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Returning 35 results for 'conflicted record great to have reflections'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
life.
Berbalangs prefer to speak only to dead things, and specifically only to the spirits they call forth in the hope of learning secrets. They record their stories on the bones that once belonged
uses its duplicate for only a short time before returning its consciousness to its body.
The knowledge that berbalangs accumulate makes them great sources of information for powerful people traveling
Backgrounds
Sword Coast Adventurer's Guide
You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their privilege and place in the City of Splendors, Waterdhavian nobles have a reputation across
sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family’s estate in Waterdeep to settle what you
Monsters
Icewind Dale: Rime of the Frostmaiden
hours.When a gnoll’s ravenous hunger is so great that it craves flesh and blood even after death, it can rise as a vampire to continue its feeding frenzy.
A gnoll vampire is a savage predator
gnolls. Their noses can’t stand the scent of perfumes, and their ears can’t abide words spoken aloud in Celestial. They don’t cast reflections in mirrors unless they want to.
Unlike
Backgrounds
Guildmasters’ Guide to Ravnica
suspension.
7
Great ideas are fine, but great results are what counts.
8
If you can guess what I’m about to do, that means I’ve run out of imagination.
Ideals
d6
research, often at the expense of my own health and safety.
5
I’m convinced there’s not a soul in Ravnica, except maybe the great Niv-Mizzet, who can match my boundless intellect.
6
Berbalang
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Mordenkainen’s Tome of Foes
. Berbalangs prefer to speak only to dead things, and specifically only to the spirits they call forth in the hope of learning secrets. They record their stories on the bones that once belonged to
berbalang typically uses its duplicate for only a short time before returning its consciousness to its body.
Weird Oracles. The knowledge that berbalangs accumulate makes them great sources of
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Chapter 2: Creating an Archfey Archfey are among the most powerful beings in the Feywild. Consciously or unconsciously, they transform their Feywild homes into reflections of their desires and
complex personalities. Powerful archfey such as the Summer Queen and the Queen of Air and Darkness rule vast domains, and their influence is so great that their courts stretch beyond the borders of their
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Chapter 2: Creating an Archfey Archfey are among the most powerful beings in the Feywild. Consciously or unconsciously, they transform their Feywild homes into reflections of their desires and
complex personalities. Powerful archfey such as the Summer Queen and the Queen of Air and Darkness rule vast domains, and their influence is so great that their courts stretch beyond the borders of their
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
The Underdark Extending miles downward and outward beneath the surface of Faerûn, and reaching to other continents as well, the great network of subterranean caverns known as the Underdark is home to
all manner of strange and deadly creatures. Duergar and drow — dark reflections of dwarves and elves — live in these sunless lands, as do the svirfneblin, or deep gnomes. Most surface-dwelling folk
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
The Underdark Extending miles downward and outward beneath the surface of Faerûn, and reaching to other continents as well, the great network of subterranean caverns known as the Underdark is home to
all manner of strange and deadly creatures. Duergar and drow — dark reflections of dwarves and elves — live in these sunless lands, as do the svirfneblin, or deep gnomes. Most surface-dwelling folk
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Player Handout: Xemru’s Note Author’s Note
When we began this journey, only the oracle of the All-Seeing Orb, the great Valin Sarnaster, had an inkling where it might lead. It is my honor to have
Sarnaster.
For clarity's sake, I offer this record of the procedures performed on the donors and recipients, whose fates and organs are now bound to the oracle. May she serve the All-Seeing for centuries to come.
In transparency,
Xemru Thaal, High Priest of Savras
House of the All-Seeing Orb, Tashluta
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Player Handout: Xemru’s Note Author’s Note
When we began this journey, only the oracle of the All-Seeing Orb, the great Valin Sarnaster, had an inkling where it might lead. It is my honor to have
Sarnaster.
For clarity's sake, I offer this record of the procedures performed on the donors and recipients, whose fates and organs are now bound to the oracle. May she serve the All-Seeing for centuries to come.
In transparency,
Xemru Thaal, High Priest of Savras
House of the All-Seeing Orb, Tashluta
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
a better paddock gate, dig a new well, or mend pots or furniture that might otherwise go to waste. All priests of Gond keep journals in which they record ideas, inventions, and innovations discovered
in their travels, and take great delight in meeting fellow priests and sharing their finds. In large cities, the Gondar construct temples that serve as great workshops and inventors’ labs. Wandering
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
a better paddock gate, dig a new well, or mend pots or furniture that might otherwise go to waste. All priests of Gond keep journals in which they record ideas, inventions, and innovations discovered
in their travels, and take great delight in meeting fellow priests and sharing their finds. In large cities, the Gondar construct temples that serve as great workshops and inventors’ labs. Wandering
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
record is a great way to keep your notes organized. Your notebook might include any of the following elements. Campaign Planner. Write down the main story arc of your campaign, and keep track of things
they’re engaged in. If the characters have a ship or stronghold, record its name and whereabouts, as well as any hirelings in the characters’ employ. Player Handouts. Keep a copy of all handouts you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
record is a great way to keep your notes organized. Your notebook might include any of the following elements. Campaign Planner. Write down the main story arc of your campaign, and keep track of things
they’re engaged in. If the characters have a ship or stronghold, record its name and whereabouts, as well as any hirelings in the characters’ employ. Player Handouts. Keep a copy of all handouts you
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
hidden, and a shadow dragon’s lair contains a great many secret caches. An ancient shadow dragon might have a hundred or more such repositories secreted about their territory, making stealing from a
7 A pile of loose sheet music representing the lost dirges of a famous shadar-kai bard
8 An exquisitely crafted mirror that drains all color from the reflections of those who look into it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
— distorted reflections of what exists on the Material Plane. Where a mountain stands on the Material Plane, the corresponding feature on the Shadowfell is a jagged rock outcropping with a resemblance to
a skull, a heap of rubble, or perhaps the crumbling ruin of a once-great castle. A forest on the Shadowfell is dark and twisted, its branches reaching out to snare travelers’ cloaks, and its roots
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
— distorted reflections of what exists on the Material Plane. Where a mountain stands on the Material Plane, the corresponding feature on the Shadowfell is a jagged rock outcropping with a resemblance to
a skull, a heap of rubble, or perhaps the crumbling ruin of a once-great castle. A forest on the Shadowfell is dark and twisted, its branches reaching out to snare travelers’ cloaks, and its roots
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
hidden, and a shadow dragon’s lair contains a great many secret caches. An ancient shadow dragon might have a hundred or more such repositories secreted about their territory, making stealing from a
7 A pile of loose sheet music representing the lost dirges of a famous shadar-kai bard
8 An exquisitely crafted mirror that drains all color from the reflections of those who look into it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
peoples and monsters that inhabit the worlds on the Material Plane originated. After the First World was shattered by a great cataclysm, the many worlds were formed like reflections or (in some cases
) distortions of that original reality. Some myths describe a great tree that grew on the First World at the dawn of time. Planted and tended by the god Corellon, this tree was a seedling of Yggdrasil, the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
sky and engulfing prey with its fiery breath before landing.
Conflicted Creature. A chimera combines the worst aspects of its three parts. Its dragon head drives it to raid, plunder, and accumulate
a great hoard. Its leonine nature compels it to hunt and kill powerful creatures that threaten its territory. Its goat head grants it a vicious, stubborn streak that compels it to fight to the death
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
now missing data on the following gate-towns: Automata
Curst
Excelsior
Faunel
Glorium
Rigus
Sylvania
The mimir is also missing data on the last Great Modron March (see “The Last Great
. In the case of a gate-town, this means being within 5 feet of a gate-town’s portal. Information Entry. Whoever is attuned to the mimir must record a description of the location and their impression
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
sky and engulfing prey with its fiery breath before landing.
Conflicted Creature. A chimera combines the worst aspects of its three parts. Its dragon head drives it to raid, plunder, and accumulate
a great hoard. Its leonine nature compels it to hunt and kill powerful creatures that threaten its territory. Its goat head grants it a vicious, stubborn streak that compels it to fight to the death
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
now missing data on the following gate-towns: Automata
Curst
Excelsior
Faunel
Glorium
Rigus
Sylvania
The mimir is also missing data on the last Great Modron March (see “The Last Great
. In the case of a gate-town, this means being within 5 feet of a gate-town’s portal. Information Entry. Whoever is attuned to the mimir must record a description of the location and their impression
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
ridiculous seem sublime. Bards are preservers of ancient history, their songs and tales perpetuating the memory of great events down through time — knowledge so important that it is memorized and passed
along as oral history, to survive even when no written record remains. It is also the bard’s role to chronicle smaller and more contemporary events — the stories of today’s heroes, including their
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
creatures, they traveled in Corellon’s shadow, sparkling like the reflections from a finely cut gem. When Corellon came to notice these glorious echoes, the god tarried with them in the place that became
the realm of Arvandor. While enjoying the company of these primal elves, Corellon came to appreciate their ideas, which were both novel and familiar, and singled out those of great repute for special
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
ridiculous seem sublime. Bards are preservers of ancient history, their songs and tales perpetuating the memory of great events down through time — knowledge so important that it is memorized and passed
along as oral history, to survive even when no written record remains. It is also the bard’s role to chronicle smaller and more contemporary events — the stories of today’s heroes, including their
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
creatures, they traveled in Corellon’s shadow, sparkling like the reflections from a finely cut gem. When Corellon came to notice these glorious echoes, the god tarried with them in the place that became
the realm of Arvandor. While enjoying the company of these primal elves, Corellon came to appreciate their ideas, which were both novel and familiar, and singled out those of great repute for special
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
you find your bearings faster in Etharis and increase your chance of survival. Know that some of the writers have paid great personal costs to acquire their knowledge. I hope you will put what you
interesting and worthy life, that I may one day record your exploits in my journals.
May you thrive here, adventurers. Till we meet in brighter times.
— Odis Tremain, Historian of Sarmar Academy
The
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Champions of Heliod are typically either exemplars of light, law, and truth or conflicted heroes motivated by revenge and sworn vows. Most can’t imagine serving those they consider lesser gods. Heliod’s
Favor Heliod seeks out champions in the mortal world because he believes that a great champion reflects well on him. The ruler of the gods, as he imagines himself, should have champions who represent
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Champions of Heliod are typically either exemplars of light, law, and truth or conflicted heroes motivated by revenge and sworn vows. Most can’t imagine serving those they consider lesser gods. Heliod’s
Favor Heliod seeks out champions in the mortal world because he believes that a great champion reflects well on him. The ruler of the gods, as he imagines himself, should have champions who represent
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
chapter and moves the adventure’s plot forward. Sensory Experience A Society of Sensation muse (see Morte’s Planar Parade) in a flowery gown approaches the characters, eager to record a new sensation in
accompanied by a threatening gesture or ominous interaction. On a failed check, the characters record the citizen’s contempt instead. Joy. The Sensate points the characters to a sobbing child
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
chapter and moves the adventure’s plot forward. Sensory Experience A Society of Sensation muse (see Morte’s Planar Parade) in a flowery gown approaches the characters, eager to record a new sensation in
accompanied by a threatening gesture or ominous interaction. On a failed check, the characters record the citizen’s contempt instead. Joy. The Sensate points the characters to a sobbing child
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
holding them. Twelve painted figures line each hall, six on the west wall and six on the east wall, directly across from one another. Figures on facing walls are perfect reflections of each other
must make a DC 15 Strength saving throw. On a failed saving throw, the creature takes 14 (4d6) bludgeoning damage and is swept to the end of the hall with such great force that it falls prone. A creature
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
holding them. Twelve painted figures line each hall, six on the west wall and six on the east wall, directly across from one another. Figures on facing walls are perfect reflections of each other
must make a DC 15 Strength saving throw. On a failed saving throw, the creature takes 14 (4d6) bludgeoning damage and is swept to the end of the hall with such great force that it falls prone. A creature