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Returning 35 results for 'corner warrior reflection'.
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Orc
Legacy
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Species
Mordenkainen Presents: Monsters of the Multiverse
Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his toughness
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Orc Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. A blot of shadow in the corner of a dusty crypt might be a shadow crossing, as might an open grave. Shadow crossings form in gloomy places where spirits or the stench of death lingers, such as
battlefields, graveyards, and tombs. They manifest only in darkness, closing as soon as they feel light’s kiss. EVERNIGHT
The city of Neverwinter in the world of the Forgotten Realms has a dark reflection
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
with his own ferocity, remaking him as a reflection of Mogis’s wrath and an engine of destruction in combat. This warrior became the first minotaur, and many minotaurs still worship Mogis, as he is
dangerous lot. From the spurned lover thirsting for revenge to the blood-drenched warrior on the battlefield, all honor Mogis with the shedding of blood in anger. Minotaurs are the most ardent worshipers of
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
a vaulted ceiling. Light shines into the room through tall windows facing the mountains to the south. One corner of the hall holds a collection of plain cots and empty chests, and nearby stands a
Throughout Castle Kalaman, including within the characters’ chambers, stonework and statues depict the warrior-god Kiri-Jolith, patron of the Solamnic Knights of the Sword. Clerics of Kiri-Jolith recognize these depictions, as do characters who succeed on a DC 12 Intelligence (Religion) check.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2. Entrance from the Village Hall Hidden beneath the planks in the back corner of the village hall, this entrance to the ice caves consists of a chute carved with icy stairs descending 100 feet in a
of the room. Additionally, a bed of piled furs has been arranged in the southwest corner, from which the sound of loud coughing can be heard when the characters enter the chamber. Villagers who suffer
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
in one corner, and flickering lanterns resting here and there. Five performers occupy the room. Two of them pace nervously while the others weep.
The actors here perform their roles reluctantly and
long as possible.” Treasure. The box in the corner contains the belongings of actors who have perished in Motherhorn. (Some died of natural causes; others succumbed at the hands of Endelyn, her minions
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Events d6 Event
1 A sudden gust of wind extinguishes any open flames.
2 A character sees their own reflection age in a puddle or pane of glass.
3 Books hurl themselves from a
shelf.
4 Any pets or animals with the group hiss, bark, or back away from an empty corner of the room.
5 Any rations that the group carries with them suddenly spoil and rot.
6 A voice
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
2. Entrance from the Village Hall Hidden beneath the planks in the back corner of the village hall, this entrance to the ice caves consists of a chute carved with icy stairs descending 100 feet in a
center of the room. Additionally, a bed of piled furs has been arranged in the southwest corner, from which the sound of loud coughing can be heard when the characters enter the chamber. Villagers who
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
human stands in one corner. The largest piece of furniture is a sumptuous divan.
The room is the residence of Qesnef, an oni who lost a bet with Keraptis and as a result must confine himself in these
form of a doughty halfling warrior, claiming to be someone who has been trapped by the evil wizard. Treasure. Qesnef’s valuables have been casually shoved beneath the divan. The hoard includes
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the alleys between the buildings in search of prey.
The giant spiders creep about in groups of three. Additional forces stationed here include a male drow elite warrior named Ranaghax Auvryndar
hung above a fire in the southwest corner.
Raelphar carries a key to the bugbear’s manacles, and Rizryn has a ring of keys that unlock the goblins’ shackles. Without these keys, a successful DC 15
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
fountain’s liquid, they see a glimpse of Vecna conducting his ritual in the Cave of Shattered Reflection. A character who examines the reflection sees Vecna kneeling in a crystal-lined chamber. The lich-god’s
eye is closed as he murmurs silent incantations. In his outstretched hand, Vecna holds a volatile, light-consuming orb of magical energy that resembles a black hole. The reflection in the fountain is
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Creatures from every corner of the multiverse crowd Sigil’s busy streets Morte, however, isn’t a mimir. A floating skull with a penchant for speaking his mind and claiming expertise, Morte is one of
Valeza Sunflies influenced by
various Outer Planes inhabit
every corner of the Outlands
Stat Blocks by Challenge Rating CR Stat Block Creature Type 0 Cranium rat squeaker Aberration 0
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
pieces of broken statuary lie on the floor, partially buried in the mud. Opposite the entrance to this room is another door.
Only one pedestal remains standing, in the northwest corner. On it sits a
gods. These include a coyote, a crab-headed figure, an alligator-headed god, a feathered warrior, and a jaguar.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Valenar Capital: Taer Valaestas Hallmarks: Elves, horses, mercenaries In the midst of the Last War, an army of Tairnadal warrior elves from Aerenal seized this region from Cyre, invoking a claim to
with stealth and swordplay. Cyre employed the Valenar as mercenaries until the elves betrayed Cyre and took a corner of the nation for themselves. These lands escaped the destruction visited upon the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
teleported creatures arrive in an empty space near this oval, regardless of their intended destination in the Mournland. A creature that studies the reflection of the Mournland in the oval clearly sees the
the warforged warrior stat block in appendix A) remain in Ialos to guard the mill or patrol its surroundings. When no expedition is underway, thirteen pilgrims (including their leader, Mercy, who also
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
halfling with gleaming crystal eyes. This warforged spent twenty years on the battlefield, and it has no fear of the halfling warrior. Neither one noticed the changeling who stole the halflings purse, but
she alters her features anyway, taking the form of an old man as she moves around the corner.
Eberron can be home to any of the creatures found across the multiverse of Dungeons & Dragons. Humans
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
areas 17a through 17e beyond. 18b. Fight Club Drow. In the middle of the room, a female drow elite warrior named Drinrith Auvryndar (Vlonwelv’s niece) is providing melee combat training to fourteen
that serve as Drinrith’s bodyguards.
Wreckage. Wrecked furniture lies piled in the southeast corner. Rubble chokes a great fireplace in the north wall.
Thirteen of the male drow are standing in a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, all covered in dust and cobwebs.
Easel. A wooden easel stands in the northeast corner, draped in a black cloth. (Under the cloth, resting on the easel, is a half-finished portrait of Dezmyr as she
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
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
corner of their eyes, but when they turn to look, nothing is there. A voice whispers indistinct words in their ears. A terrified shriek splits the air. Shadows follow the characters, stretching out
abnormally across the floor to reach for them. Characters who view themselves in a reflection momentarily see the face of a lost loved one or a hated enemy instead of their own. The hair on their arms and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
are territorial and aggressive but Indifferent, and they won’t pursue a fleeing party. 19 A band of humans, including a Warrior Veteran and eight Warrior Infantry, watch the party. They are
Artifact. The Horns of the Beast—a jagged crown made from the horns of demons and wild animals—rests on a pedestal in the northwest corner of the ruins. Melchis immediately attempts to seize the Artifact
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
from the pool’s center is the head of a stone well that gives off an unpleasant, pungent odor. In one corner of the pool stands a tall, dirty, freestanding mirror in an oval frame, and floating on the
. Almost every available surface is littered with stacks of dirty plates, scraps of food, and old junk. Dressing dummies are pushed together in one corner, and a wooden staircase spirals up from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
his head. (His weapons, shirt, and armor lie in a pile in the northeast corner.)
Sylkress. Unless she is drawn to area 7c by sounds of combat there, a female drow elite warrior named Sylkress
corner are Pellanonia’s armor and weapons.
Pellanonia and Ghirith are lovers. If she must, Pellanonia can slip free of her bonds with a successful DC 15 Dexterity (Sleight of Hand) check. Once free, she
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
all the historical information found at the start of the “Captain Dapplewing’s Manor” section. Treasure. The paneling in the northeast corner conceals a secret door that isn’t fully shut, and so it can
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
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
each of the two pin locks with a separate successful DC 20 Dexterity check. White Gate. Behind the doors to the south is a white gate that connects with the Warrior Pools. 76. Naga’s Den If the spirit
that holds seven spell scrolls (two each of detect magic, identify, and lesser restoration, and one of remove curse). Glyph Key. Ihanvas carries a glyph key attuned to this zone, the Warrior Pools, the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
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
some of the people portrayed look very much alike. Tucked in the northeast corner of the foyer is a vestibule packed with fine cloaks, coats, and boots. N3b. Parlor This parlor contains a fine array of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
surprise attack. Regardless of whether the characters fight the strike squad, if they search this area, they find a comatose warforged warrior (see appendix A) in the northeast corner of this area. A
character who tries to rouse the warrior and succeeds at a DC 18 Charisma (Persuasion) check wakes the warrior, who identifies themself as Filch. Filch wandered in here shortly after the Day of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ladder at each end. The ladder at the south end climbs to area O1. O5. Chokepoint A long room, divided in the middle by two open doorways, stands empty. In the far southwest corner, an iron lever sticks
small, barred windows set into them at dwarf’s-eye height. Snow and wind enter the room through a barred window in the northeast corner that looks out toward the snow-covered bunker that guards the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
in white. A table in the center of the room has a small bench beside it. In the southwest corner is a coffer, its lid closed. A mass of seaweed rises in the northwest corner to a height of about seven
chamber are tiled in a dark green color, and the ceiling is tiled light green. A seaweed bed fills the northeast corner. In the center of the room stands a small table with a small bench beside it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Spider Eyes Watch Post The Xanathar Guild claims this corner of the dungeon. Shunn Shurreth, a drow exile favored by the beholder crime lord, commands the forces stationed here. 9a. Trapped Hall
Xanathar. Shunn believes that returning to his normal form might weaken his influence over his gang and diminish his status in the Xanathar Guild. Shunn is a drow elite warrior, with these changes
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
square pool set into the floor of this chamber. Torn cushions, rugs, tapestries, and clothing have been piled in one corner as a makeshift bed, while twigs and scraps of deadfall form a simple
covered in various vegetables and strange-looking cuts of meat. A wood stove burns brightly against the far wall, and a statue of a winged elf stands in the corner, its face carved into an open-mouthed
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
through the portal in the northeast corner of the map is transported into a demiplane (see the “Inside the Crystal Ball” section below). Pool Depth. The pool is 10 feet deep near the waterfall. The
goblinoid.
The following creatures are present, as shown on the map: Uni the unicorn, who has the Restrained condition while tangled in the Net Two Sprites, Willowbrush and Knock A Bugbear Warrior
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. After that, the beneficiary suddenly experiences the opposite of the intended effect of the ritual, which transforms the creature into the dark reflection of its initial desire. For example, those
) was a mighty warrior who sought even greater strength through her bargain with the hags. When she realized the true nature of the bargain shortly before the curse struck, the dragonborn returned to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
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
General Braahg to implement an outdated strategy. Risking treason, the hobgoblin hires the characters to lay his superior to rest. 4 The ghost of a fallen warrior asks the party to investigate why
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
. Skulls are piled in the northwest corner.
Among the trophies are a number of empty mounts equal to the characters in the party—a grim omen of what could happen if they’re defeated in this cave. Treasure
Warrior—the self-proclaimed boss of the cave—scolds two Goblin Warriors for sleeping on the job. When they notice the characters, the bugbear commands the goblins to fight and joins them in battle. The






