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Returning 33 results for 'correctly revealed guardians to have reflection'.
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correctly reveal guardian to have reflections
correctly revered guardians to have rejection
correctly revealed guardian to have reflections
correctly reveal guardians to have reflections
correctly reveal guardian to have reflection
feats
Your image is separated from you, making you unable to cast a reflection or a shadow, but you’re able to easily slip notice. You gain the following benefits.
Inscrutable. Creatures have
of Dexterity (Stealth), with no need for being behind cover or Heavily Obscured. If you are ever more than 5 feet away from at least two other such creatures while hiding this way, you are revealed.
Orc
Legacy
This doesn't reflect the latest rules and lore.
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races
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
order from the encroachments of Fiends and other extraplanar threats. Gruumsh’s blessings have made orcs tireless guardians and mighty allies wherever they are found, even when they turn their
Triton
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in
the depths revealed that krakens, sahuagin, and far worse foes had fled the Plane of Water for the Material Plane.
The tritons, driven by a sense of duty and responsibility, would not allow their foes
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
her seat of power. An illusion masks Ramya’s Undead state. Her true nature is revealed only by the chill of her skin and in her withered reflection. Ramya permits no mirrors in her presence, lest her curse be revealed.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Cave Features The Cave of Shattered Reflection has the following features, as shown on map 11.5. Crystal Walls Most of the walls are made of a translucent, purple crystal that is immune to all damage
within 5 feet of the door. Brian Valeza The Cave of Shattered Reflection
is dotted with diamond doors With the exception of the door in area R2, each side of each diamond door is set with a large
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
order from the encroachments of Fiends and other extraplanar threats. Gruumsh’s blessings have made orcs tireless guardians and mighty allies wherever they are found, even when they turn their devotion to other gods.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Four Elements Difficulty: Hard This puzzle might appear anywhere elementals of earth, air, fire, and water serve as guardians. If the puzzle isn’t solved correctly, one or more of these guardian
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
immediately loses its power and counts as revealed. It remains in the minds of every character in the party, but the characters gain no benefit from revealing the secret. Keeping Secrets When the
characters confront Vecna in the Cave of Shattered Reflection in chapter 11, they can use any number of secrets they’ve kept to help thwart the lich-god’s Ritual of Remaking. See chapter 11 for more details about how secrets the characters kept can affect their confrontation with Vecna.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
monstrous guardians, could be clockwork devices or stuffed toys. This doesn’t change the creatures’ statistics and is revealed only in dramatic moments. Individuals the characters have known for years
might eventually be revealed as Ivan’s toys. Wicked Wonderland. The Dilisnya estate, Degravo, is a confusing tangle of topiary gardens, hedge mazes, and neglected petting zoos that abut sheer cliffs. The
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
remains, the companion boggle having been disposed of in area 7. Both stewards are thus now the same creature, who works hard to make sure this is never discovered. The boggle intuits (correctly) that
that their true nature as steward to both heads is accidentally revealed, incurring the ettin’s wrath. If 1 more charge is subsequently spent, things instead rewind and the ettin forgets all. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, many are captured and kept by unscrupulous folk seeking guardians for their treasures. The remains of Petrified creatures litter the area where a basilisk hunts. These might be mundane creatures or
Gaze (Recharge 4–6). Constitution Saving Throw: DC 12, each creature in a 30-foot Cone. If the basilisk sees its reflection in the Cone, the basilisk must make this save. First Failure: The target has
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, and to accepting ourselves.” Mirror Magic When any creature holds The Price of Beauty and gazes into the mirror, the image of Sune replaces their own reflection and speaks in a soft voice, saying
correctly that it was the cause of Falthrax’s disappearance. She fears the powerful magic involved and is apprehensive about what might have happened to her friend. If the characters aren’t inclined to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
that this entity revealed to you. Suggested Characteristics Shipwrights are resourceful carpenters and designers. They often have a dedicated spot at the local tavern, since shipwrights are
lacking is the greatest disappointment. (Evil) 5 Reflection. Muddied water always clears in time. (Any) 6 Hope. The horizon at sea holds the greatest promise. (Any) Shipwright Bonds d6 Bond 1 I
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
ritual’s magic. Appropriately, a spectator has four eyestalks, two on each side of the wide eye at the center of its four-foot diameter body. Magical Guardians. A summoned spectator guards a location or a
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->Monsters of the Multiverse
feed on their fear and despair. Dungeon builders and Underdark tyrants sometimes venture into the Shadowfell to capture balhannoths for use as guardians. Balhannoth
Large Aberration, Typically
magical properties. Any object created in this area is, upon close inspection, revealed as a fake. Books are filled with empty pages, golden items are obvious counterfeits, and so on. The
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
milky-white, seemingly blind eyes sees a reflection of their own face made decrepit and withered by age. The hag’s disguise is that of Greensong, a cheerful, rosy-cheeked wood elf who feigns
took over. The scarecrows are disguised as attractive humanoids. They don’t speak in their roles as bathhouse staff, but they nod and smile if spoken to. Two gargoyles act as the guardians for the
Magic Items
Infernal Machine Rebuild
construct resembling a gynosphinx follows you around. It constantly asks unsolvable riddles of other creatures, and insults those creatures when they fail to answer correctly.
77
A creature appears
duplicate. You control this force as if it were the product of an unseen servant spell, except that it is visible.
Each time you see your own reflection, you must succeed on a DC 12 Charisma saving throw
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
share that information until Valin’s true nature is revealed to her. With suitable roleplaying or a successful DC 15 Charisma (Persuasion) check, Alessia agrees to escort the characters through area T3
they catch your reflection.
This chamber was once used by the priests of the temple for meditation, and its magic is still intact. Two-sided mirrors set along the outside walls of this area reflect
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
her crystal ball of telepathy to scry on Zhong Yin soon after this area is revealed. See “Wei’s Betrayal” for details. Treasure. The chamber holds five cabinets carved with symbols that represent luck
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
Equipment
reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a horrific
spell for 1 minute.
63–64
Wicked spirits flutter around the triggering creature. It is surrounded by the Spirit Guardians spell (spell save DC 15), which deals Necrotic damage and harms all
Equipment
or simply a reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in
Enlarge/Reduce spell for 1 minute.
63–64
Wicked spirits flutter around the triggering creature. It is surrounded by the Spirit Guardians spell (spell save DC 15), which deals Necrotic damage
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
century ago, the city of Elturel was a petty power. It had claimed its neighbors’ territory under various excuses, putting them under “Elturel’s Guard.” Then, the city’s leader, its High Rider, was revealed
and flags of its two groups of guardians, the Hellriders and the Companions. It might be fairly said that the only reason Elturgard can exist as a nation is because of these knights, for it faces
Equipment
reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a horrific
for 1 minute.
63–64
Wicked spirits flutter around the triggering creature. It is surrounded by the Spirit Guardians spell (spell save DC 15), which deals Necrotic damage and harms all
Equipment
simply a reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a
spell for 1 minute.
63–64
Wicked spirits flutter around the triggering creature. It is surrounded by the Spirit Guardians spell (spell save DC 15), which deals Necrotic damage and harms
Equipment
a reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a horrific
spell for 1 minute.
63–64
Wicked spirits flutter around the triggering creature. It is surrounded by the Spirit Guardians spell (spell save DC 15), which deals Necrotic damage and harms
Equipment
reflection, and the feeling gnaws at the back of their minds forevermore.
45–46
The skin, flesh, and hair sloughs off all living humanoid creatures within a 30-foot-radius in a horrific
spell for 1 minute.
63–64
Wicked spirits flutter around the triggering creature. It is surrounded by the Spirit Guardians spell (spell save DC 15), which deals Necrotic damage and harms all
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
to his constables and no taste for city politics, functions as the Watch Citadel’s castellan. Havanack ensures that the Citadel is provisioned, that pay is correctly disbursed by the purse master, and
maintaining the city’s walls and turning back those who would storm its gates. Although the God of Guardians and his faithful carry out their duties impartially and without concern for the city’s politics, this
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
constables and no taste for city politics, functions as the Watch Citadel’s castellan. Havanack ensures that the Citadel is provisioned, that pay is correctly disbursed by the purse master, and that
city’s walls and turning back those who would storm its gates. Although the God of Guardians and his faithful carry out their duties impartially and without concern for the city’s politics, this role
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. Malyk is associated with rebellion because when a wild mage’s true nature is revealed, the individual often has no recourse but to openly attack others and create chaos. Most other drow vie to receive
assassination, illusions, and lies, Zinzerena personifies cruelty, stealth, misdirection, and survival by any means necessary. In some ways, Malyk is her reflection, and in many interpretations of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
area is closely watched by merfolk guardians, whose standing orders are to kill anyone attempting to disturb it. Rumors abound that the chests have magical protections; one story tells of thieves who
inventions of the Gondar are revealed on this day and paraded through the city. These devices range from something as humble as new cabinet hinges to massive mechanical constructs that walk or roll about
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
objects and can’t be broken. Reflections. Reflections in this room take on a life of their own, taunting the creatures who cast them. A creature that converses with its own reflection must succeed on a
. This effect is a property of the basin; the knife is nonmagical. After a character bleeds into the basin, the secret door leading north to the Throne room (area 16) is revealed by a glowing outline
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
single lizardfolk shaman worships at the altar in this room. Two amphisbaenae (see appendix C) serve as guardians here, and live within the hollow altar. Development. Only the shamans, the queen, and the
tells them that it is a triton held captive by the evil lizardfolk, and it offers to assist the characters against their “mutual enemies” if they release it. Even if the characters correctly identify it
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
. 11. Secret Room Dust coats the contents of this tiny chamber, obscuring runes inscribed on the southern wall.
Inscription. If the southern wall is cleared of dust, the runes are revealed to be a
as hunters and guardians of the tunnel. They react as described in area 16. 24. Trapped Access The doors on both ends of the corridor are locked and can be opened by a character who succeeds on a DC