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                        Returning 22 results for 'comment world reflective'.
                    
                
                        
                            
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                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     effects.
Reflective Carapace. If the tarrasque is targeted by a Magic Missile spell or a spell that requires a ranged attack roll, roll 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction
                                                
                                            
                                                
                                                    ":"Reflective Carapace"}. On a 1â5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected and reflects the spell, turning the caster into the target.
Siege Monster. The tarrasque deals
                                                
                                            
                                        
                                                    Graz'zt
                                                    
    
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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
                                                
                                            
                                        
                                                    Tiefling
                                                    
    
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                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     eyes. âYou fight it, donât you? Like a little wildcat, I wager. Every little jab and comment just sharpens your claws.â
â Erin M. Evans, Brimstone Angels
To be greeted with
                                                
                                            
                                                
                                                     their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tieflingâs companions demonstrate that they trust
                                                
                                            
                                        
                                                     Species
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     eyes. âYou fight it, donât you? Like a little wildcat, I wager. Every little jab and comment just sharpens your claws.â
â Erin M. Evans, Brimstone Angels
To be greeted with
                                                
                                            
                                                
                                                     their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tieflingâs companions demonstrate that they trust
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Tiefling Names Tiefling names fall into 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 reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Tiefling Names     
  Tiefling names fall into 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 reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Cults of the Dragon Below A paradise exists within the world, a vale bathed in the light of the Inner Sun. Earn your passage with the blood of worthy foes. Our existence is a chrysalis state
                                                
                                            
                                                
                                                     believing that if completed, this monstrosity could reunite the shattered kingdom.
 When pressed to comment, Patriarch Dalin dâVadalis denied any connections to this cult. âThese are difficult times
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    , and all who gaze upon the medusa are petrified, becoming stone monuments to its corruption. Medusa Lairs. Medusas live forever in seclusion, alienated from the world around them by their monstrous form
                                                
                                            
                                                
                                                     surely as any living mortal. As a result, a medusa destroys or removes any mirrors or reflective surfaces in its lair. Medusa
 Medium monstrosity, lawful evil
 Armor Class 15 (natural armor)
 Hit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     magical effects.
 Reflective Carapace. If the tarrasque is targeted by a Magic Missile spell or a spell that requires a ranged attack roll, roll 1d6. On a 1â5, the tarrasque is unaffected. On a 6
                                                
                                            
                                                
                                                     at the start of each of its turns.
 Onslaught. The tarrasque moves up to half its Speed, and it makes one Claw or Tail attack.
 World-Shaking Movement. The tarrasque moves up to its Speed. At the end
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    , âBeware â the wolf howls at midnight,â and leaves without further comment. 09â10 A gnome watches everyone carefully, writing down observations in a tiny orange book. 11â12 A one-armed Brelish
                                                
                                            
                                                
                                                     faces of the guests. Not all of them are amused. 31â32 A shifter glowers in a corner booth, looking angry at the world. 33â34 A warforged bard uses its body as a percussion instrument to entertain the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     or foe is, the greater the tarrasqueâs wrath. It is a mystery whatâif anythingâcalms the tarrasque, but eventually it returns to its slumber, leaving the world irrevocably changed. While the
                                                
                                            
                                                
                                                     Resistance. The tarrasque has Advantage on saving throws against spells and other magical effects.
 Reflective Carapace. If the tarrasque is targeted by a Magic Missile spell or a spell that requires a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    . The following sections suggest ways to help you create a world your players will be excited to explore. Recurring Elements When characters form relationshipsâfriendships, business arrangements, or even
                                                
                                            
                                                
                                                    ? How might an NPC comment on a characterâs abilities or recognize that theyâre special? Break Episodes Itâs easy to get caught up in a story with dramatic stakes, pitting characters against mounting
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     adventures youâre thinking about running to your prospective players. Note the in-world conflicts that might arise, the settingâs overall tone, and the themes youâd like to explore. (The âEvery DM Is Unique
                                                
                                            
                                                
                                                     befall characters, including mind-control magic, helplessness, and death. That said, D&D is a game that has in-world conflicts and mayhem. Certain core elements of the game are difficult to ignore. For
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     adventures youâre thinking about running to your prospective players. Note the in-world conflicts that might arise, the settingâs overall tone, and the themes youâd like to explore. (The âEvery DM Is Unique
                                                
                                            
                                                
                                                    , including mind-control magic, helplessness, and death. That said, D&D is a game that has in-world conflicts and mayhem. Certain core elements of the game are difficult to ignore. For example, taking damage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     real-world history, and character creation rules presuppose no standard bar for heroics.  Encourage Space A typical D&D session is longer than a typical horror movie, and it can be hard to sustain the
                                                
                                            
                                                
                                                     that just happened is off limits. The person touching the card can comment on what they want adjusted, or whoeverâs narrating the scene can walk back what just happened, try something else, or leave the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                     see chromatic and metallic dragons find a peaceful way to coexist in the world. In the meantime, she finds comfort in helping humans and other people escape from cycles of violence. Runara maintains a
                                                
                                            
                                                
                                                     mercenary company called the Azure Wolves. Age and battle have taken a toll on her, and she is spending her twilight years in reflective contemplation at Dragonâs Rest. Her demeanor is gruff, but she is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    Stone Giants Stone giants â reclusive, reflective, and inscrutable â take pains to remain apart from the world of sunlight and sky. Only when theyâre surrounded by stone do they consider themselves
                                                
                                            
                                                
                                                     to be in reality. A world of all-encompassing stone is a realm of permanence and solidity, one where a lifetime of laborious carving can last through countless eons. The surface world, with its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
                                                    
                                                
                                            
                                                     after they entered but aged by however long they spent in the arena. P4: Fiendâs Ante A lone archway stands atop a cliff overlooking the scorched cities and scourged terrain of a war-wracked world. Nearby
                                                
                                            
                                                
                                                    . Every token corresponds to one of the worlds, and the tokenâs bearer has the right to lead legions in conquest of that world. The stars glowing with red flames have invasion rights claimed by the Nine
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     the civilized world and crushes the temples of the gods. In the dark age that results from the triumph of Olhydra, aboleths can return to their proper place as rulers of the world. If Gar Shatterkeel
                                                
                                            
                                                
                                                     the narwhal horn in this cave feels it tug toward the reflective water. P16. Hut of the Dark Tide The waterfall at the southern end of this cave is audible from the northern approach. A crude stone hut
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     romantics, taking the god Lurue as their inspiration, have called themselves the Knights of the Unicorn. Over time, what began as a light-hearted lark became a real force for good in the world, and several
                                                
                                            
                                                
                                                     will as they do, behold a vision to inspire their next creation. The reflective period can be dawn to dusk, midnight to midday, or any other period. As the Unrolling Scroll stands in the Upper City
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
                                                    
                                                
                                            
                                                     romantics, taking the god Lurue as their inspiration, have called themselves the Knights of the Unicorn. Over time, what began as a light-hearted lark became a real force for good in the world, and several
                                                
                                            
                                                
                                                     as they do, behold a vision to inspire their next creation. The reflective period can be dawn to dusk, midnight to midday, or any other period. As the Unrolling Scroll stands in the Upper City, though
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     drifts into a lengthy, plodding dissertation about demiplanes and how to construct them) Kingdom of the Ghouls (one adventuring partyâs exploration of a subterranean kingdom of ghouls on the world of
                                                
                                            
                                                
                                                     naga from the world of Oerth) Thingizzardâs Night Balloon (instructions for building a magic vessel that can float safely through the layers of the Abyss) P39. Roost This 20-foot-square room has an 8
                                                
                                            
                                        






