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Returning 35 results for 'chasing released give to have reflections'.
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Magic Items
Dungeon Master’s Guide
on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t age and doesn’t need to
commands even if it doesn’t know the language in which the commands are given. If you issue no commands or give the creature a command that is likely to result in its death or imprisonment, it
Backgrounds
Guildmasters’ Guide to Ravnica
I am determined that one day I will lead my clan — or a new one.
2
I would give my life for my clan chieftain.
3
The chieftain of another clan has a grudge against me.
4
I am
.
2
A Boros soldier gives me gifts in exchange for information about other clans’ movements.
3
I once caught and released a Dimir spy.
4
I consult with a Golgari shaman for
Iron Flask
Legacy
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Magic Items
Basic Rules (2014)
throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't
duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in
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
within. The Hourglass Coven’s thieves slip in and out of the tent as they desire, and most of the carnival staff prefer to give the attraction a wide berth, believing it to be jinxed or haunted
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t need
hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t need
hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
character who examines the runes and succeeds on a DC 18 Intelligence (Arcana) check can ascertain that the runes give the shield the magical ability to trap creatures inside it. Any creature that
released and appears in an unoccupied space as close to the shield as possible. On a failed save, the creature takes 31 (7d8) necrotic damage. If this damage reduces the trapped creature to 0 hit points
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
flask before, it has Advantage on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t age
, understanding those commands even if it doesn’t know the language in which the commands are given. If you issue no commands or give the creature a command that is likely to result in its death or imprisonment
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
flask before, it has Advantage on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t age
, understanding those commands even if it doesn’t know the language in which the commands are given. If you issue no commands or give the creature a command that is likely to result in its death or imprisonment
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, give the players a copy of handout 24 in appendix E. It shows the control panel atop the iron lectern, as well as the wall engravings and rusty pipes. Inspection of the pipes reveals traces of the same
experimentation. Blue Dial. This dial can be turned to the left or right, and it snaps back to center if released. The blue dial determines which wall crystal is lit. Currently, the crystal under
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
coliseum’s wings. Map 8.3 depicts the coliseum’s arena. The three tiers of matches are as follows: Dyson Logos Map 8.3: Scarlet Coliseum View Player Version Tier 1. Barlguras are released into the arena—one
stat block but have iron wings that give them a flying speed of 30 feet. If a participant wins a match but doesn’t wish to continue to the next tier, the participant can pay an exit fee of 15 talons
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
killed or captured, the remaining goblins are willing to negotiate a truce, though it’s up to the characters to initiate the negotiations. The goblins are prepared to give up the iron ingots in exchange
other gift, the goblins give up the sled and the ingots and allow the characters to be on their way. The goblins hail from the fortress of Karkolohk (see "Karkolohk"). Their job is to scour the tundra
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
him, Fenerus refuses to divulge the stone’s location until he is released and granted immunity for his past crimes. He knows that the presiding magister or a Lord of Waterdeep has the authority to give
the Lords’ Alliance can arrange a meeting with Laeral Silverhand (see appendix B) at Piergeiron’s Palace and convince her to give Fenerus what he wants in exchange for information on the stone’s
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
odd things: A duergar merchant can’t stop insulting customers when they are trying to sell something, but becomes a picture of politeness when they want to buy. A number of duergar merchants give
” in the “Whorlstone Tunnels” section for more information on what Droki is carrying if the characters catch him. CHASING DROKI
If the characters decide to wait for Droki to enter the West Cleft or
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm. IT’S YOUR SWARM
A Swarmkeeper’s swarm and spells are reflections of the
, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
is brought into existence, a pack must have a master, who is often someone the creator wishes to reward. The master can telepathically communicate with its yeth hounds to give them commands from afar
see a hound when it bays are filled with supernatural fear and usually flee in terror. When a victim tries to run away, a hound delights in chasing after it and tormenting it before bringing the hunt
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
and the soul within, which has left Kaylan perpetually hungry for more. Gaining Kaylan’s Favor. Kaylan desires to feed off as many Soul Coins as he can. The characters can give Kaylan three Soul
an explanation of the game’s rules). Rezran is an opportunist to his core, always chasing after riches. He is a devoted follower of Tiamat and covets the Dragon Queen’s amassed wealth. Gaining Rezran’s
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the region give off a crimson glow for 1 minute. The creatures shed dim light in a 10-foot radius, attacks against them have advantage if the attacker can see them, and the creatures can’t benefit from
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->Curse of Strahd
her scarecrows if released. Each cage is held shut by one of Baba Lysaga’s arcane lock spells, and opening it requires a knock spell or a successful DC 20 Strength check. A character can also pick
floorboards can be ripped up or smashed with a successful DC 14 Strength check. Characters can also break through the floor by dealing 10 damage to it. The hut doesn’t give up the gemstone easily
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
converse with echoes on other worlds. Dragon Magic Regional effects sometimes give dragons unusual magical capabilities. For example, gold dragons can appear in the dreams of creatures that sleep near
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
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->Sword Coast Adventurer’s Guide
fell short. The White Sails company in which he invested grew to become Mintarn’s preminent supplier of mercenary ships and soldiers. Things only improved when Waterdeep wasted its navy chasing
. I’ve never heard of any treasure hunters making it out alive, but those who give tribute to Hoondarrh say they sail into a sea cave and leave it on a sandy beach within. More caves are said to lead out
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
give an order to a goblin chief, and that chief must leap to obey or, as is often the case, immediately yell orders for other goblins to do it. Goblins that are conscripted into a host resign
is released by someone remote from the group, and it can be sent out again to look for the individual that released it in order to deliver a response. Most of the army travels on foot, and wolf-riding
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Once there, it slips away and adopts a new disguise. The doppelganger won’t harm the characters unless they give it reason to. The loud banging comes from an unarmed goliath warrior named Kapanuk
-Towns, Kapanuk was of little use to his captors. If released, Kapanuk tries to acquire some weapons and armor. He also invites the characters to return with him to Wyrmdoom Crag, where his kin will
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
opening onto the breached third floor. H5. Servant’s Quarters Thalivar was tended by his loyal faerie servant, Soapwort, who died when his master accidentally released a menagerie of extraplanar
entries and the newest ones, which resumed just a few days previously. The journal is written in purple ink. Give the players the “Thalivar’s Journal” as a handout, the content of which is reproduced
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
intruders, it barks orders to the other gnolls, after which there’s an awkward pause as the subordinate gnolls give the characters expectant looks. Any character who succeeds on a DC 13 Wisdom
is released, the berserker attacks the nearest creature without fear or remorse. Efforts to parlay with the berserker are met with hateful silence.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
that Renaer has ties to the Harpers and might share information of interest with the characters.) Weeks after his arrest, Davil is released from custody once the Lords of Waterdeep are satisfied that
potions and deliver them to the God Catcher, one of the enormous statues in the Castle Ward. Give the potions to the lady in the purple cloak, and keep the tip.” Skeemo Weirdbottle (see appendix B) has
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
been wrongly accused and should be released. Making the argument might take a minute or two, after which the character must succeed on a DC 17 Charisma (Persuasion) check to secure the Stranger’s
creature’s true name as well and can reveal it to the characters. Even if the Stranger doesn’t know a particular true name, they can give characters the true names of one or more Fiends who have the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the dial and fills the 5-foot space directly east of the block. Any creature in this area when the gas is released must make a DC 14 Constitution saving throw, taking 44 (8d10) acid damage on a failed
which floor tiles are safe to walk on. Hieroglyphic Floor The floor around the dais and the statues is covered with 5-foot-square stone tiles, each one etched with a hieroglyph. Give the players
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the robes of an oracle approaches and promises to give you the answer to all of life's problems for 42 copper crowns. 43–44 A human and an elf kiss passionately in an alley near your path. They notice
you and quickly move apart. 45–46 Three shifter children run by you, yelling and chasing each other with wooden swords. They duck into a boarded-up building. 47–48 "Stop her! She stole my necklace
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
wield this power are enlightened souls infused with radiance and the power of their deities’ discerning vision, charged with chasing away lies and burning away darkness. JODIE MUIR Light Domain
you use Warding Flare, you can give the target of the triggering attack a number of Temporary Hit Points equal to 2d6 plus your Wisdom modifier. Level 17: Corona of Light As a Magic action, you cause
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
one aarakocra spelljammer (use the mage stat block, but give this aarakocra a flying speed of 50 feet). Dock 2. The Remora, a lamprey ship, has a crew of twelve aartuk weedlings, three aartuk
clowns,* and one space guppy.* (Creatures marked with an asterisk are described in Boo’s Astral Menagerie.) Creatures released in this manner materialize in unoccupied spaces on the arena floor as close
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
character who succeeds on a DC 12 Intelligence (History) check knows that the nation’s rulers use magic to give themselves long life and ensure the stability of the land. If the imperial line has lost
dragon’s shackles and will do anything to prevent the dragon from being released. Secret of Longevity. If Tulao is freed or if any of the mages are captured and coerced, they explain what’s happening here
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
increases to 15. Lodged in the rocks behind the waterfall are items that were caught in the river, including an explorer’s pack and a miner’s pick. After the water weird is released and dealt with, these
won’t give up her lair or the magic cauldron without a fight. If she is reduced to 9 hit points or fewer, Maud tries to make a deal. She agrees to surrender the cauldron and promises to deliver a chest
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
) check. If released, the giant lizards attack any creature they don’t recognize. As an action, a character can calm a lizard with a successful DC 10 Wisdom (Animal Handling) check, changing its attitude
nothing more than to add this “sky-stone” to their collection. The gnomes are brief and direct in their negotiations. In return for the star, kagu-svirfneblin agree to give the characters the contents of