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Returning 35 results for 'continues replaced gar to have reflection'.
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Compendium
- Sources->Dungeons & Dragons->Locathah Rising
13. Umberlee’s Chosen Accompanied by two sea lions that he keeps as pets, Gar Shatterkeel resides in this underwater cave while he contemplates his next move and communes with Umberlee. When the
characters enter the chamber, read or paraphrase the following boxed text: Seated on a rough throne made of an odd arrangement of coral, bones, and barnacles, is a man whose right arm has been replaced
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
13. Umberlee’s Chosen Accompanied by two sea lions that he keeps as pets, Gar Shatterkeel resides in this underwater cave while he contemplates his next move and communes with Umberlee. When the
characters enter the chamber, read or paraphrase the following boxed text: Seated on a rough throne made of an odd arrangement of coral, bones, and barnacles, is a man whose right arm has been replaced
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
who feel as he does. Gar bears the elemental weapon Drown. His missing arm has been replaced by an artificial limb in the shape of a crab’s claw. As the leader of Olhydra’s cult, he wields her innate
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Gar Shatterkeel Gar Shatterkeel is the water prophet of Elemental Evil and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
who feel as he does. Gar bears the elemental weapon Drown. His missing arm has been replaced by an artificial limb in the shape of a crab’s claw. As the leader of Olhydra’s cult, he wields her innate
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Gar Shatterkeel Gar Shatterkeel is the water prophet of Elemental Evil and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
crawls up to the landing and joins the battle. P6. Yngukulub the Devourer An aboleth named Yngukulub the Devourer has allied itself with Gar Shatterkeel and the Cult of the Crushing Wave. Deranged kuo-toa
bring the aboleth sacrifices, and when they lack a proper sacrifice, they willingly feed themselves to their hungry god. Yngukulub obeys Gar Shatterkeel because it awaits the day when Olhydra drowns
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
can do nothing but admire her own reflection in a mirrored cell that neutralizes her power. Given Atash’s intolerance for misconduct, the prison’s population continues to grow, but now it fills with more ordinary folk guilty of lesser crimes.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
can do nothing but admire her own reflection in a mirrored cell that neutralizes her power. Given Atash’s intolerance for misconduct, the prison’s population continues to grow, but now it fills with more ordinary folk guilty of lesser crimes.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
crawls up to the landing and joins the battle. P6. Yngukulub the Devourer An aboleth named Yngukulub the Devourer has allied itself with Gar Shatterkeel and the Cult of the Crushing Wave. Deranged kuo-toa
bring the aboleth sacrifices, and when they lack a proper sacrifice, they willingly feed themselves to their hungry god. Yngukulub obeys Gar Shatterkeel because it awaits the day when Olhydra drowns
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stone frame.
Statue. Standing in front of the mirror is an unfinished 8-foot-tall statue of a merfolk blowing a conch shell, its lower body replaced by a misshapen block of chiseled granite. (This
into the bottom of the mirror’s stone frame are the letters T-U-O-Y-A-W (a reflection of W-A-Y-O-U-T). The mirror is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: If a creature
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stone frame.
Statue. Standing in front of the mirror is an unfinished 8-foot-tall statue of a merfolk blowing a conch shell, its lower body replaced by a misshapen block of chiseled granite. (This
into the bottom of the mirror’s stone frame are the letters T-U-O-Y-A-W (a reflection of W-A-Y-O-U-T). The mirror is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: If a creature
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
purpose of the obelisk. If the party includes no evil characters, Tezca-Zyanya offers to accompany its rescuers and assist them until its services are no longer required. It continues to pass itself
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
purpose of the obelisk. If the party includes no evil characters, Tezca-Zyanya offers to accompany its rescuers and assist them until its services are no longer required. It continues to pass itself
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
metallic to fetid and repugnant, the fires of industry replaced by squalor. The homes in this part of Gracklstugh are crudely carved from the rock or are just holes in the walls, arranged in no apparent
cloth, gray sheets of canvas, and moldy boxes. The fissure is tall and wide enough for a Medium creature to squeeze through the first 10 feet, and then continues for 50 feet at an average 5 feet in
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
metallic to fetid and repugnant, the fires of industry replaced by squalor. The homes in this part of Gracklstugh are crudely carved from the rock or are just holes in the walls, arranged in no apparent
cloth, gray sheets of canvas, and moldy boxes. The fissure is tall and wide enough for a Medium creature to squeeze through the first 10 feet, and then continues for 50 feet at an average 5 feet in
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
these cultists and then leave this part of the dungeon, the guards are replaced by the cultists in area C7 within an hour. C2. Canals A twenty-foot wide canal leads between ancient masonry walls into
prisoners in this makeshift jail. If the characters are defeated in the temple, they are stripped of their gear and confined here while Gar Shatterkeel decides how best to dispose of them. C6. Victory
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
these cultists and then leave this part of the dungeon, the guards are replaced by the cultists in area C7 within an hour. C2. Canals A twenty-foot wide canal leads between ancient masonry walls into
prisoners in this makeshift jail. If the characters are defeated in the temple, they are stripped of their gear and confined here while Gar Shatterkeel decides how best to dispose of them. C6. Victory
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
creature enters the area, the trap’s emanation manifests as the creature’s distorted reflection in the mirror. If that creature is still in the area at the start of its next turn, it must succeed on a DC
affected as per the spell magic jar, their soul entering the statue and being replaced by the spirit of a disembodied fiend. This effect ends when dispel evil and good or a similar spell is cast on the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
creature enters the area, the trap’s emanation manifests as the creature’s distorted reflection in the mirror. If that creature is still in the area at the start of its next turn, it must succeed on a DC
affected as per the spell magic jar, their soul entering the statue and being replaced by the spirit of a disembodied fiend. This effect ends when dispel evil and good or a similar spell is cast on the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
G. Tser Pool Encampment The road gradually disappears and is replaced by a twisted, muddy path through the trees. Deep ruts in the earth are evidence of the comings and goings of wagons.
The canopy
unbridled horses drink from the river.
The mournful strains of an accordion clash with the singing of several brightly clad figures around bonfire. A footpath continues beyond this encampment
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
realistic spiders are carved into its stone frame, almost appearing to twitch and crawl. When a creature approaches within 5 feet of its reflection in the mirror, the reflection disappears and is
replaced with the shadowy face of a giant spider obscured by smoke. The creature in the mirror is a projection of a yochlol demon in the service of T’rissa’s mother, Vlonwelv. If the figure standing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
realistic spiders are carved into its stone frame, almost appearing to twitch and crawl. When a creature approaches within 5 feet of its reflection in the mirror, the reflection disappears and is
replaced with the shadowy face of a giant spider obscured by smoke. The creature in the mirror is a projection of a yochlol demon in the service of T’rissa’s mother, Vlonwelv. If the figure standing
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
G. Tser Pool Encampment The road gradually disappears and is replaced by a twisted, muddy path through the trees. Deep ruts in the earth are evidence of the comings and goings of wagons.
The canopy
unbridled horses drink from the river.
The mournful strains of an accordion clash with the singing of several brightly clad figures around bonfire. A footpath continues beyond this encampment
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
destroyed and replaced with clones. Warrens of Thought The Warrens of Thought are a maze of dripping catacombs beneath the Hive. They are home to the largest cranium rat collective in Sigil: the Us
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
destroyed and replaced with clones. Warrens of Thought The Warrens of Thought are a maze of dripping catacombs beneath the Hive. They are home to the largest cranium rat collective in Sigil: the Us
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
goats.
The two goats are harmless and will eat just about anything. The cook, a human named Karou Salafan (neutral good human commoner), was not replaced by the cultists because he knows fifty
burned for heat. C18. West Cistern Stone steps descend into the icy water that partially floods this twenty-foot-wide, arched tunnel, which continues eastward into darkness. The roof arches twelve
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the ceiling thirty feet above. The main tunnel continues to the east, and smaller side chambers extend to the north and the south.
Three poltergeists (variant specters) haunt the main chamber of
tunnel. The echoes of the stream’s soft babbling are unusually loud.
Partway along the stream’s path, the waterway widens to a ten-foot-wide pool before it narrows again and continues.
The stream
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
goats.
The two goats are harmless and will eat just about anything. The cook, a human named Karou Salafan (neutral good human commoner), was not replaced by the cultists because he knows fifty
burned for heat. C18. West Cistern Stone steps descend into the icy water that partially floods this twenty-foot-wide, arched tunnel, which continues eastward into darkness. The roof arches twelve
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
throw or be pulled into the frigid water (see “Frigid Water” below). A character who is pulled out of the water is dripping wet and continues to suffer the effects of the frigid water until the wet
clothes are taken off and replaced with dry ones. Frigid Water Rules for frigid water appear in the Dungeon Master’s Guide but are repeated here for your convenience. A creature can be immersed in frigid
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the ceiling thirty feet above. The main tunnel continues to the east, and smaller side chambers extend to the north and the south.
Three poltergeists (variant specters) haunt the main chamber of
tunnel. The echoes of the stream’s soft babbling are unusually loud.
Partway along the stream’s path, the waterway widens to a ten-foot-wide pool before it narrows again and continues.
The stream
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
throw or be pulled into the frigid water (see “Frigid Water” below). A character who is pulled out of the water is dripping wet and continues to suffer the effects of the frigid water until the wet
clothes are taken off and replaced with dry ones. Frigid Water Rules for frigid water appear in the Dungeon Master’s Guide but are repeated here for your convenience. A creature can be immersed in frigid
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
is pretending—poorly—to be a ghost. If given food or garbage, the otyugh continues to pretend to be three rag-ghosts, but it can telepathically warn the characters about the ropers in area Y1 and
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
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
is pretending—poorly—to be a ghost. If given food or garbage, the otyugh continues to pretend to be three rag-ghosts, but it can telepathically warn the characters about the ropers in area Y1 and
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
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Gallery If the characters arrive here from the entrance hall (area N3a), read: The staircase climbs twenty feet to a beautifully appointed gallery that continues toward the west, running almost the length
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->Princes of the Apocalypse
evil and bellicose, Drexa believes he should be one of the leaders of the Crushing Wave. He resents that such a position wasn’t given to him. Those who look likely to overthrow Gar Shatterkeel, or who
below this level. The shaft continues upward into darkness.
Three passages lead away from the shaft. A small brass gong and a striking hammer are near the ledge.
The floating disk is made to move by
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Gallery If the characters arrive here from the entrance hall (area N3a), read: The staircase climbs twenty feet to a beautifully appointed gallery that continues toward the west, running almost the length
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