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Returning 35 results for 'consuming raising glow to have reflection'.
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consuming reining glory to have reflections
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consuming reining good to have reflections
consuming roiling good to have reflections
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, raising her arms high. “Welcome to the Kingfisher Festival!”
Cheers and applause fill the circle. The mayor smiles widely. “Today is a day of not only revelry but also reflection. We are all here
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, raising her arms high. “Welcome to the Kingfisher Festival!”
Cheers and applause fill the circle. The mayor smiles widely. “Today is a day of not only revelry but also reflection. We are all here
Kobold
Legacy
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Species
Volo's Guide to Monsters
’s mother is. This practice and the communal raising of the hatchlings mean that the tribe operates like a group of cousins.
Because they lay eggs, and the eggs don’t require much tending
populated areas, practice cannibalism, believing it is foolish to waste good meat.
In any case, kobolds that eat humanoids don’t simply start consuming corpses or prisoners right after a battle
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
reflection of what we fear most about ourselves. Unlike many other fantasy settings, Grim Hollow asks you to consider the monster within, as much as those prowling the shadows of Etharis. Your
role of a professional monster slayer, defending those who can’t protect themselves; yet your strength is derived from consuming your prey, which mutates your body and makes you feared among common
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
glows with purple light. The character can see this glow at any distance and through solid objects. The closer the character gets to the unreality’s secret, the brighter the symbol glows. When the
no longer reflects images of the unreality, and after 50 feet, the tunnel terminates at a featureless, obsidian wall. After all three unrealities are dismantled, the crystals in area E1 shatter, clearing the way to the Cave of Shattered Reflection, which is described later in this chapter.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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
the puny to the sublime. Its dark reflection is the Negative Plane, the source of necrotic energy that destroys the living and animates the undead.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
eye is closed as he murmurs silent incantations. In his outstretched hand, Vecna holds a volatile, light-consuming orb of magical energy that resembles a black hole. The reflection in the fountain is
fountain’s liquid, they see a glimpse of Vecna conducting his ritual in the Cave of Shattered Reflection. A character who examines the reflection sees Vecna kneeling in a crystal-lined chamber. The lich-god’s
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
eye is closed as he murmurs silent incantations. In his outstretched hand, Vecna holds a volatile, light-consuming orb of magical energy that resembles a black hole. The reflection in the fountain is
fountain’s liquid, they see a glimpse of Vecna conducting his ritual in the Cave of Shattered Reflection. A character who examines the reflection sees Vecna kneeling in a crystal-lined chamber. The lich-god’s
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
glows with purple light. The character can see this glow at any distance and through solid objects. The closer the character gets to the unreality’s secret, the brighter the symbol glows. When the
no longer reflects images of the unreality, and after 50 feet, the tunnel terminates at a featureless, obsidian wall. After all three unrealities are dismantled, the crystals in area E1 shatter, clearing the way to the Cave of Shattered Reflection, which is described later in this chapter.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
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
the puny to the sublime. Its dark reflection is the Negative Plane, the source of necrotic energy that destroys the living and animates the undead.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
cottage exudes a warm glow. Smiles come readily but last too long. Wildflowers grow from the carcasses of mutated lambs. The Mists deposit visitors to Tepest near Viktal, whose folk encourage
.
8 Two young lovers go missing from Viktal. One is found days later, unable to remember anything, aged fifty years, and desperate for help to find their partner.
9 A character’s reflection on
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
cottage exudes a warm glow. Smiles come readily but last too long. Wildflowers grow from the carcasses of mutated lambs. The Mists deposit visitors to Tepest near Viktal, whose folk encourage
.
8 Two young lovers go missing from Viktal. One is found days later, unable to remember anything, aged fifty years, and desperate for help to find their partner.
9 A character’s reflection on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
feet above the cavern floor and has four tunnels opening off it. A fiery glow spills out of the tunnel that leads to area 7d (see that area for details).
Secret Door. A secret door at the southwest
troglodytes and word of the deed gets around, they gain advantage on subsequent Charisma checks made to influence any troglodytes throughout area 7. 7d. Fire Beetle Farm A fiery glow emanates from this
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
feet above the cavern floor and has four tunnels opening off it. A fiery glow spills out of the tunnel that leads to area 7d (see that area for details).
Secret Door. A secret door at the southwest
troglodytes and word of the deed gets around, they gain advantage on subsequent Charisma checks made to influence any troglodytes throughout area 7. 7d. Fire Beetle Farm A fiery glow emanates from this
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
stench of rot and decay wraps around you, seemingly threatening to penetrate your flesh and pervade your soul.
Yestabrod’s Garden of Welcome is a pale reflection of the true horrors surrounding
distinguish where the drow ends, and the rot and fungi consuming him begins. The drow feebly thrashes, his screams rising ever higher in pitch, until he locks eyes with one of the characters and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
stench of rot and decay wraps around you, seemingly threatening to penetrate your flesh and pervade your soul.
Yestabrod’s Garden of Welcome is a pale reflection of the true horrors surrounding
distinguish where the drow ends, and the rot and fungi consuming him begins. The drow feebly thrashes, his screams rising ever higher in pitch, until he locks eyes with one of the characters and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, or else they’re just not doing their part. Fire Prophet Through all-consuming ambition and a desire to punish all who ever thwarted her dreams, the tiefling Vanifer has risen to leadership of the
her wiles, using them as she needs and discarding them the moment they lose their usefulness. It’s a testament to her natural talent that many of her victims are pathetically eager to bask in the glow
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, or else they’re just not doing their part. Fire Prophet Through all-consuming ambition and a desire to punish all who ever thwarted her dreams, the tiefling Vanifer has risen to leadership of the
her wiles, using them as she needs and discarding them the moment they lose their usefulness. It’s a testament to her natural talent that many of her victims are pathetically eager to bask in the glow
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
fortress walls to glow a comforting orange. In lands far removed from volcanic heat, fire giants mine coal to burn. Traditional smithies occupy places of honor in their demesnes, and the giants’ stony
can be shrewd tacticians.
Feudal Lords. Humanoids conquered in war become serfs to the fire giants. The serfs work the farms and fields on the outskirts of fire giant halls and fortresses, raising
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
clothing begin to rot away. Creature. The phosphorescent glow on the eastern wall is actually a giant slug named Tecuziztecatl (see appendix B), the Lord of Snails. Tecuziztecatl (Tay-COO-zeez-tay-COT-el
the eastern alcove, a swarm of rats nests in the rubbish. The swarm is made up of diseased giant rats. Western Alcove. The western fountain is filled with algae, and some bullfrogs are raising a brood of tadpoles in the water.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
clothing begin to rot away. Creature. The phosphorescent glow on the eastern wall is actually a giant slug named Tecuziztecatl (see appendix B), the Lord of Snails. Tecuziztecatl (Tay-COO-zeez-tay-COT-el
the eastern alcove, a swarm of rats nests in the rubbish. The swarm is made up of diseased giant rats. Western Alcove. The western fountain is filled with algae, and some bullfrogs are raising a brood of tadpoles in the water.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
fortress walls to glow a comforting orange. In lands far removed from volcanic heat, fire giants mine coal to burn. Traditional smithies occupy places of honor in their demesnes, and the giants’ stony
can be shrewd tacticians.
Feudal Lords. Humanoids conquered in war become serfs to the fire giants. The serfs work the farms and fields on the outskirts of fire giant halls and fortresses, raising
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
placed in a common tribal hatchery with no effort to keep track of who each one’s mother is. This practice and the communal raising of the hatchlings mean that the tribe operates like a group of cousins
, practice cannibalism, believing it is foolish to waste good meat. In any case, kobolds that eat humanoids don’t simply start consuming corpses or prisoners right after a battle; they’re more inclined
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
placed in a common tribal hatchery with no effort to keep track of who each one’s mother is. This practice and the communal raising of the hatchlings mean that the tribe operates like a group of cousins
, practice cannibalism, believing it is foolish to waste good meat. In any case, kobolds that eat humanoids don’t simply start consuming corpses or prisoners right after a battle; they’re more inclined
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Moonstalkers don’t come through this area without good reason. Treasure. Each oil painting is worth 250 gp. 5: Study A moonstone chandelier casts a soft, bluish-white glow over this room’s oaken table and
Wanewort is scrying sees the same creature or location that she does. When not actively being used to scry, the pool’s surface shows a reflection of the moon in its current phase. 13: Armory The wereboar
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Moonstalkers don’t come through this area without good reason. Treasure. Each oil painting is worth 250 gp. 5: Study A moonstone chandelier casts a soft, bluish-white glow over this room’s oaken table and
Wanewort is scrying sees the same creature or location that she does. When not actively being used to scry, the pool’s surface shows a reflection of the moon in its current phase. 13: Armory The wereboar
Equipment
tones, and glow brightly at night or when exposed to magic. Deposits are found throughout Drakkenheim, often fused into stone streets and buildings like crystalline moss.
A typical delerium fragment is
a reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a horrific
Equipment
tones, and glow brightly at night or when exposed to magic. Deposits are found throughout Drakkenheim, often fused into stone streets and buildings like crystalline moss.
A typical delerium fragment is
reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a horrific
Equipment
tones, and glow brightly at night or when exposed to magic. Deposits are found throughout Drakkenheim, often fused into stone streets and buildings like crystalline moss.
A typical delerium fragment is
reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a horrific
Equipment
tones, and glow brightly at night or when exposed to magic. Deposits are found throughout Drakkenheim, often fused into stone streets and buildings like crystalline moss.
A typical delerium fragment is
simply a reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
same time Consuming the flesh of the innocent Crafting a Hag’s Eye or creating a [Tooltip Not Found] [Tooltip Not Found] Small Monstrosity, Neutral Evil
AC 13 Initiative +4 (14)
HP 22 (4d6 + 8
(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
Equipment
tones, and glow brightly at night or when exposed to magic. Deposits are found throughout Drakkenheim, often fused into stone streets and buildings like crystalline moss.
A typical delerium fragment is
reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a horrific
Equipment
tones, and glow brightly at night or when exposed to magic. Deposits are found throughout Drakkenheim, often fused into stone streets and buildings like crystalline moss.
A typical delerium fragment is
or simply a reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. A bristling crystal formation six feet high occupies the center of the chamber, filling the room with a soft rainbow glow and faint chiming sound. The colors of the gemstone formation constantly
objects and can’t be broken. Reflections. Reflections in this room take on a life of their own, taunting the creatures who cast them. A creature that converses with its own reflection must succeed on a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
the region give off a crimson glow for 1 minute. The creatures shed dim light in a 10-foot radius, attacks against them have advantage if the attacker can see them, and the creatures can’t benefit from
insects become the dominant species in an area, consuming plants and animals, creating elaborate hives or tunnels, and infesting structures and the earth. The following effects represent a region