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Returning 35 results for 'connects rules glow to have reflected'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
Levistus, the archdevil who rules Stygia, the sixth layer of the Nine Hells, from the confines of an ice prison from which he cannot escape.
Most of the cultists are Icewind Dale natives who would
, offering a second chance at life in exchange for their absolute devotion. After they agreed to follow Levistus, a pale glow caught their eye in the snow nearby, leading to the discovery of a sword
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollDamageType":"piercing"} piercing damage.The Knights of the Black Sword are a secret society of cultists devoted to Levistus, the archdevil who rules Stygia, the sixth layer of the Nine Hells, from the
agreed to follow Levistus, a pale glow caught their eye in the snow nearby, leading to the discovery of a sword-shaped amulet of chardalyn. Each of these amulets has an inner radiance that provides
Monsters
Fizban's Treasury of Dragons
, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline
without the boredom. (Chaotic)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks table offers
Monsters
Fizban's Treasury of Dragons
in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or
is learning, but without the boredom. (Chaotic)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks
Monsters
Fizban's Treasury of Dragons
, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline points
)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks table offers suggestions for stories and adventures
Monsters
Fizban's Treasury of Dragons
of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline points, allowing
. (Chaotic)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks table offers suggestions for stories
races
Mordenkainen Presents: Monsters of the Multiverse
glow. Earth genasi hair can appear carved of stone or crystal or resemble strands of spun metal.
Genasi
Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into the
your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Grand Vestibule Rough Walls. The walls of this area are roughly hewn to give the room a cavern-like appearance.
Quartz Pillars. The glow from four quartz pillars reflects off flecks of quartz
indentation serve as handles that enable the doors to be pulled open.
Secret Door. A secret door in the east wall opens into a dusty, cobweb-filled corridor that connects to area 13. Characters inside
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Grand Vestibule Rough Walls. The walls of this area are roughly hewn to give the room a cavern-like appearance.
Quartz Pillars. The glow from four quartz pillars reflects off flecks of quartz
indentation serve as handles that enable the doors to be pulled open.
Secret Door. A secret door in the east wall opens into a dusty, cobweb-filled corridor that connects to area 13. Characters inside
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Challenge Rating Challenge Rating is defined in the “Rules Glossary”, while guidance on using CR to plan potential combat encounters is in the DM’s Toolbox. Experience Points The number of Experience
shown in the Proficiency Bonus by Challenge Rating table, and is reflected in saving throws, skills, and other statistics where the monster’s exceptional aptitude is a factor. Proficiency Bonus by
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Challenge Rating Challenge Rating is defined in the “Rules Glossary”, while guidance on using CR to plan potential combat encounters is in the DM’s Toolbox. Experience Points The number of Experience
shown in the Proficiency Bonus by Challenge Rating table, and is reflected in saving throws, skills, and other statistics where the monster’s exceptional aptitude is a factor. Proficiency Bonus by
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Material Echoes The Material Plane is a richly magical place, and its magical nature is reflected in the two planes that share its central place in the multiverse. The Feywild and the Shadowfell are
Plane, a mountain topped with skyscraper-sized crystals that glow with internal fire towers in the Feywild, and a jagged rock outcropping resembling a skull marks the spot on the Shadowfell. The Feywild
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Mechanus Mechanus is where perfectly regimented order reigns supreme. It consists of equal measures of light and dark, and equal proportions of heat and cold. On Mechanus, law is reflected in a realm
they are the clockwork of time throughout the cosmos—that time itself would stop if the gears ceased their turning. Other theories propose that the cogs uphold the basic rules and order of the cosmos
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Yartar This fortified city commands the most northerly wagon bridge over the Dessarin River. A walled citadel on the west bank of the river connects to a bridge wide enough to accommodate two wagons
prosperous and increasingly crowded, so buildings have been torn down and taller ones built — four stories high in some instances. A Waterbaron who rules for life leads Yartar. The current Waterbaron is
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Material Echoes The Material Plane is a richly magical place, and its magical nature is reflected in the two planes that share its central place in the multiverse. The Feywild and the Shadowfell are
Plane, a mountain topped with skyscraper-sized crystals that glow with internal fire towers in the Feywild, and a jagged rock outcropping resembling a skull marks the spot on the Shadowfell. The Feywild
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Yartar This fortified city commands the most northerly wagon bridge over the Dessarin River. A walled citadel on the west bank of the river connects to a bridge wide enough to accommodate two wagons
prosperous and increasingly crowded, so buildings have been torn down and taller ones built — four stories high in some instances. A Waterbaron who rules for life leads Yartar. The current Waterbaron is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Mechanus Mechanus is where perfectly regimented order reigns supreme. It consists of equal measures of light and dark, and equal proportions of heat and cold. On Mechanus, law is reflected in a realm
they are the clockwork of time throughout the cosmos—that time itself would stop if the gears ceased their turning. Other theories propose that the cogs uphold the basic rules and order of the cosmos
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
hereditary Renier estate. From here, Jacqueline Renier rules Richemulot. She holds audience from her parlors and public courtrooms, but her private residence is sacrosanct, and few outside her family ever
visit it. Unknown to all but the Renier family and their staunchest allies, Chateau Delanuit stands above the inscrutable Inverted Court, a downward-spilling palace that connects to the vast sewer
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
hereditary Renier estate. From here, Jacqueline Renier rules Richemulot. She holds audience from her parlors and public courtrooms, but her private residence is sacrosanct, and few outside her family ever
visit it. Unknown to all but the Renier family and their staunchest allies, Chateau Delanuit stands above the inscrutable Inverted Court, a downward-spilling palace that connects to the vast sewer
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. In the Grip of Ghaunadaur A 15-foot-high tunnel containing an open pit connects two caves with 20-foot-high ceilings. 5a. Pudding Pit This naturally formed pit is 20 feet across and 20 feet deep
stones form one of Halaster’s magic gates (see “Gates”). When a creature comes within 5 feet of the gate, rivulets of blood begin to seep from the rocky pores of the standing stones. The rules of this gate
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. In the Grip of Ghaunadaur A 15-foot-high tunnel containing an open pit connects two caves with 20-foot-high ceilings. 5a. Pudding Pit This naturally formed pit is 20 feet across and 20 feet deep
stones form one of Halaster’s magic gates (see “Gates”). When a creature comes within 5 feet of the gate, rivulets of blood begin to seep from the rocky pores of the standing stones. The rules of this gate
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
visible below, with corridors radiating off in all directions. To the north, a stone staircase descends to the lowerlevels.
The grand staircase connects the first four levels of the tomb, each of which
.
The vulture is the first step.
Right the gods.
The walls of history tell all.
The clues on this bronze plaque pertain to features and locations on level 3, specifically the reflected hall
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
from this side, though three knock spells will do the trick. 19C. Sun Pool A glorious sun is carved on the ceiling, directly above a pool of still water. The ceiling reflected in the pool doesn’t show a
sun carving, but rather a moon carving.
The pool is a magic portal that connects to the pool in area 19D. Characters who immerse themselves in the pool surface in area 19D. 19D. Moon Pool If the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
visible below, with corridors radiating off in all directions. To the north, a stone staircase descends to the lowerlevels.
The grand staircase connects the first four levels of the tomb, each of which
.
The vulture is the first step.
Right the gods.
The walls of history tell all.
The clues on this bronze plaque pertain to features and locations on level 3, specifically the reflected hall
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
from this side, though three knock spells will do the trick. 19C. Sun Pool A glorious sun is carved on the ceiling, directly above a pool of still water. The ceiling reflected in the pool doesn’t show a
sun carving, but rather a moon carving.
The pool is a magic portal that connects to the pool in area 19D. Characters who immerse themselves in the pool surface in area 19D. 19D. Moon Pool If the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
features into spectacular forms. Where a volcano stands on the Material Plane, a mountain topped with skyscraper-sized crystals that glow with internal fire towers in the Feywild. A wide and muddy river
on the Material Plane might be echoed as a clear and winding brook of great beauty. A marsh could be reflected as a vast black bog of sinister character. And moving to the Feywild from old ruins on
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
features into spectacular forms. Where a volcano stands on the Material Plane, a mountain topped with skyscraper-sized crystals that glow with internal fire towers in the Feywild. A wide and muddy river
on the Material Plane might be echoed as a clear and winding brook of great beauty. A marsh could be reflected as a vast black bog of sinister character. And moving to the Feywild from old ruins on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The pneumatic tube attached to the west wall connects to a tube system (see “Pneumatic Tubes”) and allows messages to be sent in copper canisters to area 15a on level 9. The canister lying on the floor
those it cannot see.” The rules of the gate are as follows: The gate opens for 1 minute when an invisible creature stands directly in front of the mirror. Characters must be 9th level or higher to pass
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
destroy the door, read: As the door falls away, you can hear sounds of confusion and distress coming from the north. A faint glow, like that of a small flame, shines in the distance. The walls of the
to the normal rules for doing so. A character whose check fails by 5 or more slides an extra 5 feet to the north. Those who slide to the fourth square north of the door take 3 (1d6) fire damage, then
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Approaching the Fortress To get to Xardorok’s fortress, the characters need to negotiate the Spine of the World. Use the rules in the “Mountain Travel” section to simulate the perils of getting
doors of ice previously hidden under snow stand open more than three hundred feet above you, and from between them flies a huge dragon made of dark ice. Its eyes glow with a bright golden light as it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The pneumatic tube attached to the west wall connects to a tube system (see “Pneumatic Tubes”) and allows messages to be sent in copper canisters to area 15a on level 9. The canister lying on the floor
those it cannot see.” The rules of the gate are as follows: The gate opens for 1 minute when an invisible creature stands directly in front of the mirror. Characters must be 9th level or higher to pass
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Approaching the Fortress To get to Xardorok’s fortress, the characters need to negotiate the Spine of the World. Use the rules in the “Mountain Travel” section to simulate the perils of getting
doors of ice previously hidden under snow stand open more than three hundred feet above you, and from between them flies a huge dragon made of dark ice. Its eyes glow with a bright golden light as it
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
destroy the door, read: As the door falls away, you can hear sounds of confusion and distress coming from the north. A faint glow, like that of a small flame, shines in the distance. The walls of the
to the normal rules for doing so. A character whose check fails by 5 or more slides an extra 5 feet to the north. Those who slide to the fourth square north of the door take 3 (1d6) fire damage, then
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. The glow of faerzress is everywhere, seeming to flow like fog around dark shapes shambling across the pit floor. A single derro watches from atop a 15-foot-high ledge. A crack in the southeast wall of
leads to a narrow, meandering tunnel, the floor of which is sunk below a foot of foul water. See the “Whorlstone Tunnels: General Features” sidebar for rules on narrow tunnels and foul water. Treasure
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. The glow of faerzress is everywhere, seeming to flow like fog around dark shapes shambling across the pit floor. A single derro watches from atop a 15-foot-high ledge. A crack in the southeast wall of
leads to a narrow, meandering tunnel, the floor of which is sunk below a foot of foul water. See the “Whorlstone Tunnels: General Features” sidebar for rules on narrow tunnels and foul water. Treasure