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Returning 35 results for 'common reflection guides to have reclusive'.
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Monsters
Vecna: Eve of Ruin
’t observed the mirror shade move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the mirror shade isn’t the creature’s own reflection
strike. Mirror shades can be found throughout the multiverse but are particularly common in the Outer Planes.Poison, Psychic, RadiantAcid, Fire, Lightning; Bludgeoning, Piercing, and Slashing from
Species
Eberron: Rising from the Last War
night at bay. Smith, carpenter, alchemist—the best all carry my seal.
—Baron Merrix d’Cannith
The Mark of Making guides its bearer through any act of creation. The bearer of the
-marked Cannith forgeholds use streamlined forms of production to quickly produce common goods. Even independent artisans often learn their trade at Cannith academies and adhere to Cannith standards
Shifter
Legacy
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Species
Eberron: Rising from the Last War
body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression
within they physically transform for a short time.
A shifter’s beast within is reflected by the shifter’s subrace. Four subraces are especially common:
Beasthide often signifies the
High Elf
Legacy
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Species
Basic Rules (2014)
valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The
other type (including the high elves of Greyhawk, the Qualinesti of Dragonlance, and the moon elves of the Forgotten Realms) are more common and more friendly, and often encountered among humans and
Orc
Legacy
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races
Mordenkainen Presents: Monsters of the Multiverse
Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his toughness
, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
and Hearth. She guides and protects communities and families, inspiring people to work together for the common good. Dol Arrah is the sun that drives away the darkness. She stands for wisdom in war and
for those who fight with honor, pursue justice, and make sacrifices for the greater good. Dol Dorn is the Sovereign of Strength and Steel. He is the patron of the common soldier, and he guides the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Forest Gnomes The reclusive forest gnomes live simply in hillside dwellings deep in the woods. A neighbor could live only a few miles from a forest gnome settlement for a lifetime and never know it
gnomes who leave their people to become adventurers often draw upon their closeness to nature and their magical gifts to serve as guides, scouts, or mystics. Living close to nature also makes forest gnomes
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Roguish Archetypes Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But
different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus — not necessarily an indication of your chosen profession, but a description of your preferred techniques.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Roguish Archetypes Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But
different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus — not necessarily an indication of your chosen profession, but a description of your preferred techniques.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Yetis Chilling Stalkers of the Frozen Wilds Habitat: Arctic; Treasure: Any
Across alpine extremes and frozen frontiers, yetis hunt those that trespass in their territories. Reclusive and merciless
yetis are more common than sightings. Whether a distant scream is the howl of an enraged yeti or just the wind, few can be certain. Nevertheless, many mountainous settlements burn bonfires to ward off yetis, taking advantage of these brutes’ aversion to fire.
Richard Luong
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Gnome with No Name A 4-foot-tall, 2-foot-wide bronze-framed mirror leans against the far wall in this otherwise empty room. A creature that gazes into the mirror sees its reflection take the form
of a female gnome in leather armor. She speaks Common and Gnomish, and is surprised to see the characters. Halaster trapped her in the mirror so long ago that she has lost track of time. The gnome
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
a special mummy lord whose magic pervades his tomb. Since Diderius is neutral rather than evil, the area lacks the evil magic common to other mummy-lord tombs. A few chambers of the tomb have the
appearance of opulent and well-kept rooms suitable for a noble archmage. This effect is an illusion, however, failing to cover the rank scent of dust and decay. Diderius’s magic also guides those who show proper respect.
Map 11.1: Tomb of Diderius
View Player Version
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Strixhaven Campus Guide With cheerful dispositions and a knack for walking backward, Strixhaven campus guides lead gaggles of prospective students on tours. The guides’ gold and silver chassis are
built in shapes reminiscent of the star arches surrounding Strixhaven. Embedded in their chests are holographic maps of the university’s campuses, which the guides use to provide directions. However
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Haunted Heroes Ravenloft encourages you and your group to safely explore the thrill of all manner of ghost stories, mysteries, and other tales of terror. While chapter 4 guides DMs in how to craft
spooky experience if they’re not aware of your interests in and thresholds for participating in fear-focused adventures. This section highlights elements common to frightening D&D games, features that
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Scout Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance. Scout
)
WIS
13 (+1)
CHA
11 (+0)
Skills Nature +4, Perception +5, Stealth +6, Survival +5
Senses passive Perception 15
Languages any one language (usually Common)
Challenge 1/2 (100 XP
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
depending on the mood of those who travel along it. Determining how far one has traveled in a particular amount of time can be a headscratcher. Magical Shortcuts Domain denizens and guides know some
while skipping counterclockwise around a tree 3 Eating a mushroom while gazing at one’s own reflection in a clear pool or stream of water 4 Doing a headstand in a ring of stones 5 Staring at firelight
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
and valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves
. The other type (including the high elves of Greyhawk, the Qualinesti of Dragonlance, and the moon elves of the Forgotten Realms) are more common and more friendly, and often encountered among humans
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
and valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves
. The other type (including the high elves of Greyhawk, the Qualinesti of Dragonlance, and the moon elves of the Forgotten Realms) are more common and more friendly, and often encountered among humans
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
dedication to evil. An elemental priest protects and guides the common people, using elemental magic to better their lives. An elemental cultist demands abasement, sacrifice, and obedience. The element
hold a social position similar to that of religious hermits or tribal shamans of other worlds. Common Athasians, especially those who live outside the walls of the city-states, revere elemental
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
district of Precarious. The area’s rough and poor, filled with sailors and dockworkers. Many of these boisterous folk love the life in Cliffside; as a common saying goes, “Better a tankard of ale in
, who sell their services as guides to help ships traveling to Xen’drik. In fact, the sahuagin rarely initiate violence, but there have been clashes between them and aggressive, drunken sailors.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
some of the Tyrant’s most important identities: Ek, often called Tyrant One, guides the inner circle of changelings that leads the organization. Kilk is the city councilor for Lower Tavick’s Landing and
the Dragoneyes district. This location is a common destination for people who want to purchase secrets from the Tyrants. Though the Spider often sells secrets for gold, sometimes it will trade its knowledge only for services or other secrets.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of such innovations in fending off starvation and the frigid environment encourages the scientists at Ludendorf University to push the boundaries of science and morality. The reclusive genius Dr
, often tinged blue or gray, being common. German conventions inspire many names in the region. When players create characters from Lamordia, consider asking them the following questions.
Where and how
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
upright. Its face is mostly encased in armor, looking almost humanoid except for its long eyestalks. Despite their frightful appearance, aldani avoid conflict. Reclusive and xenophobic, they hide in
, Survival +4
Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 1 (200 XP)
Amphibious. The aldani can breathe air and water.
Actions
Multiattack. The aldani makes two
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
declare their status and ornament themselves with claws and small bones taken from defeated opponents. While intensely territorial, the Ironmanes sometimes offer their services as guards or guides
, though they generally disdain working for anyone but other leonin. Numerous leonin fighters and rangers count themselves as Ironmanes. Sun Guides True children of Oreskos, the Sun Guides have lived in
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges over time as the shifter’s personality
shifter’s subrace. Four subraces are especially common: Beasthide often signifies the bear or boar: stoic, stubborn and thick-skinned. Longtooth shifters typically have lupine traits and prefer to run
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
are common, as are the fierce and aggressive giant snapping turtles that give the bay its name. See appendix D for more information on these creatures. Cyclopes roam the shore and lair in mountain
always need metal tools (shortswords make dandy daggers), and they’re delighted by whimsical magical trinkets. For generous inducements, cyclopes could even be hired to serve as bearers, guards, or guides
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression of their inner nature, something that emerges as the shifter’s
is reflected by the shifter’s subrace. Four subraces are especially common: Beasthide often signifies the bear or boar: stoic, stubborn, and thick-skinned. Longtooth shifters typically have lupine
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, planes, and possibilities. Travel between incredible realms is common, especially via portal-rich locales like Sigil and the Outlands (detailed in this book). Adventurers are likely to see multiple
greatest characters and monsters in situations where they’re not pitted against one another. You’ll see these concepts highlighted throughout this book and its companions. Use these themes as guides and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
before she invested her winnings into financing her first trade deals. She is a legend among the common rabble who grew up watching her battles. Her husband, Kura, is a painter, and they have twin
Soulmonger’s death curse. She covers her rotting flesh with scarves and bandage wrappings, and she is predisposed to help any adventurers actively trying to end the death curse. Jobal Deals in guides
Compendium
- Sources->Dungeons & Dragons->Monster Manual
150 ft.; Passive Perception 14
Languages Common plus one other language
CR 6 (XP 2,300; PB +3)
Actions
Multiattack. The medusa makes two Claw attacks and one Snake Hair attack, or it makes
30-foot Cone. If the medusa sees its reflection in the Cone, the medusa must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
understands Common but can’t speak
Challenge 1/2 (100 XP) Proficiency Bonus +2
Fallible Invisibility. The skulk is invisible. This invisibility can be circumvented by three things:
Charnel
through this invisibility.
Reflective Surfaces. The skulk appears as a drab, smooth-skinned biped if its reflection can be seen in a mirror or on another surface.
Trackless. The skulk leaves no tracks
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
seamlessly with their reflected surroundings and wait until the moment is right to strike. Mirror shades can be found throughout the multiverse but are particularly common in the Outer Planes. “She was
creature’s own reflection.
Mirror Movement. The mirror shade can move along the surface of reflective or translucent objects, such as mirrors, without provoking opportunity attacks. It can move through
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Skills Stealth +8
Damage Immunities radiant
Condition Immunities blinded
Senses darkvision 120 ft., passive Perception 8
Languages understands Common but can’t speak
Challenge 1/2 (100 XP
)
Fallible Invisibility. The skulk is invisible. This invisibility can be circumvented by three things:
The skulk appears as a drab, smooth-skinned humanoid if its reflection can be seen in a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Gold Dwarves Gold dwarves are common in the lands to the south and east. They are formidable warriors, proud of their long traditions, with strong ties to clan. They are gruff and haughty and have a
artisans toil over items for years, getting their etchings and fine details just right before being satisfied with their efforts. That deliberate, perfectionist approach is a reflection of gold dwarf
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
home plane, the Outlands, and the Great Wheel beyond. These bariaur wanderers often serve as guides in the Outlands, assisting visitors by eagerly suggesting gate-town attractions and other points of
Senses darkvision 60 ft., passive Perception 14
Languages Celestial, Common
Challenge 3 (700 XP) Proficiency Bonus +2
Portal Sense. The bariaur can sense the presence of portals within 30 feet of