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Returning 35 results for 'could reflect ground to have relation'.
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Species
Wayfinder's Guide to Eberron
ground and faced your ancestors, and twenty fell before his singing blades. You are no Dhakaani of old, and a mere twenty of you will bring no honor to the Taeri.”
The warlord hissed in fury, and
she danced toward the chieftain. In a moment the song of steel was over.
Caerys watched as the warlord fell to the ground. With a contemptuous snap of her wrist, she flicked the blood from her blade
Species
Wayfinder's Guide to Eberron
ground and faced your ancestors, and twenty fell before his singing blades. You are no Dhakaani of old, and a mere twenty of you will bring no honor to the Taeri.”
The warlord hissed in fury, and
she danced toward the chieftain. In a moment the song of steel was over.
Caerys watched as the warlord fell to the ground. With a contemptuous snap of her wrist, she flicked the blood from her blade
Magic Items
Dragonlance: Shadow of the Dragon Queen
This mirror of elven design allows those who stare into it to reflect on positive memories. The 3-foot-tall mirror weighs 25 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning
harmlessly floats to the ground. Once the mirror has been deactivated, it can’t be activated again until the next dawn.
If a non-Construct creature other than you sees its reflection in the activated
Monsters
Quests from the Infinite Staircase
or larger plant within the lair.
Vine Wall. A wall of grasping vines appears on the ground within 120 feet of the Gardener. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it
back into the ground, freeing all creatures grappled by it, when the Gardener uses this lair action again or when the Gardener dies.
Regional Effects
The Eternal Garden has the following features
Monsters
Eberron: Rising from the Last War
","rollAction":"Magic Staff","rollDamageType":"force"} force damage.
Arcane Cataclysm (Recharges after a Long Rest). Sul Khatesh conjures orbs of magical energy that plummet to the ground at three
.
Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical form. The stat blocks provided here reflect the
Monsters
Fizban's Treasury of Dragons
creature can be as large as an island— and indeed, legends suggest that many unwitting sailors wrecked at sea have mistaken slumbering dragon turtles for solid ground.
Ancient dragon turtles might
1
I speak slowly and deliberately, pausing to reflect after (or sometimes in the middle of) each utterance.
2
I am more interested in the shiny baubles people carry than in anything
Monsters
Fizban's Treasury of Dragons
dragon turtles for solid ground.
Ancient dragon turtles might sleep for years or decades while floating along the surface of the ocean, enjoying the warmth of the sun and letting vegetation take root on
;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I speak slowly and deliberately, pausing to reflect after (or sometimes in the middle of) each utterance.
2
I am more
Monsters
Fizban's Treasury of Dragons
indeed, legends suggest that many unwitting sailors wrecked at sea have mistaken slumbering dragon turtles for solid ground.
Ancient dragon turtles might sleep for years or decades while floating
, pausing to reflect after (or sometimes in the middle of) each utterance.
2
I am more interested in the shiny baubles people carry than in anything they have to say.
3
I think of ships as
monsters
that drift above the ground, always flitting just out of sight. Adorned in tattered cloaks and concealing hoods or hats, their hollow laughter echoes through dark places, fading in and out to confuse
and terrify their victims. Kackles always carry lanterns lit with ghostly flames, the color of which changes to reflect a kackle’s current cruelty of choice.
Secret. Kackles are bound to their
monsters
wearing or carrying falls to the ground unharmed.
Sneak Attack (1/Turn). The caligni deals an extra 10 3d6;{"diceNotation":"3d6", "rollType":"roll", "rollAction":"Sneak Attack"} damage when
in caligni society. Regardless of their size or role, all calignis are gaunt, with pale flesh and white eyes. Some surface dwellers call the caligni “dark folk,” a term they dislike because it doesn’t reflect either their appearance or character, only their environment.
monsters
is wearing or carrying falls to the ground unharmed.
Sunlight Sensitivity. While in sunlight, the caligni has Disadvantage on ability checks and attack rolls. Multiattack. The caligni makes two
term they dislike because it doesn’t reflect either their appearance or character, only their environment.
monsters
condition on a success. Failure or Success: Anything the caligni is wearing or carrying falls to the ground unharmed.
Sneak Attack (1/Turn). The calignideals an extra 7 (2d6) damage deals an
eyes. Some surface dwellers call the caligni “dark folk,” a term they dislike because it doesn’t reflect either their appearance or character, only their environment.
monsters
);{"diceNotation":"4d6", "rollType":"roll", "rollAction":"Death Flare"} Fire Damage. Failure: Half damage. Failure or Success: Anything the caligni is wearing or carrying falls to the ground unharmed
;dark folk,” a term they dislike because it doesn’t reflect either their appearance or character, only their environment.
monsters
falls to the ground unharmed.
Sneak Attack (1/Turn). The caligni deals an extra 17 (5d6);{"diceNotation":"5d6", "rollType":"roll", "rollAction":"Sneak Attack"} damage when they hit a target with
society. Regardless of their size or role, all calignis are gaunt, with pale flesh and white eyes. Some surface dwellers call the caligni “dark folk,” a term they dislike because it doesn’t reflect either their appearance or character, only their environment.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
fantasy gaming worlds exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane. The worlds
of the Material Plane are infinitely diverse, for they reflect the creative imagination of the DMs who set their games there, as well as the players whose heroes adventure there. They include magic
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
fantasy gaming worlds exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane. The worlds
of the Material Plane are infinitely diverse, for they reflect the creative imagination of the DMs who set their games there, as well as the players whose heroes adventure there. They include magic
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the worlds of D&D exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane. The worlds of
the Material Plane are infinitely diverse, for they reflect the creative imagination of the DMs who set their games there, as well as the players whose heroes adventure there. They include magic
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the worlds of D&D exist within the Material Plane, making it the starting point for most campaigns and adventures. The rest of the multiverse is defined in relation to the Material Plane. The worlds of
the Material Plane are infinitely diverse, for they reflect the creative imagination of the DMs who set their games there, as well as the players whose heroes adventure there. They include magic
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
you by imitating the sound of a baby crying. 8 You find a golden acorn. If you bury it in the ground, an awakened shrub that is friendly toward you instantly sprouts from the ground in that spot. You
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
you by imitating the sound of a baby crying. 8 You find a golden acorn. If you bury it in the ground, an awakened shrub that is friendly toward you instantly sprouts from the ground in that spot. You
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
conical rooftop (areas 31–area 33) juts upward and outward from the southeastern part of the wall, rising another 120 feet into the air. Trees and shrubs sprout from the ground here and there, and
three telescopes are mounted to the battlements. A wrought iron spiral staircase descends through a hole in the ground, leading down to area 19. Near the staircase is a pile of rocks that cloud giants can
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
conical rooftop (areas 31–area 33) juts upward and outward from the southeastern part of the wall, rising another 120 feet into the air. Trees and shrubs sprout from the ground here and there, and
three telescopes are mounted to the battlements. A wrought iron spiral staircase descends through a hole in the ground, leading down to area 19. Near the staircase is a pile of rocks that cloud giants can
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
streams flowing through the cavern and into the Darklake.
Light. Mantol-Derith is brightly lit by continual flame spells and crystals in the walls that reflect the light. A network of walkways and small plazas crisscross the rocky ground of the outpost, paved with crushed crystals that also reflect light.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
streams flowing through the cavern and into the Darklake.
Light. Mantol-Derith is brightly lit by continual flame spells and crystals in the walls that reflect the light. A network of walkways and small plazas crisscross the rocky ground of the outpost, paved with crushed crystals that also reflect light.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
lightning rail train is made up of an elemental vessel linked to a series of connected carts, all of which float about 5 feet off the ground. Each cart, similar in form to a large wagon with no wheels
, has a conductor stone embedded in its underside. A corresponding set of conductor stones laid out in a line on the ground interacts with the stones in the carts to form a rail for the train to follow
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
lightning rail train is made up of an elemental vessel linked to a series of connected carts, all of which float about 5 feet off the ground. Each cart, similar in form to a large wagon with no wheels
, has a conductor stone embedded in its underside. A corresponding set of conductor stones laid out in a line on the ground interacts with the stones in the carts to form a rail for the train to follow
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
and pulls a small box from his pocket, his sweetheart bursts into laughter and begins rolling on the ground. The halfling in face paint begins sobbing and darts into the nearby tent without getting his
using his prestidigitation cantrip, which he can cast without the verbal component. Inside the Hall of Illusions Tall mirrors line the interior walls of the tent. The mirrors near the entrance reflect
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
and pulls a small box from his pocket, his sweetheart bursts into laughter and begins rolling on the ground. The halfling in face paint begins sobbing and darts into the nearby tent without getting his
using his prestidigitation cantrip, which he can cast without the verbal component. Inside the Hall of Illusions Tall mirrors line the interior walls of the tent. The mirrors near the entrance reflect
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
stroking its surface. The obelisk flashes once, the glow of faerzress around the cavern flaring in response. The derro squeals with glee as she snatches an object up from the ground, then writes
bears no relation to the obelisk’s actual purpose. If the characters took the lump of metal from Droki or the Gray Ghosts, they notice the obelisk is made from the same material. If the lump is touched
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
stroking its surface. The obelisk flashes once, the glow of faerzress around the cavern flaring in response. The derro squeals with glee as she snatches an object up from the ground, then writes
bears no relation to the obelisk’s actual purpose. If the characters took the lump of metal from Droki or the Gray Ghosts, they notice the obelisk is made from the same material. If the lump is touched
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Dock Ward is unsafe. You can set the mood by reading the following to the players: Tall, densely packed tenements leave most of the neighborhood in shadow at ground level. Most of the streetlamps have
restored the old name and changed his name to Xoblob. “No relation to the eye tyrant hanging in the window!” he says. Trinkets. The gnome sells an assortment of trinkets. As the characters search the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Dock Ward is unsafe. You can set the mood by reading the following to the players: Tall, densely packed tenements leave most of the neighborhood in shadow at ground level. Most of the streetlamps have
restored the old name and changed his name to Xoblob. “No relation to the eye tyrant hanging in the window!” he says. Trinkets. The gnome sells an assortment of trinkets. As the characters search the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
face of defeat and find reinforcements, they might instead press the attack.
As an optional rule to reflect this ferocity, a sahuagin that comes within 30 feet of a hostile creature that doesn’t have
all its hit points must use an action to make a DC 13 Intelligence saving throw. On a failed save, the sahuagin’s Blood Frenzy takes over as normal, and the creature either stands its ground or
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
face of defeat and find reinforcements, they might instead press the attack.
As an optional rule to reflect this ferocity, a sahuagin that comes within 30 feet of a hostile creature that doesn’t have
all its hit points must use an action to make a DC 13 Intelligence saving throw. On a failed save, the sahuagin’s Blood Frenzy takes over as normal, and the creature either stands its ground or
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, or saddles—that reflect the culture and nature of the giants who care for them. Hill giants might use crude twisted rope or rough leather cords, while storm giants could use bridles of spun copper
dance
5 2 xorn (attitude: 1d10) gliding through the ground
6 1 roper lurking near its brood of 1d6 piercers (attitude for all: 1d4 + 1)
7 1 stone giant of Evil Earth* (attitude: 1d4 + 1