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Returning 35 results for 'crushing resided green to have reflection'.
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Genasi
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Species
Elemental Evil Player's Companion
: crushing earth, searing flames, boundless skies, and endless seas make visiting these places dangerous for even a short time. The powerful genies, however, don’t face such troubles when venturing
Genasi inherit something from both sides of their dual nature. They resemble humans but have unusual skin color (red, green, blue, or gray), and there is something odd about them. The elemental blood
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Events d6 Event
1 A sudden gust of wind extinguishes any open flames.
2 A character sees their own reflection age in a puddle or pane of glass.
3 Books hurl themselves from a
the planar beacon once resided.
Light. By day, sunlight punches into the upper floors through breaches in the outer wall or through high windows. The first floor remains gloomy and dimly lit even by
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, steaming breath, and crushing tail. A dragon turtle’s rough shell is the same dark green color as the deep water where this monster dwells. Silver highlights lining the shell resemble light dancing on
open water, and a surfacing dragon turtle is sometimes mistaken for the reflection of the sun or moon on the waves. Dragons of the Deep. Like true dragons, dragon turtles collect treasure, first by
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
desert caravan, elves succumbing to a green dragon’s gaseous breath weapon, a red dragon burning down what might be the Castle Ward of Waterdeep, and a black and white dragon circling over a cold swamp
all her glory, crowned in gold and silver, and worked with gemstones and gold and silver thread. Fully 35 feet wide and 20 feet tall, it shows Tiamat crushing cities and surrounded by adoring followers
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
caravan, elves succumbing to a green dragon’s gaseous breath weapon, a red dragon burning down what might be the Castle Ward of Waterdeep, and a black and white dragon circling over a cold swamp
glory, crowned in gold and silver, and worked with gemstones and gold and silver thread. Fully 35 feet wide and 20 feet tall, it shows Tiamat crushing cities and surrounded by adoring followers. The
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of Kled. The buried city does not have to change much at all; a 5,000-year old dwarven stronghold forgotten beneath the desert sands might easily date back to the Green Age, a time when the world of
-Besil lies. Rivergard Keep is admittedly a little problematic in a desert world, but the solution is simple: It lies on the dusty banks of a river long dried up. The Crushing Wave cultists occupying
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
darkness. The landing at the east end of the cavern is guarded by four Crushing Wave reavers and one fathomer commanded by a Dark Tide knight named Eyon (see chapter 7 for the cultists’ statistics
symbol is painted on the southern wall — a shape like an X with the bottom limbs linked by a horizontal line.
Long ago this chamber served as the harbormaster’s post, but the Crushing Wave cult
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
traits of hill dwarves in the Player’s Handbook. They are stocky and muscular, averaging about 4 feet tall, with brown skin, black or brown hair, and brown or hazel eyes, with green eyes rare (and
artisans toil over items for years, getting their etchings and fine details just right before being satisfied with their efforts. That deliberate, perfectionist approach is a reflection of gold dwarf
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
random encounter occurs. To determine the encounter, roll a d6 and consult the following table: d6 Encounter 1 1d3 commoners (see area K17) 2 1d4 bandits (see area K8) 3 1d3 Crushing Wave reavers
Crushing Wave cultists. If they think the characters are cultists, the commoners hurry past with their eyes averted. All other groups challenge the characters if the party looks like it might not belong
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Haayon the Punisher This encounter occurs only after the prophets of the Cult of the Howling Hatred and the Cult of the Crushing Wave have been defeated. Bands of raiders roaming the area, minor
robes and black-feathered cowls of air cultists, while others are dressed in the green of the water cultists. Each person bears a placard around his or her neck, reading “I am punished.”
The refugees
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
writhe, brains pulse, and jaws gnash. This movement ceases if the infected elder brain is destroyed. Illumination Illithinoch was originally lightless, but pinpricks of eerie green light from the Far
Intelligence check to interpret the inscription. A failed attempt results in a crushing headache and requires the creature to succeed on a DC 13 Wisdom saving throw. The creature takes 17 (5d6) psychic
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stone and have neither locks nor keyholes. Light. The node is dimly illuminated by blue and green glows that radiate from the water. Water Depth. Most water is 20 feet deep. Waterfalls. Waterfalls are
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
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Book Description The Price of Beauty is bound in soft green leather, eight inches wide and fourteen inches tall, and set with golden clasps. The book gives off the unmistakable scent of lilies. Set
, 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
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
“Approaching the Hall of Illusions.” A wooden mannequin of a grinning, raven-haired young woman in witch’s attire and a green flowing cape hovers inside a glass cabinet. At the top of the cabinet, a sign
gazing worriedly into a mirror, and a little girl in a pig mask can be seen in the pane, whispering to the halfling’s youthful reflection. As soon as she sees the characters, the girl turns and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
crawls up to the landing and joins the battle. P6. Yngukulub the Devourer An aboleth named Yngukulub the Devourer has allied itself with Gar Shatterkeel and the Cult of the Crushing Wave. Deranged kuo-toa
was defeated in the Temple of the Crushing Wave, the aboleth guards the water portal in area P20. Otherwise, it is here. The slimy water that fills this cave flows through a hole in the east wall
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
The Fetid Gaze Three green hags named Dread Morgan, Vile Sazha, and Auntie Greenbones were once rivals who dwelled in an area of the Feywild coterminous with the High Forest. A decade ago, during a
and worn, her dark green skin covered in bark and fungus. Insects crawl across her and hide in the thick braid of white hair that curls around her shoulders like a serpent. Anyone who stares into her
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
whispering through their leaves — all these things call to us. A vast green cloak in the midst of the North, the High Forest is a reminder of ages past, when thick woods blanketed much of Faerûn, and
typically small and often nomadic. In part, this is a reflection of the desire to keep the woods untouched, but there are ruins here, such as those of Ascalhorn — now called Hellgate Dell — that
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
on a DC 18 Intelligence (Investigation) check or who makes physical contact with one of them discerns their false nature. Crushing Ceiling Trap. A 20-foot-wide section of the ceiling over the skeleton
contains a crushing deadfall. A character who examines the ceiling and succeeds on a DC 17 Wisdom (Perception) check notices bits of decayed flesh stuck to the ceiling, which is flat and made of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
false nature. Crushing Ceiling Trap. A 20-foot-wide section of the ceiling over the skeleton contains a crushing deadfall. A character who examines the ceiling and succeeds on a DC 17 Wisdom
ceiling rapidly drops, crushing anything in its path. Creatures in that area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes 55 (10d10) bludgeoning damage and has the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Control. The greatest sign of a demon lord’s power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend’s vile
cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach. Lolth The Demon
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
their lairs, green dragons can’t be tracked near their lairs, brass dragons are aware of creatures that come near water in their territory, and gem dragons can use clairvoyance to observe particular
the lair shows a reflection of the dragon flying overhead; the image disappears upon further examination. Face in the Clouds. The dragon’s visage appears in cloud formations above the lair, giving
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. Commoners and green recruits come in as privates, the lowest designation in the gate-town save for prisoners of war. Their arms tire from saluting their superiors and thankless, menial work. Citizens
grown stale with their desiccation, General Nagaro remains as sharp and ruthless as ever. Final Procession A monument of reflection amid a hungry machine of death, the Final Procession is dedicated to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Beholder Lairs The lair of a beholder is a reflection of the creature’s mind-set — designed to anticipate, and thwart, any plan that would-be invaders might devise. Each of its chambers is isolated
, water, sand, garbage, green slime, petrified enemies, poison gas, swarms of centipedes, zombies, or any other sort of hazardous material or creatures. Gas Spores. One form of gas spore trap is
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, then attack. Y6: Underground Garden This sanctuary might once have been a garden, but the only color here now comes from three green limestone rocks shaped like tall, wispy spirits. A dried-up
. The fountain and the three limestone sculptures give off an aura of conjuration magic discernible by a detect magic spell. A search of the fountain reveals a mallet made of green limestone that
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
the head and appendages of a monstrous bovine breathes noxious gas at an adventurer. 2 An adventurer slowly reaches toward a lurid green sculpture of a yawning, fiendish face. 3 A bag-like monster
, a ring of onlookers keeps a wary distance from a massive, scaled devil and a fiery demon playing a game of cards. Thousands of stars in the night sky bear red or green nimbuses.
Tiefling
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
after the galeb duhr. T3: Lesser Chapel The walls of this room are carved with images of dwarven miners kneeling in pious reflection. Three statues of humans kneel in the room’s corners. An altar against
reflection as shown in the carvings, then tries to petrify them. T4: Priest Quarters Most of this small room collapsed long ago, forming a narrow passage through the earth into the area beyond. A stone bed
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the relief’s eyes to glow green. Once the relief has absorbed 6 or more charges, the door opens. The door closes on its own after 10 minutes unless it is held or wedged open. When the door closes
message gives clues as to the casks’ contents. Each cask contains 20 pints of liquor. In order from left to right, the casks are marked with the following symbols: Green Star. The liquor in this cask is
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
there. Prisoners. Four prisoners are here and awaiting their fate as sacrifices. The prisoners include two Waterdhavian caravan merchants named Kharloss and Jarlee (use the noble statistics), a Crushing
information. She can sketch a basic map of the Temple of the Crushing Wave and the Plunging Torrents. She hasn’t been to either place in several tendays and doesn’t know who or what inhabits most of
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
and deal with the threat of an evil green dragon that nests there.
Alignment. Chaotic good.
Personality Trait. “I am an elf, and time is on my side. I refuse to give up—ever.”
Ideal. “The elves
of the Misty Forest will lose their homes and likely perish if that green dragon isn’t slain or driven off. I shall deal with the dragon before it visits great harm on the forest and my people. That is
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
and deal with the threat of an evil green dragon that nests there.
Alignment. Chaotic good.
Personality Trait. “I am an elf, and time is on my side. I refuse to give up—ever.”
Ideal. “The elves
of the Misty Forest will lose their homes and likely perish if that green dragon isn’t slain or driven off. I shall deal with the dragon before it visits great harm on the forest and my people. That
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
here, add: Crouching in the middle of the cavern is a gaunt gnoll with ravenous eyes and the foul stench of the grave coming from it. The creature does not cast a reflection.
Ranged attack rolls made
the floor in the middle of this fifteen-foot-high cave is an eight-foot cube of smooth, grayish-green stone that is free of frost.
The stone cube is a spitting mimic (see appendix C). Anything that
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
case those inside want to order food and drink during their gathering. Shrines. Each of the shrines is outfitted with a simple wooden altar, tables and benches for study and reflection, and suitable
dark green stone that glows with an inner light. An arcane lock spell seals the door, which is further warded against all damage. Here, a Keeper of the Emerald Door (a mage) stands at all times to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. P40c. Green Room. A well-dressed forest gnome (noncombatant) stands on a stool in front of a vanity, looking into a mirror as she combs her green hair. The vanity has various cosmetics and vials of
could see the objects of their heart’s desire reflected in it. Any creature that stares into the mirror for 1 minute sees its own reflection fade away, to be replaced by an image of the thing it wants
Magic Items
Infernal Machine Rebuild
green, and you must drink a half gallon of fresh water every 4 hours or take 1d4 necrotic damage.
32
You know whether creatures within 15 feet of you are lying, as if you were the center of a zone
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
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
much damage and don’t suffer from any madness.
61–62
The triggering creature’s muscles bulge and its skin turns purple-green. It is enlarged as if affected by the Enlarge/Reduce