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                        Returning 35 results for 'clients water reflects'.
                    
                
                        
                            
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                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     save DC 13):
At will: command, create or destroy water
3/day each: control water, darkness, water breathing, water walk
1/day each: Evard's black tentacles
Voice of the Kraken (Recharges after a
                                                
                                            
                                                
                                                     veneration are sometimes rewarded with power, to serve thereafter as kraken priests.
Every kraken priest undergoes a change in appearance that reflects the kraken’s influence, although each
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Amphibious. Bavlorna can breathe air and water.
Boon of Immortality. Bavlorna is immune to any effect that would age her, and she can’t die from old age.
Widdershins Allergy. If a creature
                                                
                                            
                                                
                                                     as the spellcasting ability (spell save DC 14):
At will: detect magic
2/day each: create food and water, polymorph, remove curse
1/day: plane shift (self only)Younger than Skabatha and older than
                                                
                                            
                                        
                                                     Monsters
                                                    Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning gouts of water. A riverine’s personality reflects the nature of the river it arises
                                                
                                            
                                                
                                                    Amphibious. The riverine can breathe air and water.
Legendary Resistance (3/Day). If the riverine fails a saving throw, it can choose to succeed instead.Multiattack. The riverine
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     ripped open holes to the Elemental Planes of Air and Water, creating flash glaciation that encroaches upon inhabited lands.
Connected Creatures
Crystal dragons are among the most social and
                                                
                                            
                                                
                                                    ’s act, in exchange for a portion of the take from the charlatan’s clients.
Cold, Radiant
                                                
                                            
                                        
                                                     Species
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    
Sovereigns and Firstborn, grant me the four blessings promised to our people: dominion over the air, dominion over the water, fortune for my family, and fortune for my future.
—From the Oath
                                                
                                            
                                                
                                                     of Lyrandar
Wind and water welcome the half-elves who carry the Mark of Storm, and some learn to call on the power of the storm itself.
House Lyrandar
Leader: Esravash d’Lyrandar
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    House Lyrandar  Leader: Esravash d’Lyrandar Headquarters: Stormhome (Aundair) House Lyrandar has long ruled the seas. Their kraken-marked galleons harness air and water elementals and are faster than
                                                
                                            
                                                
                                                     domination of overland travel. House Lyrandar also controls the air in a literal way. The Raincallers’ Guild can use the Mark of Storms to control the weather for its clients. For many of the house’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    -off clients, and he responds well to simple flattery and chatting up. In conversation, he cheerfully describes Dory as seeming to carry an unpleasant, mildewy odor. During several of Loquid’s long talks
                                                
                                            
                                                
                                                     the inside of his home with water, and keeps stoves burning day and night to maintain the place at a stiflingly hot temperature.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    Howling Iceberg The Howling Iceberg is a massive chunk of glacial ice, sapphire blue where the light refracts and gleaming white where it reflects. The iceberg is riddled with convoluted tunnels
                                                
                                            
                                                
                                                     Elemental Planes of Air and Water. The iceberg never melts, and its perpetual winds blow from the planes, carrying the biting cold of the Frostfell and the torturous howls of Pandemonium.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                    . The river passes underground between areas. A creature that can’t breathe water has to hold its breath while passing between areas via the river. The water is iced over in area D10; see that area for
                                                
                                            
                                                
                                                     details. Frigid Water. The river is considered frigid water (see the Dungeon Master’s Guide). Moving in the River. Swimming in the river requires a successful DC 10 Strength (Athletics) check. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    House Lyrandar House Lyrandar has long ruled the seas. Their galleons harness air and water elementals and are faster than any mundane vessel. Control of the sea and river trade gave Lyrandar
                                                
                                            
                                                
                                                    . House Lyrandar also controls the air in a more literal way. The Raincallers’ Guild can use the Mark of Storms to control the weather for its clients, but at a considerable price. House Lyrandar is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     rewarded with power, to serve thereafter as kraken priests. Every kraken priest undergoes a change in appearance that reflects the kraken’s influence, although each one differs in how their reverence is
                                                
                                            
                                                
                                                     passive Perception 15
 Languages any two languages
 Challenge 5 (1,800 XP) Proficiency Bonus +3
 Amphibious. The priest can breathe air and water.
 Actions
 Multiattack. The priest makes two
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     gouts of water. A riverine’s personality reflects the nature of the river it arises from—some are lethargic while others are wild and reckless. Riverine
 Large Fey, Any Alignment
 Armor Class 14
                                                
                                            
                                                
                                                     (8,400 XP) Proficiency Bonus +4
 Amphibious. The riverine can breathe air and water.
 Legendary Resistance (3/Day). If the riverine fails a saving throw, it can choose to succeed instead.
 Actions
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     warm, clear nights, Laraelra moves tables, chairs, and lanterns onto this deck so that clients can drink and gamble under the stars. L3. Aftcastle The captain’s wheel and rudder are gone, leaving holes
                                                
                                            
                                                
                                                     and empty fixtures where they used to be. As with area L2, Laraelra sometimes moves tables, chairs, and lanterns onto this deck so that clients can be outdoors on nights when the weather is nice. Amrik
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     reflects objects only when they are close to it. The white mirror has a pungent odor of nutmeg and spice, and its depths are gelid and smoky.
 The mirror that hangs on the western wall is in a stone
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    17. Battlefield Cavern This 30-foot-high cavern was the main front of the battle between the yuan-ti and the nagas. 17a. Bones in the Mud The water here is 2 feet deep, and the cavern floor beneath
                                                
                                            
                                                
                                                     the naga down to be slain and raised as a bone naga. The vision then ends for all characters and can’t take hold of them again. 17c. Mirror Gate to Level 10 A wedge of dry land rises from the water to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    Plane of Fire  Fire represents vibrancy, passion, and change. At its worst, it is cruel and wantonly destructive, as the efreet often are, but at its best, fire reflects the light of inspiration, the
                                                
                                            
                                                
                                                     the plane, the rarer water becomes. Beyond a point, the plane holds no sources of water, so travelers must carry their own supplies or produce water by magic. The Plane of Fire is dominated by the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    Upper Level The rooms on this level are decorated for comfort. The artwork and other decor reflects the taste of the merchant prince to whom the villa belongs. 10. Library Chultans are fans of
                                                
                                            
                                                
                                                     servants’ quarters are isolated from the family sleeping areas for security. There is nothing remarkable about them. 16. Rain Traps Every room in the house contains (at minimum) a small water basin
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     have broken off and lie in the middle of the cave, with the mast pointing toward a shimmering curtain of water to the west.
 No Sails, No Rigging, No Crew. The ship’s square sail, rigging, and crew
                                                
                                            
                                                
                                                     square, smooth-cut hole in the aft section below what would have been the water line. A successful DC 16 Intelligence (Arcana) check confirms that a disintegrate spell made the square hole, but there’s no
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     a hot desert on the Material Plane and poses a similar threat to travelers (see “Environmental Effects” in chapter 3). Sources of water are rare, so travelers must carry their own supplies or produce
                                                
                                            
                                                
                                                     water by magic. Important features of the Plane of Fire include the following: Cinder Wastes The Plane of Fire is dominated by a great expanse of black cinders and embers crossed by rivers of lava
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     throne.
 Gar Shatterkeel uses this chamber as his personal retreat, where he reflects on the future of his cult. The water here radiates divination magic under the scrutiny of a detect magic spell. Once
                                                
                                            
                                                
                                                     waterfall and descending into the water-filled basin. Where the stairs meet the water’s surface, an iron post juts at an angle, and a flat boat is tied to it. Tunnels to the northeast and northwest
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     flourishes and creature comforts. Operation. A dragonmarked heir of House Lyrandar must pilot a Lyrandar airship, channeling the power of the Mark of Storm through the wheel of wind and water that
                                                
                                            
                                                
                                                     employed by explorers and by wealthy travelers who demand luxury — clients who have a need to move quickly to places that might not be served by the lightning rail. Suppression. Although the elemental
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    Plane of Earth  Earth symbolizes stability, rigidity, stern resolve, and tradition. The plane’s position opposite the Plane of Air in the ring of the Elemental Planes reflects its opposition to
                                                
                                            
                                                
                                                     process their ores and shape their precious metals. The border region between the planes of Water and Earth is a horrid swamp where twisted, gnarled trees and thick, stinging vines grow from the dense
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                     figures are shambling up from the water’s edge, about thirty feet away. They’re dressed as sailors, but their skin is gray and they look drowned. Sea water drools from their slack mouths as they lurch
                                                
                                            
                                                
                                                     fight until they’re all defeated. Tip: Undead Fortitude. The zombies’ Undead Fortitude trait reflects how hard it is to kill these walking corpses. When this trait prevents a zombie from dying, give the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Intro to Stormwreck Isle
                                                    
                                                
                                            
                                                     figures are shambling up from the water’s edge, about thirty feet away. They’re dressed as sailors, but their skin is gray and they look drowned. Sea water drools from their slack mouths as they lurch
                                                
                                            
                                                
                                                     initiative count, the character can choose from the actions on their character sheet. The zombies fight until they’re all defeated. Tip: Undead Fortitude. The zombies’ Undead Fortitude trait reflects how
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     height that puts it outside the range of its enemies. If the roc grapples a foe, it heads toward open water with its prize; once there, it drops the grappled creature into the water from a height of
                                                
                                            
                                                
                                                     at least 200 feet. In addition to taking 20d6 bludgeoning damage from the fall, the victim must also contend with the frigid water (see “Frigid Water”). Treasure. A thorough search of the roc’s nest
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     the back of a Gargantuan living creature 19 Sealed inside a magical dome of force 20 Inside a Mordenkainen’s magnificent mansion  Dungeon Creator A dungeon reflects its creators. A lost temple of the
                                                
                                            
                                                
                                                     might include vertical shafts connecting different levels. Amphibious monsters such as kuo-toa and aboleths use water to protect the innermost reaches of their lairs from air-breathing intruders
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
                                                    
                                                
                                            
                                                     security. Only the most vetted of humanoid guards are allowed in the Counting House’s depths. Instead, stone golems patrol the twisting lower corridors, while water elementals circle the outside in
                                                
                                            
                                                
                                                     for the city’s would-be warriors and a central hangout for the Bannerless Legion crew. Garmult assists crew leader Dezri “Guts” Lamouer in matching clients with mercenaries. They also hire members to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     to lesser security. Only the most vetted of humanoid guards are allowed in the Counting House’s depths. Instead, stone golems patrol the twisting lower corridors, while water elementals circle the
                                                
                                            
                                                
                                                    ” Lamouer in matching clients with mercenaries. They also hire members to teach classes in the building’s open-air atrium while other members lounge on the overlooking balconies. At any given time
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     the Elemental Planes of Air and Water, creating flash glaciation that encroaches upon inhabited lands. 
   Connected Creatures Crystal dragons are among the most social and hospitable of dragons. They
                                                
                                            
                                                
                                                     exchange for a portion of the take from the charlatan’s clients. 
   Adult Crystal Dragon Connections    d8 Connected Creatures 
     1  An adult crystal dragon convinces a druid to cast the awaken
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature. Greater Devils. The greater
                                                
                                            
                                                
                                                     lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life. Promotion and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     to a vast bog filled with eerie lights and sinister shapes twisting in the water. And moving to the Feywild from old ruins on the Material Plane might put a traveler at the door of an archfey’s castle
                                                
                                            
                                                
                                                    . Domains of Delight Much of the Feywild is governed by powerful Fey called archfey. The area under a particular archfey’s command—called a Domain of Delight—reflects the character and desires of its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     of glass sits on the muck atop a low hill. The oval reflects the surrounding mist-shrouded landscape with supernatural clarity. The oval looks like a giant mirror, but it functions as a door between
                                                
                                            
                                                
                                                     crosses a river of indigo water. Beneath one side of the bridge, soiled leather tents and bedrolls are arranged around a firepit.
 Zuzanna Wuzyk  This campsite belongs to the ex-soldier Kalyth and her
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     simple flatware for five. It’s stocked with nutritious food, water, and wine. A spiral staircase carved into the interior wall of the trunk rises to a bedroom with five crisply made beds arranged
                                                
                                            
                                                
                                                     
 Fountain All Heal make its drinkers 
 never want to leave the garden A spring of crystal-clear water bubbles up from the center of a natural rock basin. The water trickles down one side of the fountain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     often belch a small flame after taking a shot. Swamp Water. Bottled locally by a green hag with six teeth and an infectious laugh, this murky, sour gin causes the drinker to break out in a harmless rash
                                                
                                            
                                                
                                                    . Inside, the quiet artist lets his handiwork speak for itself. Fell nods and smiles at his clients, producing wispy images that hang in the air and adjusting the shapes to their liking. The dabus applies
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     the skulls in his collection and draw on their shared knowledge. For a fee, Lothar can cast the speak with dead spell on any of his skulls, asking questions on the clients’ behalf. He also trades and
                                                
                                            
                                                
                                                     golem that answers to his command. The Ditch The Ditch is Sigil’s only body of water, a reeking morass where locals cast their refuse. Its corrosive waters lie along the rough border between the Lower
                                                
                                            
                                        





