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Returning 35 results for 'confined resting guard to her reflection'.
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Magic Items
Dungeon Master’s Guide
reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror’s
within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed.
If the mirror traps a creature but its twelve extradimensional cells are
Monsters
Bigby Presents: Glory of the Giants
all in Surtur’s name—the volcano rumbles and spews molten rage.
If intruders disturb its resting place, the Cradle of the Fire Scion;fire scion's cradle rises as a bipedal juggernaut of
first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See
Monsters
Bigby Presents: Glory of the Giants
rage.
If intruders disturb its resting place, the fire scion’s cradle rises as a bipedal juggernaut of molten rock. Sometimes miners risk their lives to find rich veins of ore in a scion&rsquo
scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See “Giants of Myth” in chapter 3 for additional inspiration.)
Scions of
Monsters
Fizban's Treasury of Dragons
trying to teach them military tactics.
3
A druid summoned galeb duhr to guard a young sapphire dragon;young sapphire dragon's hoard in exchange for the dragon controlling the giant spider
population, but the galeb duhr are causing trouble for local miners.
4
Two Lolth cultist;cultists seek a magical relic that attracts giant spider;giant spiders, but the relic’s resting place has
Mirror of Life Trapping
Legacy
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Magic Items
Basic Rules (2014)
it. It remains activated until you use an action to speak the command word again.
Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed
creature is confined to the cell until freed.
If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
aren’t allowed to attend the senior staff briefing or see Miken, who is confined to his quarters. Two veterans stand guard outside Miken’s room, the door to which has an arcane lock spell cast on it.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
male fire giant uses a massive hammer and anvil to pound a heated iron fragment into a rounded shape.
Fire Beetles. Resting on the floor next to the oversized anvil is an iron cage containing
-Halaster. Hrossk is currently crafting a piece of what will become one of the construct’s eyes. The fire beetles can’t harm anyone while confined to their cage. Unlatching the cage door requires an
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
aren’t allowed to attend the senior staff briefing or see Miken, who is confined to his quarters. Two veterans stand guard outside Miken’s room, the door to which has an arcane lock spell cast on it.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
male fire giant uses a massive hammer and anvil to pound a heated iron fragment into a rounded shape.
Fire Beetles. Resting on the floor next to the oversized anvil is an iron cage containing
-Halaster. Hrossk is currently crafting a piece of what will become one of the construct’s eyes. The fire beetles can’t harm anyone while confined to their cage. Unlatching the cage door requires an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again. Any creature other than you that sees its reflection in the activated
that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one
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->Basic Rules (2014)
an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again. Any creature other than you that sees its reflection in the activated
that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again. Any creature other than you that sees its reflection in the activated
that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again. Any creature other than you that sees its reflection in the activated
that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Hungry Ogres One night (or day if the situation dictates), while the traveling goat show is resting for the evening, a family of ogres catches their scent. Being ogres, always hungry and particularly
grumpy around goats, the ogres decide to attack. Assuming some of the characters are sleeping for the night, anyone on guard duty can attempt a DC 15 Wisdom (Animal Handling) or Wisdom (Insight
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Hungry Ogres One night (or day if the situation dictates), while the traveling goat show is resting for the evening, a family of ogres catches their scent. Being ogres, always hungry and particularly
grumpy around goats, the ogres decide to attack. Assuming some of the characters are sleeping for the night, anyone on guard duty can attempt a DC 15 Wisdom (Animal Handling) or Wisdom (Insight
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
raiding, handing down less-desirable opportunities to Fourth Ship Taerl. Fifth Ship Rethnor acts as the city’s guard — an unprofitable enough duty that many of its members look for other ways to earn
maintains its original name as a reflection of its past power — and as a sign that it seeks to restore that power once again. If you want to make Luskan a bigger part of your campaign, more information about the city can be found in the Sword Coast Adventurer’s Guide.
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->Waterdeep: Dungeon of the Mad Mage
9. Death’s Head Watch Post The hobgoblins of the Death’s Head Phalanx have set up an outpost here to guard the foundry (area 12). Characters approaching this part of the dungeon hear the war chants
the sarcophagus, written in Dwarvish, translate as follows: “Thou hast found the final resting place of Harlsnod Darkshine — architect, trap builder, and drinker of fine ales.” 9c. Hobgoblin Phalanx
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Death’s Head Watch Post The hobgoblins of the Death’s Head Phalanx have set up an outpost here to guard the foundry (area 12). Characters approaching this part of the dungeon hear the war chants
the sarcophagus, written in Dwarvish, translate as follows: “Thou hast found the final resting place of Harlsnod Darkshine — architect, trap builder, and drinker of fine ales.” 9c. Hobgoblin Phalanx
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
raiding, handing down less-desirable opportunities to Fourth Ship Taerl. Fifth Ship Rethnor acts as the city’s guard — an unprofitable enough duty that many of its members look for other ways to earn
maintains its original name as a reflection of its past power — and as a sign that it seeks to restore that power once again. If you want to make Luskan a bigger part of your campaign, more information about the city can be found in the Sword Coast Adventurer’s Guide.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dungeon with monsters. His old gates were destroyed by the Spellplague, but Halaster has replaced them with new ones, most of which have destinations confined to the dungeon. These gates are not subject
feet tall and spaced 10 feet apart, with a stone lintel resting horizontally atop them to form a rectangular opening. Because the gate is freestanding, one can pass through it from either direction
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dungeon with monsters. His old gates were destroyed by the Spellplague, but Halaster has replaced them with new ones, most of which have destinations confined to the dungeon. These gates are not subject
feet tall and spaced 10 feet apart, with a stone lintel resting horizontally atop them to form a rectangular opening. Because the gate is freestanding, one can pass through it from either direction
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->D&D Beyond Basic Rules
creature other than you that sees its reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is
creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its twelve
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
spaces are magically heated. The temperature in these areas is a constant 68 degrees Fahrenheit (20 degrees Celsius). The exterior of the prison, including the guard towers, is 0 degrees Fahrenheit
. Prison Guards. The prison has a garrison of 75 guards (use the veteran stat block) who work eight-hour shifts. Two-thirds of the garrison is off duty and resting in area R19 at any given time. While on
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
spaces are magically heated. The temperature in these areas is a constant 68 degrees Fahrenheit (20 degrees Celsius). The exterior of the prison, including the guard towers, is 0 degrees Fahrenheit
. Prison Guards. The prison has a garrison of 75 guards (use the veteran stat block) who work eight-hour shifts. Two-thirds of the garrison is off duty and resting in area R19 at any given time. While on
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
spaces are magically heated. The temperature in these areas is a constant 68 degrees Fahrenheit (20 degrees Celsius). The exterior of the prison, including the guard towers, is 0 degrees Fahrenheit
. Prison Guards. The prison has a garrison of 75 guards (use the veteran stat block) who work eight-hour shifts. Two-thirds of the garrison is off duty and resting in area R19 at any given time. While on
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Entering the Fort The gatehouse serves as the entrance to Fort Knucklebone. Six redcaps stand guard atop it. One redcap yells down at the characters as they approach, asking for the password. After a
few moments, a different redcap says, “We don’t have a password!” All the redcaps fall over in peals of mirth. The redcaps on guard duty give the characters a difficult time, asking them to do
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Entering the Fort The gatehouse serves as the entrance to Fort Knucklebone. Six redcaps stand guard atop it. One redcap yells down at the characters as they approach, asking for the password. After a
few moments, a different redcap says, “We don’t have a password!” All the redcaps fall over in peals of mirth. The redcaps on guard duty give the characters a difficult time, asking them to do
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
spaces are magically heated. The temperature in these areas is a constant 68 degrees Fahrenheit (20 degrees Celsius). The exterior of the prison, including the guard towers, is 0 degrees Fahrenheit
. Prison Guards. The prison has a garrison of 75 guards (use the veteran stat block) who work eight-hour shifts. Two-thirds of the garrison is off duty and resting in area R19 at any given time. While on
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
creature other than you that sees its reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is
creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its twelve
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
creature other than you that sees its reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is
creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its twelve
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
creature other than you that sees its reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is
creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its twelve