Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 25 results for 'could retreated given to have reflective'.
Other Suggestions:
could retreat given to have reflection
could repeated given to have reflection
could recreate given to have reflection
could recreate given to have reflective
could retreat given to have reflective
Graz'zt
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
Zelatar, found within his Abyssal domain of Azzatar. Graz’zt’s maddening influence radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location
to all the targets.
Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Dexterity
Monsters
Mordenkainen Presents: Monsters of the Multiverse
around him. Given enough time in a single location, Graz’zt can twist it with his power.
Graz’zt’s lair is a den of ostentation and hedonism. It is adorned with finery and decorations
issues the same command to all the targets.
Conjure Mirrors. Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair
Monsters
Icewind Dale: Rime of the Frostmaiden
against Auril, who retreated to the coldest corner of Toril to escape their fury.
After a world-shaking event known as the Sundering, most of the gods withdrew from Toril, leaving mortals to govern
.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure.Lair Actions
Auril
Monsters
Icewind Dale: Rime of the Frostmaiden
, motionless sheets of ice. Umberlee brought Talos and Malar into an alliance against Auril, who retreated to the coldest corner of Toril to escape their fury.
After a world-shaking event known as the
loses all the traits and actions of the old form and gains those of the new form.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but
Monsters
Icewind Dale: Rime of the Frostmaiden
frigid cold transformed her chaotic, unpredictable tides into rigid, motionless sheets of ice. Umberlee brought Talos and Malar into an alliance against Auril, who retreated to the coldest corner of
form survives. When she transitions from one form to another, she loses all the traits and actions of the old form and gains those of the new form.
A stat block is given for each of Auril’s three
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
in a tangible ripple, warping reality around him. Given enough time in a single location, Graz’zt can twist it with his madness. Graz’zt’s lair is a den of ostentation and hedonism. It is adorned with
the same command to all the targets. Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
in a tangible ripple, warping reality around him. Given enough time in a single location, Graz’zt can twist it with his madness. Graz’zt’s lair is a den of ostentation and hedonism. It is adorned with
the same command to all the targets. Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
succeeds on a DC 19 Intelligence (Arcana) check can confirm that it exhibits the traits of a rabbit that has been given humanoid form by a true polymorph spell rendered permanent. Rabbithead retreated
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location, Graz’zt can twist it with his power. Graz’zt’s lair is a den of ostentation and hedonism. It is
command to all the targets. Conjure Mirrors. Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
round after the spiders attack. If the doppelganger from area 18 retreated to this area, it assumes the guise of Nundro Rockseeker so that Nezznar can use the “dwarf” as leverage to force the party’s
leather sack of treasure is amid the papers (see the “Treasure” section).
Roleplaying Nezznar Even though he intends to kill the characters, Nezznar is curious about them. Given the chance, he
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
better companion for Traxigor, given his eccentricity and good nature. Lulu is integral to the characters’ future success, though they shouldn’t know that yet. Lulu can speak Celestial but prefers to
Hellriders betrayed us. They retreated through the gate and sealed it behind them.
“Before she was captured, Zariel told me to hide her sword so that it wouldn’t fall into evil hands. Someone helped me
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
light in the fireplace from a small, highly reflective object.
Two swarms of insects (spiders) infest this room. One swarm descends on anyone who approaches the fireplace, and the other descends
Ned nor his merchant mentor are fools, and they have given some thought to preparing this story — it is not possible for the characters to discern Ned’s true motives. Indeed, to add verisimilitude to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of glowing violet crystal. Four earth cultists are here. Each one kneels or sits in front of an alcove, in a way that suggests a form of meditation.
At any given time, the cave contains two Black
if given the opportunity. Rhundorth has the statistics of a guard but is unarmed and unarmored (AC 11). His Strength is 18, and he speaks Common and Dwarvish. If given a choice of weapons, he prefers
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
injured wizards retreated here to rest, but the maze entrapped them. All five died while being absorbed. B5: Tumor Garden Several fleshy lumps in the floor rise like stalagmites to heights of two or
death cries and the ruptured wall. Though Varakkta was reluctant to leave her valued greatsword behind, she elected for discretion and retreated to rejoin her followers. Greatsword. The greatsword is
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, a fathomer, and a Dark Tide knight named Eyon. At any given time, five Crushing Wave reavers and one Crushing Wave priest are here (see chapter 7 for the cultists’ statistics). Cultists in this room
to breathe underwater. Only two are here, since one troll guards area C15 at any given time. The trolls — named Gorgebelly, Marrowsucker, and Ninetooth — ignore goings-on in the dungeon around them
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Stone Giants Stone giants — reclusive, reflective, and inscrutable — take pains to remain apart from the world of sunlight and sky. Only when they’re surrounded by stone do they consider themselves
waking. For one reason or another, about three quarters of a tribe’s members are awake at any given time. When outside their settlements, stone giants travel almost exclusively in darkness or — when
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the narwhal horn in this cave feels it tug toward the reflective water. P16. Hut of the Dark Tide The waterfall at the southern end of this cave is audible from the northern approach. A crude stone hut
defeated Gar Shatterkeel, use the “Encounter with the Aboleth” section. If Gar has retreated to the node and the characters have defeated two other elemental prophets, use the “Encounter with Gar
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
are unaware they’re being watched. Roll on the Dungeon Scenes table to determine what scene a crystal is depicting at any given time. Dungeon Scenes d4 Scene 1 A beast with the body of a turtle and
end of the next round. On a successful save, a creature takes half as much damage only. 3 Splendor. The area shimmers, and Shemeshka’s visage appears in countless reflective surfaces. Creatures of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Auril’s frigid cold transformed her chaotic, unpredictable tides into rigid, motionless sheets of ice. Umberlee brought Talos and Malar into an alliance against Auril, who retreated to the coldest corner
least one form survives. When she transitions from one form to another, she loses all the traits and actions of the old form and gains those of the new form. A stat block is given for each of Auril’s
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
are hundreds of years old, dating from the time of the mind flayers’ domination of the Underdark. When grasped, a crystal replays a short psychic scene in its reflective interior. A crystal takes 10
fanatics. The alhoon can describe each fanatic (as mentioned in “Mind Flayer Fanatics” section earlier), but Oshundo doesn’t regard them very highly. Fanatics’ Problem. The fanatics retreated to the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
an alcove on the north wall. Cold, spectral mist hangs motionless in front of the mirror’s reflective surface and covers the floor beneath it.
Zybilna brought mortals before this mirror, where they
debris. The knight wears a helm adorned with feathery wings, and he is holding a longsword and a shield.
Nothing of value remains in the study. Any hags of the Hourglass Coven who retreated to the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
myself. A pity it must end this way.”
Nezznar the Spider is accompanied by two bugbears who defend their leader to the death. If the doppelganger from area W18 retreated to this area, it assumes the
, magic missile,suggestion
Roleplaying Nezznar. Even though he intends to kill the characters, Nezznar can’t resist being curious about them. Given the chance, he quizzes the characters at length
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bunks in this room. The cultists keep odd hours, and at any given time 1d4 are sacked out in their bunks. At least two of the residents are awake even in the middle of the night. They assume that
) are present at any given time. Two guards are sleeping and unarmored; they have AC 10 and won’t have time to don their armor if an alarm is raised. Two light crossbows are positioned near the arrow
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
what she knows. A character who asks why Indrina is here without revealing who hired the characters can attempt a DC 18 Charisma (Persuasion) check, with advantage if Indrina is given perfume or
ransacking the room. The cultists quickly retreated and haven’t been back. The wraiths emerge from the dust and ash when anyone opens the door, shrieking, “Vecnans, die!” They vent their rage on nearby
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
aura of divination magic around the mirror. Speaking the word “Xoblob” within 10 feet of the mirror causes its reflective surface to become a scrying sensor, showing the Old Xoblob Shop and the street
prizes given to winners of Xanathar’s combat tournaments. Desk. The chair behind the desk has a secret compartment under its left armrest that can be found and opened with a successful DC 15 Wisdom