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Returning 35 results for 'before both deep coins 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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
rain drifts earthward like lazy snowflakes, and lightning crawls in a meandering path from cloud to cloud. The slow and boring world seems to be populated by torpid creatures whose deep, sonorous speech
looking.
Tricks of that sort are hardly the limit of their artful malice, however. They don’t commit outright murder, but quicklings can ruin lives in plenty of other ways, such as by stealing an important letter, swiping coins collected for the poor, or planting a stolen item in someone’s bag.
Charlatan
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
or roll on the table below.
d6
Scam
1
I cheat at games of chance.
2
I shave coins or forge documents.
3
I insinuate myself into people’s lives to prey on their
world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues.
d8
Personality Trait
1
I fall in and out of love easily, and am
Backgrounds
Baldur’s Gate: Descent into Avernus
chance.
2
I shave coins or forge documents.
3
I insinuate myself into people’s lives to prey on their weakness and secure their fortunes.
4
I put on new identities like clothes
, and how they see the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues.
d8
Personality Trait
1
I fall in and out
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->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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Statue. An alcove in the south wall contains a gilded statue of Halaster Blackcloak holding what looks like coins in its outstretched right hand.
Secret Door. A northwest alcove contains a secret
door that opens into area 5d.
The statue holds five gold-painted stone coins in its outstretched hand. Close inspection reveals that one of the coins is loose and can be removed from the statue’s
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, you hear clattering coins and patrons laughing in preternaturally deep voices.
A winged tiefling soars above the spectacle. Patches of multicolored scales freckle her skin, and her prim tailcoat
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
V9. Manticore Lair A pool fills the center of this deep cave, born from a natural spring beneath the rock and flowing outward into the river. Long stalactites hang above the pool, surrounding a
the cave, along with signs the orcs camped here for many days. Coins scattered in the pool and around the lair total 60 cp, 26 sp, and 14 gp. The orcs also accumulated four crates of plunder that include plates, candlesticks, and silks worth 50 gp total.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
-deep pool of water. Harmless crabs scuttle across the floor, and glistening snails cling to the walls. A few smashed barrels and crates are scattered about. As the characters move through the caves, a
hungry xorn emerges from a wall behind them and demands food (in Terran). If the characters don’t quickly feed the xorn at least 50 gp worth of gems or coins, it attacks them. If the xorn is properly fed or reduced to fewer than half its hit points, it sinks back into the stone.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Gemstones Gemstones are small, lightweight, and easily secured compared to their same value in coins. If a treasure hoard includes gemstones, you can use the following tables to randomly determine
(mottled deep blue) 2 Banded agate (striped brown, blue, white, or red) 3 Blue quartz (pale blue) 4 Eye agate (circles of gray, white, brown, blue, or green) 5 Hematite (gray black) 6 Lapis lazuli
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
E9: Engine Car A massive furnace dominates the interior of this noisy car. Two spherical modrons shovel coins into the roaring fire while a brawny, nine-foot-tall automaton guards a treasure-filled
fuel cart nearby. “Faster!” bellows a deep, disembodied voice.
The sapient Engine Car is the source of the deep, booming voice. The car speaks Common and Modron. While it’s moving and not talking
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
found throughout the maze typically contain talons, though some also include Soul Coins. A character who succeeds on a DC 15 Wisdom (Insight) check notices a flicker of hunger appear in Kaylan’s eyes
when he mentions Soul Coins. If pressed, Kaylan admits that he feeds off Soul Coins using a special Sword of Life Stealing, which he always keeps with him. If the characters bring him Soul Coins, he’ll
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
— particularly of dangerous beasts and kidnapped souls — know to drop a few coins into the water as they pass into the harbor to appease Umberlee. Umberlee’s adherents work out of the Water Queen’s House, a
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
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
feet below the floor level of the surrounding dungeon. The canals are 15 feet deep. A sluggish current flows southward down both canals from the waterfalls at area C25. A character who falls into a canal
water level. Treasure. Many denizens of the temple carry small amounts of treasure. Creatures that own individual treasure have 4d10 gp worth of mixed coins and other minor valuables. Map 4.2: Temple of the Crushing WaveView Player Version
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->Princes of the Apocalypse
-Besil. Chasms average 100 to 200 feet deep, but the sides are rough, sloping rock, not sheer walls. Chasm floors tend to be steep, jumbled boulder-falls and are difficult terrain. Light. Cultists
. Creatures that own individual treasure have 4d10 gp worth of mixed coins and other minor valuables. Map 4.3: Temple of Black EarthView Player Version
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ethereal, particularly effects that use force energy such as forcecage and wall of force. The depths of the plane, the Deep Ethereal, are a region of swirling mists and colorful fogs. The Astral Plane
white and gray streaking among motes of light resembling distant stars. Erratic whirlpools of color flicker in midair like spinning coins. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
hangs three feet above the still, black water that fills this dungeon corridor. The water is five feet deep. Ten-foot-square cells, their entrances blocked by iron bars, line both sides of the hall. One
. He can enter a cell by assuming mist form. K74a. Forgotten Treasure This cell is linked to a teleport trap in area K73. Characters who enter the cell can feel coins shifting beneath their feet
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->Baldur’s Gate Gazetteer
— particularly of dangerous beasts and kidnapped souls — know to drop a few coins into the water as they pass into the harbor to appease Umberlee. Umberlee’s adherents work out of the Water Queen’s House, a
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ethereal, particularly effects that use force energy such as forcecage and wall of force. The depths of the plane, the Deep Ethereal, are a region of swirling mists and colorful fogs. The Astral Plane
white and gray streaking among motes of light resembling distant stars. Erratic whirlpools of color flicker in midair like spinning coins. Occasional bits of solid matter can be found here, but most of the Astral Plane is an endless, open domain.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
dead, under mountains of gold coins.
The treasure lies in a crypt in Castle Ravenloft (chapter 4, area K84, crypt 31). 5 of Swords—Myrmidon Look for a den of wolves in the hills overlooking a
at the end of a long and winding road, deep in the mountains.
The treasure is inside the head of the giant statue in the Amber Temple (chapter 13, area X5a). 8 of Swords—Dictator I see a throne fit
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
hangs three feet above the still, black water that fills this dungeon corridor. The water is five feet deep. Ten-foot-square cells, their entrances blocked by iron bars, line both sides of the hall. From
leave the castle and reunite with her, staying with the characters only until an opportunity to leave presents itself. K75b. Forgotten Treasure Characters who enter the cell can feel coins shifting
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
platinum coin into every pedestal could exit the room safely. A gargoyle will also accept a tithe of multiple coins of equal or greater value (10 cp instead of 1 sp in the east pedestal, for example
). The pedestals have hollow cavities within them to store the coins (see “Treasure” below). The gargoyles always know when they’re being cheated. If any humanoid leaves the room without offering
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
purchase from duergar traders in Mantol-Derith (see chapter 9). Tappy Foamstrap, a bored deep gnome, runs the inn. The characters’ arrival is the most exciting thing that has happened in months, so she
want them out, while others propose an alliance of mutual defense. A merchant from Gracklstugh says there’s an influx of surface-world coins there, but nobody knows where they come from. (See chapter 4
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
Magic Items
Infernal Machine Rebuild
preventing it from restoring itself if it is attacked. Alternatively, other combinations of controls might cause the Infernal Machine to teleport its most critical components to some hiding place deep in space
finish a short rest, up to 100 silver pieces already in your possession become gold pieces, and up to 100 copper pieces become silver pieces.
All coins you touch become worthless tin.
27
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->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
paraphrase the following text: An aged human wearing a tattered cloak approaches. His skin is crisscrossed with scars, and he carries himself with confidence. In a deep voice, the man rumbles, “They say
association. Valder offers the characters no reward—their reward is escape from Curst. If pressed, Valder flips them 2 electrum coins, which is most of the money he has in the shack (he saves another 5
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to enter the Tomb of the Nine Gods. The water around the shrine is 2 feet deep. 18A. Shrine Entrance The shrine is home to a gold-skinned grung elite warrior named Chief Yorb. Four orange-skinned
successful DC 25 Strength check. 18B. Chamber of Greed Torches shed light over rooms filled of treasure: chests heaped with coins, polished amphorae, strings of pearls, and ornate pieces of armor. Set into
Compendium
- Sources->Dungeons & Dragons->Stranger Things
half as much damage. The hall becomes impassable. Area 4: Treasure Room. This is where the troglodytes keep their few valuable items. There are 200 gp in coins and gems, plus artwork and other
its passive Perception (13). Failure means it wakes up and attacks. Area 10: Water Pool. A natural spring feeds a 10-foot-deep pool of clear, fresh water. In the pool lives a giant frog, which leaps out
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
rocks as it bumps up against a wooden dock. The ferrier then raises one hand, gesturing at the glittering sights before you, and intones in a deep, raspy voice: “Welcome to the Afterlife. Temptation
awaits.”
The characters can leave the boat and freely explore what the casino has to offer. Any character who tips the ferrier with two coins gains inspiration.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, blinking at you.
Entering the tent costs 1 ticket punch. The veil between the Material Plane and the Feywild is thinnest inside this hall of magical mirrors, and the door to Prismeer lies deep
onlookers in their youth; the images grow steadily older, until the mirrors deep within the hall reflect onlookers in their twilight years. As the characters scrutinize their reflections, ask the players
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wall drains into a pool 1 foot deep, 30 feet long, and 10 feet wide. A secret door stands behind the lava curtain, opening into area 12d. The characters can’t open or pass through the secret door
Intelligence (Investigation) check realizes that they are fakes made of polished stone. 12d. Dragon Hatchery Lava Pool. The entire floor is a 1-foot-deep pool of lava. The lava is created magically but






