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Returning 35 results for 'consisting reflection guarded to have remain'.
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Magic Items
Dungeon Master’s Guide
Of all the magic items created by elves, one of the most prized and jealously guarded is a Moonblade. In ancient times, nearly all elven noble houses claimed one such weapon. Over the centuries, some
of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain
Monsters
Domains of Delight: A Feywild Accessory
following structures out of webbing:
A 3-inch-thick, opaque wall of webbing consisting of up to three 10-foot-square sections, each of which must be anchored on at least two sides by other walls
with a closable door and a comfortable bed made of webbing, sized for a Tiny, Small, or Medium creature.
A message consisting of no more than twenty-five characters, anchored at various points so it
Monsters
Mordenkainen Presents: Monsters of the Multiverse
typically has one or more pupils who are druid;druids (see the Monster Manual), and the archdruid’s lair is usually guarded by loyal Beasts and Fey creatures.
When an archdruid uses their Change
Elemental with a challenge rating of 6 or less and can remain in that form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the
Monsters
Waterdeep: Dungeon of the Mad Mage
in 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Children of the Night"} rounds, acting as allies of Zorak and obeying his spoken commands. The beasts remain for 1 hour, until Zorak dies
its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.
Regional Effects
The region surrounding a vampire's lair is warped by the creature's
Monsters
Waterdeep: Dungeon of the Mad Mage
commands. The beasts remain for 1 hour, until Keresta dies, or until Keresta dismisses them as a bonus action.Keresta can take 3 legendary actions, choosing from the options below. Only one legendary
Lair
A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn
Monsters
Fizban's Treasury of Dragons
has guarded a mountain pass for decades unexpectedly retires to the Elemental Plane of Air. Monstrous forces immediately move into the area—and might take control of the pass unless the dragon
a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat to those approaching the lair, and visibility is the best possible
Monsters
Fizban's Treasury of Dragons
crystal dragon who has guarded a mountain pass for decades unexpectedly retires to the Elemental Plane of Air. Monstrous forces immediately move into the area—and might take control of the pass
, creating one or more of the following effects:
Clear Skies. The skies above a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat
spells
build a location where it can see its own reflection from many angles. The cursed creature is compelled to remain in this location and admire itself. Additionally, the cursed creature has
curse advances to Stage 1.Stage 1. The cursed creature is compelled to stop and admire itself whenever it sees its reflection. It constantly fusses over its appearance.Stage 2. The cursed creature
Vampire Warrior
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
the Night"} rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.The
underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.
Regional Effects
The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.
Wandering Outcasts
Most tabaxi remain in their distant
stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant
Vampire
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.The vampire can take 3 legendary actions, choosing from the options below. Only one
grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures
Vampire Spellcaster
Legacy
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Monsters
Monster Manual (2014)
, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.The vampire can take 3
guarded by vampire spawn or other loyal creatures of the night.
Regional Effects
The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any of the following
Moonblade
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
Of all the magic items created by the elves, one of the most prized and jealously guarded is a moonblade. In ancient times, nearly all elven noble houses claimed one such blade. Over the centuries
, some blades have faded from the world, their magic lost as family lines have become extinct. Other blades have vanished with their bearers during great quests. Thus, only a few of these weapons remain
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
part of day-to-day operations at Head Office, whose spellcasting staff toil day in and day out to come up with the very latest in eldritch improvements. Many of their developments remain closely guarded
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
part of day-to-day operations at Head Office, whose spellcasting staff toil day in and day out to come up with the very latest in eldritch improvements. Many of their developments remain closely guarded
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
5. Lift Attached to the edge of the barracks platform is a winch-and-basket device consisting of a large swinging arm that carries a thin cord of strong spider silk. The cord runs through a series of
pulleys from a hand-cranked horizontal spool to a heavy woven basket suspended at the end. The basket is kept up on the platform except when it is in use. Two quaggoth attendants remain by the lift
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
5. Lift Attached to the edge of the barracks platform is a winch-and-basket device consisting of a large swinging arm that carries a thin cord of strong spider silk. The cord runs through a series of
pulleys from a hand-cranked horizontal spool to a heavy woven basket suspended at the end. The basket is kept up on the platform except when it is in use. Two quaggoth attendants remain by the lift
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
reflect vague, phantasmagoric scenes of the unreality at the tunnel’s far end. A creature can walk up to 50 feet down a tunnel and remain in Vecna’s Grasp. To the creature, the tunnel appears to go on
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
reflect vague, phantasmagoric scenes of the unreality at the tunnel’s far end. A creature can walk up to 50 feet down a tunnel and remain in Vecna’s Grasp. To the creature, the tunnel appears to go on
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
who need to remain watchful for enemies or danger. Helm is a favorite deity of people who make a living by protecting someone or something, such as bodyguards, members of the city watch, and the guards
of a treasury vault. Helm embodies the spirit of watchfulness without regard to good or evil. In legends, he is honorable and keeps his word to a fault, such as when he guarded the celestial
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1. Portal Stones This location is not shown on the map. The mossy stones are old and weathered; lichen covers most of their surfaces, but traces of white paint remain in a few of the grooves.
The
the cultists have re-tuned their destinations to suit their own ends. One of them connects to the distant north (where Talis visits white dragon allies), one leads to a heavily guarded chamber in Thay
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1. Portal Stones This location is not shown on the map. The mossy stones are old and weathered; lichen covers most of their surfaces, but traces of white paint remain in a few of the grooves.
The
the cultists have re-tuned their destinations to suit their own ends. One of them connects to the distant north (where Talis visits white dragon allies), one leads to a heavily guarded chamber in Thay
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
inhabit. The visitor is free to remain there as long as they wish, provided they do no harm to the other denizens of Fablerise. Yarnspinner’s favorite activity is to read stories aloud to the animals that
of the following structures out of webbing:
A 3-inch-thick, opaque wall of webbing consisting of up to three 10-foot-square sections, each of which must be anchored on at least two sides by other
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
inhabit. The visitor is free to remain there as long as they wish, provided they do no harm to the other denizens of Fablerise. Yarnspinner’s favorite activity is to read stories aloud to the animals that
of the following structures out of webbing:
A 3-inch-thick, opaque wall of webbing consisting of up to three 10-foot-square sections, each of which must be anchored on at least two sides by other
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
who need to remain watchful for enemies or danger. Helm is a favorite deity of people who make a living by protecting someone or something, such as bodyguards, members of the city watch, and the guards
of a treasury vault. Helm embodies the spirit of watchfulness without regard to good or evil. In legends, he is honorable and keeps his word to a fault, such as when he guarded the celestial
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Warforged Ossuary A warforged ossuary is a former temple, crypt, or warehouse deep in the Mournland that now houses the remains of slain warforged. It is a place of honor and reflection for the Lord
crypt, monument, vault, and workshop, the ossuary serves many functions for the warforged who maintain it. Other ossuaries exist in a variety of locations. The basic functions of these places remain
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
have a pond or a glade that locals ascribe to Eldath. Tradition dictates that it be a place of quiet reflection where others are left to their thoughts. A body of water such as a pond or a spring
various holy sites and shrines, seeing that the locations are cared for and that they remain places of sweet serenity. The faithful of Eldath are usually close to nature, and allied to druids, who count
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
have a pond or a glade that locals ascribe to Eldath. Tradition dictates that it be a place of quiet reflection where others are left to their thoughts. A body of water such as a pond or a spring
various holy sites and shrines, seeing that the locations are cared for and that they remain places of sweet serenity. The faithful of Eldath are usually close to nature, and allied to druids, who count
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Warforged Ossuary A warforged ossuary is a former temple, crypt, or warehouse deep in the Mournland that now houses the remains of slain warforged. It is a place of honor and reflection for the Lord
crypt, monument, vault, and workshop, the ossuary serves many functions for the warforged who maintain it. Other ossuaries exist in a variety of locations. The basic functions of these places remain
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
guarded by four awakened zurkhwoods (use awakened tree statistics).
A svirfneblin druid inhabited this grove until a few months ago, when he felt threatened by the arrival of the aboleth and decided
damage-dealing spells. The four that remain are indistinguishable from normal zurkhwoods while they remain motionless. The awakened zurkhwoods try to kill or drive off creatures that cause harm to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
guarded by four awakened zurkhwoods (use awakened tree statistics).
A svirfneblin druid inhabited this grove until a few months ago, when he felt threatened by the arrival of the aboleth and decided
damage-dealing spells. The four that remain are indistinguishable from normal zurkhwoods while they remain motionless. The awakened zurkhwoods try to kill or drive off creatures that cause harm to
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
fertile farmland, tall pines, and aspen groves. In the south lies Therpena, consisting of wide coastal beaches, plains, and forested mountains below the Shattered Peaks. The southernmost extent is called
they were the most faithful followers of Empyreus. The Cathedral of Embers is a massive rock excavated to house the Arcanist Inquisition. It is open to the public but closely guarded. The clergy states
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
attentiveness to tradition, and have little doubt that the future of the gold dwarves will be just as peaceful, if they remain true to their customs and principles. Gold dwarves have the racial
artisans toil over items for years, getting their etchings and fine details just right before being satisfied with their efforts. That deliberate, perfectionist approach is a reflection of gold dwarf
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
attentiveness to tradition, and have little doubt that the future of the gold dwarves will be just as peaceful, if they remain true to their customs and principles. Gold dwarves have the racial
artisans toil over items for years, getting their etchings and fine details just right before being satisfied with their efforts. That deliberate, perfectionist approach is a reflection of gold dwarf
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, but nothing happens. The Rod Piece and Its Guardian The sixth piece of the rod can be found in area T27. The piece is guarded by Rerak, an empowered simulacrum of Acererak designed to harvest souls
for the archlich. When an adventurer dies in the complex, Rerak traps their soul using foul magic and shunts it to the gems embedded in the false lich’s eyes. The souls remain in the false lich’s eyes