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Returning 35 results for 'beings bane diffusing complete reflections'.
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being been diffusing completes reflections
Monsters
Planescape: Adventures in the Multiverse
tears from its body and becomes a new vargouille reflection. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete ends the curse and
saving throw is successful or if the effect ends on it, the target is immune to the Horrific Reflection of all vargouille reflections for 1 hour.Vargouille;Vargouilles are flying Fiends that resemble
Monsters
Icewind Dale: Rime of the Frostmaiden
guards.
Magen are magical, humanlike beings created by a wizard spell (see the create magen spell in appendix D) or by other arcane methods.
Though magen look like humanoids with green skin, they
its creator’s instructions without hesitation. When its task is complete, a magen stands immobile and silent until its creator gives it new orders.Poison
Monsters
Icewind Dale: Rime of the Frostmaiden
, humanlike beings created by a wizard spell (see the create magen spell in appendix D) or by other arcane methods.
Though magen look like humanoids with green skin, they are constructs. When one is
instructions without hesitation. When its task is complete, a magen stands immobile and silent until its creator gives it new orders.Lightning, Poison
Monsters
Icewind Dale: Rime of the Frostmaiden
abilities to manipulate and harm other creatures.
Magen are magical, humanlike beings created by a wizard spell (see the create magen spell in appendix D) or by other arcane methods.
Though magen look
itself and its creator, and it follows its creator’s instructions without hesitation. When its task is complete, a magen stands immobile and silent until its creator gives it new orders.Poison
Monsters
Fizban's Treasury of Dragons
components and using Intelligence as the spellcasting ability (spell save DC 14):
1/day each: bane, create or destroy waterDecay and despair are bound up in the nature of topaz dragons, thanks to
the necrotic energy of the Negative Plane that suffuses them. Their psionic power manifests the fundamental entropic principle that mortal beings and their creations are ultimately doomed to death and
Magic Items
Vecna: Eve of Ruin
annihilation.
Desperate to save themselves and their allies, powerful elemental beings called the Wind Dukes of Aaqa rose against Miska. Committed to the concept of law, the Wind Dukes descended from a
to while it is broken. While holding one piece of the broken rod, you know the general location of the next consecutive piece, as the rod yearns to be a complete artifact. Multiple rod pieces can be
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Chapter 2: Creating an Archfey Archfey are among the most powerful beings in the Feywild. Consciously or unconsciously, they transform their Feywild homes into reflections of their desires and
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Chapter 2: Creating an Archfey Archfey are among the most powerful beings in the Feywild. Consciously or unconsciously, they transform their Feywild homes into reflections of their desires and
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Chapter 2: Creating an Archfey Archfey are among the most powerful beings in the Feywild. Consciously or unconsciously, they transform their Feywild homes into reflections of their desires and
races
Spelljammer: Adventures in Space
Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own.
An
treated by your creator, so you ran away from home.
5
You were built to complete a special mission.
6
You felt trapped in the role for which you were built and abandoned your creator
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
a member of the Student-Mages of Faith. He enjoys helping his fellow students celebrate their high holidays and discussing theology and spirituality. For him, the natural world and all living beings
Boon: Melwythorne’s spirituality centers you. You can calm even the most frazzled of your peers and, if necessary, extract information as needed.
Bond Bane: Members of the silkball club and the Student-Mages of Faith refuse to acknowledge your presence.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
a member of the Student-Mages of Faith. He enjoys helping his fellow students celebrate their high holidays and discussing theology and spirituality. For him, the natural world and all living beings
Boon: Melwythorne’s spirituality centers you. You can calm even the most frazzled of your peers and, if necessary, extract information as needed.
Bond Bane: Members of the silkball club and the Student-Mages of Faith refuse to acknowledge your presence.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
a member of the Student-Mages of Faith. He enjoys helping his fellow students celebrate their high holidays and discussing theology and spirituality. For him, the natural world and all living beings
Boon: Melwythorne’s spirituality centers you. You can calm even the most frazzled of your peers and, if necessary, extract information as needed.
Bond Bane: Members of the silkball club and the Student-Mages of Faith refuse to acknowledge your presence.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
most wicked beings from across ages and worlds within inescapable, mist-shrouded domains. These are the Domains of Dread, the nightmare demiplanes that form the D&D setting of Ravenloft. Untold terrors
lurk within these lands, yet the collection of the Dark Powers is far from complete. This chapter provides information for the DM and explores the misty truths of the Domains of Dread, along with a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
most wicked beings from across ages and worlds within inescapable, mist-shrouded domains. These are the Domains of Dread, the nightmare demiplanes that form the D&D setting of Ravenloft. Untold terrors
lurk within these lands, yet the collection of the Dark Powers is far from complete. This chapter provides information for the DM and explores the misty truths of the Domains of Dread, along with a
Monsters
Fizban's Treasury of Dragons
of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 19):
1/day each: antilife shell, bane, control water, create or destroy
beings and their creations are ultimately doomed to death and decomposition, and the dragons’ demeanor is typically morbid and curmudgeonly as a result.
Gleaming Gold
Upon hatching, topaz
Monsters
Fizban's Treasury of Dragons
following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):
1/day each: bane, control water, create or destroy waterThe dragon can take 3
the nature of topaz dragons, thanks to the necrotic energy of the Negative Plane that suffuses them. Their psionic power manifests the fundamental entropic principle that mortal beings and their
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
through no matter which form the entity took. Corellon loved wholeheartedly, broke oaths without reservation, and took pleasure from every encounter with the other divine beings of the multiverse
creatures, they traveled in Corellon’s shadow, sparkling like the reflections from a finely cut gem. When Corellon came to notice these glorious echoes, the god tarried with them in the place that became
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
most wicked beings from across ages and worlds within inescapable, mist-shrouded domains. These are the Domains of Dread, the nightmare demiplanes that form the D&D setting of Ravenloft. Untold terrors
lurk within these lands, yet the collection of the Dark Powers is far from complete. This chapter provides information for the DM and explores the misty truths of the Domains of Dread, along with a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
and take his power. Instead, Jergal calmly abdicated his throne of bones and allowed each of the three mortals to take part of his divinity. Thus it was that Bane assumed the portfolio of strife, Myrkul
beings slew each other in their quest for power or in their hatred, he welcomed them into his shadowy kingdom of eternal gloom. As all things died, everything came to him eventually, and over time he
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
and take his power. Instead, Jergal calmly abdicated his throne of bones and allowed each of the three mortals to take part of his divinity. Thus it was that Bane assumed the portfolio of strife, Myrkul
beings slew each other in their quest for power or in their hatred, he welcomed them into his shadowy kingdom of eternal gloom. As all things died, everything came to him eventually, and over time he
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
and take his power. Instead, Jergal calmly abdicated his throne of bones and allowed each of the three mortals to take part of his divinity. Thus it was that Bane assumed the portfolio of strife, Myrkul
beings slew each other in their quest for power or in their hatred, he welcomed them into his shadowy kingdom of eternal gloom. As all things died, everything came to him eventually, and over time he
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
through no matter which form the entity took. Corellon loved wholeheartedly, broke oaths without reservation, and took pleasure from every encounter with the other divine beings of the multiverse
creatures, they traveled in Corellon’s shadow, sparkling like the reflections from a finely cut gem. When Corellon came to notice these glorious echoes, the god tarried with them in the place that became
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
through no matter which form the entity took. Corellon loved wholeheartedly, broke oaths without reservation, and took pleasure from every encounter with the other divine beings of the multiverse
creatures, they traveled in Corellon’s shadow, sparkling like the reflections from a finely cut gem. When Corellon came to notice these glorious echoes, the god tarried with them in the place that became
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
restoration, or a similar spell on the target before the transformation is complete ends the curse and restores the target’s Charisma.
Horrific Reflection (Recharge 5–6). The vargouille’s head mimics that
until the vargouille loses concentration (as if concentrating on a spell). If the target’s saving throw is successful or if the effect ends on it, the target is immune to the Horrific Reflection of all vargouille reflections for 1 hour.
Adrián Ibarra Lugo
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
restoration, or a similar spell on the target before the transformation is complete ends the curse and restores the target’s Charisma.
Horrific Reflection (Recharge 5–6). The vargouille’s head mimics that
until the vargouille loses concentration (as if concentrating on a spell). If the target’s saving throw is successful or if the effect ends on it, the target is immune to the Horrific Reflection of all vargouille reflections for 1 hour.
Adrián Ibarra Lugo
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Autognome Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its
home. 5 You were built to complete a special mission. 6 You felt trapped in the role for which you were built and abandoned your creator, determined to find a greater purpose.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Autognome Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its
home. 5 You were built to complete a special mission. 6 You felt trapped in the role for which you were built and abandoned your creator, determined to find a greater purpose.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Autognome Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its
home. 5 You were built to complete a special mission. 6 You felt trapped in the role for which you were built and abandoned your creator, determined to find a greater purpose.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
restoration, or a similar spell on the target before the transformation is complete ends the curse and restores the target’s Charisma.
Horrific Reflection (Recharge 5–6). The vargouille’s head mimics that
until the vargouille loses concentration (as if concentrating on a spell). If the target’s saving throw is successful or if the effect ends on it, the target is immune to the Horrific Reflection of all vargouille reflections for 1 hour.
Adrián Ibarra Lugo
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
recommend 300 XP per character for each situation the heroes resolve successfully. Ideally, the characters have the chance to complete eight or nine of these events. If you use the milestone experience
rule, the characters reach 5th level at the end of this journey. Trade Way Events d12 Event 1 Adventuring Life 2 Animal Abuse 3 Bane of the Mountains 4 Contraband 5 Everything Has a Price 6 Fungus
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
recommend 300 XP per character for each situation the heroes resolve successfully. Ideally, the characters have the chance to complete eight or nine of these events. If you use the milestone experience
rule, the characters reach 5th level at the end of this journey. Trade Way Events d12 Event 1 Adventuring Life 2 Animal Abuse 3 Bane of the Mountains 4 Contraband 5 Everything Has a Price 6 Fungus
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
recommend 300 XP per character for each situation the heroes resolve successfully. Ideally, the characters have the chance to complete eight or nine of these events. If you use the milestone experience
rule, the characters reach 5th level at the end of this journey. Trade Way Events d12 Event 1 Adventuring Life 2 Animal Abuse 3 Bane of the Mountains 4 Contraband 5 Everything Has a Price 6 Fungus
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
recommend 300 XP per character for each situation the heroes resolve successfully. Ideally, the characters have the chance to complete eight or nine of these events. If you use the milestone experience
rule, the characters reach 5th level at the end of this journey. Trade Way Events d12 Event 1 Adventuring Life 2 Animal Abuse 3 Bane of the Mountains 4 Contraband 5 Everything Has a Price 6 Fungus
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
recommend 300 XP per character for each situation the heroes resolve successfully. Ideally, the characters have the chance to complete eight or nine of these events. If you use the milestone experience
rule, the characters reach 5th level at the end of this journey. Trade Way Events d12 Event 1 Adventuring Life 2 Animal Abuse 3 Bane of the Mountains 4 Contraband 5 Everything Has a Price 6 Fungus






