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                        Returning 35 results for 'causing walk reflected'.
                    
                
                        
                            
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                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     afflicts the limbs of jiangshi, causing them to hold their arms rigidly and to walk with a stiff gait. This, along with their flight, lead many to call them hopping vampires.
By day, jiangshi lurk
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    ;
Bond. âI have many supporters in the Gloaming Court who worship the ground I walk on. They deserve a sovereign who is worthy of their love.â
Flaw. âWhy should I worry about the
                                                
                                            
                                                
                                                     effect two rounds in a row:
Nintra targets one pane of shadow glass in her lair, causing it to explode into shards. Each creature within 20 feet of the exploding pane must make a DC 18 Dexterity
                                                
                                            
                                        
                                                    Hobgoblin
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     death becomes a hero eternal.
Young hobgoblins start soldiering when they can walk and heed the mustering call as soon as they can wield their weapons capably. Every legion in the hobgoblins&rsquo
                                                
                                            
                                                
                                                     banners, each one made up of a group of interrelated families. Members of a banner live, work, and fight together, and each banner has a separate status within the legion that is reflected in the power of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     this chapter. Place a copy of the handout for this puzzle on the table, and allow players to use miniatures to show how their characters navigate the room. To safely walk across the room, a character
                                                
                                            
                                                
                                                     than 20 pounds of weight are placed on it, activating the pressure plate underneath and causing jets of poisonous gas to spout from the cracks between the tiles. Any creature above the trapped floor
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Mascots Everywhere! When the characters register their team name with Professor Sharpbeak, the owlin counselorâs eyes briefly dart about with trepidation. She asks the characters to walk with her
                                                
                                            
                                                
                                                    -dozen escaped and vanished. This morning, I heard students chattering about mascots causing a commotion on the outer grounds of Wiltroot Hall.â
 The professor rifles through her bag and pulls out a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     walk from the bedchamber to the upper parts of the complex for Dideriusâs servants. The dumbwaiterâs ropes and rotted wooden platform are strewn across the stairs. This area is guarded by 3 wraiths and
                                                
                                            
                                                
                                                     the room by ancient magic, causing them to manifest again 24 hours after being destroyed. The undead are the reanimated souls of three cultists who died here and of three yuan-ti that died exploring
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                    Path of the Beast You have to respect anyone who lets their inner beast out for a brisk jog and healthy throat-ripping.
 Tasha
 Barbarians who walk the Path of the Beast draw their rage from a
                                                
                                            
                                                
                                                     aspects. 4 An ancient animal spirit dwells within you, allowing you to walk this path.   Human Barbarian of the Beast Form of the Beast 3rd-level Path of the Beast feature When you enter your rage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     the north wall of the balcony on level 3. (Give the players a copy of handout 19 in appendix E.) This warning reads as follows: Walk through water with weapon in hand.
 Slake your shadow at the font
                                                
                                            
                                                
                                                    .
 The vulture is the first step.
 Right the gods.
 The walls of history tell all.
 The clues on this bronze plaque pertain to features and locations on level 3, specifically the reflected hall
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     walk from the bedchamber to the upper parts of the complex for Dideriusâs servants. The dumbwaiterâs ropes and rotted wooden platform are strewn across the stairs. This area is guarded by 3 wraiths and
                                                
                                            
                                                
                                                     the room by ancient magic, causing them to manifest again 24 hours after being destroyed. The undead are the reanimated souls of three cultists who died here and of three yuan-ti that died exploring
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     simply walk out of Avernus and step onto the Material Plane, they must rely on minions such as cultists and evil wizards, who can contact them and do their bidding in exchange for wealth and power. A
                                                
                                            
                                                
                                                    , and causing random acts of violence in the name of some enemy to ignite the spark of war, devils swell the capacity for mortals to commit acts of evil, corrupting souls by the thousands and thus
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    , lattice-covered windows, causing the potted plants to sway gently. The headboard of the master bed is fantastically carved in motifs suggestive of the merchantâs business. Connected rooms contain a
                                                
                                            
                                                
                                                     small, private bath and a walk-in closet filled with expensive clothing, mirrors, combs, and so forth. Treasure. The suite contains personal items equivalent to two rolls on the âGems or Art Objects
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     ways of seeing, and as with those individuals, you find that your creativity blossoms while you wander in an open field of waving grass or walk in silent reverence through a grove of ancient oaks. Love
                                                
                                            
                                                
                                                    , conflict is what inspires tale-tellers like you to create your best work. Conflict can bring out the best in some people, causing their heroic nature to shine forth and transform the world, but it can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     safe locations outside Lekar. Consider exploring plots in which the characters rise in the Darklordâs esteem as Trueborn of Falkovnia, but then must walk the line of both keeping Drakovâs trust and
                                                
                                            
                                                
                                                     zombies have begun acting strangely: plowing fields, tarrying in shops, and congregating in the crumbling temple. Whatâs causing this odd behavior? 
   2  In Morfenzi, Vjorn Horstman envisions an army
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    , sowing terror and taking retribution for the slights or neglected burial rites that led to their cursed resurrections. Rigor mortis notoriously afflicts the limbs of jiangshi, causing them to hold
                                                
                                            
                                                
                                                     their arms rigidly and to walk with a stiff gait. This, along with their flight, lead many to call them hopping vampires. By day, jiangshi lurk within their tombs and hidden ruins to avoid the attention
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     they want their adventurers to do. Will they walk across the dangerously weathered drawbridge? Tie themselves together with rope to minimize the chance that someone will fall if the drawbridge gives
                                                
                                            
                                                
                                                     capabilities. This increase in power is reflected by an adventurerâs level. Thereâs no winning and losing in the Dungeons & Dragons gameâat least, not the way those terms are usually understood
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     what they want their adventurers to do. Will they walk across the dangerously weathered drawbridge? Tie themselves together with rope to minimize the chance that someone will fall if the drawbridge
                                                
                                            
                                                
                                                     new capabilities. This increase in power is reflected by an adventurerâs level. Thereâs no winning and losing in the Dungeons & Dragons gameâat least, not the way those terms are usually understood
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
                                                    
                                                
                                            
                                                     and psychic damage. If any segment of the bridge is destroyed, the entire structure crumbles, causing creatures on it to fall. This part of the Spire has no ceiling or floor. Any creature that falls
                                                
                                            
                                                
                                                     creature is in a deep despair and is indifferent to the characters. Creatures that donât disturb him can walk past him unimpeded. If one or more characters make themselves known to the giant, he
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    Astral Dreadnought Enormous and terrifying monstrosities known as astral dreadnoughts haunt the silvery void of the Astral Plane, causing planar travelers to shudder at the very thought of them. They
                                                
                                            
                                                
                                                    . What one sees reflected in that starry void is the sudden, terrifying realization of oneâs own mortality. Spellcasters have cause to fear the eye more than others, since it emits a continuous
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    . (Only Lady Nandar was able to open the chest without causing the sword to attack.) The guards in area 14A try to prevent anyone from looting the contents of the chest. Treasure. The interior of the
                                                
                                            
                                                
                                                     box (worth 25 gp) containing three beautiful gold necklaces (worth 250 gp each). 14f. Roof Falling rocks caused sections of the roof to collapse, but what remains of the roof is safe to walk on. A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
                                                    
                                                
                                            
                                                     those of Dead Three. The demigods Bane, Bhaal, and Myrkul walk among mortals, personally seeking followers to their cause. More than once, itâs rumored, the trio has even trod the streets of Baldurâs
                                                
                                            
                                                
                                                     on overzealous fanatics. Despite public fears and resistance from law enforcement, the cults of the Dead Three persist, causing many to darkly wonder why the servants of Bane, Bhaal, and Myrkul hold
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
                                                    
                                                
                                            
                                                     characters interrupt or otherwise ruin the tune, 1d4 irascible specters emerge from the walls and attack, causing the bards to flee. 10 Three skeleton farmers quietly tend to corpse-white grave
                                                
                                            
                                                
                                                     one of their own. 6 A sarcophagus-like animated coffin* conveys a haughty mummy lord to its tomb. Two mummies walk alongside the coffin. The mummy lord demands that passersby acknowledge its rule with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     those of Dead Three. The demigods Bane, Bhaal, and Myrkul walk among mortals, personally seeking followers to their cause. More than once, itâs rumored, the trio has even trod the streets of Baldurâs
                                                
                                            
                                                
                                                     on overzealous fanatics. Despite public fears and resistance from law enforcement, the cults of the Dead Three persist, causing many to darkly wonder why the servants of Bane, Bhaal, and Myrkul hold
                                                
                                            
                                        
                                                     Magic Items
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    , causing those creatures to recall their saddest memories.
08
You have a +1 bonus to Wisdom (Insight checks) involving creatures you can see.
Your body is ghostly and translucent except for your
                                                
                                            
                                                
                                                     seriously, imposing disadvantage on Charisma (Deception and Persuasion) checks, and causing you to automatically fail Charisma (Intimidation) checks.
22
You can cast the gaseous form spell on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     they carry their living acts into the afterlife. A hero in death becomes a hero eternal. Young hobgoblins start soldiering when they can walk and heed the mustering call as soon as they can wield their
                                                
                                            
                                                
                                                     legion that is reflected in the power of its officers. For instance, the captains of the highest-ranking banners can expect their orders to be followed by the captains of any banners of lower rank. Rank
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     cannot be seen from the door; they require up-close observation to be discovered. Falling Through the Floor. The tracks left on the floor by the smugglers represent the only safe places to walk in the
                                                
                                            
                                                
                                                     abandoning their mission. He tries to achieve this by playing up the dangers of the place and causing accidents as they explore. The closer the characters get to discovering the truth about the smugglers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    . The goblin riding the worg is Snubsuk, the courtyard warden. His job is to lock and unlock the main gate at area K2. The worg charges toward intruders, causing Snubsuk to tumble off the worgâs back and
                                                
                                            
                                                
                                                     or expose him. Sheâs leaning toward the former, since sheâs not sure the goblins will pick her as their new leader if Yarb-Gnock dies. K7. Walk of Doom A twenty-foot-long wooden walkway clings to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     next to an icicle and break it off, causing it to fall on an enemy below. Any creature standing under a falling icicle must succeed on a DC 12 Dexterity saving throw or take 7 (2d6) piercing damage from
                                                
                                            
                                                
                                                     same conclusion as Professor Skant. The characters can punch a hole in the towerâs outer wall thatâs big enough for them to crawl or walk through. Any character who takes a short rest in the tower
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     characters toward area G6 if he believes them to be cultists and also reminds them of the pass phrase to cross the stone bridge (area G9) safely: âWe walk in the shadow of OgrĂ©moch!â If the characters refuse
                                                
                                            
                                                
                                                     they open their eyes and move. To cross the bridge without rousing the galeb duhrs, someone among the passersby must speak the cultâs pass phrase: âWe walk in the shadow of OgrĂ©moch!â Otherwise, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Scions of Elemental Evil
                                                    
                                                
                                            
                                                    . Alternatively, the characters can use the heavy undergrowth to ambush the cultists, causing the cultists to have Disadvantage on their Initiative rolls. Dumped Body. As a Search action, a character can examine
                                                
                                            
                                                
                                                     before dispersing. Equipment the creature is wearing or carrying isnât turned to ash. The cloud doesnât obscure vision.
 Braziers. As an action, a creature can kick over a brazier, causing scorching ash
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     (Huge size; 130 hit points) lurks on the ceiling here, reflected in the pool. Unless a character looks up and sees the ooze, it quickly slides down the pillar and attacks with surprise. White Pillar. A
                                                
                                            
                                                
                                                    ) oversees two Thayan apprentices (see appendix B) in this cavern. They walk a circuit around the pools, carefully jabbing down into them with the ooze prods they carry. Spawn Pools. These 5-foot-deep pools
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     together and eventually here. Like the other garden residents, Argus and Hamish believe Juliana and Orlando are the reincarnated creators of the gardenâand they see their own love reflected in the
                                                
                                            
                                                
                                                     bracing walk to the upper rooftop garden. P11: Upper Roof Garden This roof garden is bound on three sides by a low, crenelated parapet and holds two long flower beds. The north bed holds spotless white
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     +7
 Senses passive Perception 10
 Languages Common, Primordial
 Challenge 6 (2,300 XP)
 Earth Walk. Moving through difficult terrain made of earth or stone costs Miraj no extra movement.
 Innate
                                                
                                            
                                                
                                                     start of its next turn, when it can decide to avert its eyes again. If the creature looks at Marlos in the meantime, it must immediately make the save.
 If Marlos sees himself reflected on a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     line of figures struggling to walk against the wind, faces of the dead, or anything else you wish to depict or convey in your campaign. N11. Heroâs Tomb A yellow casket rests on the flat top of a
                                                
                                            
                                                
                                                    , causing bits of debris to ricochet off the walls, exploding into dust from the impact. In the middle of the cavern a stone brazier is lit with a steady green flame. Blocking the tunnel to the north
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
                                                    
                                                
                                            
                                                     noise louder than a whisper agitates the bats and sends them into a panic, causing a number of swarms of bats equal to the number of characters in this area descend from the ceiling and attack the source
                                                
                                            
                                                
                                                     havenât already. As thanks for freeing her, sheâs willing to cast Tongues, Water Breathing, and Water Walk on the characters to facilitate their exploration. If the characters also present proof of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     outer tower. The bridge and the tower walkway lack railings. Their planks and stones groan and crack underfoot but are safe to walk on. K10. Wizard Statue This level of the outer tower consists of a
                                                
                                            
                                                
                                                     plate to attack someone out of its reach, the weight on the plate is lifted, causing poison gas to erupt from the holes in the walls. When the trap triggers, each creature in the hall must make a DC
                                                
                                            
                                        





