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Returning 35 results for 'collective resting giving to have reflection'.
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Monsters
Van Richten’s Guide to Ravenloft
. Such amalgamated spirits are tormented by their collective pain, endlessly moaning disjointed final thoughts as they lash out at the living. Having known untold deaths, gallows speakers can predict
being entirely obsessed with their memories of death. These undead endlessly mutter to themselves, giving voice to final curses, regrets, pleas, and apologies. Those who linger and listen to a
Species
Eberron: Rising from the Last War
mindless automatons, House Cannith devoted vast resources to improving these steel soldiers. An unexpected breakthrough produced sapient soldiers, giving rise to what some have only grudgingly accepted
designed.
Although they were manufactured, warforged are living humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to warforged that they do to other humanoids
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, lightning bolt, sendingSpell Reflection. If the morkoth makes a successful saving throw against a spell or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it
remnant of celestial matter imbued with life-giving magic. The collision released a storm of chaotic energy and sent countless islands spinning away into the void. Within some of them, bits of the god&rsquo
Barbarian
Legacy
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Classes
Basic Rules (2014)
berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Material Plane originated there. After the First World was shattered by a great cataclysm—giving birth to the worlds that came in its wake—the progeny of the first elves, dwarves, beholders, and other
iconic creatures took root on world after world, like seeds scattered by a cosmic wind. If the musings of these great sages are true, every world of the Material Plane is a reflection—or, in some cases, a distortion—of the First World.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Material Plane originated there. After the First World was shattered by a great cataclysm—giving birth to the worlds that came in its wake—the progeny of the first elves, dwarves, beholders, and other
iconic creatures took root on world after world, like seeds scattered by a cosmic wind. If the musings of these great sages are true, every world of the Material Plane is a reflection—or, in some cases, a distortion—of the First World.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Adolescence Most elves experience their First Reflection in their second or third decade. It marks the beginning of the period when an elf must focus on acquiring the knowledge and skills needed for
the elf’s role as an adult. As a means to this end, elves in adolescence learn how to use trance to evoke memories of their waking lives, giving them opportunities to reflect on the joys of the mortal
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Adolescence Most elves experience their First Reflection in their second or third decade. It marks the beginning of the period when an elf must focus on acquiring the knowledge and skills needed for
the elf’s role as an adult. As a means to this end, elves in adolescence learn how to use trance to evoke memories of their waking lives, giving them opportunities to reflect on the joys of the mortal
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt. Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving
them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
wilds of their homelands: the tundra, jungle, or grasslands where their tribes live and hunt. Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving
them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Warforged Ossuary A warforged ossuary is a former temple, crypt, or warehouse deep in the Mournland that now houses the remains of slain warforged. It is a place of honor and reflection for the Lord
of Blades and his followers. Warforged Ossuary Features The ossuary depicted in map 4.6 was once a temple, which has been refitted into a resting place for the Lord of Blades’ followers. Equal parts
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Warforged Ossuary A warforged ossuary is a former temple, crypt, or warehouse deep in the Mournland that now houses the remains of slain warforged. It is a place of honor and reflection for the Lord
of Blades and his followers. Warforged Ossuary Features The ossuary depicted in map 4.6 was once a temple, which has been refitted into a resting place for the Lord of Blades’ followers. Equal parts
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Phoberos and Skophos Mogis reshaped our ancestors, giving form to their great rages and pains. We are not our ancestors, though. We are god-carved for greatness, but each of us determines how
Iroas stands for, so is Skophos the reflection of Akros. And Phoberos is the bloodstained battleground where the eternal conflict between the gods and their poleis is waged.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Phoberos and Skophos Mogis reshaped our ancestors, giving form to their great rages and pains. We are not our ancestors, though. We are god-carved for greatness, but each of us determines how
Iroas stands for, so is Skophos the reflection of Akros. And Phoberos is the bloodstained battleground where the eternal conflict between the gods and their poleis is waged.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
knows death in myriad forms. Such amalgamated spirits are tormented by their collective pain, endlessly moaning disjointed final thoughts as they lash out at the living. Having known untold deaths
communicate with the living, instead being entirely obsessed with their memories of death. These undead endlessly mutter to themselves, giving voice to final curses, regrets, pleas, and apologies. Those who
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Resting The incursion into the Doomvault is intended to be a fast-paced assault in which the characters have little time for typical rests. A few areas of the dungeon offer access to special magic
the characters to return by giving them spell scrolls of teleportation circle keyed to the circles in the gatehouse. If you allow the characters to leave the Doomvault through the gatehouse, the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
knows death in myriad forms. Such amalgamated spirits are tormented by their collective pain, endlessly moaning disjointed final thoughts as they lash out at the living. Having known untold deaths
communicate with the living, instead being entirely obsessed with their memories of death. These undead endlessly mutter to themselves, giving voice to final curses, regrets, pleas, and apologies. Those who
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Resting The incursion into the Doomvault is intended to be a fast-paced assault in which the characters have little time for typical rests. A few areas of the dungeon offer access to special magic
the characters to return by giving them spell scrolls of teleportation circle keyed to the circles in the gatehouse. If you allow the characters to leave the Doomvault through the gatehouse, the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
in one corner, and flickering lanterns resting here and there. Five performers occupy the room. Two of them pace nervously while the others weep.
The actors here perform their roles reluctantly and
, or jealous rivals.) Among the junk can be found the following treasures: A powder brush with a painted handle sculpted to resemble a bunch of roses (25 gp) A gold hand mirror that removes wrinkles, blemishes, and scars from the onlooker’s reflection (250 gp) A fully charged wand of web
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
in one corner, and flickering lanterns resting here and there. Five performers occupy the room. Two of them pace nervously while the others weep.
The actors here perform their roles reluctantly and
, or jealous rivals.) Among the junk can be found the following treasures: A powder brush with a painted handle sculpted to resemble a bunch of roses (25 gp) A gold hand mirror that removes wrinkles, blemishes, and scars from the onlooker’s reflection (250 gp) A fully charged wand of web
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
must,” it says. “We have already won.”
The speaker is a cranium rat squeaker (see Morte’s Planar Parade), a scout for a cranium rat collective known as the Us, which is scouting new territory. The
cake are cursed. Over 1d4 hours, a cursed creature’s head takes on fiendish aspects. At the end of this time, the creature dies, and its head tears from its body as a hostile vargouille reflection
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
must,” it says. “We have already won.”
The speaker is a cranium rat squeaker (see Morte’s Planar Parade), a scout for a cranium rat collective known as the Us, which is scouting new territory. The
cake are cursed. Over 1d4 hours, a cursed creature’s head takes on fiendish aspects. At the end of this time, the creature dies, and its head tears from its body as a hostile vargouille reflection
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
morbidly decorative fashion, giving the room a cathedral-like quality. Four enormous mounds of bones occupy the corners of this ossuary, and garlands of skulls extend from these mounds to a chandelier of
bones that hangs from the ceiling above a long table constructed of bones in the center of the room. Ten chairs made of bones and festooned with decorative skulls surround the table, resting atop which
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
morbidly decorative fashion, giving the room a cathedral-like quality. Four enormous mounds of bones occupy the corners of this ossuary, and garlands of skulls extend from these mounds to a chandelier of
bones that hangs from the ceiling above a long table constructed of bones in the center of the room. Ten chairs made of bones and festooned with decorative skulls surround the table, resting atop which
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, all covered in dust and cobwebs.
Easel. A wooden easel stands in the northeast corner, draped in a black cloth. (Under the cloth, resting on the easel, is a half-finished portrait of Dezmyr as she
holds two tiny painted wooden figurines (busts of himself and his sister as young children, which he took from the fresco in area 19).
The adventurers catch Zalthar in a moment of reflection, and he
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, all covered in dust and cobwebs.
Easel. A wooden easel stands in the northeast corner, draped in a black cloth. (Under the cloth, resting on the easel, is a half-finished portrait of Dezmyr as she
holds two tiny painted wooden figurines (busts of himself and his sister as young children, which he took from the fresco in area 19).
The adventurers catch Zalthar in a moment of reflection, and he
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, 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
destroyed and replaced with clones. Warrens of Thought The Warrens of Thought are a maze of dripping catacombs beneath the Hive. They are home to the largest cranium rat collective in Sigil: the Us
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, 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
destroyed and replaced with clones. Warrens of Thought The Warrens of Thought are a maze of dripping catacombs beneath the Hive. They are home to the largest cranium rat collective in Sigil: the Us
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
worlds in the Material Plane originated there. After the First World was shattered by a great cataclysm—giving birth to the worlds that came in its wake—the progeny of the first elves, dwarves
, beholders, and other iconic creatures took root on world after world, like seeds scattered by a cosmic wind. If the musings of these great sages are true, every world is a reflection—and in some cases, a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
worlds in the Material Plane originated there. After the First World was shattered by a great cataclysm—giving birth to the worlds that came in its wake—the progeny of the first elves, dwarves
, beholders, and other iconic creatures took root on world after world, like seeds scattered by a cosmic wind. If the musings of these great sages are true, every world is a reflection—and in some cases, a
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
see the “darkening” up ahead. It’s difficult to see anything clearly within its borders, though you can vaguely make out the outline of a mountain of sunken ships resting on the sea floor, grown over
sahuagin deep divers, and a giant shark are circling this area, giving the characters a wide berth. These creatures, which have darkvision, can see quite well into the “darkening.” While their baron
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
see the “darkening” up ahead. It’s difficult to see anything clearly within its borders, though you can vaguely make out the outline of a mountain of sunken ships resting on the sea floor, grown over
sahuagin deep divers, and a giant shark are circling this area, giving the characters a wide berth. These creatures, which have darkvision, can see quite well into the “darkening.” While their baron
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
avoid entering the hall. All the color has leached out of his skin, hair, eyes, and apparel, giving him a strangely monochromatic look. And his problems don’t end there. A kenku named Kettlesteam stole
gazing worriedly into a mirror, and a little girl in a pig mask can be seen in the pane, whispering to the halfling’s youthful reflection. As soon as she sees the characters, the girl turns and