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Returning 35 results for 'coins water reflecting'.
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Monsters
Waterdeep: Dragon Heist
): beacon of hope, crusader's mantle, dispel magic, revivify, spirit guardians, water walk
4th level (3 slots): banishment, freedom of movement, guardian of faith, stoneskin
5th level (1 slot): flame strike
metals and stones, such as coins and gems, within 60 feet of her.Istrid is regarded as the Black Network's Master of Trade and Coin in Waterdeep. The shield dwarf operates an illegal lending operation
Backgrounds
Ghosts of Saltmarsh
burning river.
Skill Proficiencies: Athletics, Deception
Tool Proficiencies: Vehicles (water)
Equipment: A fancy leather vest or a pair of leather boots, a set of common clothes, and a
.
D8
PERSONALITY TRAIT
1
I love being on the water but hate fishing.
2
I think of everything in terms of monetary value.
3
I never stop smiling.
4
Nothing
Backgrounds
Guildmasters’ Guide to Ravnica
of seaweed, a vial of jellyfish stingers, a glass bottle of unidentified slime, and a belt pouch containing 10 gp (Azorius 1-zino coins)
Clades and Projects
As a Simic researcher, you are part of a
ability, enlarge/reduce
3rd
gaseous form, water breathing, wind wall
4th
freedom of movement, polymorph
5th
creation
When your magic causes physical
Backgrounds
Guildmasters’ Guide to Ravnica
and twisted remains of a failed experiment, a hammer, a block and tackle, a set of common clothes, and a belt pouch containing 5 gp (Azorius 1-zino coins)
Feature: Urban Infrastructure
The popular
construction and architecture — primarily in crafting the infrastructure that allows Ravnicans to enjoy running water, levitating platforms, and other magical and technological wonders.
You have a
Backgrounds
Guildmasters’ Guide to Ravnica
Equipment: A Gruul insignia, a hunting trap, an herbalism kit, the skull of a boar, a beast-hide cloak, a set of traveler’s clothes, and a belt pouch containing 10 gp (Azorius 1-zino coins
food and fresh water in these areas for yourself and up to five other people each day.
Gruul Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Gruul
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
of the world beyond their home.
Barterers of Lore
Tabaxi treasure knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it’s
mull over the stories and rumors they collected like a miser counting coins.
Although material wealth holds little attraction for the tabaxi, they have an insatiable desire to find and inspect ancient
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
found throughout the maze typically contain talons, though some also include Soul Coins. A character who succeeds on a DC 15 Wisdom (Insight) check notices a flicker of hunger appear in Kaylan’s eyes
when he mentions Soul Coins. If pressed, Kaylan admits that he feeds off Soul Coins using a special Sword of Life Stealing, which he always keeps with him. If the characters bring him Soul Coins, he’ll
Magic Items
Infernal Machine Rebuild
melee attack, the target must succeed on a DC 15 Constitution saving throw. On a failed save, you transfer the disease or the condition to the target, and the disease or condition ends for you.
Water
becomes intensely acidic to you. If you are submerged in water, you take 1d6 acid damage at the start of each of your turns, and drinking pure water causes you to be poisoned for 1 hour.
19
A
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K74. North Dungeon The rusty iron door connecting this hall to area K73 is submerged in 5 feet of water and requires a successful DC 10 Strength (Athletics) check to open. A mold-covered ceiling
hangs three feet above the still, black water that fills this dungeon corridor. The water is five feet deep. Ten-foot-square cells, their entrances blocked by iron bars, line both sides of the hall. One
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K75. South Dungeon The rusty iron door connecting this hall to area K73 is submerged in 5 feet of water and requires a successful DC 10 Strength (Athletics) check to open. A mold-covered ceiling
hangs three feet above the still, black water that fills this dungeon corridor. The water is five feet deep. Ten-foot-square cells, their entrances blocked by iron bars, line both sides of the hall. From
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Material Plane and its echoes, providing the raw elemental substance from which all worlds were made. The four Elemental Planes — Air, Earth, Fire, and Water — form a ring around the Material Plane
mingle together as they do in the Material Plane, forming land, sea, and sky. But the dominant element exerts a strong influence on the environment, reflecting its fundamental qualities. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Marid Genie of the Water Habitat: Coastal, Planar (Elemental Plane of Water), Underwater; Treasure: Relics Michael Broussard Marids surge with the power of the seas, using it to manipulate the waves
or create water. These genies typically dwell in or near bodies of water. While gentle marids make homes amid springs, oases, and serene pools, tempestuous marids inhabit sea stacks, whirlpools, and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
window Heart’s Fire Mount Celestia Angel feather, holy water 37–39 Ornate mirror Hall of Speakers Bytopia Garden trowel, pair of twins 40–42 Reflecting pool Gatehouse Elysium Tears of joy, white lily
Blazing hearth Smoldering Corpse Bar Elemental Plane of Fire Brass brazier, burning coal 78–80 Crumbling well The Ditch Elemental Plane of Water Pearl, pure water 81–90 Mausoleum entrance Mortuary
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
L. Lake Zarovich At the foot of a mountain, nestled in the misty forest, is a large lake. The water is perfectly still and dark, reflecting the black clouds overhead like a monstrous mirror. If the
destitute drunkard. He’s desperate to catch some fish and trade them for wine at the Blue Water Inn. After he was unable to catch a single fish for a week, he kidnapped Arabelle, believing that Vistani
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
natural central pillar. Water drips from the stalactites into the pool, echoing throughout the cave. Some of the debris here looks like leftovers from an old camp, including four old crates.
Two
the cave, along with signs the orcs camped here for many days. Coins scattered in the pool and around the lair total 60 cp, 26 sp, and 14 gp. The orcs also accumulated four crates of plunder that include plates, candlesticks, and silks worth 50 gp total.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
-deep pool of water. Harmless crabs scuttle across the floor, and glistening snails cling to the walls. A few smashed barrels and crates are scattered about. As the characters move through the caves, a
hungry xorn emerges from a wall behind them and demands food (in Terran). If the characters don’t quickly feed the xorn at least 50 gp worth of gems or coins, it attacks them. If the xorn is properly fed or reduced to fewer than half its hit points, it sinks back into the stone.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
water level. Treasure. Many denizens of the temple carry small amounts of treasure. Creatures that own individual treasure have 4d10 gp worth of mixed coins and other minor valuables. Map 4.2: Temple of the Crushing WaveView Player Version
successful DC 15 Strength check. Double doors have iron hinges and swing open in one direction or the other, like normal doors. Canals. The lakes and canals in this area have a water level about 5
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
— particularly of dangerous beasts and kidnapped souls — know to drop a few coins into the water as they pass into the harbor to appease Umberlee. Umberlee’s adherents work out of the Water Queen’s House, a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
— particularly of dangerous beasts and kidnapped souls — know to drop a few coins into the water as they pass into the harbor to appease Umberlee. Umberlee’s adherents work out of the Water Queen’s House, a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ettin’s having a comfortable home and all the food it could desire. The ettin also has a friendly neighbor in the Alchemist (see area 4), who provides Jibber-Jabber with compost that transforms the water in
barrelstalk mushrooms into mead. The only thing Jibber-Jabber is missing in its simple life is treasure to ogle. If the characters offer it 50 gp or more in coins, gems, and shiny art objects, the
Compendium
- Sources->Dungeons & Dragons->Stranger Things
and attacks the first character to touch the water. Area 11: Shrine. This is where the troglodytes come to worship their dark god, Laogzed. There’s an altar and a statue of an ugly, frog-like creature. On the altar are pieces of rotten meat and 50 gp worth of coins and small gems.
half as much damage. The hall becomes impassable. Area 4: Treasure Room. This is where the troglodytes keep their few valuable items. There are 200 gp in coins and gems, plus artwork and other
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
share to the characters as promised. The reward includes the following coins and gems (use the amounts in brackets if the characters negotiated a 3 percent fee): 2,100 cp (3,150 cp) 1,100 sp (1,650 sp
Varrin: Cap of water breathing Dust of disappearance Gem of brightness Mithral armor Potion of resistance (lightning) Slippers of spider climbing
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
’ passive Wisdom (Perception) scores to determine whether one or more of them spots it. Treasure Searching characters do see the glint of gems beneath the water at the east end of the chamber. Fishing
of coins and other treasure items into area 2 every time he gets the chance. His plan is to come back to the castle after the cult leaves and collect his “retirement fund.” Unknown to him, the ooze
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
wrapped in a blood-caked cloak (used as a knife) Keg of ale Caged halfling (for amusement) Chest full of broken window glass Human’s backpack filled with coins Skull of an owlbear Large bundle of dry wood
tied up with vines A once-fine tapestry that’s now tattered from being used as a towel Four mostly intact wagon wheels A tombstone (for skipping across water)
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
horses or oxen can be driven through the water to bathe them, drive off flies, and let them drink. It’s also home to a tanner, a smith, some horse dealers and trainers who keep extensive stables, and an
aside from a sack of gold coins found walled away behind stones in a chimney, nothing has yet been found — nothing that has become public knowledge, at least. Reason to Visit. Beliard was the last place anyone saw the missing delegation from Mirabar (described in chapter 3).
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
jar 3 Burning fire 4 Cracked gem 5 Door 6 Fresco 7 Furniture 8 Glass sculpture 9 Mushroom field 10 Painting 11 Plant or tree 12 Pool of water 13 Runes engraved on wall or floor 14 Skull 15 Sphere of
polymorph on the characters (lasts 1 hour) 72–75 Presents a puzzle or riddle 76–78 Prevents movement 79–81 Releases coins, false coins, gems, false gems, a magic item, or a map 82–84 Releases, summons
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
share to the characters as promised. The reward includes the following coins and gems (use the amounts in brackets if the characters negotiated a 3 percent fee): 2,100 cp (3,150 cp) 1,100 sp (1,650 sp
Varrin: Cap of water breathing Dust of disappearance Gem of brightness Mithral armor Potion of resistance (lightning) Slippers of spider climbing
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
through the floor of the lodge to reach the ice underneath, creating a 50-foot-diameter, water-filled tunnel. Thin ice covers the hole. For more information on thin ice and swimming in frigid water, see
silver coins, with gold coins strewn among them. Among the coins is a sealed wooden chest buried under 3 feet of ice. A character using a pick or the like can dig out the chest in 1 hour. Each hour a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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
cruel nature. True to the nature of the Plane of Fire, everything in the city seems alive with dancing flames, reflecting the vibrant energy of the place. Adventurers frequently come here on quests
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
18. Nangnang’s Shrine Monoliths adorned with prancing, frog-like figures rise from the swamp. Beyond, a ruined edifice shaped like an arrowhead squats in the muddy water. Bushes and trees grow from
to enter the Tomb of the Nine Gods. The water around the shrine is 2 feet deep. 18A. Shrine Entrance The shrine is home to a gold-skinned grung elite warrior named Chief Yorb. Four orange-skinned
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
wool or hide cloak 31–32 Bone comb and hairpins 33–40 Iron cooking pot 41–43 Drinking horn 44–47 Skinning knife 48–53 Various soiled and patched linens 54–60 Haunch of meat 61–64 Coins, copper (100 to
400 pieces) 65–67 Coins, silver (20 to 80 pieces) 68–69 Coins, gold (10 to 40 pieces) 70–76 Fur pelt, worthless and mangy 77–83 Coil of very strong rope (10 feet to 120 feet) 84–85 Salt (small bag or
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
of Yeenoghu with 2d6 + 3 gnolls 11–15 2d4 displacer beasts 16–20 1d6 + 2 veterans 21–25 A pool of clear, still water. Gold coins litter the bottom, but they disappear if removed from the pool. 26–30
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
’ passive Wisdom (Perception) scores to determine whether one or more of them spots it. Treasure Searching characters do see the glint of gems beneath the water at the east end of the chamber. Fishing
of coins and other treasure items into area 2 every time he gets the chance. His plan is to come back to the castle after the cult leaves and collect his “retirement fund.” Unknown to him, the ooze
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
(chapter 4, area K41). Master of Coins—Rogue I see a nest of ravens. There you will find the prize.
The treasure is hidden in the attic of the Blue Water Inn (chapter 5, area N2q). Glyphs (Hearts) 1 of
dead, under mountains of gold coins.
The treasure lies in a crypt in Castle Ravenloft (chapter 4, area K84, crypt 31). 5 of Swords—Myrmidon Look for a den of wolves in the hills overlooking a
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