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Returning 15 results for 'chasing reflection grinding to have reflections'.
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chasing reflection granting to have reflecting
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
tears from its body and becomes a new vargouille reflection. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete ends the curse and
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
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
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
Vargouille Reflection 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
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
frame and is blue in color. Reflections in this mirror ripple as if the viewer were looking into a pool of water.
Red Mirror. A creature that looks into the red mirror sees a ghostly white form
next to its own reflection. This mirror falsely predicts the viewer’s death. The ghostly image takes on the appearance of a monster or a trap from this adventure. The image then assaults and kills the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the glass cabinet and fell victim to its spell. If one or more characters follow Rubin into the Hall of Illusions, see “Chasing Rubin” below. After recovering from the cabinet’s spell, Ween remains
onlookers in their youth; the images grow steadily older, until the mirrors deep within the hall reflect onlookers in their twilight years. As the characters scrutinize their reflections, ask the players
Compendium
- Sources->Dungeons & Dragons->Monster Manual
jaws. Rather than chasing prey, they use their supernatural gaze to turn creatures to stone and then consume these victims at their leisure. While basilisks are most comfortable in subterranean lairs
.
Bonus Actions
Petrifying Gaze (Recharge 4–6). Constitution Saving Throw: DC 12, each creature in a 30-foot Cone. If the basilisk sees its reflection in the Cone, the basilisk must make this save. First
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
Intense buzzing or grinding noises fill the region for the next 24 hours. With the exception of truly cacophonous sounds, creatures can only hear speech and noises that originate within 10 feet of them. 06
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
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
own, grinding the contents of the mortar into a mush or fine powder that’s equally useful for cooking or alchemy. At the start of each of your turns, whatever is in the mortar takes 4d10 force damage
reflections of the world passing by below. Creatures might see images of you streaking through the sky between your point of origin and the destination. You arrive at the location 1 hour later or, if it is
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
bronze dragon’s lair, or the crystalline growths common near any gem dragon’s lair. Other examples include the following effects: Deceptive Reflections. At first glance, still water within 6 miles of
the lair shows a reflection of the dragon flying overhead; the image disappears upon further examination. Face in the Clouds. The dragon’s visage appears in cloud formations above the lair, giving
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
—flapping, severed heads spawned from the Abyss—chasing their prey. Cranium rats scurry through the tunnels, telepathically relaying their findings to their hivemind. Alone, these spies are little more
, cling to life in the darkness, searching the underground for secrets that could lead to their ascension. Undersigil Encounters d6 Encounter 1 A vargouille reflection (see Morte’s Planar Parade
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
here, add: Crouching in the middle of the cavern is a gaunt gnoll with ravenous eyes and the foul stench of the grave coming from it. The creature does not cast a reflection.
Ranged attack rolls made
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
-foot-deep pit filled with grinding, blood-stained gears. The walls are metal cards devoid of grip.
Like the Sun and Moon rooms (areas 4 and area 5), this chamber is an elaborate trap. See the Balance
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
they catch your reflection.
This chamber was once used by the priests of the temple for meditation, and its magic is still intact. Two-sided mirrors set along the outside walls of this area reflect
cover this area and hang as freestanding walls inside it show a super-realistic reflection of everything in the room, including the other mirrors—quickly creating a confusing cascade of images. Any
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
could see the objects of their heart’s desire reflected in it. Any creature that stares into the mirror for 1 minute sees its own reflection fade away, to be replaced by an image of the thing it wants