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                        Returning 35 results for 'continues wind reflect'.
                    
                
                        
                            
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                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     ability, enlarge/reduce
3rd
gaseous form, water breathing, wind wall
4th
freedom of movement, polymorph
5th
creation
When your magic causes physical
                                                
                                            
                                                
                                                     spellcasting, forming spirals that reflect the mathematical perfection of nature.
Suggested Characteristics
The bizarre science of the Simic Combine attracts a certain type of personality and encompasses
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                    51. Wind Tunnel This five-foot-diameter passage is dry and dusty, and it shows no sign of having been used for ages. Near the top of the corridor walls, about three feet from the ceiling, stone
                                                
                                            
                                                
                                                     rusty spikes. On the other side of this area, the corridor continues.
 Hazardous Hatch. Opening the hatch releases a whirlwind. The character who climbed up to open the hatch is hurled to the floor
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     the following benefits: Howling Wind. While on the Howling Iceberg, a creature attuned to the shard who doesn’t have the incapacitated condition can direct the winds to howl and propel the iceberg up to
                                                
                                            
                                                
                                                     8 miles per hour (80 feet per round) in a direction of the creature’s choice. The iceberg continues this movement until the attuned creature changes the direction and speed or the creature’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     reflect your principality. Your dwarf barbarian could be one of the savage Cloudreavers. Your dashing swashbuckler rogue could be a colorful Wind Whisperer. The Bloodsail elves have a strong tradition
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Figment and fails is targeted by a phantasmal killer spell (save DC 22) as the tiefling instructor briefly and vividly transforms into the target’s worst nightmare; then it calmly continues with “Now
                                                
                                            
                                                
                                                     19). The first time an attempt to dispel the illusion fails, all creatures in the room are targeted by a weird spell (save DC 22) as the surroundings transform to reflect each target’s worst nightmares.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     feel the icy claws and teeth of the cold wind sweeping down from the north, shearing through their layers of clothing. Termalaine was built in the path of this dreadful gale, which continues well past
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     ahead of you. Its smooth and shiny surface cannot possibly have been worn down by the wind. No, this protrusion looks utterly out of place, as if it had been thrust into the ground.
 A character who
                                                
                                            
                                                
                                                     a larger structure that continues underground. Slippery Entrance Characters who search the area around the protrusion find a slippery, 5-foot-diameter tunnel that enters the ground at a steep angle
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                     name in the dead-book! I swear, more and more of you clueless wind up in the Cage every day. Quit flapping your bone boxes, and go back to your own burgs.”
 The tetchy pedestrian might be either a
                                                
                                            
                                                
                                                     intervenes and tells the tiefling to scram; the commoner continues along their way with a sneer. Parisa scrapes a living in Sigil as a tout, a guide to the City of Doors. Brazen, street savvy, and a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     the cold wind to get the better of them. Auril’s winter spell has caused the population of Ten-Towns to dwindle and has heightened rivalries that have simmered for years, turning neighboring towns
                                                
                                            
                                                
                                                     against one another as competition for resources becomes increasingly intense. The alliance of Ten-Towns won’t hold if the mounting tribalism continues to threaten the common good.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     are typical of the places white dragons seek out to make their homes. White dragons enjoy the mournful sound of the wind and frequently choose lairs with long, winding tunnels down which icy gusts can
                                                
                                            
                                                
                                                     travel. They seldom work to improve their lairs, but when they do, it is often to channel wind currents to create effects the dragon finds pleasing. The labyrinthine tunnels and the mirror-like icy
                                                
                                            
                                        
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     created the orcs and continues to direct their destiny. He is aided and abetted by the other warrior deities, Bahgtru and Ilneval, who bring strength and cunning to the battlefield. The followers of all
                                                
                                            
                                                
                                                     of crows, or a sudden gust of wind — might be a communication from the gods. If the tribe has encountered a similar omen before, the priests understand how to interpret it, but if a sign from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    F. River Ivlis Crossroads Check for a random encounter whenever the characters reach area F, unless they are accompanied by Vistani. An old wooden gallows creaks in a chill wind that blows down from
                                                
                                            
                                                
                                                     east road leads to an arching stone bridge and continues on to the village of Barovia (area E). If the characters are traveling with Vistani, the Vistani lead them along the northwest road to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     stoic sentinels hold their posts through wind, storm, and flood, bound to their master’s command, eager to terrify prey with its sackcloth visage and rend victims with its razor-sharp claws. Spirit
                                                
                                            
                                                
                                                     scarecrow’s spirit doesn’t recall the memories it had as a creature, and its will is focused solely on serving its creator. If its creator dies, the spirit inhabiting a scarecrow either continues to follow its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    5. Raucous Mesa This chamber was sculpted by faerzress with the side effect of trapping sound. The glow of faerzress shifts across this chamber as if pushed by an unseen wind. It flows toward and
                                                
                                            
                                                
                                                     around a large mesa and continues to spiral upward, but the ceiling of the cavern is too dark and high to see. You hear murmurs and whispers coming from atop the mesa, which grow louder as you approach
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     drawbridge spans the chasm, its chains creaking in the wind. Stone gargoyles stare down at you from the high walls, and a pale light spills into the courtyard from the open castle doors beyond.
 Phillip (as
                                                
                                            
                                                
                                                     drawbridge?
 
 The adventure continues from there, relying on the DM’s descriptions to set the scenes. Later in the chapter, other examples of play focus on certain aspects of D&D play: social
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Fomorian The most hideous and wicked of all giantkind are the godless fomorians, whose deformed bodies reflect their vile demeanors. Some have facial features randomly distributed around their
                                                
                                            
                                                
                                                    .
 One by one, the giants fell as their bodies were warped to reflect the evil in their hearts. Stripped of their grace and magical power, the wretched horrors fled from the light, delving deep
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     efreet use magic to keep the cinder storms away from the City of Brass, but elsewhere in the plane, the wind is always at least blustery and rises to hurricane force during the worst storms. The heat
                                                
                                            
                                                
                                                     best-known location in the Inner Planes is the City of Brass, on the shores of the Sea of Fire. This is the fabled city of the efreet, and its ornate spires and metal walls reflect their grandiose and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     smile to appear on the trunk of an inanimate tree nearby. A more powerful creature, such as a hag, can reshape a larger portion of the domain to reflect their emotional state. An archfey is so attuned to
                                                
                                            
                                                
                                                     form of an old woman’s sad face. 6 A gentle breeze carries a sweet scent. A chill wind carries a rotten stench. 7 The croak of a nearby frog sounds an awful lot like “I love you.” A nearby raven mocks
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Howling Caves Locations N1. Entrance A subterranean wind blows north, up the tunnel, carrying distant screams from the south.
 The north end of the tunnel forms the bottom of a widening shaft that
                                                
                                            
                                                
                                                    , which continues on the other side ten feet away. Fog obscures the chasm’s depths.
 The chasm is 50 feet deep, and the lower 40 feet of it is heavily obscured by fog. At the bottom of the chasm are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     blackness equivalent to darkness (a 2nd-level spell). A hag carefully shepherds her use of weird magic because the items in her repertoire are often impossible to duplicate or replace. To reflect this fact
                                                
                                            
                                                
                                                     how to invoke the razor wind, or the runestone containing the three syllables for crystallizing blood, it is better to use such things than to risk death by not doing so.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     cinder storms away from the City of Brass, but elsewhere in the plane, the wind always blows, sometimes rising to hurricane force during the worst storms. The heat on the Plane of Fire is comparable to
                                                
                                            
                                                
                                                     best-known location on the Inner Planes is the City of Brass, which stands on the shores of the Sea of Fire. This is the fabled city of the efreet, and its ornate spires and spiked walls reflect the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     foul-smelling tumors instead of leaves as their branches wither and die. Bodies of water in the area become tainted and sometimes poisonous, and the weather might feature extremes of heat, cold, wind
                                                
                                            
                                                
                                                     the infection continues long enough, a portal opens in the corrupted environment that connects to a random location in the Abyss. Demons that happen to be near the portal can travel through it and into
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     other pair arrives 1d4 rounds after the first. The mezzoloths in the pyramid (area W1) pretend to not hear the war horn. Turning Windmill. The windmill is powered by ancient magic, not wind, and
                                                
                                            
                                                
                                                     continues to turn unless its blades are wholly destroyed. Each blade has AC 13, 30 hit points, and immunity to poison and psychic damage. As long as at least two blades are turning, they keep the smoke 30
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     reflect whatever trial you endured to secure your new destiny and to model the knowledge and abilities imparted to you by whatever force transformed your life. Building a Rewarded Character Rewarded
                                                
                                            
                                                
                                                     life, they throw their cares to the wind and become adventurers. If your character’s life was changed by a Deck of Many Things, consider which card was responsible. Perhaps the Fates card undid a tragic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     ends. A blizzard’s howling wind limits hearing to a range of 100 feet and imposes disadvantage on ranged weapon attack rolls. It also imposes disadvantage on Wisdom (Perception) checks that rely on
                                                
                                            
                                                
                                                     hearing. The wind extinguishes open flames, disperses fog, erases tracks in the snow, and makes flying by nonmagical means nearly impossible. A creature falls at the end of its turn if it is flying by
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     the drawbridge creak in the wind, their rust-eaten iron straining with the weight. From atop the high strong walls, stone gargoyles stare at you from hollow sockets and grin hideously. A rotting wooden
                                                
                                            
                                                
                                                     adventurers grow in might as the campaign continues. Each monster defeated, each adventure completed, and each treasure recovered not only adds to the continuing story, but also earns the adventurers new
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     the drawbridge creak in the wind, their rust-eaten iron straining with the weight. From atop the high strong walls, stone gargoyles stare at you from hollow sockets and grin hideously. A rotting wooden
                                                
                                            
                                                
                                                     adventurers grow in might as the campaign continues. Each monster defeated, each adventure completed, and each treasure recovered not only adds to the continuing story, but also earns the adventurers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     redeeming quality the characters can appreciate—ideally a villain who isn’t preoccupied with killing or harming the characters. As your campaign continues, introduce new people and locations, and bring
                                                
                                            
                                                
                                                    . A break episode can be an opportunity for the characters to reflect on the events of the ongoing campaign, explore the nuances of the world, and further develop the relationships between them in a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Hags Hags represent all that is evil and cruel. Though they resemble withered crones, there is nothing mortal about these monstrous creatures, whose forms reflect only the wickedness in their hearts
                                                
                                            
                                                
                                                    . However, each of the hags continues to desire more personal power.
 A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                    , sculpted by sea spray and wind. The ridges block the view of the village until characters are 200 feet from the nearest shelter. The first sight that greets the adventurers when they emerge onto the plateau
                                                
                                            
                                                
                                                     village sits in a sheltered spot near the center of the iceberg. When the wind blows — which is most of the time — snow whips off the surrounding drifts and surrounds the settlement in a swirling
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     played 69 Silvered pinecone 70 Flask of spectral glowworms that change color to reflect the mood of the flask’s holder 71 Wooden apple painted blue 72 Tuning fork that sounds the tone for the F key 73
                                                
                                            
                                                
                                                     teeth in a tiny wooden box 77 Pinwheel whirligig that spins even when there’s no wind 78 Child’s parasol covered in moss and leaves 79 Wooden magnifying glass missing its lens 80 Glossy mushroom with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     is beauty. INSIDE THE MIND OF A GNOLL
 From a journal recovered from a slain cultist of Yeenoghu: 
 Day 2: The subject continues to growl and struggle, despite the removal of its arms and legs. I
                                                
                                            
                                                
                                                     in flight, the rush of the wind, and sounds of howling or cackling laughter that have no discernible source. Non-gnoll Cultists Few creatures aside from gnolls worship Yeenoghu, and those that do
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    , shocking grasp
 1st level (4 slots): fog cloud, magic missile, thunderwave
 2nd level (3 slots): gust of wind, Melf’s acid arrow, scorching ray
 3rd level (3 slots): fireball, fly, lightning bolt
 4th
                                                
                                            
                                                
                                                     ready to wield a deadly combination of unarmed fighting techniques and shadow magic to deceive and defeat her foes. She continues to spy on other hobgoblins, but is now also empowered to conduct
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    , sculpted by sea spray and wind. The ridges block the view of the village until characters are 200 feet from the nearest shelter. The first sight that greets the adventurers when they emerge onto the plateau
                                                
                                            
                                                
                                                     village sits in a sheltered spot near the center of the iceberg. When the wind blows—which is most of the time—snow whips off the surrounding drifts and surrounds the settlement in a swirling shroud
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     elevated, white marble statues arranged in a line depict slender, robed figures facing northward. The engraving on their faces has been worn away by the wind, but pointed ears make the statues
                                                
                                            
                                                
                                                     identifiable as elves.
 Each statue is life-sized, depicting an elf standing rigidly atop a 7-foot-high cylindrical base of wind-worn granite. (A seventh statue stands alone atop the northern tip of area E4
                                                
                                            
                                        






