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Returning 7 results for 'noises clutching reflection pdf'.
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Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Reunion in Sigil At the end of chapter 10, the characters learned that Vecna is performing his ritual at a site in Pandesmos called the Cave of Shattered Reflection. At some point after this
Shattered Reflection, the characters must first destroy these demiplanes, which are the lich-god’s early attempts to remake reality. The demiplanes are harbingers of what’s to come if Vecna isn’t stopped
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Intense buzzing or grinding noises fill the region for the next 24 hours. With the exception of truly cacophonous sounds, creatures can only hear speech and noises that originate within 10 feet of them. 06
) 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->Lost Mine of Phandelver
wooden statue of a warrior clutching a spear and shield.
The leaning statue is ten feet tall, including the base. It depicts an old hero of Neverwinter named Palien, who supposedly defeated several
) check contested by the blights’ Dexterity (Stealth) check to avoid being surprised by them. Developments Any loud noises here alert the cultists in area 13, who quietly and cautiously investigate
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
middle of the square, leaning slightly, is a badly weathered wooden statue of a warrior clutching a spear and shield.
The leaning statue is 10 feet tall, including the base. It depicts an old hero of
. Development. Any loud noises here alert the cultists in area U13, who cautiously investigate. U13: Dragon Cultists’ Cottage A widespread group called the Cult of the Dragon seeks to forge alliances with
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
within arm’s reach. The sound of normal movement doesn’t wake them, but they are roused by the sounds of battle or other loud noises in areas B15–area B19. The duergar are alarmed if they wake to find the
serpentine creatures clutching spears. Floating ten feet above them is a spherical creature with a large central eye and ten eyestalks.
Two salamanders stand guard here along with a beholder known as
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
bird’s talons clutching a polished silver orb. The east end of the northernmost hall is a door illustrating the Moon card, in the center of which is an exaggerated keyhole. A door to the west displays
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
two grim figures: a powerfully built woman clutching a mace, and an even bigger man wearing a bucket helm. The helmed man is jabbing the prisoner with a spear, causing him to twitch. Both figures are
sleeping fists of Bane. All are fully armored and have their weapons nearby. If awakened by loud noises or the guard in area D23, they grab their weapons and quickly mobilize to repel any intrusion. The room






