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Returning 35 results for 'change return grinding to her reflections'.
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Monsters
Monster Manual
). Otherwise, the hag drops to 1 Hit Point and teleports to a harmless demiplane, and it can’t return to the plane it left for 2d6;{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Spiteful
lairs frequently change or exhibit bewildering features.
The region containing an arch-hag’s lair is altered by its presence, creating the following effects:
Lapsus Linguae. Creatures
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. Hit: 25 (4d10 + 3);{"diceNotation":"4d10+3", "rollType":"damage", "rollAction":"Telekinetic Strike", "rollDamageType":"force"} force damage.
Change Shape. The giant magically transforms to look and
feel like a Beast or a Humanoid it has seen or to return to its true form. Any equipment the giant is wearing or carrying is absorbed by the new form. Its statistics, other than its size, don’t
Monsters
Mordenkainen Presents: Monsters of the Multiverse
recounted in dockside taverns tell of people lost to the sea—but not merely drowned and gone. Some unfortunates taken by the ocean live on as sea spawn, haunting the waves like tortured reflections
by a kraken (see the Monster Manual) named Slarkrethel. The experience transforms the children into fanatics dedicated to the kraken. They return from the sea as humans, but when they reach old age
Monsters
Guildmasters’ Guide to Ravnica
within moves up to 10 years forward or backward (sphinx’s choice). Only the sphinx is immediately aware of the time change. A wish spell can return the caster and up to seven other creatures
’t use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it.
PsychicBludgeoning, Piercing, and Slashing from Nonmagical Attacks
Classes
Tasha’s Cauldron of Everything
. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
A Swarmkeeper’s swarm and spells are reflections of the
into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don’t change the effects of spells, but they are
Monsters
Phandelver and Below: The Shattered Obelisk
this transformation to become malevolent prophets and harbingers. Others find magical ways to return to their previous forms.
Mutates
A creature exposed to the strange energy of the Far Realm
deliberately change themselves, seeking to embrace the fell powers they worship. Creatures that become mutates often inexplicably change back to their previous forms once the Far Realm influence abates
Monsters
Icewind Dale: Rime of the Frostmaiden
a roll of 1, the character must succeed on a DC 13 Charisma saving throw or become an evil NPC under the DM’s control, unless the character is evil already. This alignment change can be undone
the effects of madness, the berserker loses its Chardalyn Madness trait but retains its chaotic evil alignment and other qualities. Further exposure to the demonic magic causes the berserker’s madness to return, however.
Monsters
Icewind Dale: Rime of the Frostmaiden
, Dzaan had used a spell scroll of simulacrum to create a copy of himself. This Dzaan's Simulacrum;simulacrum dwells in the sunken Netherese spire, waiting for its creator to return.
The sunken Netherese
tower contains a special room that can transform the simulacrum into a real person—or any magical illusion into the real thing, for that matter. If this change occurs, the simulacrum
Monsters
Icewind Dale: Rime of the Frostmaiden
himself. This simulacrum dwells in the sunken Netherese spire, waiting for its creator to return.
The simulacrum, which looks and acts like Dzaan, has half of Dzaan's hit points and can't regain
. If this change occurs, the simulacrum effectively becomes a clone of Dzaan, authentic in every way.
Companion. Because they're so despised throughout Faerûn, Red Wizards often adopt disguises and
Classes
Tasha’s Cauldron of Everything
. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
A Swarmkeeper’s swarm and spells are reflections of the
into the swarm, instead of a cloud of mist, or the arcane eye spell could create an extension of your swarm that spies for you. Such descriptions don’t change the effects of spells, but they are
Monsters
Icewind Dale: Rime of the Frostmaiden
gnolls. Their noses can’t stand the scent of perfumes, and their ears can’t abide words spoken aloud in Celestial. They don’t cast reflections in mirrors unless they want to.
Unlike
normal vampires, gnoll vampires don’t have coffins where they rest, and they have no such places to return to when their corporeal bodies are destroyed. They are undeterred by running water, and
Monsters
The Wild Beyond the Witchlight
the masks they wear; Gleam wears a crescent moon mask, and Glister wears a sun mask.
Blessed by Corellon, the twins can each change their sex at the end of a long rest, though one twin rarely does so
moonlight. She wears a crescent moon mask and is one-half of an acrobatic duo called the Selenelion twins, alongside Glister, her sunny twin. Gleam wants to reunite with her twin and return to the
Magic Items
Tasha’s Cauldron of Everything
, you can command the pestle to grind. For the next minute, or until you use your action to verbally command it to stop, the pestle moves on its own, grinding the contents of the mortar into a mush or
1,000 miles of you, the mortar lifts into the air and vanishes. You and any creatures in the mortar travel through a dreamlike sky, with hazy reflections of the world passing by below. Creatures might see
Monsters
Fizban's Treasury of Dragons
palace of ice and quartz that was once the abode of an ancient crystal dragon is found deserted, with no clue as to whether its master will return or whether some other creature has claimed it.
2
return.
6
A royal heir goes missing while secretly visiting a crystal dragon. The heir’s family, the heir’s friends, and the dragon all want to find the heir, but no faction trusts
Monsters
Eberron: Rising from the Last War
"} to hit, range 150/600 ft., one target. Hit: 17 (3d8 + 4);{"diceNotation":"3d8+4","rollType":"damage","rollAction":"Spawned Ranged Weapon","rollDamageType":"force"} force damage.
Change Shape. Rak
cities, the hatred against warforged and Cyran refugees, the calls for a return to war — all these things bear the mark of Rak Tulkhesh's malign influence.
Minions of Rak Tulkhesh. Any organization that
Gynosphinx
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
moves up to 10 years forward or backward (sphinx’s choice). Only the sphinx is immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by
use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it.
PsychicBludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Lost Laboratory of Kwalish
.
The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (sphinx’s choice). Only the sphinx is immediately aware of the time change. A wish
spell can return the caster and up to seven other creatures designated by the caster to their normal time.
The sphinx shifts itself and up to seven other creatures it can see within in its lair to
Androsphinx
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by the caster to their normal time.
The sphinx shifts itself and up to seven other
creatures it can see within in its lair to another plane of existence. Once outside its lair, the sphinx can’t use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it.
Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Shapechange
Legacy
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Spells
Basic Rules (2014)
can't use any legendary actions or lair actions of the new form.
You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you
of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
original deck created by Istus for Asteria and Euryale is so powerful that it has countless lesser reflections throughout the multiverse, including versions with more, fewer, or different cards. The
doesn’t change the game effects of these cards.
Idiot. This card has been renamed Puzzle, inspiring the puzzles, riddles, and traps found in chapter 4.
Vizier. This card has been renamed Sage, inspiring the character options, spells, and magic items in chapter 7.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
original deck created by Istus for Asteria and Euryale is so powerful that it has countless lesser reflections throughout the multiverse, including versions with more, fewer, or different cards. The
doesn’t change the game effects of these cards.
Idiot. This card has been renamed Puzzle, inspiring the puzzles, riddles, and traps found in chapter 4.
Vizier. This card has been renamed Sage, inspiring the character options, spells, and magic items in chapter 7.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Seeds of Fear table offers some examples. These can change over time as characters grow, overcome old fears, and discover new uncertainties. Work with players to determine when their Seeds of Fear might
change. A character never has more than three Seeds of Fear; if you gain a new seed and already have three, choose which of your old fears is replaced by the new one. Seeds of Fear d12 Seed
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
through the tunnel safely. Rotating Tunnel Read the following text to players the first time their characters are caught in a rotating tunnel: With a loud grinding noise, this section of crawlway begins
to rotate, instantly cutting off the exits ahead and behind. You can feel the passage sink about five feet as it turns. After a few seconds, it comes to a stop and the grinding abates.
When tunnel
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Seeds of Fear table offers some examples. These can change over time as characters grow, overcome old fears, and discover new uncertainties. Work with players to determine when their Seeds of Fear might
change. A character never has more than three Seeds of Fear; if you gain a new seed and already have three, choose which of your old fears is replaced by the new one. Seeds of Fear d12 Seed
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Optional Rules: Feywild Magic Tales speak of children kidnapped by fey creatures and spirited away to the Feywild, only to return to their parents years later without having aged a day, and with no
memories of their captors or the realm they came from. Likewise, adventurers who return from an excursion to the Feywild are often alarmed to discover upon their return that time flows differently on
Kobold
Legacy
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Species
Volo's Guide to Monsters
, kobold females aren’t exempted from war or work. Furthermore, kobolds can slowly change sex. If most males or females of a tribe are killed, some survivors change over several months until the
protection from invaders and in return providing services such as excavating new living spaces and disposing of trash. If it’s unlucky, the tribe is enslaved by the other humanoids, and the kobolds
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Conclusion If Juliana and Orlando are freed from the fountain’s enchantment, they can easily be persuaded to return home to their families if the characters mention that two years have passed for
their families or that their families have settled their feud. The couple takes some time to change into their original clothes and gather their equipment. They bid Argus and Hamish a fond, emotional farewell and depart with the characters.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
return to Sagorpur with Amanisha and the Riverine’s Shankha, they receive a hero’s welcome, along with the rewards Plabon and the other trial judges promised. Depending on Adirohit’s fate, only time will tell how the riverine could change the waters of the swamp forest or whether he is lost forever.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Optional Rules: Feywild Magic Tales speak of children kidnapped by fey creatures and spirited away to the Feywild, only to return to their parents years later without having aged a day, and with no
memories of their captors or the realm they came from. Likewise, adventurers who return from an excursion to the Feywild are often alarmed to discover upon their return that time flows differently on
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
through the tunnel safely. Rotating Tunnel Read the following text to players the first time their characters are caught in a rotating tunnel: With a loud grinding noise, this section of crawlway begins
to rotate, instantly cutting off the exits ahead and behind. You can feel the passage sink about five feet as it turns. After a few seconds, it comes to a stop and the grinding abates.
When tunnel
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Dungeon State This adventure describes each area as it exists when the characters first arrive in the Doomvault. As they explore, they change the dungeon’s state. Record the state each area is in
when the characters leave. You need to track which rooms have been explored, which monsters have been defeated, which secrets remain undiscovered, what treasure has been taken, and so on. If the characters return to an area, your notes can remind you what is different from the original text.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
return to Sagorpur with Amanisha and the Riverine’s Shankha, they receive a hero’s welcome, along with the rewards Plabon and the other trial judges promised. Depending on Adirohit’s fate, only time will tell how the riverine could change the waters of the swamp forest or whether he is lost forever.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Conclusion If Juliana and Orlando are freed from the fountain’s enchantment, they can easily be persuaded to return home to their families if the characters mention that two years have passed for
their families or that their families have settled their feud. The couple takes some time to change into their original clothes and gather their equipment. They bid Argus and Hamish a fond, emotional farewell and depart with the characters.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Dungeon State This adventure describes each area as it exists when the characters first arrive in the Doomvault. As they explore, they change the dungeon’s state. Record the state each area is in
when the characters leave. You need to track which rooms have been explored, which monsters have been defeated, which secrets remain undiscovered, what treasure has been taken, and so on. If the characters return to an area, your notes can remind you what is different from the original text.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Rhyme. By doing so, he inadvertently created a conduit through which Shemshime could return. Yowen Pilt procured the book from an adventurer who discovered it among the debris of a shipwreck. He
fixed and the tune plays in its entirety. The missing stanza is as follows: See a daughter grinding grain
Wish the spirit’s time was through
Trap set for the shadow bane
Her millstone killed it true