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Returning 10 results for 'ceding resides gave to have reflections'.
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Monsters
Planescape: Adventures in the Multiverse
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
disembodied Humanoid heads with wings. While most vargouilles roam the planes to curse Humanoids and create more vargouilles, a variant known as the vargouille reflection resides in Undersigil. When a
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
and eaten as part of the procedure.
Undercover Empire
The human civilization that gave rise to the yuan-ti was among the richest in the mortal world. It rapidly progressed in metalworking, using
some of their conquered enemies finally loosened the yuan-ti’s hold over nearby lands. The serpent people withdrew to their fortified cities and underground temples, ceding the rest of their
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
variant known as the vargouille reflection resides in Undersigil. When a vargouille reflection spots a Humanoid target, it takes on that creature’s visage, terrifying that creature by appearing as its own
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->Volo's Guide to Monsters
Undercover Empire The human civilization that gave rise to the yuan-ti was among the richest in the mortal world. It rapidly progressed in metalworking, using keen intellect and magic to discover the
conquered enemies finally loosened the yuan-ti’s hold over nearby lands. The serpent people withdrew to their fortified cities and underground temples, ceding the rest of their territory to their
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Reflections of Lolth From the time they’re old enough to understand, drow are taught that they’re superior to all other creatures, for they remain steadfast in their devotion to Lolth despite the
their own interests. All this effort to please Lolth is a wise precaution. Though she resides in the Abyss, the Spider Queen isn’t a distant god. She sometimes tests her most faithful by drawing their
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
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
treatment. Corellon gave each of these luminaries a unique name — Aerdrie, Keptolo, Solonor, Naralis, Erevan, Hanali, Tarsellis, Rillifane, Zandilar, Labelas, and many more — and with each name uttered
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Children of the All-Father In an age before human and elf, when all dragons were young, Annam the All-Father put the first giants upon the world. These giants were reflections of his divine offspring
and also children of the world, birthed from the marrow of mountains, the hot blood of volcanoes, and the breath of hurricanes. Annam conceived the giants to be masters of the world. He gave them
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
twenty-foot-high cave is polished to a mirror finish, such that you are faced with countless distorted reflections of yourself. Your head spins as you try to keep your bearings.
If Tekeli-li is
in this cave have disadvantage because of the disorienting reflections. If Tekeli-li is here, the gnoll vampire (see appendix C) uses its Frightful Cackle first, then targets enemies with its Sickening
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
objects and can’t be broken. Reflections. Reflections in this room take on a life of their own, taunting the creatures who cast them. A creature that converses with its own reflection must succeed on a
nonmagical Jester card he gave them gains a magical property (see the “Effects of Single Cards” section in chapter 2). Secret Door. A secret door leads south to area 12. 12: Ruin This irregular
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
one of the following conditions is met: Three or more dancing statues are destroyed. The statue on the dais is destroyed. Someone grabs the tiny sphere. The slaad normally resides in a demiplane and
apart. They produce eerie, ghostlike reflections off the water. As you take in the scene, an empty sailboat drifts into view from farther down the hall and makes its way toward you.
The sailboat