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Returning 35 results for 'continuing reflections grouse to have remains'.
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containing reflection ground to have remains
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continuing reflection ground to have remain
continuing reflection groups to have remain
containing reflections ground to have remains
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
into conflict with wary leonin hunting nearby. Sun’s Mirror This vast, placid lake sits at the center of Oreskos. No matter the weather around it, the lake’s surface remains undisturbed, and often
reflects the sunlight so brightly that it’s difficult to look at. Those who approach the lake and gaze into its waters usually see their own reflections, but on rare occasions, they see visions of places
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
into conflict with wary leonin hunting nearby. Sun’s Mirror This vast, placid lake sits at the center of Oreskos. No matter the weather around it, the lake’s surface remains undisturbed, and often
reflects the sunlight so brightly that it’s difficult to look at. Those who approach the lake and gaze into its waters usually see their own reflections, but on rare occasions, they see visions of places
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
to visit sacred dwarven sites before continuing on to Goldenfields. They were last seen at the west end of the Stone Bridge, turning south to proceed overland through the heart of the Sumber Hills
and warped into strange reflections of the Elemental Planes. At the heart of each elemental node, the characters find a great portal that serves as a conduit from its associated elemental plane. Here
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
to visit sacred dwarven sites before continuing on to Goldenfields. They were last seen at the west end of the Stone Bridge, turning south to proceed overland through the heart of the Sumber Hills
and warped into strange reflections of the Elemental Planes. At the heart of each elemental node, the characters find a great portal that serves as a conduit from its associated elemental plane. Here
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the
vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies. Chained to the Grave. Every vampire remains bound to its coffin, crypt, or grave
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the
vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies. Chained to the Grave. Every vampire remains bound to its coffin, crypt, or grave
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
; see below) can take any actions beyond continuing to chant as long as the priest, Phenex, commands them. Pentival. One of the prisoners includes the lawful good half-dragon paladin Pentival. Drawn
to escape a fight, but remains in the chapel to the bitter end. Girallons. The two girallons that protect Phenex have each had a left hand and eye removed. They use the girallon stat block but can
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
; see below) can take any actions beyond continuing to chant as long as the priest, Phenex, commands them. Pentival. One of the prisoners includes the lawful good half-dragon paladin Pentival. Drawn
to escape a fight, but remains in the chapel to the bitter end. Girallons. The two girallons that protect Phenex have each had a left hand and eye removed. They use the girallon stat block but can
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
remains under the spell’s effect for the full duration, it must make a DC 15 Intelligence saving throw at the end of the hour, taking 44 (8d10) psychic damage on a failed save, or half as much damage
twenty-foot-high cave is polished to a mirror finish, such that you are faced with countless distorted reflections of yourself. Your head spins as you try to keep your bearings.
If Tekeli-li is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
remains under the spell’s effect for the full duration, it must make a DC 15 Intelligence saving throw at the end of the hour, taking 44 (8d10) psychic damage on a failed save, or half as much damage
twenty-foot-high cave is polished to a mirror finish, such that you are faced with countless distorted reflections of yourself. Your head spins as you try to keep your bearings.
If Tekeli-li is
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
place. With each eye that is inserted, the reflections of the characters in the mirror become progressively unhealthier — losing weight, hair, and teeth as they come to resemble undead. When all ten
eyes are in place, they disappear and the door grinds open and remains open henceforth. 44B. Inside the Vault When the door opens, read: The vault door grinds upward, revealing a domed, candlelit room
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm. IT’S YOUR SWARM
A Swarmkeeper’s swarm and spells are reflections of the
Swarm 3rd-level Swarmkeeper feature A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you’re alive, the swarm remains in your space, crawling on you or
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm. IT’S YOUR SWARM
A Swarmkeeper’s swarm and spells are reflections of the
Swarm 3rd-level Swarmkeeper feature A swarm of intangible nature spirits has bonded itself to you and can assist you in battle. While you’re alive, the swarm remains in your space, crawling on you or
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Spell Scroll, which casts the spell with the benefit of the Metamagic option you chose. The Spell Scroll remains ensorcelled until it is used or you finish a Long Rest. Level 6: Bear Witness You have
: Arcane Apocrypha Your obsessive reflections on the end of existence inspire your writing. Whenever you finish a Long Rest, you can create one Spell Scroll at no cost. It must be a spell of level 5 or
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
place. With each eye that is inserted, the reflections of the characters in the mirror become progressively unhealthier — losing weight, hair, and teeth as they come to resemble undead. When all ten
eyes are in place, they disappear and the door grinds open and remains open henceforth. 44B. Inside the Vault When the door opens, read: The vault door grinds upward, revealing a domed, candlelit room
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the glass cabinet and fell victim to its spell. If one or more characters follow Rubin into the Hall of Illusions, see “Chasing Rubin” below. After recovering from the cabinet’s spell, Ween remains
onlookers in their youth; the images grow steadily older, until the mirrors deep within the hall reflect onlookers in their twilight years. As the characters scrutinize their reflections, ask the players
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the glass cabinet and fell victim to its spell. If one or more characters follow Rubin into the Hall of Illusions, see “Chasing Rubin” below. After recovering from the cabinet’s spell, Ween remains
onlookers in their youth; the images grow steadily older, until the mirrors deep within the hall reflect onlookers in their twilight years. As the characters scrutinize their reflections, ask the players
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Berbalang Berbalangs creep across the petrified remains of dead gods adrift on the Astral Plane. Obsessed with gathering secrets, both from the gods they inhabit and from the bones of dead creatures
speared, a creature is pulled into the darkness to be sliced apart or teleported elsewhere to be tortured to death.
Dark Reflections. A boneclaw’s master might not want such a servant or even know it
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Berbalang Berbalangs creep across the petrified remains of dead gods adrift on the Astral Plane. Obsessed with gathering secrets, both from the gods they inhabit and from the bones of dead creatures
speared, a creature is pulled into the darkness to be sliced apart or teleported elsewhere to be tortured to death.
Dark Reflections. A boneclaw’s master might not want such a servant or even know it
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
erinyes bound to him by an infernal contract. The erinyes appears in an unoccupied space within 60 feet of him, acts as his ally, and can’t summon other devils. The erinyes remains for 10 minutes or
. Mahadi and Zariel Zariel relies on Mahadi’s services to provide supplies, magic items, and other items of value necessary for continuing her campaign in the Blood War. Infernal Rapture has also been
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, who slowly applies those features to the headquarters. A majordomo of a franchise modeling itself after a spy organization might constantly invent devices for the franchise, making continuing progress
hireling remains dedicated to the party’s goals, or the DM can make that decision on the basis of how the adventure plays out and the characters’ attitude toward the adventuring NPC. Tasks and Downtime
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
erinyes bound to him by an infernal contract. The erinyes appears in an unoccupied space within 60 feet of him, acts as his ally, and can’t summon other devils. The erinyes remains for 10 minutes or
. Mahadi and Zariel Zariel relies on Mahadi’s services to provide supplies, magic items, and other items of value necessary for continuing her campaign in the Blood War. Infernal Rapture has also been
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, who slowly applies those features to the headquarters. A majordomo of a franchise modeling itself after a spy organization might constantly invent devices for the franchise, making continuing progress
hireling remains dedicated to the party’s goals, or the DM can make that decision on the basis of how the adventure plays out and the characters’ attitude toward the adventuring NPC. Tasks and Downtime
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
appear to be the remains of larger individuals. Half a dozen large, unlit brass lanterns stand in niches or on ledges around the cavern.
The tunnel that runs south was the original entrance to Wave
ruined stone bunks and toppled weapon racks are eight corpses, including the rotting remains of two ogres.
In the round after any living creature enters this chamber, the dead creatures clamber to
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
appear to be the remains of larger individuals. Half a dozen large, unlit brass lanterns stand in niches or on ledges around the cavern.
The tunnel that runs south was the original entrance to Wave
ruined stone bunks and toppled weapon racks are eight corpses, including the rotting remains of two ogres.
In the round after any living creature enters this chamber, the dead creatures clamber to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
(area V2). V2. Main Entrance Half-submerged in the icy mire are the bones, skull, and tusks of a long-dead mammoth. Beyond these remains is a yawning cave mouth.
This route leads to the firelit cave
Stream To the north along the frozen stream, the tunnel splits, with one way continuing north and the other veering east. The stream follows the dark northward tunnel. Light from a distant fire is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
(area V2). V2. Main Entrance Half-submerged in the icy mire are the bones, skull, and tusks of a long-dead mammoth. Beyond these remains is a yawning cave mouth.
This route leads to the firelit cave
Stream To the north along the frozen stream, the tunnel splits, with one way continuing north and the other veering east. The stream follows the dark northward tunnel. Light from a distant fire is
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Mournland Environment The arcane energies that caused the Day of Mourning and that linger in the remains of Cyre are mysterious and unpredictable, so they can be the cause of any bizarre magical
spring is marked by the Crimson Water, a stagnant lake of blood-colored liquid. The shores of the Crimson Water are littered with the remains of animals and travelers that have strayed into the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Mournland Environment The arcane energies that caused the Day of Mourning and that linger in the remains of Cyre are mysterious and unpredictable, so they can be the cause of any bizarre magical
spring is marked by the Crimson Water, a stagnant lake of blood-colored liquid. The shores of the Crimson Water are littered with the remains of animals and travelers that have strayed into the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
portal now remains tied to a pocket dimension channeling the power of the Far Realm. Danger lurks on the other side of the door, whose stone has been marked as off limits for Dran Enterprises employees
bears is missing. A successful DC 12 Intelligence (Religion) or Wisdom (Perception) check determines that the holy symbol of Moradin was once on the tabard, but only a bit of the flame remains. She
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
paired with a lack of conversational practice makes Alessia honest to a fault. She remains unaware of Valin’s evil nature—and of the fact that she is the living canopic vessel for Valin’s heart. Alessia’s
room, notices that one of the mirrors near the corner of the room has a shimmer in its reflections. A creature that touches that mirror takes no damage and causes the mirror to turn sideways, revealing
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
paired with a lack of conversational practice makes Alessia honest to a fault. She remains unaware of Valin’s evil nature—and of the fact that she is the living canopic vessel for Valin’s heart. Alessia’s
room, notices that one of the mirrors near the corner of the room has a shimmer in its reflections. A creature that touches that mirror takes no damage and causes the mirror to turn sideways, revealing
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
portal now remains tied to a pocket dimension channeling the power of the Far Realm. Danger lurks on the other side of the door, whose stone has been marked as off limits for Dran Enterprises employees
bears is missing. A successful DC 12 Intelligence (Religion) or Wisdom (Perception) check determines that the holy symbol of Moradin was once on the tabard, but only a bit of the flame remains. She
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
size that near the ancient ancestral mound of the Red Tiger tribe. The settlement was founded some time ago by members of the Black Lion tribe, who put down roots here rather than continuing to live
the Uthgardt. Each is said to have been built over the remains of a tribe’s totem spirit, along with the tribesfolk who died while helping Uthgar to fight the creature. A tribe lays claim to the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
size that near the ancient ancestral mound of the Red Tiger tribe. The settlement was founded some time ago by members of the Black Lion tribe, who put down roots here rather than continuing to live
the Uthgardt. Each is said to have been built over the remains of a tribe’s totem spirit, along with the tribesfolk who died while helping Uthgar to fight the creature. A tribe lays claim to the