible.” Treasure. The box in the corner contains the belongings of actors who have perished in Motherhorn. (Some died of natural causes; others succumbed at the hands of Endelyn, her minions
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Events d6 Event
1 A sudden gust of wind extinguishes any open flames.
2 A character sees their own reflection age in a puddle or pane of glass.
3 Books hurl themselves from a
shelf.
4 Any pets or animals with the group hiss, bark, or back away from an empty corner of the room.
5 Any rations that the group carries with them suddenly spoil and rot.
6 A voice
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, all covered in dust and cobwebs.
Easel. A wooden easel stands in the northeast corner, draped in a black cloth. (Under the cloth, resting on the easel, is a half-finished portrait of Dezmyr as she
holds two tiny painted wooden figurines (busts of himself and his sister as young children, which he took from the fresco in area 19).
The adventurers catch Zalthar in a moment of reflection, and he
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
you in the middle of a large room with machinery filling the eastern half.
A duergar stands in front of a double door in the north wall, and another is in the southeast corner next to a lever that
accordingly: Ascending the elevator shaft deposits you in the middle of a large room with machinery filling the western half.
A duergar stands in the southwest corner next to a lever that juts out of the west
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Sky Prison Deep within the majestic desert east of Akharin Sangar, the floating edifice of Zendaane Sabz, known more commonly as the Sky Prison, hangs over a lake of shattered glass. The prison is a
can do nothing but admire her own reflection in a mirrored cell that neutralizes her power. Given Atash’s intolerance for misconduct, the prison’s population continues to grow, but now it fills with more ordinary folk guilty of lesser crimes.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Warforged Ossuary A warforged ossuary is a former temple, crypt, or warehouse deep in the Mournland that now houses the remains of slain warforged. It is a place of honor and reflection for the Lord
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
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
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
Monsters
Fizban's Treasury of Dragons
. Unfortunately, their favorite food is giant squid, so these dragons have ample opportunity to complain bitterly about being wet after diving deep into the ocean in search of prey.
Topaz dragons often
place a warm, cozy glow. (The lanterns might be magical or maintained by minions.) The floors are covered with plush sand-colored carpets.
Hoard Chamber. A small chamber in the upper left corner of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Creatures from every corner of the multiverse crowd Sigil’s busy streets Morte, however, isn’t a mimir. A floating skull with a penchant for speaking his mind and claiming expertise, Morte is one of
Valeza Sunflies influenced by
various Outer Planes inhabit
every corner of the Outlands
Stat Blocks by Challenge Rating CR Stat Block Creature Type 0 Cranium rat squeaker Aberration 0
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
36. Apartment of the Dust of Ages The floor of this room is covered with a layer of fine gray dust and ash, three inches deep. Across the room, opposite where you entered, is another set of double
doors. There are two empty alcoves to the north and south. On small ledges in each corner of the room are pieces of what appear to be broken pottery.
As you move into the room, your steps send motes
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
frost giant lies in a heap next to a smashed stasis pod. A character who succeeds on a DC 10 Wisdom (Survival) check finds deep claw marks in the walls leading to area 18b, just like those in area 11. A
blue door is in the northeast corner. 18b: Central Pods A half-eaten chuul corpse lies near a broken stasis pod in this room. Claw marks mar the walls toward area 18c. 18c: Southern Pods Two
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Forest Gnomes The reclusive forest gnomes live simply in hillside dwellings deep in the woods. A neighbor could live only a few miles from a forest gnome settlement for a lifetime and never know it
defends itself with all the resources at its disposal. Many settlements, however, simply vanish if they are discovered, retreating to some uncharted corner of the forest to begin anew. The rare forest
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
magnificent structure on the city docks. They provide blessings to sailors and identify relics dredged up from the deep. When Umberlee is offended by the removal of an item from the sea, she expresses her
displeasure to the clergy by sending them omens, urging the priests to advise the finder to return the plundered item to the depths at once — or else. Murderous servants of the Dead Three corner their prey near the statue of Minsc and Boo.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
blocks the passage. The light ahead of you that you had been following is nowhere to be seen, as though it somehow passed through the pillar.
The pit is 10 feet deep and contains several humanoid
examines the floor or the ceiling finds scratches that scribe an arc from one corner to the other. Pushing on one side of the apparent dead end causes the triangular pillar to pivot as noted above. If
Monsters
Fizban's Treasury of Dragons
dragons hate the water. Unfortunately, their favorite food is giant squid, so these dragons have ample opportunity to complain bitterly about being wet after diving deep into the ocean in search of prey
the upper left corner of the map contains the dragon’s hoard. The area is decorated in a similar fashion to the main chamber, and its collected jewels and gold are painstakingly organized and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Mistshore: Autumn At the end of their pursuit, the characters corner Fel’rekt Lafeen and Krebbyg Masq’il’yr in Mistshore. The two drow gunslingers (see appendix B) lurk behind the Kraken’s Folly
Belchy, sank in Deepwater Harbor almost a century ago. Lantanese gnomes working for Jarlaxle have managed to repair the construct. Two rounds after the characters corner Fel’rekt and Krebbyg, Big Belchy
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Immunities prone
Senses darkvision 120 ft., passive Perception 16
Languages Deep Speech, Undercommon
Challenge 3 (700 XP)
Hover. The spectator hovers as long as it is alive.
Telepathy. The
spectator creates enough food and water to sustain itself for 24 hours.
Reactions
Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell misses it, the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
3. Square Two worgs slaughtered a dog and are feasting on its remains in the northeast corner of the village square. The worgs move to attack any characters who enter the square. The worgs fight to
arrows at the characters. The square is a muddy open area with a 5-foot-deep hole in the middle of it. The nightstone once stood here, but the cloud giants took the megalith and left the hole behind
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
magnificent structure on the city docks. They provide blessings to sailors and identify relics dredged up from the deep. When Umberlee is offended by the removal of an item from the sea, she expresses her
displeasure to the clergy by sending them omens, urging the priests to advise the finder to return the plundered item to the depths at once — or else. Zoltan Boros Murderous servants of the Dead Three corner their prey near the statue of Minsc and Boo
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
14 (+2)
INT
13 (+1)
WIS
14 (+2)
CHA
11 (+0)
Skills Perception +6
Condition Immunities prone
Senses darkvision 120 ft., passive Perception 16
Languages Deep
and water to sustain itself for 24 hours.
Reactions
Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
6. Svirfneblin Enclave The deep gnomes look for any opportunity to corner the market on goods their competitors are in short supply of. Gabble Dripskillet, the svirfneblin chief negotiator, used to
duergar attacked. 6a. Svirfneblin Fungi Grove The fungal grove in the deep gnome enclave has been left to grow wild. Strewn about the grove are the corpses of a dozen dead svirfneblin, all of whom were
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, in the solitude of the inky deep, the aboleth made a second astounding discovery: a juvenile kraken with an unlikely, circular scar on its head, a wound earned in battle against a giant shark years
remote corner of it — without risking discovery by the other aboleths. So Sgothgah fled the abyss, taking with it the juvenile kraken and a number of loyal aquatic minions. It headed for coastal waters
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
night falls. These thugs bring with them a domesticated axe beak, which they tie to a wooden post outside the Town Hall’s north entrance. Barring the characters’ intervention, the Zhents corner Speaker
"). Any tracks they make in the snow are obliterated after 1d4 hours by blowing wind. Although they are lawful evil, the Zhents have strict orders not to kill anyone. Enemies they reduce to 0 hit points
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
another hole near the northeast corner. The water is about three feet deep. You can see a few blind cave fish being carried along in the brisk current. On either side of the door are a total of six kayaks
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
, steaming breath, and crushing tail. A dragon turtle’s rough shell is the same dark green color as the deep water where this monster dwells. Silver highlights lining the shell resemble light dancing on






