Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'connect water reflections'.
Other Suggestions:
collect watch reflections
concept water reflecting
connected watch reflections
collect walker reflections
conduct watch reflections
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Limited Amphibiousness. The sea spawn can breathe air and water, but it needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating.Multiattack. The sea spawn makes two
recounted in dockside taverns tell of people lost to the sea—but not merely drowned and gone. Some unfortunates taken by the ocean live on as sea spawn, haunting the waves like tortured reflections
Monsters
Icewind Dale: Rime of the Frostmaiden
running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.
Shapechanger. If the vampire isn’t in sunlight, it
, if air can pass through a space, the mist can do so without squeezing, and it can’t pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
each: blink, control water, dispel magic, freedom of movement, globe of invulnerability, plane shift, protection from evil and good, sendingThe dragon can take 3 legendary actions, choosing from the
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
components and using Intelligence as the spellcasting ability (spell save DC 18):
1/day each: blink, control water, dispel magic, protection from evil and good, sendingThe dragon can take 3 legendary
Monsters
Mordenkainen Presents: Monsters of the Multiverse
A morkoth claims dominion over an entire island, and it also maintains a central sanctum on that isle. This lair is most often a twisted network of narrow tunnels that connect several underground
warped by the creature’s presence, creating the following effects:
Alter Water. With a thought (no action required), the morkoth can initiate a change in the water within its lair that takes
Morkoth
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
Amphibious. The morkoth can breathe air and water.
Spellcasting. The morkoth is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save DC 17, +9;{"diceNotation":"1d20+9","rollType
network of narrow tunnels that connect several underground chambers, although other structural forms might be incorporated. The morkoth dwells among its most prized possessions in a spacious vault at the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Planar Categories The planes of the default D&D cosmology are grouped in the following categories: The Material Plane and Its Echoes. The Feywild and the Shadowfell are reflections of the Material
Elemental Planes (Air, Earth, Fire, and Water), plus the Elemental Chaos that surrounds them, are the Inner Planes. The Outer Planes. Sixteen Outer Planes correspond to the eight non-neutral alignments and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
frame and is blue in color. Reflections in this mirror ripple as if the viewer were looking into a pool of water.
Red Mirror. A creature that looks into the red mirror sees a ghostly white form
succeed on a DC 13 Charisma saving throw, or all valuable metals and gems in its possession turn into lead and glass. White Mirror. Reflections in the white mirror are blurred by what looks like a fine
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Water and that the Elemental Planes connect to all worlds, you begin to grasp the interconnectedness of the multiverse. Dive to the bottom of any sea, and you may later surface under an alien sky.
—Mordenkainen
your walking speed. Amphibious. You can breathe air and water. Control Air and Water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast the gust of wind spell with this
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Planar Categories The planes of the default D&D cosmology are grouped in the following categories: The Material Plane and Its Echoes. The Feywild and the Shadowfell are reflections of the Material
Elemental Planes (Air, Earth, Fire, and Water), plus the Elemental Chaos that surrounds them, are the Inner Planes. The Outer Planes. Sixteen Outer Planes correspond to the eight non-neutral alignments and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Water and that the Elemental Planes connect to all worlds, you begin to grasp the interconnectedness of the multiverse. Dive to the bottom of any sea, and you may later surface under an alien sky.
—Mordenkainen
your walking speed. Amphibious. You can breathe air and water. Control Air and Water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast the gust of wind spell with this
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
frame and is blue in color. Reflections in this mirror ripple as if the viewer were looking into a pool of water.
Red Mirror. A creature that looks into the red mirror sees a ghostly white form
succeed on a DC 13 Charisma saving throw, or all valuable metals and gems in its possession turn into lead and glass. White Mirror. Reflections in the white mirror are blurred by what looks like a fine
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Chapter 3: The Darklake Though its name might evoke images of a single subterranean body of water, the Darklake is a network of underground rivers, natural tunnels, and canals that connect
innumerable water-filled caverns and chambers. This vast waterway stretches over a hundred miles across, with ceilings that are miles high in some places and depths that are unfathomable. Long ago, duergar
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
earth are strong or weak, are bearing a load or are safe to excavate, or are likely to contain minerals or offer access to water. This ability enables them to fashion secure homes in places where other
crawl to make progress. In places where a tunnel opens into a chasm and continues on the other side, the kobolds might connect the two passages with a rope bridge or some other rickety structure
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
31. Reflected Hall A curtain of water separates two hallways that are basically mirror images of one another. When characters enter the first hall, read: Still puddles of water cover the floor of
-foot-high crawlway in the east wall is flush with the floor. At the far end of the hall, a rippling, transparent curtain of water fills a stone archway. Beyond the curtain, you see another hallway
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Chapter 3: The Darklake Though its name might evoke images of a single subterranean body of water, the Darklake is a network of underground rivers, natural tunnels, and canals that connect
innumerable water-filled caverns and chambers. This vast waterway stretches over a hundred miles across, with ceilings that are miles high in some places and depths that are unfathomable. Long ago, duergar
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
nautical theme; images of the sun; and mirrors, which they use to gaze at their own reflections and to redirect sunlight into their caves. Topaz dragons like to keep their lairs well lit and can spend
massive yellow crystal (the dragon thinks it’s flattering, except for the tail)
6 A large, shallow dish filled with water on which floats a set of delicate wooden ships; speaking different command
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
31. Reflected Hall A curtain of water separates two hallways that are basically mirror images of one another. When characters enter the first hall, read: Still puddles of water cover the floor of
-foot-high crawlway in the east wall is flush with the floor. At the far end of the hall, a rippling, transparent curtain of water fills a stone archway. Beyond the curtain, you see another hallway
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
nautical theme; images of the sun; and mirrors, which they use to gaze at their own reflections and to redirect sunlight into their caves. Topaz dragons like to keep their lairs well lit and can spend
massive yellow crystal (the dragon thinks it’s flattering, except for the tail)
6 A large, shallow dish filled with water on which floats a set of delicate wooden ships; speaking different command
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Concord Jewels The Radiant Citadel, Which drifts through the depths of
the Deep Ethereal, is a beacon of possibility and adventure Beyond the Radiant Citadel drift the Concord Jewels, which connect
civilizations and their Jewels are not listed and can be detailed as you please. Concord Jewels Civilization Jewel Akharin Sangar Turquoise Atagua Yellow Quartz Dayawlongon Serpentine Djaynai Water Opal
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
abandoned keeps that connect to an underground fortress once part of an ancient dwarven kingdom. Within those chambers are the remnants of a temple built by drow worshipers of Elemental Evil. Each of the
four cults venerates a powerful entity of air, earth, fire, or water: a Prince of Elemental Evil. Like their princes, the four cults are rivals, yet they all serve a mysterious force they call the Elder
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
abandoned keeps that connect to an underground fortress once part of an ancient dwarven kingdom. Within those chambers are the remnants of a temple built by drow worshipers of Elemental Evil. Each of the
four cults venerates a powerful entity of air, earth, fire, or water: a Prince of Elemental Evil. Like their princes, the four cults are rivals, yet they all serve a mysterious force they call the Elder
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Concord Jewels The Radiant Citadel, Which drifts through the depths of
the Deep Ethereal, is a beacon of possibility and adventure Beyond the Radiant Citadel drift the Concord Jewels, which connect
civilizations and their Jewels are not listed and can be detailed as you please. Concord Jewels Civilization Jewel Akharin Sangar Turquoise Atagua Yellow Quartz Dayawlongon Serpentine Djaynai Water Opal
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Concord Jewels The Radiant Citadel, Which drifts through the depths of
the Deep Ethereal, is a beacon of possibility and adventure Beyond the Radiant Citadel drift the Concord Jewels, which connect
civilizations and their Jewels are not listed and can be detailed as you please. Concord Jewels Civilization Jewel Akharin Sangar Turquoise Atagua Yellow Quartz Dayawlongon Serpentine Djaynai Water Opal
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Concord Jewels The Radiant Citadel, Which drifts through the depths of
the Deep Ethereal, is a beacon of possibility and adventure Beyond the Radiant Citadel drift the Concord Jewels, which connect
civilizations and their Jewels are not listed and can be detailed as you please. Concord Jewels Civilization Jewel Akharin Sangar Turquoise Atagua Yellow Quartz Dayawlongon Serpentine Djaynai Water Opal
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
1 “I can’t stand dark places.”
2 “I’m terrified of a particular kind of animal.”
3 “Deep water will be the death of me.”
4 “I can’t stand heights.”
5 “I hate being stuck in
followed chills my blood.”
10 “Sudden noises or appearances fray my nerves.”
11 “I can’t be comfortable around creatures larger than I am.”
12 “Reflections always seem like they’re
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Amethyst Dragon Lairs Amethyst dragons prefer lairs near water, ideally mountain lakes, where they take advantage of existing caves and tunnels. A lair behind a cascading waterfall is ideal, and
often part of that lair is submerged, allowing the dragon to rest in the water and cultivate the fish that are their preferred food. Amethyst dragon lairs frequently exhibit or develop large and beautiful
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
mountain pass are reflections of Auril’s self-imposed isolation. A blizzard in Icewind Dale typically lasts 2d4 hours, and whenever the characters are caught in one, the following rules apply until it
out of the water. The trout has advantage on its check. If the character fails the check, the trout escapes. A character who fails the check by 5 or more must succeed on a DC 10 Dexterity saving
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
mountain pass are reflections of Auril’s self-imposed isolation. A blizzard in Icewind Dale typically lasts 2d4 hours, and whenever the characters are caught in one, the following rules apply until it
out of the water. The trout has advantage on its check. If the character fails the check, the trout escapes. A character who fails the check by 5 or more must succeed on a DC 10 Dexterity saving
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Amethyst Dragon Lairs Amethyst dragons prefer lairs near water, ideally mountain lakes, where they take advantage of existing caves and tunnels. A lair behind a cascading waterfall is ideal, and
often part of that lair is submerged, allowing the dragon to rest in the water and cultivate the fish that are their preferred food. Amethyst dragon lairs frequently exhibit or develop large and beautiful
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
1 “I can’t stand dark places.”
2 “I’m terrified of a particular kind of animal.”
3 “Deep water will be the death of me.”
4 “I can’t stand heights.”
5 “I hate being stuck in
followed chills my blood.”
10 “Sudden noises or appearances fray my nerves.”
11 “I can’t be comfortable around creatures larger than I am.”
12 “Reflections always seem like they’re
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
place, only adding stairs to connect the levels. The sahuagin have made drastic changes to their former lair, beyond submerging the two lower levels beneath the water. All the alterations to the lair
to have sunk into the surrounding sea, leaving only the top one-third visible from above the water. The main entrance is now a large cave that faces the seacoast. The lizardfolk made few changes to the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Empty Bridge This location is presented on map 8.3. Mike Schley Map 8.3: Empty Bridge A river of dark water, thirty feet wide, flows around this floating nodule like a ring. A flat stone bridge
the churning river, which is 30 feet deep. An aboleth lurks in the water along with a water elemental minion. Trapped in the Far Realm long ago, the aboleth sequestered itself in this river to study
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
bronze dragon’s lair, or the crystalline growths common near any gem dragon’s lair. Other examples include the following effects: Deceptive Reflections. At first glance, still water within 6 miles of
. Rain falls constantly within 6 miles of the dragon’s lair, ranging from light drizzle to a drenching downpour, and it lightly or heavily obscures the area. Water Changes A dragon’s presence often
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
bronze dragon’s lair, or the crystalline growths common near any gem dragon’s lair. Other examples include the following effects: Deceptive Reflections. At first glance, still water within 6 miles of
. Rain falls constantly within 6 miles of the dragon’s lair, ranging from light drizzle to a drenching downpour, and it lightly or heavily obscures the area. Water Changes A dragon’s presence often