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Returning 24 results for 'connection relying gar to have reflection'.
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Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Reunion in Sigil At the end of chapter 10, the characters learned that Vecna is performing his ritual at a site in Pandesmos called the Cave of Shattered Reflection. At some point after this
Shattered Reflection, the characters must first destroy these demiplanes, which are the lich-god’s early attempts to remake reality. The demiplanes are harbingers of what’s to come if Vecna isn’t stopped
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Reunion in Sigil At the end of chapter 10, the characters learned that Vecna is performing his ritual at a site in Pandesmos called the Cave of Shattered Reflection. At some point after this
Shattered Reflection, the characters must first destroy these demiplanes, which are the lich-god’s early attempts to remake reality. The demiplanes are harbingers of what’s to come if Vecna isn’t stopped
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Tide knights disdain heavy armor, relying on the speed and ferocity of their attacks to carry them to victory. Dark Tide Knight
Medium humanoid (human), lawful evil
Armor Class 13
Hit Points 58
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Gar Shatterkeel Gar Shatterkeel is the water prophet of Elemental Evil and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Tide knights disdain heavy armor, relying on the speed and ferocity of their attacks to carry them to victory. Dark Tide Knight
Medium humanoid (human), lawful evil
Armor Class 13
Hit Points 58
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Gar Shatterkeel Gar Shatterkeel is the water prophet of Elemental Evil and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
crawls up to the landing and joins the battle. P6. Yngukulub the Devourer An aboleth named Yngukulub the Devourer has allied itself with Gar Shatterkeel and the Cult of the Crushing Wave. Deranged kuo-toa
bring the aboleth sacrifices, and when they lack a proper sacrifice, they willingly feed themselves to their hungry god. Yngukulub obeys Gar Shatterkeel because it awaits the day when Olhydra drowns
Kobold
Legacy
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Species
Volo's Guide to Monsters
see magic as part of their connection to dragons, and are proud to be blessed with the ability to wield such power. Young kobold sorcerers are trained by elders, and the training has an almost
unnoticed by their larger rivals. If it’s lucky, a tribe of kobolds that is discovered by a group of larger humanoids might form a mutually beneficial arrangement, relying on the humanoids for
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
creators of the First World, are the closest things to gods among dragonkind. Since they share the same fundamental connection to the Material Plane as their dragon offspring, Bahamut and Tiamat are
become some of the most formidable creatures in the multiverse without relying on any external power, and they learn self-sufficiency and self-interest from the moment of their hatching. They do not
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
crawls up to the landing and joins the battle. P6. Yngukulub the Devourer An aboleth named Yngukulub the Devourer has allied itself with Gar Shatterkeel and the Cult of the Crushing Wave. Deranged kuo-toa
bring the aboleth sacrifices, and when they lack a proper sacrifice, they willingly feed themselves to their hungry god. Yngukulub obeys Gar Shatterkeel because it awaits the day when Olhydra drowns
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
creators of the First World, are the closest things to gods among dragonkind. Since they share the same fundamental connection to the Material Plane as their dragon offspring, Bahamut and Tiamat are
become some of the most formidable creatures in the multiverse without relying on any external power, and they learn self-sufficiency and self-interest from the moment of their hatching. They do not
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Thay. Detesting undead and necromancy, Amble wants to help fight the Thayans in any way they can. Due to their extremely strong connection with the Feywild, Amble was able to enter a protected state of
suspended animation as the ship sunk, protecting them from drowning. The undead will not willingly approach this ship, repelled by the power emanating from Amble, and Gar has yet to explore this
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Thay. Detesting undead and necromancy, Amble wants to help fight the Thayans in any way they can. Due to their extremely strong connection with the Feywild, Amble was able to enter a protected state of
suspended animation as the ship sunk, protecting them from drowning. The undead will not willingly approach this ship, repelled by the power emanating from Amble, and Gar has yet to explore this
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
champions of the gods. Many leonin suffered under the rule of the archons and at the whim of fickle gods, a grim history that taught them well-remembered lessons about trusting strangers or relying on
speaker, he is broadminded, humble, and determined, with a deep connection to the land. He is quick to seek opinions from the matriarchs of the leonin prides, and often defers to their wisdom. While his
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
champions of the gods. Many leonin suffered under the rule of the archons and at the whim of fickle gods, a grim history that taught them well-remembered lessons about trusting strangers or relying on
speaker, he is broadminded, humble, and determined, with a deep connection to the land. He is quick to seek opinions from the matriarchs of the leonin prides, and often defers to their wisdom. While his
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
. Additionally, your connection with the magic of the natural world provides you with increased defenses. When you are not wearing armor, your Armor Class is 13 plus your Dexterity modifier. Additionally, choose
(Persuasion) checks. You cannot stand to look upon your own reflection. The first time you see your reflection after a Short Rest or Long Rest, you must succeed on a DC 18 Wisdom saving throw or gain 1
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
magic, and some enjoy a lingering telepathic connection with others who have been initiated into the Mysteries. Cryptic shrines to the Mysteries of Arvandor appear throughout the planes, mostly sites
duplicated fully on every world that has plant life; or is only a metaphor for Rillifane’s deep connection to nature. A growing sentiment among Rillifane’s druids holds that the correct answer is “All of the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
magic, and some enjoy a lingering telepathic connection with others who have been initiated into the Mysteries. Cryptic shrines to the Mysteries of Arvandor appear throughout the planes, mostly sites
duplicated fully on every world that has plant life; or is only a metaphor for Rillifane’s deep connection to nature. A growing sentiment among Rillifane’s druids holds that the correct answer is “All of the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
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
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
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
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
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
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
pod with slime in it that helped connect the mind flayers to the elder brain. The connection hasn’t done anything in decades except impart the infected elder brain’s obsession and madness into those
helped connect the mind flayers to the elder brain, but the connection hasn’t done anything in decades except impart the infected elder brain’s obsession and madness into those who rest here. The infected
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
pod with slime in it that helped connect the mind flayers to the elder brain. The connection hasn’t done anything in decades except impart the infected elder brain’s obsession and madness into those
helped connect the mind flayers to the elder brain, but the connection hasn’t done anything in decades except impart the infected elder brain’s obsession and madness into those who rest here. The infected
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
: Storeroom Shelves and racks in this storeroom hold iron bars of various lengths.
The heavy bars were raw materials for the duergar workshop, left here once the duergar started relying on mithral
to the brown mold growing on the other side of it. Statues. The six statues pushed into the corners are two dwarves, a drow, two quaggoths, and a basilisk that saw its own reflection. Each is
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
: Storeroom Shelves and racks in this storeroom hold iron bars of various lengths.
The heavy bars were raw materials for the duergar workshop, left here once the duergar started relying on mithral
to the brown mold growing on the other side of it. Statues. The six statues pushed into the corners are two dwarves, a drow, two quaggoths, and a basilisk that saw its own reflection. Each is
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
accumulated their own followings among the Cults of the Dragon Below. A few have abandoned the path of aggression in favor of solitary philosophy and reflection. A beholder philosopher might manipulate events
characters might manifest connections to the daelkyr in many ways. The Great Old One warlock patron is an excellent match to Belashyrra or Dyrrn, but other classes can just as easily reflect a connection to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
accumulated their own followings among the Cults of the Dragon Below. A few have abandoned the path of aggression in favor of solitary philosophy and reflection. A beholder philosopher might manipulate events
characters might manifest connections to the daelkyr in many ways. The Great Old One warlock patron is an excellent match to Belashyrra or Dyrrn, but other classes can just as easily reflect a connection to