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Returning 18 results for 'buildings before devourer conferred reflection'.
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building before devourer concerned reflections
buildings before devourer concerned reflection
building before devourer conferred reflections
building before devourer conferred reflective
building before devourer conferred reflecting
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Age Barovia is the grim reflection of its undead master. Almost everything here is old and timeworn. Everywhere the adventurers go, they should be reminded of death, decay, and their own mortality
. Here are a couple of ways to reinforce these pervasive themes: Take time to describe the rotting timbers of buildings, the faded and moth-eaten clothing of the Barovian peasantry, the worm-ridden pages
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
, so the creature can’t leave the unreality and return to the tunnel. E2a. Images of Kas the Betrayer flicker on the walls of this tunnel. In each reflection, Vecna torments Kas, who appears powerless
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Auvryndar assumed control of it. The cavern has the following features: Ruins. The 30-foot-high cavern is a deathly quiet maze of crumbling stone buildings, many of which have partially collapsed. The
buildings’ walls are 10 feet high, and their roofs have mostly caved in.
Webs and Spiders. Webs are strung between the buildings, but they’re not thick enough to inhibit movement. Nine giant spiders roam
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
hungry and crawl out of buildings or descend from rooftops to attack the party. Infected Drow This drow has been infected with Zuggtmoy’s spores (see chapter 5) and will succumb to the infestation in
the empty air. If a character engages the dwarf in battle or conversation, the dwarf attacks. Svirfneblin Lure A homeless deep gnome serves as host to an intellect devourer. It tries to lure one or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-foot-high cavern is a maze of single-story stone buildings, many of which have partially collapsed. Most of the buildings have 10-foot-high walls and no roofs.
Streets. The narrow “streets” between
the buildings are strewn with trash and filth. Harmless rats scurry around every corner.
Banners. Hanging from several structures are tattered yellow banners bearing Azrok’s sigil, a bloody handprint
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
promotion.”
–Koldrel, gate greeter
Noteworthy Sites Rigus is a fortified hill divided into seven districts, separated by thick iron walls and stratified by height. Tents, military buildings, and
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->Vecna: Eve of Ruin
teleported creatures arrive in an empty space near this oval, regardless of their intended destination in the Mournland. A creature that studies the reflection of the Mournland in the oval clearly sees the
from the ruined buildings. In the center of a nearby intersection stands an eroded stone statue of a humanoid draped in colorful scraps of cloth.
Mournland-roaming pilgrims (see the “Warforged
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
spellcasting and psionic communion. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons.
Initially, an alhoon can be difficult to distinguish from a
alhoon’s mind is transferred to the periapt where it remains in communion with any other trapped alhoon minds, as well as the souls of those sacrificed.
The undeath conferred by a periapt of mind
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
of iron. It stands dour among buildings that shine with magical lights.
The Watch Presidium has three identical branches from which the city’s watch operates. Each branch includes several human
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
accumulated their own followings among the Cults of the Dragon Below. A few have abandoned the path of aggression in favor of solitary philosophy and reflection. A beholder philosopher might manipulate events
regurgitates an intellect devourer (see its entry in the Monster Manual) in an unoccupied space within 5 feet of it. The intellect devourer is under Dyrrn’s control and acts immediately after Dyrrn in the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
crawls up to the landing and joins the battle. P6. Yngukulub the Devourer An aboleth named Yngukulub the Devourer has allied itself with Gar Shatterkeel and the Cult of the Crushing Wave. Deranged kuo-toa
you want them to play. Development If the battle here is extremely loud, the cultists in area P16 know to prepare for danger. P15. Reflection Chamber A throne made of coral and seashells stands on
Equipment
tones, and glow brightly at night or when exposed to magic. Deposits are found throughout Drakkenheim, often fused into stone streets and buildings like crystalline moss.
A typical delerium fragment is
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 a horrific
Equipment
tones, and glow brightly at night or when exposed to magic. Deposits are found throughout Drakkenheim, often fused into stone streets and buildings like crystalline moss.
A typical delerium fragment is
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 a
Equipment
tones, and glow brightly at night or when exposed to magic. Deposits are found throughout Drakkenheim, often fused into stone streets and buildings like crystalline moss.
A typical delerium fragment is
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 a horrific
Equipment
tones, and glow brightly at night or when exposed to magic. Deposits are found throughout Drakkenheim, often fused into stone streets and buildings like crystalline moss.
A typical delerium fragment is
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 a horrific
Equipment
tones, and glow brightly at night or when exposed to magic. Deposits are found throughout Drakkenheim, often fused into stone streets and buildings like crystalline moss.
A typical delerium fragment is
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 a horrific
Equipment
tones, and glow brightly at night or when exposed to magic. Deposits are found throughout Drakkenheim, often fused into stone streets and buildings like crystalline moss.
A typical delerium fragment is
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->The Book of Many Things
other buildings on the grounds. Stables. These stables contain saddles and other equipment hanging on the walls, but no animals; the behir ate Gremorly’s horse. Statue. A Large statue of Istus, a god of
staff. “I hope you’ve made peace with your gods.” Gremorly fights until he is destroyed. Treasure. The staff Gremorly holds is a spectral reflection of his real Staff of Withering, which leans against






