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Returning 35 results for 'before border deep crafting reflection'.
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Monsters
Lorwyn: First Light
Lorwyn-Shadowmoor sleeps, it often has vivid, dramatic dreams. Giants see their dreams as powerful augurs or important messages that border on divine inspiration. These giants mark their resting spots
the might of mountains and crush foes with the force of an avalanche.Name Sleep (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Name Sleep"}. The giant falls into a deep
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
Yeth Hound
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Monsters
Volo's Guide to Monsters
to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot
, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can't affect or be affected by anything on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in
the Border Ethereal, and vice versa, but it can’t affect or be affected by anything on the other plane. Once it is adjacent to its master or a pack mate that is on the Material Plane, a yeth
Equipment
use the beetles for potion crafting when a witch from the Fish Head Coven began to see the rare bug in her dreams. Sage Arol’s Beetles live deep underground, fleeing even the dimmest light. On rare occasions, they come to the surface, though the reason remains a mystery.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
regulars or organized into elite strike forces for specific missions.
Duergar
Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have
;re exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable
Monsters
Mordenkainen Presents: Monsters of the Multiverse
are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors’ captivity and torment by mind flayers
, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very
Monsters
Mordenkainen Presents: Monsters of the Multiverse
dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors’ captivity and torment by mind flayers; they
crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts of frustration and despair is not always easy. Similarly, duergar tend to be very
Monsters
Mordenkainen Presents: Monsters of the Multiverse
invisible with it.Soulblades are duergar combatants whose mastery of psionics allows them to manifest blades of psychic energy to slice apart their foes.
Duergar
Duergar are dwarves of the deep
manifests as mirth. They bring an emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works
Monsters
Mordenkainen Presents: Monsters of the Multiverse
carries is invisible with it.Xarrorn are specialists who construct weapons using a mixture of alchemy and psionics.
Duergar
Duergar are dwarves of the deep reaches of the Underdark and other sunless
emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship
Species
Eberron: Rising from the Last War
.
—Lady Elara d’Thuranni, shadow dancer
The Mark of Shadow lets an elf weave illusions, crafting magic to distract or delight. It also allows its bearer to sculpt shadows, making it easy to
maintain a peaceful relationship, but rivalries run deep.
Baron Elar d’Thuranni is said to be responsible for the Shadow Schism. Ruling the house from an enclave in Regalport, he is always
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and shrink down to miniature size to spy on their targets.
Duergar
Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been
exploring neighboring tunnels, defending their homes, engaging with their families, or crafting bold new works. The bonds of friendship and kinship are strong, though navigating the inevitable outbursts
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors’ captivity and torment by mind flayers; they were
passion rarely manifests as mirth. They bring an emotional intensity to their lives, whether they’re exploring neighboring tunnels, defending their homes, engaging with their families, or crafting
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
fog called the Deep Ethereal, where visibility is usually limited to 30 feet. Characters can use the Etherealness spell to enter the Border Ethereal. The Plane Shift spell allows transport to the Border
Ethereal or the Deep Ethereal, but unless the intended destination is a specific location or a teleportation circle, the point of arrival could be anywhere on the plane. Border Ethereal From the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
enter the Border Ethereal. The plane shift spell allows transport to the Border Ethereal or the Deep Ethereal, but unless the intended destination is a specific location or a teleportation circle, the point of arrival could be anywhere on the plane.
,” called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal Plane. Visibility in the Border Ethereal
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Deep Ethereal To reach the Deep Ethereal, one needs a plane shift spell or arrive by means of a gate spell or magical portal. Visitors to the Deep Ethereal are engulfed by roiling mist. Scattered
throughout the plane are curtains of vaporous color, and passing through a curtain leads a traveler to a region of the Border Ethereal connected to a specific Inner Plane, the Material Plane, the Feywild
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
described as a great ocean. Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal
Plane. Certain creatures can see into the Border Ethereal, and the see invisibility and true seeing spell grant that ability. Some magical effects also extend from the Material Plane into the Border
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
described as a great ocean. Its shores, called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal
Plane. Certain creatures can see into the Border Ethereal, and the see invisibility and true seeing spell grant that ability. Some magical effects also extend from the Material Plane into the Border
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ethereal Plane Encounters Most encounters in the Border Ethereal are with creatures on the Material Plane whose senses or abilities extend into the Ethereal Plane (phase spiders, for example). Ghosts
also move freely between the Ethereal and Material Planes. In the Deep Ethereal, most encounters are with other travelers, particularly ones from the Inner Planes (such as elementals, genies, and salamanders), as well as the occasional celestial, fiend, or fey.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
leagues. Travelers with a passive Wisdom (Perception) score of 15 or more receive 1d4 rounds of warning: a deep hum in the ethereal matter. Travelers who can’t reach a curtain or portal leading elsewhere
the Border Ethereal of a random plane (roll on the Ethereal Curtains table) 20 Hurled into the Astral Plane The most common effect of an ether cyclone is to extend the duration of a journey. Each
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->Waterdeep: Dungeon of the Mad Mage
, the border realm between the Elemental Planes of Earth and Water. This ooze is a thick, viscid brown effluvium with streaks of orange, green, yellow, and black. It smells like rotten eggs and sticks to
anything it touches. The ooze is never more than 5 feet deep in any given location and is difficult terrain. It moves slowly in the direction indicated by the wavy arrows on map 19 and also behaves
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Eclipsed Realms The boundaries between Lorwyn and Shadowmoor are clear, either shining with brilliant light or cloaked in deep shadow. Some border regions, however, are liminal spaces known as
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Laduguer’s Furrow Long ago, an earthquake split the cavern that houses Gracklstugh, leaving a rift nearly two hundred feet deep and five hundred feet wide. Laduguer’s Furrow has a packed-gravel floor
pedestrians and wagons. Vents along the walls release potent gases that sappers of Clan Xardelvar tap for industrial applications, including the crafting of the magical flame lances used by xarrorn
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
non-giants as a threat, and unless it has other orders, it attacks such creatures on sight. The art of crafting a runic colossus is lost to modern giants, but many tales suggest the instructions
might be buried deep in ruins from ancient giants’ empires. Runic Colossus Gargantuan Construct, Unaligned
Armor Class 20 (natural armor)
Hit Points 315 (18d20 + 126)
Speed 60 ft.
STR
25 (+7
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Caverns of Tsojcanth, was lost. This lost lair purportedly lies deep in a series of caverns somewhere in the Yatil Mountains. Clues to the lair’s whereabouts and fragments of the treasures within have
surfaced over the last few decades, and three nations that border the mountains where it hides now race to claim Iggwilv’s hoard—or, if they can’t claim it, at least ensure that their rivals don’t either
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
hound starts its turn in sunlight, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns
to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
considered lucky). Males grow full beards that they keep oiled and well groomed, and both genders wear their hair long and often elaborately braided. Gold dwarves are best known for crafting beautiful objects
artisans toil over items for years, getting their etchings and fine details just right before being satisfied with their efforts. That deliberate, perfectionist approach is a reflection of gold dwarf
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. To the dwarves, Moradin is the Creator. With his impeccable skills, he crafted the first dwarves and imbued them with a sense of relentless purpose, driven to apply their own crafting skills to the
aspect as well, he is credited not only for the birth of the dwarves but for fostering in them a deep appreciation for clan and family. He demonstrates how dwarf parents should raise their children
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of the Mists with shared knowledge, by all means do so. Alternatively, you can cultivate dread by leaving the fundamental truths of the world vague or defined by your group’s theories. Deep shadows
in Ravenloft, elements the following chapters explore as tools for crafting horror adventures. For details on specific Domains of Dread and interactions between these realms, see chapter 3.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Thassa who rigorously protect her domain, often treating surface-dwelling sailors as trespassers. Tritons make most of their goods from materials harvested from the deep, but have also developed
ingenious forms of metallurgy—largely based around volcanic sea vents—and chemical etching, crafting wares that rival those made on land. The endless array of life and unpredictable changes of the sea make
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
alchemist (see chapter 6). The deep gnomes also recognize that Werz’s gems resemble empty spell gems, similar to those used in the defense of Blingdenstone. The gems, mundane in their current form, are
actually raw stones used in the crafting of spell gems. Werz met Kazook in Mantol-Derith (see chapter 9), and the two have been trading recently behind their superiors’ backs. He declines to mention this
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->Eberron: Rising from the Last War
dragonshards are found deep in the earth, often near layers of magma. These crystals typically grow on cavern walls, and superstition says they flourish in areas with significant fiendish activity
. Khyber dragonshards are deep blue or dark violet, laced with gleaming veins. Khyber dragonshards have an affinity for binding magics. Elemental binding — which is behind airships, the lightning rail






