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Returning 35 results for 'creation refuge guide to have reflective'.
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Monsters
Spelljammer: Adventures in Space
which can grapple one target.An esthetic is a biological, symbiotic creation of a reigar. It is essentially an organic ship with only the barest hint of awareness. Without its reigar to guide it, an
.
Spelljamming. The esthetic has the properties of a spelljamming helm (see the Astral Adventurer’s Guide), but only its reigar creator can attune to it.
Unusual Nature. The esthetic doesn’t
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Monsters
Out of the Abyss
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
the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike.
Wild beasts within 6 miles of the lair break into
Monsters
Icewind Dale: Rime of the Frostmaiden
of an illithid tadpole in the brain of a humanoid host. After about seven days in its new home, the tadpole transforms its host into a mind flayer. The new creation typically retains no memory of its
ceremorph often carries a home-built device that functions as a laser pistol (see “Firearms” in the Dungeon Master’s Guide). This weapon is powered by an energy cell, which enables
Magic Items
Princes of the Apocalypse
diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time
Dungeon Master’s Guide.
Earth Orb. When this orb detonates, it subjects the area to the effects of the earthquake spell for 1 minute (spell save DC 18). For the purpose of the spell’s
Species
Van Richten’s Guide to Ravenloft
of Dread (detailed in chapter 3):
Har’Akir. You died and endured the burial rites of this desert realm, yet somehow a soul—yours or another’s—has taken refuge in your
perfectly preserved remains.
Lamordia. You awoke amid the bizarre experiments of an amoral scientist. They consider you their finest creation or have a task for you to fulfill.
Mordent. You emerged from the mysterious device known as the Apparatus, your body a lifeless shell and your past a mystery.
Monsters
Mordenkainen's Fiendish Folio Volume 1
;symbol (death only), weird* Spell from Xanathar’s Guide to EverythingMultiattack. Ygorl makes three attacks: two with its scythe, and one with its Entropic Touch.
Scythe. Melee Weapon Attack: +14
of eternity. It has no sense of empathy or compassion, driven only to unmake so that the resulting base elements of reality can fuel the multiverse’s endless cycles of creation and destruction
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. You died and endured the burial rites of this desert realm, yet somehow a soul—yours or another’s—has taken refuge in your perfectly preserved remains. Lamordia. You awoke amid the bizarre experiments
of an amoral scientist. They consider you their finest creation or have a task for you to fulfill. Mordent. You emerged from the mysterious device known as the Apparatus, your body a lifeless shell
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Chapter 1: Character Creation DAARKEN The Player’s Handbook describes a step-by-step process of character creation. When you create a character for a Ravnica campaign, you’ll go through the same
you toward certain character archetypes that can guide the rest of the decisions you make for your character.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Going to Blingdenstone Blingdenstone is an obvious destination for characters seeking refuge from their drow pursuers and a way out of the Underdark. The deep gnomes continue to have regular
Oozing Temple” in chapter 2) to accompany them, it feels a certain pull toward Blingdenstone, and is curious enough to guide the characters there.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Creating Common Magic Items Normally, a magic item in Eberron is created using the crafting rules in the Dungeon Master’s Guide or Xanathar’s Guide to Everything. But if you have a dragonshard, you
Items table states how much time and money you must spend to craft a common magic item with a dragonshard, which is expended in the creation process. The hours of creation can be spread over multiple
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Darklord’s Shadows A Darklord lurks at the heart of every Domain of Dread. Everything in their realm is inspired by or personalized to them in some way. Some domains might be dismal ruins reflective
? Once you’ve considered these questions, write down your answers and review them. Mark or highlight the words that resonate or feel creepily evocative. As you proceed through domain creation, refer back to these details for inspiration.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
13. Freth Refuge Thick web curtains are strung between the stalactites and stalagmites that fill this 30-foot-high cavern. Unless they are cut down or burned away, the webs create a veritable maze
cache of supplies left here by drow scouts of House Freth. The supplies include a cask of mushroom wine, 20 days of rations (dry meat and moss) in a satchel made of lizard skin, and a sealed gourd containing 20 applications of drow poison (see “Poisons” in chapter 8 of the Dungeon Master’s Guide).
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Introduction: Into the Feywild This Dungeons & Dragons adventure begins in a world of your choosing—perhaps a world of your own creation—then ventures into the Feywild. Also known as the Plane of
Faerie, the Feywild is a place of wonder and whimsy ruled by unfettered emotion. Before running this adventure, please read the “Feywild” section in the Dungeon Master’s Guide, as it contains useful
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Adventurer’s Guide are available. To create 5th-level characters for this adventure, players can use the character creation steps outlined in the Player’s Handbook. In addition to more hit points, class
level. Alternatively, you can simply ask your players to create new 5th-level characters, as described in the next section. Character Creation If spacefaring races are common on your world, you can
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
obstacles along the way, possibly inspiring the characters to do the same. Using the power of a mechanical guide might allow for the creation of particularly devious traps that can be set across space and
enhanced medusa for Lynx, or the brains in iron for Sir Ursas (see below for more information on both). Each expedition also has its own mechanical guide. You might use the members of the rival expedition
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Dungeon Master’s Guide or the “This Is Your Life” section of Xanathar’s Guide to Everything for additional inspirations for your Darklord’s motivations. DARKLORDS FROM THE TAROKKA
If you have a
Darklord and domain creation process in this chapter, with each new decision draw from the deck to help inspire your choices. Take note of the drawn card’s name, physical orientation, and suit. A card drawn upside down represent the opposite of its original meaning.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
League for character creation and rewards, available in the D&D Adventurers League Player’s Guide.
At some events, these adventures might use a code to be identified more easily. The code for this adventure is SJA-02.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
League for character creation and rewards, available in the D&D Adventurers League Player’s Guide.
At some events, these adventures might use a code to be identified more easily. The code for this adventure is SJA-04.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
world of the DM’s creation or in a published campaign setting, such as the Forgotten Realms or Greyhawk (the latter is described in the Dungeon Master’s Guide).
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
adventures have been designed to be fully compatible with Adventurers League play and require no additional adaptation. Follow the guidelines present for the D&D Adventurers League for character creation
and rewards, available in the D&D Adventurers League Player’s Guide.
At some events, these adventures might use a code to be identified more easily. The code for this adventure is SJA-03.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Adventurer’s Guide. Not depicted on the maps are scores of tiny hamlets and hundreds of isolated homesteads scattered throughout the North. These places are too small to be of consequence. Even so
Tavern Name Generator table in chapter 5 of the Dungeon Master’s Guide.) Some location entries include a suggested encounter that occurs when the characters first arrive or shortly thereafter. You can
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
rules for magic item creation are derived from the system presented in Xanathar’s Guide to Everything. This also offers the idea that the creation of a magic item is a complex procedure and that
skill bonus for the duration of your work, so an effect that increases an ability score for a few minutes won’t help you. Schema Creation Requirements Item Rarity Work weeks Minimum Skill
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
compatible with Adventurers League play and require no additional adaptation. Follow the guidelines present for the D&D Adventurers League for character creation and rewards, available in the D&D
Adventurers League Player’s Guide.
At some events, these adventures might use a code to be identified more easily. The code for this adventure is SJA-01.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
archdruid, the other werebats drove Vool out of their village. He found a secluded cave nearby (see area 17) and took refuge there. He ventures out once a day to feed but avoids contact with his kin. If Vool
catches sight of the party, he tries to feed on a lone straggler. If captured or cornered, he apologizes for his uncontrollable blood lust and offers to make amends by serving as a faithful guide
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Centaur of Attention After being driven from his home in Neverwinter Wood by marauding orcs, Xanth the centaur has taken refuge in the hills around the barrow. When he spots the characters, Xanth
Dragon Barrow and would like to see the evil half-orc spellcasters of Neverwinter Wood driven off or killed. He offers to guide characters to the Circle of Thunder if they wish to take on the half-orcs
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
used as alternatives to the approach in the Player’s Handbook and the Dungeon Master’s Guide, or you can use the material here to inspire the creation of your own options. By engaging the characters in
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Creation. Dr. Mordenheim can create any Construct or corporeal Undead by working in her laboratory for a number of uninterrupted days equal to the creature’s challenge rating. At the end of the final day
effect of Dr. Mordenheim’s experiments is the creation of reborn (see chapter 1). It takes her 1d4 days and the dead bodies of two Medium or Small Humanoids to create one reborn. Brain Swap. Dr
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
area involves creating a two-headed owlbear by infusing an owlbear—a classic creation of Thessalar’s—with ettin’s blood. Creatures Four lizardfolk shamans work here as lab managers, overseeing the
process by which two owlbears are fueling the creation of a new creature—a two-headed owlbear nicknamed Bear-Bear (see appendix B for its stat block). If the lizardfolk shamans are attacked, they
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
characters above 1st level. Creating a higher-level character uses the same character creation steps outlined in the Player’s Handbook. Such a character has more hit points, class features, and spells
Starting Equipment table as a guide. Starting Equipment Character Level
Low Magic Campaign
Standard Campaign
High Magic Campaign
1st–4th Normal starting equipment Normal starting
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
bring the multiversal hub to life. Sigil is a metropolis with manifold attractions; feel free to add in adventuring sites of your own creation. How long the characters spend in the City of Doors is
your players the poster map of Sigil to guide their characters’ exploration. The map simulates the tout’s extensive knowledge of the city’s layout, wards, and noteworthy sites. If the characters
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
psychic resonances of Mount Makab, the God-Brain can guide any of its servants or other psychically aligned minds through the Mists to Bluetspur. In effect, it provides a vision or dream of the domain
these schemes is the God-Brain’s own: the creation of degenerate servants that hunt for balms for its affliction. These vampiric mind flayers (see chapter 5) slip from Bluetspur to prey upon Humanoids
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
own creation, whether those tales are set in the university or elsewhere in the D&D multiverse. The creatures in this bestiary are organized alphabetically. A few creatures are gathered under a group
Guide Construct 1 Tanazir Quandrix Dragon 24 Velomachus Lorehold Dragon 25 Witherbloom Apprentice Humanoid 2 Witherbloom Pledgemage Humanoid 4 Witherbloom Professor of Decay Humanoid 7 Witherbloom Professor of Growth Humanoid 7
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
succeeds on a DC 20 Intelligence (Investigation) check finds some hidden treasure determined by rolling on the Treasure Hoard: Challenge 5–10 table in the Dungeon Master’s Guide. Up to four such hoards
anchored to the sands. Each arm has AC 13 and 10 hit points. They try to drag a captured character underground (use the quicksand rules in the Dungeon Master’s Guide). Not until all the arms holding
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
the Tears of Selune, has numerous settlements. The Rock of Bral (described in the Astral Adventurer’s Guide) could be one of the many asteroids that form the cluster. Karpri This water world has
bioluminescent aquatic creatures. Glyth Spelljamming ships known as nautiloids (described in the Astral Adventurer’s Guide) patrol the space within 100 million miles of Glyth and hide behind the planet’s three
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, the characters can hire Jarthra Farzassh (see “Frozenfar Expeditions”) as a guide. Targos to Kelvin’s Cairn By crossing open tundra, the characters can travel directly from Targos to Kelvin’s Cairn
mines, but they rarely venture to the surface nowadays except to forage and hunt. Characters can find refuge among the dwarves, who are civil if not friendly, but must leave within a day or two, since