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                        Returning 9 results for 'noise conjurer reflection pdf'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     spherical body. A spectator serves its conjurer for 101 years by guarding something of the spellcasterâs choiceâtypically a treasure or location. The spectator is a reliable guardian and allows only its
                                                
                                            
                                                
                                                     Frightened condition until the end of its next turn. Wounding Ray. Constitution Saving Throw: DC 12. Failure: 16 (3d10) Necrotic damage. Success: Half damage.  Reactions
 Spell Reflection. Trigger: The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     Lingering fog 11â12 Noise and smoke from smithies and forges 13 Canals and bridges 14 Cliffs on one or more sides 15â16 Clean streets and well-maintained buildings 17â18 Ancient ruins within the settlement
                                                
                                            
                                                
                                                       1d20 Type   1 Pawnshop 2 Apothecary 3 Grocer 4 Delicatessen 5 Potter 6 Undertaker 7 Bookstore 8 Moneylender 9 Armorer 10 Chandler 11 Smithy 12 Carpenter 13 Weaver 14 Jeweler 15 Baker 16 Mapmaker 17 Tailor 18 Ropemaker 19 Mason 20 Scribe  Olga Drebas  Joy Ang  Downloadable PDF
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     remain in the roost are Indifferent and fight only if the characters make a lot of noise nearby or ascend to the wyvernsâ roost. If the characters get in a fight here, the hunting wyverns return to
                                                
                                            
                                                
                                                    , flowing from the west down a passage to the east. The noise of falling water echoes from the eastern passage. A frost giant sits on an icy boulder on the north side of the room, his right hand to his
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     When a creature makes an exceptionally loud noise or otherwise attracts attention When the party spends at least 30 minutes in the same region Blessed Radiance The grace of the Upper Planes touches this
                                                
                                            
                                                
                                                    ) checks made against those creatures have disadvantage, and the creatures have disadvantage on Charisma (Persuasion) checks made against anyone who notices their lack of reflection. When they leave the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     the demons fight, the battle can be heard in every chamber in this zone (see âPit Battleâ in area 2 to aid in narrating the noise). 1. Chandelier Chamber Scorched and shattered plaster shows faint
                                                
                                            
                                                
                                                     silently against their confinement. The wall in the southwest corner contains a contact stone.
 Creatures. One Red Wizard conjurer oversees one deathlock wight and one Thayan apprentice (see appendix B
                                                
                                            
                                        
                                                     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 roomâs 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->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     layer of wet sand (presumably ballast) on top of which is an inch or so of green, greasy water.
 A scuttling noise toward the stern indicates there is some life down here â perhaps living off the
                                                
                                            
                                                
                                                     the base of the mast.
 As you move your light back and forth, you catch a yellow reflection in one of the garbage piles.
 A number of rats eke out a precarious existence here, but they are of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    . Whenever a loud noise is made inside the chamber, the loose crystal flickers. Tremendously loud noises, such as those made by a thunderwave spell or a horn of blasting, cause the crystal to go out for 1d6
                                                
                                            
                                                
                                                      High Evoker Zadulus 
   High Conjurer Damorith  High Illusionist Ajamar 
   High Diviner Apius  High Necromancer Cadavix 
   High Enchanter Ivira  High Transmuter Metaltra 
   The characters can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     you want them to play. Development If the battle here is extremely loud, the cultists in area P16 know to prepare for danger. P15. Reflection Chamber A throne made of coral and seashells stands on
                                                
                                            
                                                
                                                     south hush beneath the rainâs noise as it strikes the water.
 At the center of the cavern, the shattered hulks of sailing vessels lean upon their sides. Barnacles cling to the hulls. Humanoid
                                                
                                            
                                        






