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Returning 35 results for 'connects relatively ground to have reflection'.
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connected relatively gond to have reflections
contacts relatively groups to have rejection
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connected relatively grand to have reflections
Monsters
Guildmasters’ Guide to Ravnica
enemies on the ground, and engage flying foes.
The shape of a Skyjek roc's body makes it relatively easy to saddle and ride, and it is typically equipped with armor plating on its head and chest
Equipment
This swift vessel is a relatively recent design, quickly gaining popularity with merchants and pirates. A Shrike Ship;shrike ship's legs enable it to land safely on the ground. The ship can float but
Monsters
Spelljammer: Adventures in Space
batter the offending ships to flinders.
Solar dragons are territorial carnivores, and they behave accordingly. A young solar dragon might lay claim to an asteroid belt, where food is relatively
plentiful, while an ancient solar dragon might consider an entire Wildspace system its hunting ground. They tend to give a wide berth to Humanoid folk, whom they find violent and tiresome. Trespassers who
Equipment
ground and move across a solid surface at a walking speed of 30 feet. The ship can’t float on water, however. A ballista is mounted on the top deck, and a mangonel is perched on the end of the tail
. The ship’s two claws are relatively inefficient in combat, but a claw that grabs a creature can quickly take it out of action.
Magic Items
Dragonlance: Shadow of the Dragon Queen
harmlessly floats to the ground. Once the mirror has been deactivated, it can’t be activated again until the next dawn.
If a non-Construct creature other than you sees its reflection in the activated
Monsters
Spelljammer: Adventures in Space
batter the offending ships to flinders.
Solar dragons are territorial carnivores, and they behave accordingly. A young solar dragon might lay claim to an asteroid belt, where food is relatively plentiful
, while an ancient solar dragon might consider an entire Wildspace system its hunting ground. They tend to give a wide berth to Humanoid folk, whom they find violent and tiresome. Trespassers who are
Monsters
Spelljammer: Adventures in Space
is relatively plentiful, while an ancient solar dragon might consider an entire Wildspace system its hunting ground. They tend to give a wide berth to Humanoid folk, whom they find violent and
Monsters
Spelljammer: Adventures in Space
food is relatively plentiful, while an ancient solar dragon might consider an entire Wildspace system its hunting ground. They tend to give a wide berth to Humanoid folk, whom they find violent and
Orc
Legacy
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races
Mordenkainen Presents: Monsters of the Multiverse
Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his toughness
and tenacity that can’t be matched, and the god equipped his children to be able to live above or below ground.
On some worlds, such as Eberron, orcs were among the first defenders of the natural
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Orc Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his
toughness and tenacity that can’t be matched, and the god equipped his children to be able to live above or below ground. On some worlds, such as Eberron, orcs were among the first defenders of the natural
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
enormous hole in the cave floor like a cork. This hole leads down to the Cave of Shattered Reflection, but the characters can’t bypass the crystals or make their descent until they explore the side
tunnels (areas E2a–E2c) and destroy the demiplanes connected to them. E2: Unreality Tunnels Each of the three tunnels in Vecna’s Grasp connects to a different demiplanar unreality. A tunnel’s walls
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
rooftop garden serves as a space for reflection, public events, and meals; vendors at the edge of the Commons offer a wide range of culinary options. A wide bridge connects the Commons to Dalannan Proper
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Sky Flying characters can move from one place to another in a relatively straight line, ignoring terrain and monsters that can’t fly or that lack ranged attacks. Flying by spell or magic item
indicates a non-flying monster, unless the characters are flying close enough to the ground to be targeted by non-flying creatures making ranged attacks. Characters have normal chances to spot creatures on the ground and can decide whether to engage them.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Transportation An excellent system of roads connects the central nations of Khorvaire. Travelers can always make their way by horse or coach, which might employ draft animals magebred by House
relatively rare; many cities don’t yet have docking towers. For those with no time to spare and plenty of money to spend, House Orien also has teleportation circles in each of its enclaves in cities
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
towers are connected by icy battlements and parapets. Atop the castle walls and within the guard towers, torches flicker.
General Features The snow-covered ground outside the castle is 10 feet lower
castle is lit by torches regardless of the time of day. Doors inside the castle aren’t locked unless the text states otherwise. Castle Defenders The castle’s relatively small size makes it possible
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
denizens of the monastery (such as the duergar), each carries 2d10 gp in mixed coinage and minor valuables. Walls. The roof of the monastery is about 25 feet above the ground, but the walls have patches
of crumbling masonry or poorly fitted fieldstone, so they’re relatively easy to climb. The wall surrounding the garden (area M14) is 10 feet high. Windows. The monastery windows are narrow and tall
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
disadvantage. The ground floor is paved with slate tiles, except the stable, which is hard-packed dirt. The basement is cobblestone. Light The stables are unlit. During the day, light filters in from the
interior walls are plastered lath, making them relatively soundproof. The basement walls are made of clay bricks braced at regular intervals by thick, rough-cut wooden beams. Windows Most of the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Wojek League, called Skyjeks. From the backs of their rocs, these mounted soldiers carry out reconnaissance missions, bombard enemies on the ground, and engage flying foes. The shape of a Skyjek
roc’s body makes it relatively easy to saddle and ride, and it is typically equipped with armor plating on its head and chest. Skyjek rocs are headstrong and impulsive, but their bravery makes them ideal
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
is relatively scarce in such areas. Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be found in
any sort of terrain that can support tunneling. In a swamp or along a coastline where digging into the soft ground is problematic, kobolds entrench themselves in dense woods, hills, or large rock
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Lords and Their Thralls While the demons fight for domination among their own kind in the Abyss, the Material Plane is the most fertile ground for demons to acquire followers. Even a relatively weak
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
succeed on a DC 15 Strength (Athletics) check or slide off the roof to the ground, taking 14 (4d6) bludgeoning damage. Witch Stone. A ledge juts from a chimney about 30 feet east of the northeast corner of
the widow’s walk. This is a witch stone, a mundane architectural superstition said to provide a place for witches to rest during their nightly travels. The chimney bearing the witch stone connects to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. The stern is the lowest piece, hanging precariously by its rigging about 50 feet above ground. The middle section appears to be 15 feet higher, and the bow section is firmly wedged into a nest of
branches another 10 feet above that.
A weak voice calls out, “Hallo, on the ground. Can you help us?”
The Star Goddess was a 90-foot skyship from Halruaa. It flew like a blimp, with the aid of an
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
A Mysterious Dream After gaining the level 1 benefit and drawback of the scrivener’s mark, the characters experience a dream that comes to them during a time of rest, reverie, or quiet reflection
boar spear that is driven shaft-down into the ground, and whose head is adorned with three crowns. One limb of the spear’s crossguard bears a narrow silver circlet. On the other hangs a crown of
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
carnivores, and they behave accordingly. A young solar dragon might lay claim to an asteroid belt, where food is relatively plentiful, while an ancient solar dragon might consider an entire Wildspace
system its hunting ground. They tend to give a wide berth to Humanoid folk, whom they find violent and tiresome. Trespassers who are detected in a solar dragon’s lair can expect to be met with
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
ground and move across a solid surface at a walking speed of 30 feet. The ship can’t float on water, however. A ballista is mounted on the top deck, and a mangonel is perched on the end of the tail. The
ship’s two claws are relatively inefficient in combat, but a claw that grabs a creature can quickly take it out of action. Scorpion Ship Summary Armor Class: 19 (metal) Cargo: 12 tons Hit Points: 250
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Shrike Ship This swift vessel is a relatively recent design, quickly gaining popularity with merchants and pirates. A shrike ship’s legs enable it to land safely on the ground. The ship can float
Kobold
Legacy
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Learn More
Species
Volo's Guide to Monsters
, since food is relatively scarce in such areas.
Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be
found in any sort of terrain that can support tunneling. In a swamp or along a coastline where digging into the soft ground is problematic, kobolds entrench themselves in dense woods, hills, or large
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
walls make it relatively easy for creatures to move up or down a well to reach other areas of the colossus. Gravity Tiles. Landro’s upper levels are enchanted with gravity magic that keeps passengers
expression rather than its actual reflection. A creature that ingests any amount of graymatter fluid must succeed on a DC 14 Constitution saving throw or experience the following effects: Altered Speech
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
little warmth or illumination. Shore of the Spindle. Rocky ground worn smooth by eons of gentle waves extends about 500 feet from the water’s edge to the Spindle’s sheer cliffs. Standing on the shore
they hail. Although relatively inexperienced in comparison to some of the other instructors at the academy, Saerthe is an experienced spelljammer. Their eyes shimmer like pools of quicksilver, allowing
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
General Features Skalderang Conservatory has stone walls and a stone-tiled ground floor. The upper floors have polished mahogany floors and wainscoting. Other prevalent features are summarized in the
character can take an action to try to pick a lock using thieves’ tools, doing so with a successful DC 18 Dexterity check. Elevator A 5-foot-wide cage elevator fitted with stained-glass windows connects the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
14: Crash Site Rubble and metal wreckage cover the ground of this ragged fissure. The ceiling is 20 feet high, and its magical light panels have been destroyed, leaving this area in darkness. When
and Key Cards” section; when used this way, one use of the chime is equivalent to one casting of the Knock spell. 14c: Labyrinth Entrance This rough tunnel connects to the Gilded Labyrinth above.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
enormous chains of infernal iron that hold Elturel are the only physical connection between the city and the ground. Each chain link is 30 feet long and 20 feet wide, and is formed of a welded loop of
infernal iron that is 5 feet thick. See chapter 5 for more information on breaking these infernal chains. The chain links are covered in 1-foot-long iron barbs that make them relatively easy to move
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
miles 24 miles - Slow 200 feet 2 miles 18 miles Able to use stealth Difficult Terrain The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear
dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground--all considered difficult terrain. You move at half speed in
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
(Perception) scores Normal 300 feet 3 miles 24 miles - Slow 200 feet 2 miles 18 miles Able to use stealth Difficult Terrain The travel speeds given in the Travel Pace table assume relatively simple terrain
: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground — all considered difficult terrain
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
connects the two sides of the island and has a dilapidated tower at one end. Flickering firelight is visible through the tower’s upper-floor window.
The danger on this nodule isn’t in the tower, but in
tower has three floors and a door on the ground floor. Stairs connect the levels, and only the topmost level is furnished. A continual flame spell in the wizard’s study on the top floor still burns