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Returning 35 results for 'before both distant chasing reflection'.
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Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
reflection of Neverwinter. The Crevice of Dusk closes immediately after shunting the characters. The characters experience the following vision: Around the world and across the planes, you perceive
glowing sphere of hidden knowledge in some impossibly distant place. The vision fades into darkness, leaving only Vecna’s glaring left eye.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
reflection of Neverwinter. The Crevice of Dusk closes immediately after shunting the characters. The characters experience the following vision: Around the world and across the planes, you perceive
glowing sphere of hidden knowledge in some impossibly distant place. The vision fades into darkness, leaving only Vecna’s glaring left eye.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
reflection of Neverwinter. The Crevice of Dusk closes immediately after shunting the characters. The characters experience the following vision: Around the world and across the planes, you perceive
glowing sphere of hidden knowledge in some impossibly distant place. The vision fades into darkness, leaving only Vecna’s glaring left eye.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
cavern. Some of the crystal faces reflect distorted images of the cavern, while others flicker with scenes of the lich-god Vecna visiting destruction on distant worlds.
Three tunnels branch off the
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
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
cavern. Some of the crystal faces reflect distorted images of the cavern, while others flicker with scenes of the lich-god Vecna visiting destruction on distant worlds.
Three tunnels branch off the
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
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
cavern. Some of the crystal faces reflect distorted images of the cavern, while others flicker with scenes of the lich-god Vecna visiting destruction on distant worlds.
Three tunnels branch off the
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
Compendium
- Sources->Dungeons & Dragons->Monster Manual
jaws. Rather than chasing prey, they use their supernatural gaze to turn creatures to stone and then consume these victims at their leisure. While basilisks are most comfortable in subterranean lairs
.
Bonus Actions
Petrifying Gaze (Recharge 4–6). Constitution Saving Throw: DC 12, each creature in a 30-foot Cone. If the basilisk sees its reflection in the Cone, the basilisk must make this save. First
Compendium
- Sources->Dungeons & Dragons->Monster Manual
jaws. Rather than chasing prey, they use their supernatural gaze to turn creatures to stone and then consume these victims at their leisure. While basilisks are most comfortable in subterranean lairs
.
Bonus Actions
Petrifying Gaze (Recharge 4–6). Constitution Saving Throw: DC 12, each creature in a 30-foot Cone. If the basilisk sees its reflection in the Cone, the basilisk must make this save. First
Compendium
- Sources->Dungeons & Dragons->Monster Manual
jaws. Rather than chasing prey, they use their supernatural gaze to turn creatures to stone and then consume these victims at their leisure. While basilisks are most comfortable in subterranean lairs
.
Bonus Actions
Petrifying Gaze (Recharge 4–6). Constitution Saving Throw: DC 12, each creature in a 30-foot Cone. If the basilisk sees its reflection in the Cone, the basilisk must make this save. First
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the glass cabinet and fell victim to its spell. If one or more characters follow Rubin into the Hall of Illusions, see “Chasing Rubin” below. After recovering from the cabinet’s spell, Ween remains
transforms into a portal to the Feywild domain of Prismeer (see “Through the Looking Glass” at the end of the chapter for more information). Chasing Rubin If the characters chase after Rubin when he
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the glass cabinet and fell victim to its spell. If one or more characters follow Rubin into the Hall of Illusions, see “Chasing Rubin” below. After recovering from the cabinet’s spell, Ween remains
transforms into a portal to the Feywild domain of Prismeer (see “Through the Looking Glass” at the end of the chapter for more information). Chasing Rubin If the characters chase after Rubin when he
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the glass cabinet and fell victim to its spell. If one or more characters follow Rubin into the Hall of Illusions, see “Chasing Rubin” below. After recovering from the cabinet’s spell, Ween remains
transforms into a portal to the Feywild domain of Prismeer (see “Through the Looking Glass” at the end of the chapter for more information). Chasing Rubin If the characters chase after Rubin when he
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
—flapping, severed heads spawned from the Abyss—chasing their prey. Cranium rats scurry through the tunnels, telepathically relaying their findings to their hivemind. Alone, these spies are little more
, 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
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
—flapping, severed heads spawned from the Abyss—chasing their prey. Cranium rats scurry through the tunnels, telepathically relaying their findings to their hivemind. Alone, these spies are little more
, 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
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
—flapping, severed heads spawned from the Abyss—chasing their prey. Cranium rats scurry through the tunnels, telepathically relaying their findings to their hivemind. Alone, these spies are little more
, 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
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
haunted trap affects a 20-foot-radius sphere centered on an ancient but pristine instrument. When a creature enters the area, the trap’s emanation manifests as the sound of distant, mournful music. A round
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->Van Richten’s Guide to Ravenloft
haunted trap affects a 20-foot-radius sphere centered on an ancient but pristine instrument. When a creature enters the area, the trap’s emanation manifests as the sound of distant, mournful music. A round
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->Van Richten’s Guide to Ravenloft
haunted trap affects a 20-foot-radius sphere centered on an ancient but pristine instrument. When a creature enters the area, the trap’s emanation manifests as the sound of distant, mournful music. A round
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->Fizban's Treasury of Dragons
has been raiding distant farmlands, procuring gifts of food for a mate with a taste for unusual cuisine.
7 A white dragon has been exacting vengeance on a rival silver dragon by killing off the
because they lack the power to dominate those companions outright. White Dragon Wyrmling Connections d6 Connected Creatures
1 A pair of ice mephits delight in chasing townsfolk into a white
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
has been raiding distant farmlands, procuring gifts of food for a mate with a taste for unusual cuisine.
7 A white dragon has been exacting vengeance on a rival silver dragon by killing off the
because they lack the power to dominate those companions outright. White Dragon Wyrmling Connections d6 Connected Creatures
1 A pair of ice mephits delight in chasing townsfolk into a white
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
has been raiding distant farmlands, procuring gifts of food for a mate with a taste for unusual cuisine.
7 A white dragon has been exacting vengeance on a rival silver dragon by killing off the
because they lack the power to dominate those companions outright. White Dragon Wyrmling Connections d6 Connected Creatures
1 A pair of ice mephits delight in chasing townsfolk into a white
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->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->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->Ghosts of Saltmarsh
it from sinking when it smashed against a reef. You have a standing invitation to visit the merchant’s distant mansion. 4 Master of Armaments. You specialized in designing and mounting defenses for
lacking is the greatest disappointment. (Evil) 5 Reflection. Muddied water always clears in time. (Any) 6 Hope. The horizon at sea holds the greatest promise. (Any) Shipwright Bonds d6 Bond 1 I
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
it from sinking when it smashed against a reef. You have a standing invitation to visit the merchant’s distant mansion. 4 Master of Armaments. You specialized in designing and mounting defenses for
lacking is the greatest disappointment. (Evil) 5 Reflection. Muddied water always clears in time. (Any) 6 Hope. The horizon at sea holds the greatest promise. (Any) Shipwright Bonds d6 Bond 1 I
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
it from sinking when it smashed against a reef. You have a standing invitation to visit the merchant’s distant mansion. 4 Master of Armaments. You specialized in designing and mounting defenses for
lacking is the greatest disappointment. (Evil) 5 Reflection. Muddied water always clears in time. (Any) 6 Hope. The horizon at sea holds the greatest promise. (Any) Shipwright Bonds d6 Bond 1 I
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
reflection, the Court of Fountains is also Eileanar’s most beautiful locale. The elf Aurivyl (Medium, Neutral Good Archpriest), a descendant of the Eaerlanni elves who taught the Netherese magic, is in
by mages are frigid cracks in reality leading to the Plane of Ice, Stygia (the frozen fifth layer of the Nine Hells), Limbo, and other distant planes. Adventurers might be asked to deal with monsters
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
reflection, the Court of Fountains is also Eileanar’s most beautiful locale. The elf Aurivyl (Medium, Neutral Good Archpriest), a descendant of the Eaerlanni elves who taught the Netherese magic, is in
by mages are frigid cracks in reality leading to the Plane of Ice, Stygia (the frozen fifth layer of the Nine Hells), Limbo, and other distant planes. Adventurers might be asked to deal with monsters
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
reflection, the Court of Fountains is also Eileanar’s most beautiful locale. The elf Aurivyl (Medium, Neutral Good Archpriest), a descendant of the Eaerlanni elves who taught the Netherese magic, is in
by mages are frigid cracks in reality leading to the Plane of Ice, Stygia (the frozen fifth layer of the Nine Hells), Limbo, and other distant planes. Adventurers might be asked to deal with monsters
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
innate power over them. He plays with them as if they were children, chasing them through the gloomy depths.
Something changes, and the oozes flow away. The deep gnome runs after them, fearful of
once more, telling them that Orcus has saved Cyrog, and commanding them to follow it into undeath.
The librarians of Gravenhollow know that Cyrog is the name of distant mind flayer settlement
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
innate power over them. He plays with them as if they were children, chasing them through the gloomy depths.
Something changes, and the oozes flow away. The deep gnome runs after them, fearful of
once more, telling them that Orcus has saved Cyrog, and commanding them to follow it into undeath.
The librarians of Gravenhollow know that Cyrog is the name of distant mind flayer settlement
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, such appellations come about because in the distant past, a halfling matriarch or patriarch performed a memorable feat or displayed some amazing skill that led to a name that stuck. Clans with
not dozing off and dreaming of chasing butterflies, halflings spend time on simple creative activities, such as whittling a pipe from a branch, braiding yarn into a thick rope, or composing a jaunty
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
innate power over them. He plays with them as if they were children, chasing them through the gloomy depths.
Something changes, and the oozes flow away. The deep gnome runs after them, fearful of
once more, telling them that Orcus has saved Cyrog, and commanding them to follow it into undeath.
The librarians of Gravenhollow know that Cyrog is the name of distant mind flayer settlement
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, such appellations come about because in the distant past, a halfling matriarch or patriarch performed a memorable feat or displayed some amazing skill that led to a name that stuck. Clans with
not dozing off and dreaming of chasing butterflies, halflings spend time on simple creative activities, such as whittling a pipe from a branch, braiding yarn into a thick rope, or composing a jaunty