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Returning 35 results for 'conviction regions guarded to have reflection'.
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Monsters
Fizban's Treasury of Dragons
life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions
dragon intent on exploring a new world of the Material Plane has acquired a magic ship for the journey and now just needs a brave crew.
5
A crystal dragon who has guarded a mountain pass for
Monsters
Fizban's Treasury of Dragons
, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many
.
4
A crystal dragon intent on exploring a new world of the Material Plane has acquired a magic ship for the journey and now just needs a brave crew.
5
A crystal dragon who has guarded a
Monsters
Fizban's Treasury of Dragons
, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline
has guarded a mountain pass for decades unexpectedly retires to the Elemental Plane of Air. Monstrous forces immediately move into the area—and might take control of the pass unless the dragon
Monsters
Fizban's Treasury of Dragons
in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or
crystal dragon who has guarded a mountain pass for decades unexpectedly retires to the Elemental Plane of Air. Monstrous forces immediately move into the area—and might take control of the pass
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Gatekeepers in the War The Last War had only minimal impact on the Gatekeepers, and vice versa. The druids’ primary concern was to prevent military activity from disrupting the seals they guarded
. Occasionally the Gatekeepers attacked groups of scouts or military patrols, driving them away to ensure that battles didn’t erupt in their vicinity. Sometimes the Gatekeepers failed in those efforts, and Xoriat’s corruption spread over some remote regions while the war raged around them.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Gatekeepers in the War The Last War had only minimal impact on the Gatekeepers, and vice versa. The druids’ primary concern was to prevent military activity from disrupting the seals they guarded
. Occasionally the Gatekeepers attacked groups of scouts or military patrols, driving them away to ensure that battles didn’t erupt in their vicinity. Sometimes the Gatekeepers failed in those efforts, and Xoriat’s corruption spread over some remote regions while the war raged around them.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites Q’barra is split into three main regions. New Galifar is the original colony; it has a feudal structure and holds to the laws of the Treaty of Thronehold. To the north, Hope is a
collection of small mining towns. In Hope, the law goes only as far as the people willing to enforce it. Beyond these human regions lie the unexplored lands of the scales. Haka’torvhak Explorers tell
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites Q’barra is split into three main regions. New Galifar is the original colony; it has a feudal structure and holds to the laws of the Treaty of Thronehold. To the north, Hope is a
collection of small mining towns. In Hope, the law goes only as far as the people willing to enforce it. Beyond these human regions lie the unexplored lands of the scales. Haka’torvhak Explorers tell
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
reflection of your patron, with sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiend. Because the Great Old One’s nature is inscrutable, any familiar form is suitable for it
iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a cultist tormented by contact
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
reflection of your patron, with sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiend. Because the Great Old One’s nature is inscrutable, any familiar form is suitable for it
iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a cultist tormented by contact
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
reflection of your patron, with sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiend. Because the Great Old One’s nature is inscrutable, any familiar form is suitable for it
iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a lunatic driven mad by contact
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
reflection of your patron, with sprites and pseudodragons tied to the Archfey and imps and quasits tied to the Fiend. Because the Great Old One’s nature is inscrutable, any familiar form is suitable for it
iron, holding spells of conjuration and a wealth of forbidden lore about the sinister regions of the cosmos, a gift of the Fiend. Or it could be the tattered diary of a lunatic driven mad by contact
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Background According to local legend, the sages of the Tower of the Heavens can glimpse the future. Suppliants journey from distant regions to the tower, each bringing gold and a single question
about their fate in hopes of receiving an answer from the sages. Unknown to outsiders, the sages’ talents come from their best-guarded secret: a series of ancient, magical tomes called the Books of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the surrounding regions. Highest Towers,
Upper Central Council Hall The seat of city government and the site of City Council meetings. The council meets weekly, and visitors can watch from the gallery
a legendary wine cellar. Platinum Towers, Upper Central The Vaults Located below the Kundarak Bank, the Vaults are Kundarak’s heavily guarded storage facility. Korranath, Upper Central Wayfinder
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Background According to local legend, the sages of the Tower of the Heavens can glimpse the future. Suppliants journey from distant regions to the tower, each bringing gold and a single question
about their fate in hopes of receiving an answer from the sages. Unknown to outsiders, the sages’ talents come from their best-guarded secret: a series of ancient, magical tomes called the Books of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the surrounding regions. Highest Towers,
Upper Central Council Hall The seat of city government and the site of City Council meetings. The council meets weekly, and visitors can watch from the gallery
a legendary wine cellar. Platinum Towers, Upper Central The Vaults Located below the Kundarak Bank, the Vaults are Kundarak’s heavily guarded storage facility. Korranath, Upper Central Wayfinder
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
deny their existence. Much of the World Is Untamed. Wild regions abound. City-states, confederacies, and kingdoms of various sizes dot the landscape, but beyond their borders the wilds crowd in. People
heals wounds to something much more rare and impressive, such as a levitating tower or a stone golem guarding the gates of a city. Beyond the realms of civilization are caches of magic items guarded
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dwell in fiery regions such as volcanoes and the burning expanses of the world’s deserts. Their love of the desert brings them into conflict with the djinn that ride the desert whirlwinds, and with the
devils, his palace warded by the spells of a thousand archmagi, his treasures guarded by red dragons and fire elementals. No one has plundered the efreeti’s fabled vaults and lived to tell the tale. By
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dwell in fiery regions such as volcanoes and the burning expanses of the world’s deserts. Their love of the desert brings them into conflict with the djinn that ride the desert whirlwinds, and with the
devils, his palace warded by the spells of a thousand archmagi, his treasures guarded by red dragons and fire elementals. No one has plundered the efreeti’s fabled vaults and lived to tell the tale. By
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
deny their existence. Much of the World Is Untamed. Wild regions abound. City-states, confederacies, and kingdoms of various sizes dot the landscape, but beyond their borders the wilds crowd in. People
heals wounds to something much more rare and impressive, such as a levitating tower or a stone golem guarding the gates of a city. Beyond the realms of civilization are caches of magic items guarded
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. A ferry crossing allows traffic from Greyhawk and regions to the south to cross the Selintan River at its first major bend. The lord mayor of Greyhawk built Ford Keep here to protect the crossing
economy. Mistmarsh. This vast swamp holds the half-sunken ruins of an ancient city that is now shrouded by fog and guarded by a family of black dragons. Will-o’-wisps lure prey to the ruins, where doom
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
free to do as it pleases. Many take up residence in the places they previously guarded, especially if their summoners have died. With the spectator’s loss of purpose, the quirks it displayed during its
enough food and water to sustain itself for 24 hours.
Reactions
Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
free to do as it pleases. Many take up residence in the places they previously guarded, especially if their summoners have died. With the spectator’s loss of purpose, the quirks it displayed during its
enough food and water to sustain itself for 24 hours.
Reactions
Spell Reflection. If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Entémoch’s Boon This large cavern is located west of Blingdenstone (see the map of Underdark regions and locations in chapter 2) and has always been a closely guarded secret. Most svirfneblin who
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Entémoch’s Boon This large cavern is located west of Blingdenstone (see the map of Underdark regions and locations in chapter 2) and has always been a closely guarded secret. Most svirfneblin who
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. A ferry crossing allows traffic from Greyhawk and regions to the south to cross the Selintan River at its first major bend. The lord mayor of Greyhawk built Ford Keep here to protect the crossing
economy. Mistmarsh. This vast swamp holds the half-sunken ruins of an ancient city that is now shrouded by fog and guarded by a family of black dragons. Will-o’-wisps lure prey to the ruins, where doom
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
one permanent door, which leads to the guildhall’s tavern entrance. Across from it stands a double door guarded by two werewolves and two werevultures (see chapter 21 for the werevulture stat block
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->Dungeon Master’s Guide
nobility. Amid a large number of free cities and confederations, the monarchies of Furyondy and Celene are far more democratic in practice than those in other regions. Typical dress in the Central Flanaess
. Rumors suggest that a tome holding eldritch lore of unimaginable evil is held within, guarded by a powerful demon. Temple of Elemental Evil. The Temple of Elemental Evil, built long ago, spawned hordes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
nobility. Amid a large number of free cities and confederations, the monarchies of Furyondy and Celene are far more democratic in practice than those in other regions. Typical dress in the Central Flanaess
. Rumors suggest that a tome holding eldritch lore of unimaginable evil is held within, guarded by a powerful demon. Temple of Elemental Evil. The Temple of Elemental Evil, built long ago, spawned hordes
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
one permanent door, which leads to the guildhall’s tavern entrance. Across from it stands a double door guarded by two werewolves and two werevultures (see chapter 21 for the werevulture stat block
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->Tasha’s Cauldron of Everything
Supernatural Regions Not all lands thrive as nature intended. Magical forces, strange interlopers, or tragic events can alter an area’s destiny, fundamentally changing the land. While the flora
affected location. The descriptions of the following supernatural regions summarize the region, present a table of potential effects within the affected area, and note triggers for a random effect. Feel
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Supernatural Regions Not all lands thrive as nature intended. Magical forces, strange interlopers, or tragic events can alter an area’s destiny, fundamentally changing the land. While the flora
affected location. The descriptions of the following supernatural regions summarize the region, present a table of potential effects within the affected area, and note triggers for a random effect. Feel
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Beholder Lairs The lair of a beholder is a reflection of the creature’s mind-set — designed to anticipate, and thwart, any plan that would-be invaders might devise. Each of its chambers is isolated
, sometimes covered with a wood or metal grating. A prisoner is stripped of weapons and magic items, thrown into one of the holes, and guarded by minions at all times. Sanctum The beholder’s private chamber is
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Beholder Lairs The lair of a beholder is a reflection of the creature’s mind-set — designed to anticipate, and thwart, any plan that would-be invaders might devise. Each of its chambers is isolated
, sometimes covered with a wood or metal grating. A prisoner is stripped of weapons and magic items, thrown into one of the holes, and guarded by minions at all times. Sanctum The beholder’s private chamber is
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
enemies of late, and its numbers are dwindling. The tribe still maintains a permanent walled settlement in the Surbrin Hills called Griffon’s Nest, but it’s more of a guarded encampment than the
forests that surround the Silver Marches, and are even making forays into elf-controlled regions of the High Forest in an effort to find the Grandfather Tree and lay claim to it. Seriska Hungermaw is