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Returning 17 results for 'confusing raising grasping to have reflection'.
Other Suggestions:
confusion ranging grasping to have rejection
confusion reining grasping to have reflections
confusion roiling grasping to have reflections
consuming roiling granting to have reflection
consuming raising granting to have reflection
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, raising her arms high. “Welcome to the Kingfisher Festival!”
Cheers and applause fill the circle. The mayor smiles widely. “Today is a day of not only revelry but also reflection. We are all here
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, raising her arms high. “Welcome to the Kingfisher Festival!”
Cheers and applause fill the circle. The mayor smiles widely. “Today is a day of not only revelry but also reflection. We are all here
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
depictions of grasping ghouls and is stained with dry blood. The water is 2 feet deep. The ledges and central dais are 5 feet high (3 feet higher than the water’s surface), and the chamber’s ceiling is 16
knives, and allow the altar to be bathed in blood. Half embedded in the east wall is a wooden wheel connected to hidden chains and mechanisms. A character can use an action to turn the wheel, raising
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
depictions of grasping ghouls and is stained with dry blood. The water is 2 feet deep. The ledges and central dais are 5 feet high (3 feet higher than the water’s surface), and the chamber’s ceiling is 16
knives, and allow the altar to be bathed in blood. Half embedded in the east wall is a wooden wheel connected to hidden chains and mechanisms. A character can use an action to turn the wheel, raising
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
will return to the unfathomable depths of the ocean and never bother humanity again. If the characters have put together a sense of the aboleth’s plots, Sgothgah admits that it is raising a kraken
for it to use a lair action to send forth a grasping tide, pulling the characters into the water in an attempt to infect and enslave them. Dark Altar. The shark hanging above the stairs serves as the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
will return to the unfathomable depths of the ocean and never bother humanity again. If the characters have put together a sense of the aboleth’s plots, Sgothgah admits that it is raising a kraken
for it to use a lair action to send forth a grasping tide, pulling the characters into the water in an attempt to infect and enslave them. Dark Altar. The shark hanging above the stairs serves as the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
case those inside want to order food and drink during their gathering. Shrines. Each of the shrines is outfitted with a simple wooden altar, tables and benches for study and reflection, and suitable
clothed. Next to the workshop is an atrium where Feldmar indulges his hobby of raising silkworms and harvesting their cocoons to weave small amounts of the precious cloth. Smithy and Stables A gold dwarf
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
case those inside want to order food and drink during their gathering. Shrines. Each of the shrines is outfitted with a simple wooden altar, tables and benches for study and reflection, and suitable
clothed. Next to the workshop is an atrium where Feldmar indulges his hobby of raising silkworms and harvesting their cocoons to weave small amounts of the precious cloth. Smithy and Stables A gold dwarf
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
cover this area and hang as freestanding walls inside it show a super-realistic reflection of everything in the room, including the other mirrors—quickly creating a confusing cascade of images. Any
they catch your reflection.
This chamber was once used by the priests of the temple for meditation, and its magic is still intact. Two-sided mirrors set along the outside walls of this area reflect
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
cover this area and hang as freestanding walls inside it show a super-realistic reflection of everything in the room, including the other mirrors—quickly creating a confusing cascade of images. Any
they catch your reflection.
This chamber was once used by the priests of the temple for meditation, and its magic is still intact. Two-sided mirrors set along the outside walls of this area reflect
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
control this wall, lowering it (or parts of it) to deposit or extract prisoners and then raising it again. The wall radiates no heat inside the ring, so the prisoners are unharmed while they remain
abode (area W9), it is visible to any character who enters this room. This room serves as a place of reflection and worship. Two Eternal Flame priests and one razerblast (see chapter 7 for both) are
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
control this wall, lowering it (or parts of it) to deposit or extract prisoners and then raising it again. The wall radiates no heat inside the ring, so the prisoners are unharmed while they remain
abode (area W9), it is visible to any character who enters this room. This room serves as a place of reflection and worship. Two Eternal Flame priests and one razerblast (see chapter 7 for both) are
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
rod. He doesn’t notice the characters unless they interact with him or the ritual rod. If the characters draw his attention, he snickers with glee. “More fodder for my ghost army,” he says, raising his
staff. “I hope you’ve made peace with your gods.” Gremorly fights until he is destroyed. Treasure. The staff Gremorly holds is a spectral reflection of his real Staff of Withering, which leans against
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
rod. He doesn’t notice the characters unless they interact with him or the ritual rod. If the characters draw his attention, he snickers with glee. “More fodder for my ghost army,” he says, raising his
staff. “I hope you’ve made peace with your gods.” Gremorly fights until he is destroyed. Treasure. The staff Gremorly holds is a spectral reflection of his real Staff of Withering, which leans against
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. After hearing out the characters, Qarbo chooses one of the following options: If the party seems ready to join the cult, Qarbo explains that they must start with a period of self-denial and reflection
walls.
The monster in the western portion of the chamber is an umber hulk. The cultists partially blinded the creature and removed its natural claws, so the hulk no longer has its Confusing Gaze power
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. After hearing out the characters, Qarbo chooses one of the following options: If the party seems ready to join the cult, Qarbo explains that they must start with a period of self-denial and reflection
walls.
The monster in the western portion of the chamber is an umber hulk. The cultists partially blinded the creature and removed its natural claws, so the hulk no longer has its Confusing Gaze power
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Components: V, S, M (a leather glove)
Duration: Concentration, up to 1 minute
You create a pair of grasping hands made from invisible force. Make a ranged spell attack against a creature you can
that are equivalent to the size of the creature you are animating (the GM determines how many corpses are required). Your spell imbues the target with a foul mimicry of life, raising it as an Undead