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Returning 35 results for 'comes weighing reflection'.
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Species
Guildmasters’ Guide to Ravnica
, standing almost a head taller than humans on average but weighing about the same. Their hairless skin comes in a range of shades of blue. Their eyes are darker shades of blue or violet. They lack
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Speed (p. 17) The 2nd paragraph of this section has been updated as follows: A spelljamming ship automatically slows to its flying speed (discussed later in this chapter) when it comes within 1 mile
of something weighing 1 ton or more, such as another ship, a kindori (see Boo’s Astral Menagerie), an asteroid, or a planet. While moving at its flying speed, a spelljamming ship is generally as
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
Speed (p. 17) The 2nd paragraph of this section has been updated as follows: A spelljamming ship automatically slows to its flying speed (discussed later in this chapter) when it comes within 1 mile
of something weighing 1 ton or more, such as another ship, a kindori (see Boo’s Astral Menagerie), an asteroid, or a planet. While moving at its flying speed, a spelljamming ship is generally as
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
accustomed to space travel. A spelljamming ship automatically slows to its flying speed (discussed later in this chapter) when it comes within 1 mile of something weighing 1 ton or more, such as another ship
spelljamming ship moving at its flying speed can accelerate to its 100-million-miles-every-24-hours speed provided there is nothing weighing 1 ton or more within 1 mile of the ship.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
accustomed to space travel. A spelljamming ship automatically slows to its flying speed (discussed later in this chapter) when it comes within 1 mile of something weighing 1 ton or more, such as another ship
spelljamming ship moving at its flying speed can accelerate to its 100-million-miles-every-24-hours speed provided there is nothing weighing 1 ton or more within 1 mile of the ship.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
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
viewer’s reflection. The mirror functions only once per character; after a character has this vision, the mirror becomes a normal mirror for that individual. A creature that touches the red mirror for
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
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
viewer’s reflection. The mirror functions only once per character; after a character has this vision, the mirror becomes a normal mirror for that individual. A creature that touches the red mirror for
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Events d6 Event
1 A sudden gust of wind extinguishes any open flames.
2 A character sees their own reflection age in a puddle or pane of glass.
3 Books hurl themselves from a
weighing more than 200 pounds enters these areas, the floor collapses underneath them. The creature must succeed on a DC 15 Dexterity saving throw or fall 20 feet to the floor below.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Events d6 Event
1 A sudden gust of wind extinguishes any open flames.
2 A character sees their own reflection age in a puddle or pane of glass.
3 Books hurl themselves from a
weighing more than 200 pounds enters these areas, the floor collapses underneath them. The creature must succeed on a DC 15 Dexterity saving throw or fall 20 feet to the floor below.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
A Mysterious Dream After gaining the level 1 benefit and drawback of the scrivener’s mark, the characters experience a dream that comes to them during a time of rest, reverie, or quiet reflection
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
A Mysterious Dream After gaining the level 1 benefit and drawback of the scrivener’s mark, the characters experience a dream that comes to them during a time of rest, reverie, or quiet reflection
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Halaster’s prized pets, raised on a steady diet of magic gemstones to dramatically increase its size. It comes and goes by phasing through the walls, and it enjoys the quiet solitude that this chamber
similar tool. Any creature weighing more than 50 pounds that stands on the cube falls into it as the plaster gives way underfoot. The cube contains a chipped alabaster throne of elven design, sturdy in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Halaster’s prized pets, raised on a steady diet of magic gemstones to dramatically increase its size. It comes and goes by phasing through the walls, and it enjoys the quiet solitude that this chamber
similar tool. Any creature weighing more than 50 pounds that stands on the cube falls into it as the plaster gives way underfoot. The cube contains a chipped alabaster throne of elven design, sturdy in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the footsteps of this ancestor, living as the patron did. In this way, the champion comes to embody their ancestor, allowing the dead to live on. The Tairnadal have three distinct lines: the Draleus
scimitar is a martial weapon, weighing 6 pounds and dealing 2d4 slashing damage on a hit. It has the two-handed property and the following special property: If you attack with a double-bladed
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
on the south wall near the door. Treasure. The duke’s wardrobe contains a cloak (worth 2,500 gp and weighing 250 pounds) made from a red dragon’s scaly hide and wings, with a necklace of engraved
gold plates draped over its broad shoulders. The duchess’s wardrobe contains a gown made of gold ingots and rings (worth 7,500 gp and weighing 750 pounds). The items atop the basalt table include a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
on the south wall near the door. Treasure. The duke’s wardrobe contains a cloak (worth 2,500 gp and weighing 250 pounds) made from a red dragon’s scaly hide and wings, with a necklace of engraved
gold plates draped over its broad shoulders. The duchess’s wardrobe contains a gown made of gold ingots and rings (worth 7,500 gp and weighing 750 pounds). The items atop the basalt table include a
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. Vedalken are tall and slender, standing almost a head taller than humans on average but weighing about the same. Their hairless skin comes in a range of shades of blue. Their eyes are darker shades of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the footsteps of this ancestor, living as the patron did. In this way, the champion comes to embody their ancestor, allowing the dead to live on. The Tairnadal have three distinct lines: the Draleus
scimitar is a martial weapon, weighing 6 pounds and dealing 2d4 slashing damage on a hit. It has the two-handed property and the following special property: If you attack with a double-bladed
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. Vedalken are tall and slender, standing almost a head taller than humans on average but weighing about the same. Their hairless skin comes in a range of shades of blue. Their eyes are darker shades of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, are believed to have a special, intertwined destiny that can be fulfilled only if they are raised together. Elf legends are filled with tales of misfortune and tragedy that comes to pass when twins
, but they aren’t to be discussed with adults until a memory of waking life first intrudes upon a youngster’s trance. This experience, called the First Reflection, marks the end of childhood and the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, are believed to have a special, intertwined destiny that can be fulfilled only if they are raised together. Elf legends are filled with tales of misfortune and tragedy that comes to pass when twins
, but they aren’t to be discussed with adults until a memory of waking life first intrudes upon a youngster’s trance. This experience, called the First Reflection, marks the end of childhood and the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
that comes within 10 feet of the mannequin must succeed on a DC 13 Wisdom saving throw or be affected as if by a Tasha’s hideous laughter spell. Whether the saving throw succeeds or fails, the creature
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
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
that comes within 10 feet of the mannequin must succeed on a DC 13 Wisdom saving throw or be affected as if by a Tasha’s hideous laughter spell. Whether the saving throw succeeds or fails, the creature
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
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
12. Cultist Hideout Droki enters this cavern from the east, via a narrow tunnel that comes up through a crack in the cavern floor (see the “Narrow Tunnels” section of the “Whorlstone Tunnels: General
. Clinging to the north wall is a shrieker that party members can recognize with a successful DC 12 Intelligence (Nature) check. The shrieker starts screaming as soon as anyone comes within 30 feet of it
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
12. Cultist Hideout Droki enters this cavern from the east, via a narrow tunnel that comes up through a crack in the cavern floor (see the “Narrow Tunnels” section of the “Whorlstone Tunnels: General
. Clinging to the north wall is a shrieker that party members can recognize with a successful DC 12 Intelligence (Nature) check. The shrieker starts screaming as soon as anyone comes within 30 feet of it
Magic Items
Infernal Machine Rebuild
Machine of Lum the Mad. Yet with Lum’s eventual defeat, his great machine was destroyed.
The Infernal Machine is a delicate, intricate, bulky, and heavy device, weighing some 5,500 pounds. It can
make an Intelligence check or use divination magic to learn something about a creature, that knowledge comes with added trivia of the DM’s devising.
05
You emanate a weak magnetic aura
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Occultant Our next kill changes everything. — Occultant divination An occultant tracks the creatures and foes that a franchise has bested or killed, weighing them against the deeds the franchise has
this feature, you can’t use it again until you finish a long rest. TALANATHA THREE-COINS
Tiefling Occultant (Paladin)
Occultants know that the unsettled feeling in the pit of your stomach comes
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Occultant Our next kill changes everything. — Occultant divination An occultant tracks the creatures and foes that a franchise has bested or killed, weighing them against the deeds the franchise has
this feature, you can’t use it again until you finish a long rest. TALANATHA THREE-COINS
Tiefling Occultant (Paladin)
Occultants know that the unsettled feeling in the pit of your stomach comes
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
characters enter the house, they hear a loud, high cry from the nursery (area 5) above Arthur’s library. “Ima! Ima!” the voice echoes through the room. Mooing comes from the barn, and then heavy
Ignis comes to her aid. Ignis is hostile toward anyone who causes Flauma’s distress. She’s too tall and broad to enter the greenhouse without squeezing, but she can attempt to grab or hit any creature
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
characters enter the house, they hear a loud, high cry from the nursery (area 5) above Arthur’s library. “Ima! Ima!” the voice echoes through the room. Mooing comes from the barn, and then heavy
Ignis comes to her aid. Ignis is hostile toward anyone who causes Flauma’s distress. She’s too tall and broad to enter the greenhouse without squeezing, but she can attempt to grab or hit any creature
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the chamber. They shoot their tendrils at any creature that comes within 50 feet. Any spell used against the ropers that affects an area could jeopardize the box that rests on the floor beneath them
, then attack. Y6: Underground Garden This sanctuary might once have been a garden, but the only color here now comes from three green limestone rocks shaped like tall, wispy spirits. A dried-up
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the chamber. They shoot their tendrils at any creature that comes within 50 feet. Any spell used against the ropers that affects an area could jeopardize the box that rests on the floor beneath them
, then attack. Y6: Underground Garden This sanctuary might once have been a garden, but the only color here now comes from three green limestone rocks shaped like tall, wispy spirits. A dried-up
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
within 5 feet of the other disk or the nearest unoccupied space. 83–88 The next time one character in the party sees their reflection in the region, that reflection of comes to life and engages its
) checks made against those creatures have disadvantage, and the creatures have disadvantage on Charisma (Persuasion) checks made against anyone who notices their lack of reflection. When they leave the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
within 5 feet of the other disk or the nearest unoccupied space. 83–88 The next time one character in the party sees their reflection in the region, that reflection of comes to life and engages its
) checks made against those creatures have disadvantage, and the creatures have disadvantage on Charisma (Persuasion) checks made against anyone who notices their lack of reflection. When they leave the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stepping stones between the floating disk and the middle passage. The pillars are hot when they first rise. A creature that comes into contact with a hot pillar for the first time on a turn or starts its
ring of fire is a low flame near the floor. Characters captured within the node are stripped of their gear and brought here. If they fail to escape within 24 hours, Vanifer comes with the cultists in