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Returning 35 results for 'crushing relate game to have reflections'.
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Monsters
The Book of Many Things
inhabitants of the world.
Living portents seek out beings who will play a part in the prophecies they serve, and as the living portents search, they relate fragments of the prophecies to those they
power to defy death.
RadiantChange Shape. The living portent magically transforms into a Humanoid while retaining its game statistics (other than its size and Brilliance trait). The transformation ends if the living portent is reduced to 0 hit points or uses a bonus action to end it.
Monsters
Fizban's Treasury of Dragons
","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, the
; ascension transforms their bodies to appear as crystal, their scales sparkling like diamonds. Their breath weapons become powerful waves of crushing force that can stop almost any creature in its tracks. But
Monsters
Fizban's Treasury of Dragons
","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, the
; ascension transforms their bodies to appear as crystal, their scales sparkling like diamonds. Their breath weapons become powerful waves of crushing force that can stop almost any creature in its tracks. But
Monsters
Fizban's Treasury of Dragons
","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, the
; ascension transforms their bodies to appear as crystal, their scales sparkling like diamonds. Their breath weapons become powerful waves of crushing force that can stop almost any creature in its tracks. But
Monsters
Fizban's Treasury of Dragons
","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, the
; ascension transforms their bodies to appear as crystal, their scales sparkling like diamonds. Their breath weapons become powerful waves of crushing force that can stop almost any creature in its tracks. But
Monsters
Fizban's Treasury of Dragons
","rollType":"recharge","rollAction":"Breath Weapon"}. The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw. On a failed save, the
; ascension transforms their bodies to appear as crystal, their scales sparkling like diamonds. Their breath weapons become powerful waves of crushing force that can stop almost any creature in its tracks. But
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
magic items. The options in this chapter relate to many different parts of the game. Some of them are variants of rules, and others are entirely new rules. Each option represents a different genre, style
to your campaign, ask yourself two questions: Will the rule improve the game? Will my players like it? If you’re confident that the answer to both questions is yes, then you have nothing to lose by
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
original deck created by Istus for Asteria and Euryale is so powerful that it has countless lesser reflections throughout the multiverse, including versions with more, fewer, or different cards. The
deck has been in every edition of D&D, but there is no single “best” version of the deck. It has always been changing, and it always will. When you include the deck in your game, tailor it to your table
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
assists the mage in investigating unusual crimes in the city. Cromley helps Barnibus relate to the common folk, and he is good at coaxing information out of them. Though Cromley was once a strict
proponent of Watch regulations and dress codes, he has grown a bit lax in both matters now that he’s officially retired. Game Statistics Saeth Cromley is an Illuskan human veteran, with these changes: Saeth is lawful good. He has a Charisma of 14 and Intimidation +4. He speaks Common.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Chapter 2: Dungeon Master's Tools As the Dungeon Master, you oversee the game and weave together the story experienced by your players. You’re the one who keeps it all going, and this chapter is for
. The chapter opens with optional rules meant to help you run certain parts of the game more smoothly. The chapter then goes into greater depth on several topics — encounter building, random encounters
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Preparation Time The following guidelines can help you prepare for a session of play using a published adventure. One-Hour Preparation If you spend one hour each week preparing for your game, follow
player, or alter an existing encounter to relate to the goals and motivations of that player’s character. Over the course of several sessions, do this for all your players and their characters.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Preparation Time The following guidelines can help you prepare for a session of play using a published adventure. One-Hour Preparation If you spend one hour each week preparing for your game, follow
each “unlikely” encounter. Step 9. Create a new encounter designed to appeal specifically to one player, or alter an existing encounter to relate to the goals and motivations of that player’s character. Over the course of several sessions, do this for all your players and their characters.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
pass unseen make them skillful spies and adept at fleeing danger. Imps sent to surveil other creatures relate what they discover to their masters, but they frequently omit important details or cast
.
Shape-Shift. The imp shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
unsettling forms to frighten foes. A doppelganger’s agenda might relate to its mysterious magical origins or to more mercenary goals. Roll on or choose a result from the Doppelganger Deceptions table
Actions
Shape-Shift. The doppelganger shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
should be the top draw on the characters’ attention. On most mornings, hunters fan out onto the grassland to hunt for antelope and other large game. They travel on horseback and bring along an extra
horse to pack the field-dressed game back to the camp. Hunters don’t necessarily return to the camp every evening. They stay out until they have a load of meat to bring back. Hunting on the Greenfields
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
should be the top draw on the characters’ attention. On most mornings, hunters fan out onto the grassland to hunt for antelope and other large game. They travel on horseback and bring along an extra
horse to pack the field-dressed game back to the camp. Hunters don’t necessarily return to the camp every evening. They stay out until they have a load of meat to bring back. Hunting on the Greenfields is
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
burrows upward, waiting below the surface until its antennae detect movement from above. Then it bursts from the earth and seizes prey in its mandibles, crushing and grinding while it secretes acidic
portion of their nutrients from the soil through which they burrow, they must supplement their diet with fresh meat. Pastures teeming with grazing livestock and forests rife with game are an ankheg’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
peoples and monsters that inhabit the worlds on the Material Plane originated. After the First World was shattered by a great cataclysm, the many worlds were formed like reflections or (in some cases
been published as official campaign settings for the D&D game over the years, many of which are shown on the D&D Settings table in chapter 5. If your campaign takes place in one of these settings
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
greatwyrms’ ascension transforms their bodies to appear as crystal, their scales sparkling like diamonds. Their breath weapons become powerful waves of crushing force that can stop almost any creature in
can have only one creature grappled in this way at a time.
Breath Weapon (Recharge 5–6). The greatwyrm exhales crushing force in a 300-foot cone. Each creature in that area must make a DC 25
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
world. Living portents seek out beings who will play a part in the prophecies they serve, and as the living portents search, they relate fragments of the prophecies to those they encounter. Variant
its game statistics (other than its size and Brilliance trait). The transformation ends if the living portent is reduced to 0 hit points or uses a bonus action to end it.
Reactions
Price of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
aboleth instantly knows all the character’s desires and goals. It then intermittently projects images to the character in which everything the character loves is destroyed by the Cult of the Crushing Wave
. After receiving these images, the character must succeed on a DC 10 Wisdom saving throw or suffer a random form of short-term madness, as described in chapter 8, “Running the Game,” of the Dungeon
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
placard above the desk spell out “Bets,” “Submissions,” and “Enjoy Dungeonland!”
Dungeonland is a game that takes place on a rocky cluster drifting in the Ethereal Plane. Participants watch a group of
adventurers navigate a deadly dungeon and place bets on whether the adventurers will survive or die. The characters can influence the game by submitting magic items, which appear in the dungeon for the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
roll if its target is prone. Prisoners. Three captives are chained to the walls. Two are fire cultists, while the third is a riverboat crewman captured a few days ago by Crushing Wave river bandits. The
are stone stairs leading up into a passage of dwarven stonework to the north and cave mouths to the northwest and southwest.
This cavern is the center of the Crushing Wave cult’s presence in the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
reflections. Creatures, objects, and energy reflect, refract, duplicate, or are transported elsewhere. Such locations arise from the intrusion of a theorized Plane of Mirrors upon the Material Plane, or
creature in the region gains the benefits of the blink spell for 1 minute, shimmering with overlapping shattered reflections. 19–24 Creatures in the region don’t cast reflections. Wisdom (Insight
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
XP) Proficiency Bonus +2
Crushing End. If damage reduces Shemshime to 0 hit points, Shemshime instead drops to 1 hit point unless the damage is the result of Shemshime being crushed by an object
the characters in your game will want to leave the confines of the Firefly Cellar or even help K’Tulah escape. It’s up to you whether to allow this and to consider how Candlekeep responds.
If the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Multiverse. Roll a d10 if you don’t have that book. *See chapter 6. Storm Giant Encounters The Storm Giant Encounters table includes storm giants as well as creatures that relate to or resonate with
storm giant themes. Storm giants usually remain solitary, but they can get tangled in events that relate to prophecies and omens. These encounters might happen anywhere, at any time, and can be a sign on
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
offended Aphelion, it waits until they feel the radiation’s harmful effects to issue a sassy toxicity disclaimer over the ship’s intercom. S14: Game Room Rows of brightly colored boxes line this
images synchronized to electronic music and sounds. Beeping robots, groaning monsters, and high-pitched dings contribute to the chorus of the machines.
This game room houses electronic amusement devices
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
effect you want to bring to bear in your game. The Korranberg
Chronicle
Cataclysm in Cyre!
A magical catastrophe of unknown origin engulfed the nation of Cyre yesterday, bringing a century of war to
sits in the middle of a ruined and abandoned village. Anyone who looks into the water sees brief reflections of the long-dead villagers going about their lives in harmony and joy. 2 In the middle of the
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
can rest here whenever and for as long as they wish. If the characters refuse to participate in Bindle’s riddle game, he flees and brings some of the dungeon’s other inhabitants (such as the talon
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
apart. They produce eerie, ghostlike reflections off the water. As you take in the scene, an empty sailboat drifts into view from farther down the hall and makes its way toward you.
The sailboat
suspect that Zybilna and Iggwilv might be one and the same, since Iggwilv’s passion for the game is well known to Graz’zt and his underlings. P46. Dressing Room This chamber is a walk-in wardrobe
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
failed result, the creature slips and falls prone on edge of the bridge. B11. South Passage This hallway leads south to area C10 of the Temple of the Crushing Wave. B12. Broog-Norb’s Lair If the
middle of this hall, and the walls display an ancient frieze that circles the room. The frieze depicts woodland images of deer, bears, and game fowl, along with parties of dwarven hunters. The
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
crushing—move fast!” “The master of this tomb longs to be free. Wouldn’t you, if you were he?” “Steal not from the library, for it holds trouble.” “Illusions are we, born from a mix of wanderlust and
creatures it catches trying to steal the wand. Once the treant has been defeated, the wand can easily be retrieved. T10: Crushing Room Trap This room appears to be empty. When one or more characters
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
are Corian Khee, a death’s head of Bhaal who spends days crushing livestock skulls with a massive hammer and nights leading the cult’s murderous field operations, and Jaemus Exheltarion, a half-elf
islet in the center. While the Flaming Fist maintains a fortress on the island to tax travelers along the Coast Way and control city access in times of trouble, the bridges themselves are fair game
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
and bone-crushing bites. They are settling a major grievance in the traditional sahuagin manner: a duel to the death, using only nature’s weapons. They have no possessions. Observing the Action. If the
40 ep. One coffer contains a set of game pieces carved from coral (10 gp). 56. Chamber of the Wave Shapers This pillared area has a vast seaweed bed filling the north end and a considerable number of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
crushing livestock skulls with a massive hammer and nights leading the cult’s murderous field operations, and Jaemus Exheltarion, a half-elf master of souls. Of the three, Jaemus is the least
game for squatters. Ramshackle wooden tenements, taverns, and shops crowd both sides of the arched stone spans, leaning out over the narrow road between them. Even more cling to the sides of the