Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'consisting reflection gnomes to have remaining'.
Other Suggestions:
consisting rejection gnome to have reminding
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
half as much damage.
Split. When a Large fractine that has at least 10 hit points remaining takes bludgeoning, piercing, slashing, or thunder damage from any source, it splits into two Medium fractines
. A fractine can also imprison a creature inside a demiplane contained within its two-dimensional form, the prisoner’s distorted reflection visible in the fractine’s glassy surface
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
-four miles per day over a period of ten hours. The characters must rest for eight hours per day, with the remaining six hours consisting of making and breaking camp, preparing meals, and a little bit of foraging or hunting as the opportunity permits.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
low profile and avoiding the wars and other depredations that keep the outside world in a state of flux. Halflings and gnomes are two groups that have survived by remaining largely unnoticed by the
Chapter 5: Halflings and Gnomes Creatures of many races and cultures are embroiled in struggles that flare up across the multiverse. Other folk survive in the face of all this turmoil by keeping a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, adventurers traveling along a road or a trail might come across a tiny settlement consisting of a handful of homesteads built around an inn or tavern where locals gather. (If you need a tavern name, use the
ignore the encounter and create your own activity based on the information given in a location’s description; for example, the “Arn Forest” section mentions rock gnomes who inhabit the woods, which might make for a fun encounter of your own creation. Map 3.1: The North
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
settlement. Four-fifths of the district’s residents are human, with the remainder split between gnomes, dwarves, halflings, half-orcs, half-elves, and a smattering of other humanoids. The Styes is ruled by a
mage; also see “Thornwell’s Offer,” above). The district is policed by a poorly trained militia consisting of some two hundred guards (LE humans) led by ten officers (LE human bandit captains) and one
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
+ 2 magma mephits 08 1 goblin boss with 2d4 goblins 09 2d4 darkmantles 10 2d8 + 1 drow 11 2d10 piercers 12 1d4 minotaur skeletons 13–14 3d6 deep gnomes 15 1 druid with 1 polar bear (cave bear) 16–17
3d10 hobgoblins 56 1 roper 57 1 kuo-toa monitor with 1d4 kuo-toa whips and 1d8 + 1 kuo-toa 58 1d3 water weirds 59 1d4 ghasts with 1d10 ghouls 60 1 otyugh 61–62 A merchant caravan consisting of 1 drow
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Matches pit two teams against each other: one consisting of creatures enlisted by the casino, the other consisting of casino patrons looking to prove their mettle in combat. Before each match
talons to enter the coliseum as a combatant. A maximum of three combatants are allowed on the patrons’ team. If all three combatant slots aren’t filled by characters, the remaining slots are filled by
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
against attacks from the cavern. If the drow scouts escape and the characters don’t follow them, the scouts report to the outpost commander, who organizes a hunting party consisting of her and eight drow
drow fighting a hezrou demon. The hezrou has 2d10 + 45 hit points remaining, while each drow has 2d6 hit points remaining. The drow elite warrior isn’t wounded. Without interference, the drow slay the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
double door, is an operating room. Characters who search the infirmary thoroughly can find crutches and wheelchairs sized for gnomes, as well as bandages and other mundane medical supplies. Treasure
building, four dead gnomes in armor lie amid the fragments of a doglike automaton.
The dead gnomes lying in the street are prison guards who were killed by Tockworth’s automatons. The guards managed to
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
damage as it passes through them. A fractine can also imprison a creature inside a demiplane contained within its two-dimensional form, the prisoner’s distorted reflection visible in the fractine’s
toward some unknown destination, with a beholder’s distorted reflection in its surface. Initially, I feared it was some kind of vessel. Now I believe the beholder was the mirror’s prisoner.
As the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
holds two tiny painted wooden figurines (busts of himself and his sister as young children, which he took from the fresco in area 19).
The adventurers catch Zalthar in a moment of reflection, and he
considers their presence an affront. He is a death knight, with these changes: Zalthar wields a nine lives stealer longsword with 5 charges remaining. He has a +13 bonus to hit with the weapon. On a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
wars at once: one against the Kingdom of Nyrond and the Prelacy of Almor, and the other against the Iron League (consisting of Idee, Irongate, the Lordship of the Isles, Onnwal, and Sunndi). To pay
Kingdom, with their king and prelate remaining distant from the common people they rule. The independent states of the Iron League are more egalitarian, sharing that trait with the peoples of the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
not. The Black Spider is searching Wave Echo Cave for the Forge of Spells. Dwarves and gnomes of the Phandelver’s Pact used the magical forge to fashion powerful magic items. No other members of the
Lords’ Alliance know of Iarno’s betrayal. Developments Various papers and notes are stacked neatly on the desk, mostly consisting of Iarno’s written orders to apothecaries and alchemists in nearby
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
on stealing the rod and using the portal to travel to Pandesmos. If the characters defeat Kas, he reveals the location of Vecna’s ritual: the Cave of Shattered Reflection in Pandesmos on the plane of
their fight against the lich-god. At your discretion, Alustriel and Tasha might join the characters on the journey to Pandesmos, but they focus on neutralizing Kas’s powerful remaining forces instead
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, cling to life in the darkness, searching the underground for secrets that could lead to their ascension. Undersigil Encounters d6 Encounter 1 A vargouille reflection (see Morte’s Planar Parade
stubborn believers who refuse to renounce their allegiances. Within Nowhere’s dark warrens, criminals peddle seedy wares to dwindling factions, some consisting of just one member. Grungy alleys become
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, the illithids might move in en masse and attempt to turn the remaining followers into thralls. The process of transforming a creature into a thrall requires the entire colony’s energy and attention
otherwise remaining inactive. A thrall-to-be is first rendered docile through psionic means. Using a low-power version of its Mind Blast ability, the mind flayer bombards the victim with energy that
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, and quiet crafts and wild inventions. Tradegate’s citizens are upright, productive, and optimistic. Dwarves and gnomes abound in the star-shaped town, acting as builders, merchants, and tinkerers who
produces its currency. Run by a board of trustees consisting mainly of financially inclined dwarves, the mint is a cobalt fortress where traders can exchange virtually anything for its worth in
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, Gurrash and his orcs try to fight their way into the village and make a stand there. Gurrash, the orc war chief, is bleeding from wounds inflicted by elven arrows and has 60 hit points remaining. He leads
a force consisting of twenty uninjured orcs and an uninjured orc Eye of Gruumsh named Norgra One-Eye. Norgra is Gurrash’s lieutenant and assumes command if the war chief dies. The orcs have no gear
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Unless the characters intervene, Kinyel escapes with 19 hit points remaining. Everyone else is killed in the crossfire. If the characters confront the drow before Ghazrim and Lorthuun arrive, Sirak
twelve storage sheds are described below: Shed 1 contains the Zhents’ supplies, consisting of 2d10 × 10 pounds of food in the form of dried meats, plucked chickens, fresh fruit and vegetables, and
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
at their accomplishments. C16. Reflection Room Daybeds piled high with pillows stand in the corners of this spacious, comfortable-looking room.
This is the manor’s quiet room, where faculty go to
. Inside one of the drawers is a gem of brightness with 10 charges remaining. C17. Grand Lounge This spacious lounge is decorated to an arcano-biologist’s tastes. Paintings of strange magic creatures
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Speak with Small Beasts trait common among forest gnomes.
Guide. You and your companions receive help from a guide who can guarantee safe passage through a particular region of the Feywild (such as
appearance becomes more rat-like (beady eyes, whiskers, small ears, pointy nose, little hands and feet, and a rat’s tail). This transformation has no game effects. 7 You cast no reflection
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Scores of small humanoid corpses are scattered among the ruins.
This svirfneblin settlement was the test site for Aerisi Kalinoth’s first devastation orb. Four specters of deep gnomes who perished
hit point remaining. Healing brings a captive back to his or her senses. The humans are two Howling Hatred initiates (see chapter 7) who angered Aerisi one time too many. They’re sullen and silent if
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
adorns the door.
Trap. The pit trap in the middle of the hallway is hidden under a false floor consisting of loose stone tiles laid atop breakaway timbers. The tiles and timbers collapse under 100 or
haven’t already done so.) In addition, Urmon records that a magic mace named Lightbringer was commissioned by priests of Lathander, the god of dawn, from the mages working with the gnomes and dwarves of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
remaining) are fighting off an attacking force of Zhents consisting of three thugs (each with 20 hit points remaining). The Zhents are trying to get to area G16, but the guards are blocking them. If the
with 50 hit points remaining and has no poison coating his weapons, reducing his challenge rating to 3 (700 XP). He’s trying to kick open the door to area G15b in a desperate attempt to capture Lord
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is a clean-up crew consisting of a female duergar with a horn and six hulking bipeds, their white fur stained with soot. They are tossing scraps into a cylindrical container. In the twenty-foot-high
fight. The remaining duergar hurl javelins at foes from atop the towers, growing to Large size and switching to their war picks if forced into melee combat. A fight here brings reinforcements from area
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
still alive when its master dies, it stops attacking and retreats to its nest. It continues to fight only if pursued. After the remaining lizardfolk are dealt with, Bimz chooses one character and bonds
a foul smell. The sea chests contain clothes and other personal effects. The garments are all stained, grubby, and in poor condition. Of minor interest among the remaining items are the following: A
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the party. If the commoners also fail, the baron summons the twelve remaining guards to defend his mansion, giving characters the run of the town. If the characters get on his good side, he insists
gilded frame. A door in one corner leads to a garderobe. The baroness used to while away long hours in this room, fondling her perfume collection and searching for solace in her own reflection. Since
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the water. Every creature in the room witnesses a silent, smiling reflection of the Mountain Cloud Empress appear in the water as the garden springs to life. Trees and flowers erupt from the stony
the ruins after they complete their investigation, seeking only to enjoy her remaining days. Treasure. The bronze orb is the missing part of the throne in area Y3.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
across ice or wading through frigid waist-deep water toward the docks, eager to raid and pillage. The remaining eight frost giants remain aboard the ship. As townsfolk retreat to the mines or flee across
surrounding Grandfather Tree. Characters who venture into the forest on foot in search of the tree should encounter one or more patrols, each consisting of 3d6 Tree Ghost tribal warriors and an Uthgardt
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
harpsichord stops playing, the statues freeze in place until the music resumes. Characters who have seen Zybilna recognize her likeness in the statue on the dais. The remaining thirty-nine statues
-foot-long, curved wooden pole with a mobile consisting of three ornaments dangling at the top of it. Each ornament appears to be a triangular piece of white wood with an Elvish letter carved into it
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
help her complete the delivery. Development If the characters leave any prisoners here, Vanifer sacrifices the remaining captives to the magma roper (area W4) within a day. If the prison is empty, the
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->Ghosts of Saltmarsh
The Ruined Cellar The abbey’s remaining clerics and guards spend their days here in charred, uncomfortable quarters. 1. Rubble and Cellar Entrance All that remains of the abbey is a great square of
Quarters This room contains small statues and figurines. There are statues of dogs and horses, monks and pilgrims, footmen and knights on horseback, and several garden gnomes. All the statues are between
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
you want them to play. Development If the battle here is extremely loud, the cultists in area P16 know to prepare for danger. P15. Reflection Chamber A throne made of coral and seashells stands on
Shatterkeel” section. If Gar is the sole remaining prophet, use the “Encounter with Olhydra” section. Water Globes. When the characters first arrive, three 7-foot-diameter globes of water drift about this
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, several figures in feathered attire play a shrill, discordant tune on flutes made of bone.
The figures gathered by the fountain are the Windwyrds, a musical group consisting of Aerisi Kalinoth’s
, keepsakes, and funerary masks worth 50 gp each. A10. Palace Plaza A deep moat surrounds a plaza consisting of a step pyramid encircled by a stone walkway. Stone colonnades to the north and east span the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, she points toward the sky and whispers, “The stars aren’t right. The dark times are coming.”
9 Several cackling, half-dressed gnomes are covered in body paint and drive a wheeled contraption down
, causing the remaining bone-houses and markers to shift and lean, while also exposing numerous crypts and tomb-tunnels to the air, prompting a fresh rush of grave robbing. Though Baldurians rarely bury their