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Returning 35 results for 'containing reflection grasp to have respectively'.
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containing reflecting group to have respectively
containing reflective group to have respectively
continuing reflection group to have respectively
containing reflecting grace to have respectively
containing reflective grace to have respectively
Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
disappear or until Orcus releases their grasp (no action required).
Regional Effects
The region containing Orcus’s lair is warped by the Orcus’s magic, creating one or more of the following
Monsters
Mordenkainen Presents: Monsters of the Multiverse
kill. Orcus needn’t see the creature, but he must be aware that the individual is in the lair.
Grasp of the Dead. Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square
Monster Manual). These Undead obey his telepathic commands, which can reach anywhere in the lair.
Regional Effects
The region containing Orcus’s lair is warped by his magic, creating one or more
Backgrounds
Guildmasters’ Guide to Ravnica
and twisted remains of a failed experiment, a hammer, a block and tackle, a set of common clothes, and a belt pouch containing 5 gp (Azorius 1-zino coins)
Feature: Urban Infrastructure
The popular
Spells
Cantrip
produce flame, shocking grasp
1st
chaos bolt, create or destroy water, unseen servant
2nd
heat metal, rope trick
3rd
call lightning,
Morkoth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
grasp
1st level (4 slots): detect magic, identify, shield, witch bolt
2nd level (3 slots): darkness, detect thoughts, shatter
3rd level (3 slots): dispel magic, lightning bolt, sending
4th level (3 slots
hours.Spell Reflection. If the morkoth makes a successful saving throw against a spell, or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it can see
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
demiplanar unrealities and dismantle them, causing the large crystal at the center of Vecna’s Grasp to disintegrate and leaving a pit in the floor that leads to the Cave of Crystal Reflection.
Vecna’s Grasp Vecna’s Grasp is a cave network in Pandesmos. Other than Vecna, only the characters can reach this cave network—and only because they carry Vecna’s Links. No portal is needed to get
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
demiplanar unrealities, they can proceed through a new opening in Vecna’s Grasp that leads to the Cave of Shattered Reflection.
Running This Chapter The characters can return to the sanctum in Sigil to rest and confer with Alustriel and Tasha before they head to the Cave of Shattered Reflection. If the characters don’t return
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Reunion in Sigil At the end of chapter 10, the characters learned that Vecna is performing his ritual at a site in Pandesmos called the Cave of Shattered Reflection. At some point after this
potent secrets he has collected. Vecna has already used these secrets to create three demiplanes that are reachable from a small cave network in Pandesmos called Vecna’s Grasp. To reach the Cave of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Cave of Shattered Reflection Once the characters have dismantled all three demiplanes connected to Vecna’s Grasp, the large crystals in area E1 shatter to dust, opening the way to Vecna’s ritual
chamber: a mythic cavern called the Cave of Shattered Reflection. In existence since the earliest days of the multiverse, the cavern has the ability to harness beings’ life force and reveal fundamental
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
one of Vecna’s demiplanar unrealities or the Cave of Shattered Reflection. Walls and Floors Vecna’s Grasp is composed of magically reinforced obsidian. Each 5-foot-square section of obsidian has AC 20, a damage threshold of 30, 60 hit points, and immunity to poison and psychic damage.
Vecna’s Grasp Features Areas in Vecna’s Grasp have the following features. Ceilings The ceiling is 40 feet high in area E1 and 10 feet high in the tunnels leading away from that cavern. Lighting
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Vecna’s Grasp Locations These locations are keyed to map 11.1. Dyson Logos Map 11.1: Vecna’s Grasp View Player Version E1: Kaleidoscopic Cavern Characters who use the magic of Vecna’s Link to
transport to Vecna’s Grasp appear in this chamber. Read the following to set the scene: You appear before a thirty-foot-wide mass of translucent purple crystals embedded in the floor of a large obsidian
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Cave Features The Cave of Shattered Reflection has the following features, as shown on map 11.5. Crystal Walls Most of the walls are made of a translucent, purple crystal that is immune to all damage
within 5 feet of the door. Brian Valeza The Cave of Shattered Reflection
is dotted with diamond doors With the exception of the door in area R2, each side of each diamond door is set with a large
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Unrealities The unrealities connected to Vecna’s Grasp are manifestations of Vecna’s plans to remake the multiverse. These potent demiplanes exist outside time and space. Each unreality is dangerous
in Vecna’s Grasp. Once the characters enter an unreality, the only way for them to leave is by finding and touching the demiplane’s manifested secret, then injecting the manifested secret with enough
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
containing crystal pebbles (see “Runestone Fragments”). Cabinet. A narrow cabinet with glass doors stands in the northwest corner.
Stairs. A stone staircase with no railing hugs the outer wall and
spell components, including two forked mithral rods (250 gp each). These are material components for the plane shift spell, attuned to the Astral Plane and the Shadowfell, respectively. They serve little use in Undermountain, given the dungeon’s restrictions on such magic.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until Orcus releases their grasp (no action required). Regional Effects The region containing Orcus’s
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Adventures in Tepest The horror of Tepest rises from its mysterious wilderness and the seemingly idyllic community of Viktal. Here, dread lies in contrasts. Tree branches grasp like claws while every
.
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->Baldur's Gate: Descent into Avernus
wardrobe is a rug of smothering that attacks anyone other than Alan who steps on it or opens the chest. Treasure. The chest’s interior is divided into three equal-sized compartments containing 91 gp, 176 sp, and 288 cp, respectively. Alan uses this money to pay his staff and maintain the tavern.
pouch containing 66 gp and 49 sp, which Oshalla uses to pay for food and shelter. Resting against the south wall is a small wooden chest that contains a shrine to Sekolah, the shark god worshiped by
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Circles The circles in Neverlight Grove are divided by specialized function, with each circle performing a specific role in the colony. Seven circles are present in the grove, each containing an
horrifying is that they do so with childlike innocence, reveling in the corruption of all life with a sense of wonder and joy, unable to grasp the evil they have embraced.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of each dwarf protrudes from the wall. Three of these hands grasp copper tankards.
The stone pillar has copper pipes running through it. These pipes connect to the vats in area 22c. When the brewery
open into areas 22e and 22f, respectively. Dwarves used to fill barrels of ale and roll them down this hall to be stored in the secret chambers. Pit Traps. The Melairkyn dwarves built three 20-foot-deep
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
rotting wooden coffin containing the moldy bones of its occupant, or something more terrifying. The baron’s two daughters, Sylphene and Heluthe, perished at the ages of six and nine, respectively, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
have been added in Goblin: Smelly Bottom, Stupid Skull, and Born Toothless, respectively. A detect magic spell reveals the faintest, lingering trace of magic within both fragments of the staff. The
containing tiny sculpted figures of dwarves. Behind the mountain, carved rays of brilliant sunlight fan out to the edges of the wall.
Tub. Beneath the mountain fresco, carved into the floor, is a large
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
, and the lairs of crystal and topaz dragons are suffused with positive and negative energy, respectively. Other planar connections that might appear around a dragon’s lair include the following
the lair shows a reflection of the dragon flying overhead; the image disappears upon further examination. Face in the Clouds. The dragon’s visage appears in cloud formations above the lair, giving
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
doorway that anyone who knows Dwarvish or Giant can translate: The present is like sand, ever flowing and escaping one’s grasp without mercy or respite.
The records in these rooms detail the
library, these archives echo with the sound of running water. The wall niches containing the stone cylinders Ustova favors for scribing are also fountains, where water shimmers over crystals as it falls
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The statue stands atop a 2-foot-tall block of stone that serves as a base. The moonbeam is like that created by a moonbeam spell and engulfs the 10-foot square containing the statue. A successful
weapon to fall from its grasp. Locked Double Door. The doors south of the statue refuse to budge, and no amount of force can pry them open. They are also immune to damage from any source. A knock spell or
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
and can grasp a passing handle to be conveyed in either direction. When a drop tube’s antigravity isn’t functioning, the tube is unlit, and its handles are motionless. A creature that enters the tube
key card (see the “Key Cards” section). The color of key card required for a drop tube entrance is noted in the area containing that drop tube (area S2, area S31, and area S47) and shown on that
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
wooden chairs stands in the center of the room. A wooden bowl containing apples sits on the table. Against the west wall, a brass-bound wooden chest rests at the foot of a single bed.
This room
contains personal possessions, a morningstar, a leather purse containing 50 ep, and a chunk of violet-colored crystal. The last item appears valuable but is in fact worthless. 5. Officer’s Quarters A wooden
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
patron deities of fire and frost giants, respectively—regularly send hulking subjects to pillage the wintry camp, darkening its skies with ash and snow. Meanwhile, nomadic groups of mountain bariaurs hold
: Glory of the Giants. Regional Effects The region containing Glorium’s planar gate is influenced by the magic of Ysgard, creating one or more of the following effects in and around the gate-town: Destined
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
the room, two crates containing ink jars have been knocked over, a mishap that faculty members intend to program the Earl in area C3 to clean up the next day. The ink has drawn power from a number of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Lion’s Gate, the portal looks like an enormous feline eye within an arch of bones, a gaseous curtain bisected by a roaring black stripe. Regional Effects The region containing Rigus’s planar gate is
grown stale with their desiccation, General Nagaro remains as sharp and ruthless as ever. Final Procession A monument of reflection amid a hungry machine of death, the Final Procession is dedicated to
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
the lair. His utterance causes one creature of his choice to be subjected to power word kill. Orcus needn’t see the creature, but he must be aware that the individual is in the lair. Grasp of the Dead
rise as skeletons, zombies, or ghouls (all appear in the Monster Manual). These Undead obey his telepathic commands, which can reach anywhere in the lair. Regional Effects The region containing
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
push their way to the gate chamber: a pressurized obsidian hall adorned with rattling iron hand rings. Entrants must grasp the rings or be sent tumbling backward by the squalls that spew from the gate
Effects The region containing Bedlam’s planar gate is influenced by the magic of Pandemonium, creating one or more of the following effects in and around the gate-town: Howling Winds. Rank winds
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
spell attacks). The morkoth has the following wizard spells prepared:
Cantrips (at will): acid splash, mage hand, mending, ray of frost, shocking grasp
1st level (4 slots): detect magic, identify
creature’s saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the morkoth’s Hypnosis for 24 hours.
Reactions
Spell Reflection. If the morkoth
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
punchline. Baron Vallakovich has convinced himself that if he can make everyone in Vallaki happy, the town will slip free of Strahd’s dark grasp. The baron has a brittle ego, and he lashes out at
silverware. The other table is covered with wicker baskets containing turnips and beets. The beets and turnips are for the Festival of the Blazing Sun (see the “Special Events” section at the end of this
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, respectively.
Four invisible imps lurk among the vases on the high shelf, one in each corner. The imps swoop down to attack anyone they perceive as intruders, including characters who have
coffer containing 73 gp, 120 sp, and a potion of healing, as well as a black-covered tome titled Apocalypto — a poetic prophecy by an unknown author envisioning the end of the multiverse (worth 50 gp). V14
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
rarely speaks, but he crackles and roars with terrible laughter as anything combustible within his grasp bursts into flame and feeds his hate. Mortal beings are mere objects of contempt to Imix, and he
that any container of fluid held or carried by an affected creature (for example, a magic potion) is destroyed. Regional Effects The region containing an elemental node in which Imix is present becomes
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
contains six bolts of elven silk (50 gp each) and an engraved box containing five 3-inch-tall figurines — each one depicting a kind of metallic dragon and made of the appropriate metal (250 gp for the
entwined around one another and the screaming elves in their grasp.
Easel and Paintings. Resting on a wooden easel in the middle of the cabin is a half-finished canvas painting of a colorful alien