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                        Returning 23 results for 'non concerned reflection pdf'.
                    
                
                        
                            
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                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     failed save, or half as much damage on a successful one.Spell Reflection (2/Day). Ranged Spell Attack: +14;{"diceNotation":"1d20+14", "rollType":"spell", "rollAction":"Spell Reflection"} to hit, range 120
                                                
                                            
                                                
                                                     ft., one creature casting a spell of 5th level or lower. Hit: 26 (4d12);{"diceNotation":"4d12", "rollType":"damage", "rollAction":"Spell Reflection", "rollDamageType":"force"} force damage, and the
                                                
                                            
                                        
                                                     Magic Items
                                                    Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     harmlessly floats to the ground. Once the mirror has been deactivated, it can’t be activated again until the next dawn.
If a non-Construct creature other than you sees its reflection in the activated
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     shield dwarf clans learned long ago that only proud fools who are more concerned for their egos than their craft turn away promising apprentices, even those of other races. If you aren’t a dwarf
                                                
                                            
                                                
                                                    , however, you have taken a solemn oath never to take on an apprentice in the craft: it is not for non-dwarves to pass on the skills of Moradin’s favored children. You would have no difficulty
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                    , the shield dwarf clans learned long ago that only proud fools who are more concerned for their egos than their craft turn away promising apprentices, even those of other races. If you aren’t a dwarf
                                                
                                            
                                                
                                                    , however, you have taken a solemn oath never to take on an apprentice in the craft: it is not for non-dwarves to pass on the skills of Moradin’s favored children. You would have no difficulty, however
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     of many Material Plane worlds, as a reflection of that primordial story. It begins to explore the connections linking dragons on different worlds, which is elaborated throughout the rest of this book
                                                
                                            
                                                
                                                     dragons, but only secondarily a book about Dragons—that is, creatures with the Dragon type. Most of this book is concerned with the chromatic and metallic dragons described in the Monster Manual, as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     non-giants as a threat, and unless it has other orders, it attacks such creatures on sight. The art of crafting a runic colossus is lost to modern giants, but many tales suggest the instructions
                                                
                                            
                                                
                                                     successful one.
 Reactions
 Spell Reflection (2/Day). Ranged Spell Attack: +14 to hit, range 120 ft., one creature casting a spell of 5th level or lower. Hit: 26 (4d12) force damage, and the target
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     ensuring that the rod won’t sunder again. Missing Malaina If the characters resist resting in their quarters, Alustriel approaches them privately. She’s concerned that her wife, Malaina, left the
                                                
                                            
                                                
                                                     on stealing the rod and using the portal to travel to Pandesmos. If the characters defeat Kas, he reveals the location of Vecna’s ritual: the Cave of Shattered Reflection in Pandesmos on the plane of
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     barriers to gain access to the tunnel. As with the tunnels between chambers, escape tunnels are usually a steep climb or nearly vertical to make it difficult for non-flying creatures to follow. A tunnel
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     chamber just below the street serves as the gathering place for all the Speakers, as well as a location where non-Simic visitors can meet with the Prime Speaker or other combine emissaries. Goals of the
                                                
                                            
                                                
                                                     creatures. Utopians generally interpret the Holdfast principle as being about staying rooted in nature, and the Upwelling as concerned with slow, predictable, cyclical improvement. So they remain hidden in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     entrails and other less identifiable fixings. Non-drow intruders are attacked on sight. 20d. Demon Mirror The door to this building is locked, and T’rissa Auvryndar (see area 6) carries the only key
                                                
                                            
                                                
                                                     realistic spiders are carved into its stone frame, almost appearing to twitch and crawl. When a creature approaches within 5 feet of its reflection in the mirror, the reflection disappears and is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                    , cling to life in the darkness, searching the underground for secrets that could lead to their ascension. Undersigil Encounters  d6 Encounter   1 A vargouille reflection (see Morte’s Planar Parade
                                                
                                            
                                                
                                                     beneath the streets of Sigil The following are just a few of the non-ascendant factions headquartered in Nowhere: The Coterie of Cakes (Cakers) is a destitute band of rosy-cheeked bullies who assert the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     warning them that any interference might get them arrested or killed. Bystanders look a little surprised or concerned but don’t intervene, not even to aid the unconscious merchant once the guards leave. If
                                                
                                            
                                                
                                                    , honor, hard work, and seeing all non-duergar as lesser creatures. Duergar are ruthless but not unnecessarily cruel, and pragmatism drives their every decision. Though they treat the adventurers with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     Aberrations, fiends, and undead in the region have disadvantage on attack rolls and ability checks for the next 24 hours. 19–24 Each creature carrying the holy symbol of a deity from a non-evil plane while
                                                
                                            
                                                
                                                    ) 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->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     mirror on the ceiling radiates an aura of necromancy. If the characters return Cithcillion’s bones to the slab, the reflection in the mirror is of him as he was in life. His reflected image opens its eyes
                                                
                                            
                                                
                                                    : Cithcillion was a Silvanesti elf who, like many in Krynn, had grown concerned with the kingpriest’s increasingly arrogant behavior. When rumors spread of the kingpriest desecrating a dragon burial ground
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     and ask her clanfolk to send reinforcements to Bryn Shander. She warns the characters that the dwarves of Ironmaster don’t allow non-dwarves inside their lands. But, she says, if the characters
                                                
                                            
                                                
                                                     deeply troubled. If they pry into his affairs, Sir Lanniver reveals that he’s concerned about another member of the Order of the Gauntlet named Dannika Zarrn, a knight of Helm who has joined a splinter
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     gilded frame. A door in one corner leads to a garderobe. The baroness used to while away long hours in this room, fondling her perfume collection and searching for solace in her own reflection. Since
                                                
                                            
                                                
                                                     once belonged to a secret society called the Ba’al Verzi. If a creature speaks the rhyme while standing within 5 feet of the mirror and staring at its own reflection, the assassin’s ghost appears nearby
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    . But even where boulder tossing is concerned, artistry is fundamental to the effort. A stone giant hurling a boulder isn’t only performing a feat of strength but is also striving to display consummate
                                                
                                            
                                                
                                                     peaceful and reasonable people. Among their own kind, they tend to be so. But outsiders, particularly non-giants of any sort, are unwelcome in the stone giants’ caverns, and trespassers aren’t treated
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
                                                    
                                                
                                            
                                                     rented for them by concerned family or receive a somewhat mysterious — and usually unexpected — invitation from the institute’s superintendent, Mother Aramina, a lawful good female human priest
                                                
                                            
                                                
                                                    , see a trove of wealthy city-dwellers and wishy-washy non-priests in their midst, ripe targets for protection schemes, kidnappings, and all manner of other plots. Currently none of the Church’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     visitors might bring with them. Few seek the church’s services on their own. Rather, most who come to dwell at the church either have a room rented for them by concerned family or receive a somewhat
                                                
                                            
                                                
                                                     conditions. Despite its charity, though, the Church of Last Hope is not universally loved. The Faithless, the Guild-associated gang in Twin Songs, see a trove of wealthy city-dwellers and wishy-washy non
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     other fortifications. Yet as horrifying as he finds those possibilities, he seems more concerned about himself: smokepowder security is his responsibility, and he can’t tell the city government about the
                                                
                                            
                                                
                                                     spontaneously arising undead, unethical or experimental treatments by priests of non-good faiths, or excessive withdrawals from the stores of painkilling narcotics. It perhaps says something about Baldur’s Gate
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
                                                    
                                                
                                            
                                                     seems more concerned about himself: smokepowder security is his responsibility, and he can’t tell the city government about the theft without getting punished for negligence. Yet if he keeps quiet and
                                                
                                            
                                                
                                                     those wards catering to poor Outer City residents, the hospital has constant security problems, from angry patients to spontaneously arising undead, unethical or experimental treatments by priests of non
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    . Sehanine is Corellon’s shadow; Corellon is Sehanine’s reflection. Sehanine is the moon; Corellon is the moon’s crescent. Sehanine is the night sky; Corellon is the sun and all the stars. No god of the
                                                
                                            
                                                
                                                     Seldarine is as intertwined with Corellon or presents so many paradoxes for worshipers to unravel, but this role befits Sehanine, for she is a god of mysteries as much as anything else. Many non-elves
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     execution. Such punishments are rare, but when they do occur, they draw a large crowd. In any given week, there is a 2 percent chance of an execution, usually of some bandit or other non-native ne’er-do
                                                
                                            
                                                
                                                     netted him enough loot to open a business. The increased presence of law enforcement in Saltmarsh has him on edge, and he is concerned that his involvement in the heist will emerge. In the meantime, he
                                                
                                            
                                        






