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Returning 35 results for 'comment reflective guide to have respectively'.
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Graz'zt
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
to all the targets.
Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Dexterity
the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike.
Wild beasts within 6 miles of the lair break into
Species
Sword Coast Adventurer's Guide
eyes. “You fight it, don’t you? Like a little wildcat, I wager. Every little jab and comment just sharpens your claws.”
— Erin M. Evans, Brimstone Angels
To be greeted with
three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through generations, that
Tiefling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
eyes. “You fight it, don’t you? Like a little wildcat, I wager. Every little jab and comment just sharpens your claws.”
— Erin M. Evans, Brimstone Angels
To be greeted with
three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through generations, that
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Hathradiah—mispronounced as Emmanuel and Hebediah, respectively. A successful DC 14 Intelligence (History) check allows a character to recall the real names of Demogorgon’s heads.
"The Demogorgon
mechanical guide spend 1 charge in this area causes the chickens to lay more eggs, to the delight of the ettin. Both his heads call out for their steward to gather the eggs at once.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Hathradiah—mispronounced as Emmanuel and Hebediah, respectively. A successful DC 14 Intelligence (History) check allows a character to recall the real names of Demogorgon’s heads.
"The Demogorgon
mechanical guide spend 1 charge in this area causes the chickens to lay more eggs, to the delight of the ettin. Both his heads call out for their steward to gather the eggs at once.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
fifty feet high. The polished marble floor is so perfectly reflective that it creates the illusion of standing at the entrance to a sphere. Nine alcoves filled with glittering treasure open up along
) Three painted gold masks sized for children and shaped like the faces of a bat, a monkey, and a parrot, respectively (75 gp each) A gold coronet shaped like an octopus with mother-of-pearl eyes
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
fifty feet high. The polished marble floor is so perfectly reflective that it creates the illusion of standing at the entrance to a sphere. Nine alcoves filled with glittering treasure open up along
) Three painted gold masks sized for children and shaped like the faces of a bat, a monkey, and a parrot, respectively (75 gp each) A gold coronet shaped like an octopus with mother-of-pearl eyes
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
traditionally nullifies heroes’ strengths, doing so can remove the players’ agency and undercut their enjoyment. Beyond the Dungeon Master’s Guide advice for creating dangerous encounters, consider the
that just happened is off limits. The person touching the card can comment on what they want adjusted, or whoever’s narrating the scene can walk back what just happened, try something else, or leave the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
slime (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide) to pour out of it. Treasure. There used to be twenty copper tankards secured to the wall carvings, but most of them have vanished
open into areas 22e and 22f, respectively. Dwarves used to fill barrels of ale and roll them down this hall to be stored in the secret chambers. Pit Traps. The Melairkyn dwarves built three 20-foot-deep
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
slime (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide) to pour out of it. Treasure. There used to be twenty copper tankards secured to the wall carvings, but most of them have vanished
open into areas 22e and 22f, respectively. Dwarves used to fill barrels of ale and roll them down this hall to be stored in the secret chambers. Pit Traps. The Melairkyn dwarves built three 20-foot-deep
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
traditionally nullifies heroes’ strengths, doing so can remove the players’ agency and undercut their enjoyment. Beyond the Dungeon Master’s Guide advice for creating dangerous encounters, consider the
that just happened is off limits. The person touching the card can comment on what they want adjusted, or whoever’s narrating the scene can walk back what just happened, try something else, or leave the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
sentient magic item until the character leaves the region. Randomly generate the item’s properties as described in the “Sentient Magic Items” section of the Dungeon Master’s Guide. 71–75 A spectral force
Dungeon Master’s Guide). 21–25 A cricket-shaped creature with the statistics of a cat bounds up to one random creature and follows it like an affectionate pet for 24 hours before scampering off. 26–30 A
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
sentient magic item until the character leaves the region. Randomly generate the item’s properties as described in the “Sentient Magic Items” section of the Dungeon Master’s Guide. 71–75 A spectral force
Dungeon Master’s Guide). 21–25 A cricket-shaped creature with the statistics of a cat bounds up to one random creature and follows it like an affectionate pet for 24 hours before scampering off. 26–30 A
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
patron deities of fire and frost giants, respectively—regularly send hulking subjects to pillage the wintry camp, darkening its skies with ash and snow. Meanwhile, nomadic groups of mountain bariaurs hold
they pop up. An absinthine-eyed human child, the so-called Lemming Boy, appears to mountain travelers, offering to guide them through the bluffs. Those who accept his services are quickly ambushed by
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragon Characters The Dungeon Master’s Guide includes a series of tables and guidelines designed to help you craft NPCs. This section presents alternatives to those tables, helping you transform a
K’rshinthintl and Claugiyliamatar are called Cyan Bloodbane and Old Gnawbones, respectively. When naming a dragon, take whatever approach appeals to you. But bear in mind that dragons need memorable names
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
patron deities of fire and frost giants, respectively—regularly send hulking subjects to pillage the wintry camp, darkening its skies with ash and snow. Meanwhile, nomadic groups of mountain bariaurs hold
they pop up. An absinthine-eyed human child, the so-called Lemming Boy, appears to mountain travelers, offering to guide them through the bluffs. Those who accept his services are quickly ambushed by
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
traveler’s feet. Wilderness Hazards. Any of the wilderness hazards described in the Dungeon Master’s Guide might manifest near the dragon’s lair. Weather Changes Fog, storms, precipitation, and
, and the lairs of crystal and topaz dragons are suffused with positive and negative energy, respectively. Other planar connections that might appear around a dragon’s lair include the following
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
traveler’s feet. Wilderness Hazards. Any of the wilderness hazards described in the Dungeon Master’s Guide might manifest near the dragon’s lair. Weather Changes Fog, storms, precipitation, and
, and the lairs of crystal and topaz dragons are suffused with positive and negative energy, respectively. Other planar connections that might appear around a dragon’s lair include the following
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragon Characters The Dungeon Master’s Guide includes a series of tables and guidelines designed to help you craft NPCs. This section presents alternatives to those tables, helping you transform a
K’rshinthintl and Claugiyliamatar are called Cyan Bloodbane and Old Gnawbones, respectively. When naming a dragon, take whatever approach appeals to you. But bear in mind that dragons need memorable names
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
coiling ivy leaves and appears harmless but the inner folds are covered in yellow mold (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide). 12. Decrepit Bedroom Rubbish is scattered around
light in the fireplace from a small, highly reflective object.
Two swarms of insects (spiders) infest this room. One swarm descends on anyone who approaches the fireplace, and the other descends
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
coiling ivy leaves and appears harmless but the inner folds are covered in yellow mold (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide). 12. Decrepit Bedroom Rubbish is scattered around
light in the fireplace from a small, highly reflective object.
Two swarms of insects (spiders) infest this room. One swarm descends on anyone who approaches the fireplace, and the other descends
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
characters find an abandoned, 8-foot-square wooden raft that can support up to 1,200 pounds. The characters need a 10-foot pole or similar tool to guide the raft across the water. When the water level
interior, use the inn map in appendix C of the Dungeon Master’s Guide. Innkeeper. Tsu Harabax, an elderly female human druid (neutral), has been running the Inn at the End of the Road by herself since
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
characters find an abandoned, 8-foot-square wooden raft that can support up to 1,200 pounds. The characters need a 10-foot pole or similar tool to guide the raft across the water. When the water level
interior, use the inn map in appendix C of the Dungeon Master’s Guide. Innkeeper. Tsu Harabax, an elderly female human druid (neutral), has been running the Inn at the End of the Road by herself since
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
ships are moored here, including a galleon and four others that are shaped like a wasp, a scorpion, a lamprey, and a bird, respectively.
Attached to the main building is a tower that has its own
Dungeon Master’s Guide for more information on firearms, bombs, and gunpowder). 3: Vestibule Stone ramps from the docks ascend to this vestibule, where walls of force (see “Magical Effects” above) block
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
ships are moored here, including a galleon and four others that are shaped like a wasp, a scorpion, a lamprey, and a bird, respectively.
Attached to the main building is a tower that has its own
Dungeon Master’s Guide for more information on firearms, bombs, and gunpowder). 3: Vestibule Stone ramps from the docks ascend to this vestibule, where walls of force (see “Magical Effects” above) block
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Master’s Guide). Bell (1 GP) When rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away. Blanket (5 SP) While wrapped in a blanket, you have Advantage on saving throws
against extreme cold (see the Dungeon Master’s Guide). Block and Tackle (1 GP) A Block and Tackle allows you to hoist up to four times the weight you can normally lift. Book (25 GP) A Book contains
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
guard outside while the characters rid Hrakhamar of firenewts. If the characters seem underpowered or in need of a guide, Sithi offers to accompany them. She remembers the layout of the forge but
proficiency if none of the characters do. Musharib (see “Finding a Guide") also has the necessary skill. After three failed checks, the box’s impressions are ruined, and the box can no longer be used to mold
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
succeed on saving throws against extreme cold (see the Dungeon Master’s Guide). Bell (1 GP) When rung as a Utilize action, a Bell produces a sound that can be heard up to 60 feet away. Blanket (5 SP
) While wrapped in a blanket, you have Advantage on saving throws against extreme cold (see the Dungeon Master’s Guide). Block and Tackle (1 GP) A Block and Tackle allows you to hoist up to four times
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
guard outside while the characters rid Hrakhamar of firenewts. If the characters seem underpowered or in need of a guide, Sithi offers to accompany them. She remembers the layout of the forge but
proficiency if none of the characters do. Musharib (see “Finding a Guide") also has the necessary skill. After three failed checks, the box’s impressions are ruined, and the box can no longer be used to mold
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
doppelgangers claim to know the trick to solving the maze: send two people ahead through the mists with a rope for the others to follow. They gladly volunteer to send one of their own as a guide along with
creatures and traps within the pyramid All the maze’s exits, including those in this room Where Amun Sa’s staff and star-gem are kept (areas P67 and area P68, respectively) The mummy lord Nafik (see
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
doppelgangers claim to know the trick to solving the maze: send two people ahead through the mists with a rope for the others to follow. They gladly volunteer to send one of their own as a guide along with
creatures and traps within the pyramid All the maze’s exits, including those in this room Where Amun Sa’s staff and star-gem are kept (areas P67 and area P68, respectively) The mummy lord Nafik (see
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
complete this activity, a character must perform three sets of continuous squats and succeed on three incrementally harder Constitution checks—DC 10, DC 13, and DC 16, respectively. A character who
assassin’s blood (see “Poisons” in the Dungeon Master’s Guide). T7. Treatment Rooms These adjoining chambers, dimly lit with shrouded lamps, are each furnished with a bed whose frame can be tilted and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
complete this activity, a character must perform three sets of continuous squats and succeed on three incrementally harder Constitution checks—DC 10, DC 13, and DC 16, respectively. A character who
assassin’s blood (see “Poisons” in the Dungeon Master’s Guide). T7. Treatment Rooms These adjoining chambers, dimly lit with shrouded lamps, are each furnished with a bed whose frame can be tilted and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, respectively.
Four invisible imps lurk among the vases on the high shelf, one in each corner. The imps swoop down to attack anyone they perceive as intruders, including characters who have
Master’s Guide). This tainted bottle is set aside for guests whom the duke intends to eliminate. V10. Gallery Black curtains are drawn over the windows to the south, keeping this hall dark and cool. Unless
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
gantries in 2 and 3 rounds, respectively. Releasing the catch on a winch requires a knock spell. A creature can also use its action to make a DC 15 Strength (Athletics) check, releasing the catch on a
who linger here are susceptible to the effects of extreme heat (see the “Wilderness Survival” section in chapter 5 of the Dungeon Master’s Guide). A rusted iron gantry clings to the north, west, and