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Returning 25 results for 'changeling reflective given to have reflections'.
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changelings reflective given to have reflecting
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changelings reflective given to have reflections
changeling reflective given to have reflection
Graz'zt
Legacy
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Monsters
Out of the Abyss
Zelatar, found within his Abyssal domain of Azzatar. Graz’zt’s maddening influence radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location
to all the targets.
Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Dexterity
Monsters
Mordenkainen Presents: Monsters of the Multiverse
around him. Given enough time in a single location, Graz’zt can twist it with his power.
Graz’zt’s lair is a den of ostentation and hedonism. It is adorned with finery and decorations
issues the same command to all the targets.
Conjure Mirrors. Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
that sells supplies for artists and scribes. In addition to being a remarkable calligrapher, Korryn is an expert forger. 2 Gray (changeling) is a bartender at the Crooked Mirror in Callestan and is an
information broker, with access to a wide array of rumors. 3 Chaela Tas (half-elf) is a grifter with dozens of plots afoot at any given time. Though this identity is the face they wear with you, they
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Order of the Emerald Claw NPCs Given the undeniable nature of the order, villains associated with the Emerald Claw present an opportunity to provide characters with adversaries that are memorably
its enemies than crush them in battle. 5 An artificer is obsessed with infusing necromantic curses into their construct creations. 6 A changeling necromancer often poses as a vampire or a mummy, even though it’s still alive.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
in a tangible ripple, warping reality around him. Given enough time in a single location, Graz’zt can twist it with his madness. Graz’zt’s lair is a den of ostentation and hedonism. It is adorned with
the same command to all the targets. Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
in a tangible ripple, warping reality around him. Given enough time in a single location, Graz’zt can twist it with his madness. Graz’zt’s lair is a den of ostentation and hedonism. It is adorned with
the same command to all the targets. Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the
living keeps to the darkness and far from reflective surfaces. Dark Desires. Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure
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
example of Corellon’s wild, ever-shifting ways. As these primal reflections of Corellon changed their nature and defined themselves, they came to see Corellon and Lolth in new lights. They now viewed
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
reflections. Creatures, objects, and energy reflect, refract, duplicate, or are transported elsewhere. Such locations arise from the intrusion of a theorized Plane of Mirrors upon the Material Plane, or
creature in the region gains the benefits of the blink spell for 1 minute, shimmering with overlapping shattered reflections. 19–24 Creatures in the region don’t cast reflections. Wisdom (Insight
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location, Graz’zt can twist it with his power. Graz’zt’s lair is a den of ostentation and hedonism. It is
command to all the targets. Conjure Mirrors. Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
place. With each eye that is inserted, the reflections of the characters in the mirror become progressively unhealthier — losing weight, hair, and teeth as they come to resemble undead. When all ten
fifty feet high. The polished marble floor is so perfectly reflective that it creates the illusion of standing at the entrance to a sphere. Nine alcoves filled with glittering treasure open up along
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
laws that bears his name.
Given the circumstances of Kaius III’s ascension, it’s hardly surprising that the new king would face challenges from the proud warlords of Karrnath. Some questioned his
enchantments to avoid the effects of sunlight; others say that he has relies on changeling impersonators to take his place in the daylight. As for Drago Thul, he refused to stand down when Kaius III pushed for
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
northern sea might pay homage to Thrym rather than to Stronmaus. Giants that have given up hope of rising in the ordning sometimes worship Vaprak the Destroyer, who is recognized by giants as the father
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->Icewind Dale: Rime of the Frostmaiden
mountain pass are reflections of Auril’s self-imposed isolation. A blizzard in Icewind Dale typically lasts 2d4 hours, and whenever the characters are caught in one, the following rules apply until it
across Icewind Dale’s rough, snowy tundra is given in the Overland Travel table. Travel is less time-consuming on the snowy roads and trails that connect the settlements of Ten-Towns, as discussed in
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
light in the fireplace from a small, highly reflective object.
Two swarms of insects (spiders) infest this room. One swarm descends on anyone who approaches the fireplace, and the other descends
Ned nor his merchant mentor are fools, and they have given some thought to preparing this story — it is not possible for the characters to discern Ned’s true motives. Indeed, to add verisimilitude to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is marked by a pair of dashed lines.) This invisible bridge, which is safe to cross, is suppressed by the activation of the spindle in area Y19n. Y19j. Chamber of Sorcery Your reflections dance over
Strength check. A living blade of disaster is a powerful, annihilating spell given a will of its own. Y19k. Dome The following boxed text assumes that the characters arrive by moving up the shaft from
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
staircase railing. Framed portraits and mirrors festoon the walls, surrounding you with judging looks and dark reflections. You hear something scratching at one of the many doors. The scratching noise
been passed down through many generations of Wachter patriarchs Five scrolls—notarized deeds for parcels of land given to the Wachter family by Count Strahd von Zarovich nearly four centuries ago A
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Stone Giants Stone giants — reclusive, reflective, and inscrutable — take pains to remain apart from the world of sunlight and sky. Only when they’re surrounded by stone do they consider themselves
waking. For one reason or another, about three quarters of a tribe’s members are awake at any given time. When outside their settlements, stone giants travel almost exclusively in darkness or — when
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
popular place for weddings, dedication ceremonies, and other oaths. Legend holds that bards and artists who study their own reflections in the basin for half a day, opening their minds to Oghma’s will
as they do, behold a vision to inspire their next creation. The reflective period can be dawn to dusk, midnight to midday, or any other period. As the Unrolling Scroll stands in the Upper City, though
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
shrine a popular place for weddings, dedication ceremonies, and other oaths. Legend holds that bards and artists who study their own reflections in the basin for half a day, opening their minds to Oghma’s
will as they do, behold a vision to inspire their next creation. The reflective period can be dawn to dusk, midnight to midday, or any other period. As the Unrolling Scroll stands in the Upper City
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
are unaware they’re being watched. Roll on the Dungeon Scenes table to determine what scene a crystal is depicting at any given time. Dungeon Scenes d4 Scene 1 A beast with the body of a turtle and
end of the next round. On a successful save, a creature takes half as much damage only. 3 Splendor. The area shimmers, and Shemeshka’s visage appears in countless reflective surfaces. Creatures of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
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
an alcove on the north wall. Cold, spectral mist hangs motionless in front of the mirror’s reflective surface and covers the floor beneath it.
Zybilna brought mortals before this mirror, where they
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
room, notices that one of the mirrors near the corner of the room has a shimmer in its reflections. A creature that touches that mirror takes no damage and causes the mirror to turn sideways, revealing
large pile of clear, crystalline gems fills one corner of this room, gleaming in the light given off by the walls. Hovering in the middle of the room are three objects: a six-foot-long staff made of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
aura of divination magic around the mirror. Speaking the word “Xoblob” within 10 feet of the mirror causes its reflective surface to become a scrying sensor, showing the Old Xoblob Shop and the street
prizes given to winners of Xanathar’s combat tournaments. Desk. The chair behind the desk has a secret compartment under its left armrest that can be found and opened with a successful DC 15 Wisdom