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Returning 35 results for 'current remote grow to have reflective'.
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Monsters
Bigby Presents: Glory of the Giants
troll undergoes strange mutations. Among the most common mutations are wings, stretchable bodies, resistance to magic, and a strange reflective psychic property. Many troll mutates also have small
;s steadfast determination to grow and thrive despite all obstacles.
Trolls’ rapid healing makes them subject to bizarre mutations, particularly when they regenerate in unusual environments or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
especially cruel, the hag adopts the appearance of a kindly elder, approaches a child in a remote place, and gives them an iron token (described below), through which the child can magically confide in the
tokens at any distance (no action required), whereupon the token retains its current form but loses its magic.Cold
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. The blizzard that rages unendingly around a mountain peak, the vortex that swirls around a remote island, or the thunderstorm that howls ceaselessly up and down a rugged coastline could, in fact, be
lairs. Their lair is usually a secluded region or prominent geographic feature, such as a mountain peak, a great waterfall, a remote island, a fog-shrouded loch, a beautiful coral reef, or a windswept
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Creature.Thought to be as old as the Abyss itself, sibriexes haunt remote parts of that plane, where they use their vile abilities to create new horrors and they seek ancient lore. Rivulets of blood and
target’s hands grow claws, which can be used as dagger;daggers.
16–20
One of the target’s legs grows longer than the other, reducing its walking speed by 10 feet.
21&ndash
Monsters
Icewind Dale: Rime of the Frostmaiden
her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing.
Frigid Aura. So long as Auril has at least 1 hit
invincible while underestimating her mortal enemies, even in her current weakened state.
Auril’s Three Forms
In her current weakened state, Auril can assume three different forms. To destroy her
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon turtle can breathe air and water
Blessing of the Sea (Recharges after a Short or Long Rest). If the dragon turtle would be reduced to 0 hit points, its current hit point total
and talk endlessly with sailors and adventurers to stay current on the latest happenings on land.
Dragon Turtle Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal
Monsters
Planescape: Adventures in the Multiverse
primal evil power before other yugoloths or that they come from an epoch before the current manifestation of the planes. Baernaloths refuse to say, but most obsess over secrets and obscene lore regarding
on some other plane, baernaloths lair in remote mountain crags and secluded caves. Their lairs have ample places to house and restrain “guests,” particularly those the baernaloths keep
Monsters
Icewind Dale: Rime of the Frostmaiden
thin cloak of mist forms around her. Blades of ice grow out of her body at odd angles, breaking off before they get too long. When she moves, her body crackles.
In this form, Auril creates weapons of
her current weakened state.
Auril’s Three Forms
In her current weakened state, Auril can assume three different forms. To destroy her, heroes must reduce each of her forms to 0 hit points one
Species
Sword Coast Adventurer's Guide
, blue, or purple.
Self-Reliant and Suspicious
Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be
three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through generations, that
Monsters
Fizban's Treasury of Dragons
away in a more remote chamber, draped in illusion spells and protected by traps and magical alarms. When triggered, those alarms summon the dragon’s minions and allies first, followed by the
.
Verdant Growth. Vegetation and fungi within 6 miles of the dragon’s lair grow faster and cover a greater area than they normally would. Foraging in this area yields twice the usual amount of food
Monsters
Fizban's Treasury of Dragons
the rest of the lair, this chamber is lit by phosphorescent fungal blooms that give off soft green, blue, and purple light.
Hoard Chamber. The dragon’s hoard is hidden away in a more remote
fungi within 6 miles of the dragon’s lair grow faster and cover a greater area than they normally would. Foraging in this area yields twice the usual amount of food.
If the dragon dies, these
Magic Items
The Book of Many Things
offer, it returns to its home plane.
Giant. You immediately grow 2d10 inches in height, and your hit point maximum and current hit points both increase by 20.
Humanoid. You can immediately choose to
spells
When you cast this spell, choose a creature or an object that is Huge or smaller and not being worn or carried within range. Vibrant vines quickly grow around the target, pinning it into place and
the end of each of its turns, ending the Restrained condition on a success.
If the target is an object, it can’t be moved from its current location and creatures that climb the object don&rsquo
Storm Giant Quintessent
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
waterfall, a remote island, a fog-shrouded loch, a beautiful coral reef, or a windswept desert bluff. As befits the environment, the storm in which the giant lives could be a blizzard, a typhoon, a
be dispersed by wind.
The giant creates a 60-foot-long, 10-foot-wide line of strong wind (or strong current within water) originating from a point anywhere in its lair. Each creature in that line must
monsters
AC bonus granted by this trait. Shub-Niggurath gains the benefits of this trait’s current level and all lower ones. These benefits end when Shub-Niggurath is no longer threatened by hostile
community survives and in time its numbers swell.
Growing Demands. As the community thrives, the demands placed upon them grow. Soon, they must offer up so many living sacrifices that they cannot afford to
Tiefling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
, blue, or purple.
Self-Reliant and Suspicious
Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be
three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through generations, that
Triton
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
Ah, the tritons. Imagine if the elves spent a few centuries far beneath the sea, where their arrogance and pretension could grow undisturbed. At least the tritons spent that time fighting sahuagin
remote even merfolk and sea elves rarely encounter them.
Haughty Nobles
As a result of their isolation and limited understanding of the Material Plane, tritons can come across as haughty and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
dies by falling from a great height, not by any other means. 4 Remove the obstacles that prevent a retired adventurer from marrying the nobleman she loves, so that their child can grow up to carry
out another part of your patron’s plan. 5 Plant a magical seed in a remote location to ensure it grows into a mighty tree and bears fruit that will give power to future heroes. 6 Defeat a dragon-blooded
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
dies by falling from a great height, not by any other means. 4 Remove the obstacles that prevent a retired adventurer from marrying the nobleman she loves, so that their child can grow up to carry
out another part of your patron’s plan. 5 Plant a magical seed in a remote location to ensure it grows into a mighty tree and bears fruit that will give power to future heroes. 6 Defeat a dragon-blooded
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Ravnica. The text of the Guildpact spelled out specific roles for each guild within the infrastructure of Ravnica, allowing the city to grow while the guilds coexisted in relative peace. But the true
prior to that pivotal event are denoted as “Al Concordant,” or AC, and counted backward from 1 AC. Years after the signing are “Zal Concordant,” ZC. The current date is 10,076 ZC, usually referred to as ’76.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
living keeps to the darkness and far from reflective surfaces. Dark Desires. Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure
strength, he settled in the remote valley of Barovia and built a castle on a towering pinnacle, from which he could survey his lands. His brother Sergei came to live with him in Castle Ravenloft
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Ravnica. The text of the Guildpact spelled out specific roles for each guild within the infrastructure of Ravnica, allowing the city to grow while the guilds coexisted in relative peace. But the true
prior to that pivotal event are denoted as “Al Concordant,” or AC, and counted backward from 1 AC. Years after the signing are “Zal Concordant,” ZC. The current date is 10,076 ZC, usually referred to as ’76.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
living keeps to the darkness and far from reflective surfaces. Dark Desires. Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure
strength, he settled in the remote valley of Barovia and built a castle on a towering pinnacle, from which he could survey his lands. His brother Sergei came to live with him in Castle Ravenloft
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
societies. They’re more interested in remote forests, lonely valleys, high mountains, and other natural places than in cities. Traveling elves want to meet people, but not too many. A small fraction of
subconsciously, they throw themselves into dangerous situations, not caring whether they survive or perhaps even hoping they don’t. In effect, they’re looking for another chance, seeing their current life or perceived future as unbearable and hoping to stop the clock on this mortal body and start afresh.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
sorties into civilized areas to secure goods — and to wreak havoc. The first leader of the Gruul was Cisarzim, a cyclops who was purportedly the ancestor of Borborygmos, the current guildmaster. Cisarzim
was called the Lord of Chaos, and his guild’s original function as maintainers of Ravnica’s natural places meant keeping his faction as remote as possible from the civilized parts of the world. The
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
societies. They’re more interested in remote forests, lonely valleys, high mountains, and other natural places than in cities. Traveling elves want to meet people, but not too many. A small fraction of
subconsciously, they throw themselves into dangerous situations, not caring whether they survive or perhaps even hoping they don’t. In effect, they’re looking for another chance, seeing their current life or perceived future as unbearable and hoping to stop the clock on this mortal body and start afresh.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Current Events Minor issues are nothing unusual in the Dessarin Valley. Bands of savage humanoids from the Sword Mountains or the Evermoors occasionally raid here. Human barbarians known as the
the peace. Six months ago, an insidious new threat began to grow in the area, unsuspected by the locals or any passing adventurers. Dreams and visions drew four elemental prophets, one by one, to the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Current Events Minor issues are nothing unusual in the Dessarin Valley. Bands of savage humanoids from the Sword Mountains or the Evermoors occasionally raid here. Human barbarians known as the
the peace. Six months ago, an insidious new threat began to grow in the area, unsuspected by the locals or any passing adventurers. Dreams and visions drew four elemental prophets, one by one, to the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
tower allows prisoners to be delivered by airship as well. Revel’s End is controlled by the Lords’ Alliance, a loose confederation of settlements whose current members include the cities of Baldur’s
amenities. If the council needs a tie-breaking vote to determine whether to commute a prisoner’s sentence, the prison warden—a neutral arbiter with no ties to any Lords’ Alliance member—casts the deciding vote. The remote prison of Revel’s End contains many of the Sword Coast’s most dangerous criminals
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
sorties into civilized areas to secure goods — and to wreak havoc. The first leader of the Gruul was Cisarzim, a cyclops who was purportedly the ancestor of Borborygmos, the current guildmaster. Cisarzim
was called the Lord of Chaos, and his guild’s original function as maintainers of Ravnica’s natural places meant keeping his faction as remote as possible from the civilized parts of the world. The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
tower allows prisoners to be delivered by airship as well. Revel’s End is controlled by the Lords’ Alliance, a loose confederation of settlements whose current members include the cities of Baldur’s
amenities. If the council needs a tie-breaking vote to determine whether to commute a prisoner’s sentence, the prison warden—a neutral arbiter with no ties to any Lords’ Alliance member—casts the deciding vote. The remote prison of Revel’s End contains many of the Sword Coast’s most dangerous criminals
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
on a DC 10 Dexterity (Acrobatics) check to grab the rigging and be safely flung to an unoccupied space within 40 feet of their current position. On a failure, they stay where they are and fall prone
curses 8 Burning beard, and breath that reeks of booze 9 Wears a torn wedding dress stained in blood 10 Blue-skinned, with a single large horn on forehead 11 Fishlike features and needlelike teeth 12 Reflective skin
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creature in its reflective outer surface. The shield can trap only one creature at a time. Whenever it traps a new creature, the shield releases its current prisoner, which appears in an unoccupied space as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creature in its reflective outer surface. The shield can trap only one creature at a time. Whenever it traps a new creature, the shield releases its current prisoner, which appears in an unoccupied space as
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
on a DC 10 Dexterity (Acrobatics) check to grab the rigging and be safely flung to an unoccupied space within 40 feet of their current position. On a failure, they stay where they are and fall prone
curses 8 Burning beard, and breath that reeks of booze 9 Wears a torn wedding dress stained in blood 10 Blue-skinned, with a single large horn on forehead 11 Fishlike features and needlelike teeth 12 Reflective skin