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Returning 35 results for 'before both dance connected reflection'.
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Monsters
Fizban's Treasury of Dragons
Plane can’t find a way back home to the Feywild.
Connected Creatures
In the Feywild, moonstone dragons interact mostly with pixie;pixies, sprite;sprites, and other Fey creatures who
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Connected Creatures
1
An ancient moonstone dragon and an ancient green dragon vie for supremacy in a primeval forest.
2
An ancient
Monsters
Fizban's Treasury of Dragons
find a way back home to the Feywild.
Connected Creatures
In the Feywild, moonstone dragons interact mostly with pixie;pixies, sprite;sprites, and other Fey creatures who revere and serve the
":"Connected Creatures"}
Connected Creatures
1
A Fey noble has sent an archmage advisor to parley with an adult moonstone dragon whose lair is in the noble’s territory, and it isn’t
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Cave of Shattered Reflection Once the characters have dismantled all three demiplanes connected to Vecna’s Grasp, the large crystals in area E1 shatter to dust, opening the way to Vecna’s ritual
chamber: a mythic cavern called the Cave of Shattered Reflection. In existence since the earliest days of the multiverse, the cavern has the ability to harness beings’ life force and reveal fundamental
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Teleportation As long as Vecna is conducting his ritual, teleportation magic doesn’t function in this place or any of the connected demiplanes. There is an exception to this rule: thanks to their Vecna’s Links
one of Vecna’s demiplanar unrealities or the Cave of Shattered Reflection. Walls and Floors Vecna’s Grasp is composed of magically reinforced obsidian. Each 5-foot-square section of obsidian has AC 20, a damage threshold of 30, 60 hit points, and immunity to poison and psychic damage.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
enormous hole in the cave floor like a cork. This hole leads down to the Cave of Shattered Reflection, but the characters can’t bypass the crystals or make their descent until they explore the side
tunnels (areas E2a–E2c) and destroy the demiplanes connected to them. E2: Unreality Tunnels Each of the three tunnels in Vecna’s Grasp connects to a different demiplanar unreality. A tunnel’s walls
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, raising her arms high. “Welcome to the Kingfisher Festival!”
Cheers and applause fill the circle. The mayor smiles widely. “Today is a day of not only revelry but also reflection. We are all here
dance. From the various stalls in the circle, characters can buy a variety of fish-filled pastries, sweet drinks, and kingfisher-shaped crafts for 3 cp each.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Rod of Seven Parts, Kas mocks them for those specific failures, saying they can’t even dance on puppet strings properly. Kas doesn’t think he has anything to fear from the Chime of Exile, and he’s
links’ magic tears Kas’s last great secret from his mind: Vecna is currently in the Cave of Shattered Reflection. If the characters are on the verge of killing Kas, the vampire tells the characters
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
stench of rot and decay wraps around you, seemingly threatening to penetrate your flesh and pervade your soul.
Yestabrod’s Garden of Welcome is a pale reflection of the true horrors surrounding
, almost as if in delight. Characters who descend to the cavern’s lower basin witness the next spectacle of unspeakable horror spawned by the Lady of Decay. Mad Dance Scores of deformed creatures dance
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Unrealities The unrealities connected to Vecna’s Grasp are manifestations of Vecna’s plans to remake the multiverse. These potent demiplanes exist outside time and space. Each unreality is dangerous
no longer reflects images of the unreality, and after 50 feet, the tunnel terminates at a featureless, obsidian wall. After all three unrealities are dismantled, the crystals in area E1 shatter, clearing the way to the Cave of Shattered Reflection, which is described later in this chapter.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
reflection. Anyone who doesn’t appreciate my beauty is a fool.” 21–40 “Sex is a great solution to all of life’s problems. Why doesn’t anyone else get this?” 41–60 “My appetite for delicious, pleasurable
end of another creature’s turn. Graz’zt regains spent legendary actions at the start of his turn.
Attack. Graz’zt attacks once with the Wave of Sorrow.
Dance, My Puppet! One creature charmed by
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
succeed on a DC 14 Wisdom saving throw or float 20 feet into the air and be affected by the spell Otto’s irresistible dance. There they are joined by illusory dancers as they dance for the remainder of the
creature enters the area, the trap’s emanation manifests as the creature’s distorted reflection in the mirror. If that creature is still in the area at the start of its next turn, it must succeed on a DC
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
engine and runs into other parts of Landro and the connected caverns. This graymatter fluid is the engine’s sensory appendage. The graymatter engine can’t move or control this liquid, but it has
expression rather than its actual reflection. A creature that ingests any amount of graymatter fluid must succeed on a DC 14 Constitution saving throw or experience the following effects: Altered Speech
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
of many Material Plane worlds, as a reflection of that primordial story. It begins to explore the connections linking dragons on different worlds, which is elaborated throughout the rest of this book
(supernatural gifts explicitly connected to a dragon’s power). Chapter 3 presents tips, advice, and tables to help Dungeon Masters build encounters, adventures, and whole campaigns around dragons
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
V2. Tower Door The tower door is made of iron, with no visible handles or hinges. In the middle of the door is a large, embossed symbol — a connected series of lines with eight stick figures set
proper sequence, the trap is disabled and the door swings open on rusty hinges for 10 minutes. The lines of the symbol on the door reveal the proper sequence. The dance can be performed in one of two ways
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->Mythic Odysseys of Theros
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
humans—make their home on the island.
2 First Contact. A prosperous civilization, unconnected to the great poleis, thrives on the island.
3 Strangers. A species not usually connected to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Dragon’s Platform Stone Platform. Built atop a natural mound of earth and rock is a 70-foot-long, 50-foot-wide, 10-foot-high stone platform covered with moss and ivy. Connected to the platform are
imitating the moves of the dancing dwarves causes the gate to open for 1 minute. The dance requires 1 minute to perform. Characters must be 9th level or higher to pass through this gate (see “Jhesiyra
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
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
line the walls, as do mounted collections of insects and reptiles. Three pteranodons form the room’s centerpiece—all of them magically immobile in midair, positioned as if engaging in a strange dance
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
chambers are connected by vertical or steeply sloped tunnels that the beholder carves out of the surrounding stone, each passage barely large enough to admit the beholder’s body. Enemies that are too big
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
and cleaning dishes, mostly). If the characters tell Asharra of their plan to visit Omu and destroy the Soulmonger, she offers to perform a ritual called the Dance of the Seven Winds, bestowing on the
characters the magical ability to fly (see the “Dance of the Seven Winds” sidebar). To complete the ritual, she needs a black orchid, which can be found only in Nangalore (described later in this
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
and mess halls connected to all but the gate-town’s topmost ring. While there’s plenty of room to quarter soldiers above ground, generals find the cramped tunnel conditions foster more aggressive
grown stale with their desiccation, General Nagaro remains as sharp and ruthless as ever. Final Procession A monument of reflection amid a hungry machine of death, the Final Procession is dedicated to
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
): dominate person, seeming
6th level (1 slot): Otto’s irresistible dance
Coven Minions The hags of the Fetid Gaze employ a number of minions to maintain the appearance that the bathhouse is running
Equipment
faint vision of the creature being killed by that attack appears.
15–16
Discordant music fills the mind of all creatures within 30 feet, who are affected by Otto's Irresistible Dance
;Irresistible Dance (spell save DC 15).
17–18
A section of stone, water, air, or energy becomes an appropriate contaminated elemental that is hostile to all nearby creatures.
19–20
An
Equipment
, a faint vision of the creature being killed by that attack appears.
15–16
Discordant music fills the mind of all creatures within 30 feet, who are affected by Otto's Irresistible Dance
;Irresistible Dance (spell save DC 15).
17–18
A section of stone, water, air, or energy becomes an appropriate contaminated elemental that is hostile to all nearby creatures.
19–20
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Connected Creatures The encounter tables in this section include a variety of monsters grouped according to themes that might flavor a giant enclave or encounter. Combined with the encounters from
with the elemental and magical nature of giants or places where the Elemental Planes break into the Material Plane. The creatures on these tables might be connected to the cults of Elemental Evil
Equipment
, a faint vision of the creature being killed by that attack appears.
15–16
Discordant music fills the mind of all creatures within 30 feet, who are affected by Otto's Irresistible Dance
;Irresistible Dance (spell save DC 15).
17–18
A section of stone, water, air, or energy becomes an appropriate contaminated elemental that is hostile to all nearby creatures.
19–20
Equipment
faint vision of the creature being killed by that attack appears.
15–16
Discordant music fills the mind of all creatures within 30 feet, who are affected by Otto's Irresistible Dance
;Irresistible Dance (spell save DC 15).
17–18
A section of stone, water, air, or energy becomes an appropriate contaminated elemental that is hostile to all nearby creatures.
19–20
An
Equipment
faint vision of the creature being killed by that attack appears.
15–16
Discordant music fills the mind of all creatures within 30 feet, who are affected by Otto's Irresistible Dance
;Irresistible Dance (spell save DC 15).
17–18
A section of stone, water, air, or energy becomes an appropriate contaminated elemental that is hostile to all nearby creatures.
19–20
Equipment
Dance;Irresistible Dance (spell save DC 15).
17–18
A section of stone, water, air, or energy becomes an appropriate contaminated elemental that is hostile to all nearby creatures.
19
or simply a reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
(50 gp each) and a silver holy symbol of Eilistraee (25 gp), the drow god of beauty, dance, and the hunt. A chain shirt and a rapier are stored inside the room’s locked chest. T11. Abandoned Shrine
(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
Magic Items
Infernal Machine Rebuild
.
Silver Wire. The Infernal Machine’s great size makes it largely immobile. To make ongoing use of the machine (such as while adventuring), it can be connected to its attuned user by a silver wire
duplicate. You control this force as if it were the product of an unseen servant spell, except that it is visible.
Each time you see your own reflection, you must succeed on a DC 12 Charisma saving throw
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Weeping eye
Ye’Cind CG Music, enchantment Life, Trickery Recorder
Zandilar CN Romance, lust, dance Life Lips
*Appears in Xanathar’s Guide to Everything
**Appears in Sword Coast
isn’t torn asunder by powerful maniacs and errant demigods. He is also the eternal witness, watching the souls of the elves as they dance from incarnation to incarnation, each mortal lifetime
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
assassination, illusions, and lies, Zinzerena personifies cruelty, stealth, misdirection, and survival by any means necessary. In some ways, Malyk is her reflection, and in many interpretations of
. Eilistraee is a god of moonlight, song, dance, and, most important, the rejection of the evil ways of Lolth. Drow who feel like outsiders in their society, who react with disgust to the evils perpetrated by
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
dance on its surface.
A roper made of molten magma lurks in the middle of the lava pool, peeking up occasionally or rising to the sound of the gong. It has immunity to fire damage and vulnerability to
abode (area W9), it is visible to any character who enters this room. This room serves as a place of reflection and worship. Two Eternal Flame priests and one razerblast (see chapter 7 for both) are
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
a drow hang suspended from hooks connected to chains. Blood pools on the floor beneath them. Beetles scurry along the floor, walls, and down the chains and onto the victims, which faintly struggle
dance wildly and has a fifty percent chance to extinguish them. The characters spot the green light (continual flame) from the brazier here before arriving. A powerful wind roars through this small cave






