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Returning 31 results for 'some of reflected deep virtually'.
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some of reflect deep virtually
Monsters
Guildmasters’ Guide to Ravnica
it and can escape from the corpse by using 20 feet of movement, exiting prone.Wurms are huge creatures that resemble limbless, wingless dragons. They burrow through the earth and eat virtually
anything they come across, and their movement accounts for much of the destruction in the rubblebelt regions of Ravnica.
A wurm burrows through loose earth by using deep sonic vibrations to liquefy the
Shifter
Legacy
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Species
Eberron: Rising from the Last War
Geth’s ancient heritage rose up from deep within him, spreading out from the core of his being. Some shifters manifested terrible claws, others massive fangs, still others astounding speed or
within they physically transform for a short time.
A shifter’s beast within is reflected by the shifter’s subrace. Four subraces are especially common:
Beasthide often signifies the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X41. Fissure An earth tremor split the rock between areas X40 and X42, creating two natural openings that are virtually side by side. The openings are 3 feet wide, 8 feet high, and 10 feet deep.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
15. Snake Pit A rickety wooden walkway threads around the walls of a deep pit. Foul odors waft up from below. Somewhere in the gloom beneath you, thousands of snakes writhe.
Despite appearances
, the rickety wooden walkway is safe. The yuan-ti sometimes hurl rebellious prisoners into the pit to be devoured by the serpents. The pit is 50 feet deep and filled with poisonous snakes. When a creature
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
edifices of stonework that symbolize the permanence and stability of those places. A Brelish dwarf might feel a deep, personal connection to the towers of Sharn or the great walls of Wroat; some dwarves
family plays in your life. Do you live near family? What kind of work do your closest family members pursue, and is that reflected in the background you choose? Are you close to your relatives, or have you had a falling out? Did you lose kin in the Last War?
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Blibdoolpoolp the Sea Mother Bloppblippodd (“Blopp”) Ploopploopeen’s daughter, now calling herself the archpriest of Leemooggoogoon the Deep Father; demon tainted Glooglugogg ("Gloog") Ploopploopeen’s son, kuo
-toa whip, and loyal worshiper of the Sea Mother Klibdoloogut (“Klib”) Kuo-toa whip and keeper of the altar of the Deep Father ROLEPLAYING THE KUO-TOA
Though the kuo-toa are mad, at least some of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
is reflected by the waters of the deep. Any such community makes sure to host festivals to propitiate the Wavemother and seek her favor. Although mercurial in temperament, she can be generous to those
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, in virtually any order. This makes it problematic to put the way to the surface world in a particular place, since the adventurers could just as easily bypass it as stumble upon it prematurely
. Instead, the characters’ escape is made possible by a set of conditions that you can implement when the time is right. Blingdenstone The deep gnome settlement (see chapter 6) has the most dealings with the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
strongholds and settlements deep in the forests. Today, most wood elves stand guard over the ruins of the past, believing it their duty to preserve their fallen glory as an object lesson of the dangers of
hubris. Wood elves tend to be hardier than other elves, more solid and grounded than their cousins. This attitude is reflected in their culture and traditions; wood elves tend more toward physical
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Great Chasm The Great Chasm gapes in Sithicus like a wound. None can say how deep it goes, as light fails to pierce more than a few dozen feet into the ravine. Those who descend deeper vanish into
moon, Nuitari, and magic cast within its reflected light is empowered but cursed. Mal-Erek Forgotten scholars built Mal-Erek amid giant trees. Now only squatters and obsessed scholars reside here, with
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
abandoned guardhouses. Beyond these, a wide chasm gapes, disappearing into the deep fog below. A lowered drawbridge spans the chasm, leading to an arched entrance to the castle courtyard. The chains of
together, the group might explore a dark dungeon, a ruined city, a haunted castle, a lost temple deep in a jungle, or a lava-filled cavern beneath a mysterious mountain. The adventurers can solve puzzles
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
abandoned guardhouses. Beyond these, a wide chasm gapes, disappearing into the deep fog below. A lowered drawbridge spans the chasm, leading to an arched entrance to the castle courtyard. The chains of
, the group might explore a dark dungeon, a ruined city, a haunted castle, a lost temple deep in a jungle, or a lava-filled cavern beneath a mysterious mountain. The adventurers can solve puzzles, talk
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Jimjar Deep gnome with a gambling problem Ront Orc bully Sarith Kzekarit Drow accused of murder Shuushar the Awakened Kuo-toa hermit and mystic Stool Myconid sprout Topsy and Turvy Deep gnome wererat
of Eldeth’s kin when they later visit Gauntlgrym. Jimjar A male deep gnome spy, Jimjar is a feckless rogue with a devil-may-care attitude, a fondness for coin, and an obsession with betting on
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
grandeur or hatred of the dragonmarked houses. The information points to a gathering of aberrant heirs deep below Sharn. Levels 11–16. After the characters disrupt House Tarkanan’s schemes in the depths
dragonmarks. Any Humanoid in the Monster Manual or another source could be a House Tarkanan agent with a mark that doesn’t affect the creature’s use in combat or that is reflected in the creature’s existing
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to traverse these smooth-walled tunnels will find it difficult to move deep into the lair and virtually impossible to confront the beholder in its sanctum. Minions and other creatures under a
chamber to hold captives that it chooses not to kill. The simplest kind of prison, easy enough for a beholder to create, typically consists of 20-foot-deep holes disintegrated into the floor
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
-toothed poacher, Mick Mangehide (gnoll fang of Yeenoghu), the Vile Hunt whittles away at Faunel’s bickering factions as Mick prepares his trophy wall for their mounted heads. Gate Deep in the vine
town’s center, its weathered visage and mossy limbs reflected in the pool’s sparkling ripples. Called Wrath by the animal kingdoms that came before, the guardian questions all who seek to enter the portal
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
twilight realm of the Feywild. Their cities sometimes cross over to the Material Plane, appearing briefly in mountain valleys or deep forest glades before fading back into the Feywild. The elf
their ability to step through the boundary between the planes, disappearing for a moment before reappearing somewhere else. In the game, this is reflected in a limited use of the misty step spell. Since
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
vault lies deep underground, natural sunlight is difficult to come by. Clever characters can buy twenty steel mirrors (5 gp each) and arrange them in places (and at the proper angles) so that
sunlight from outside can be reflected underground and shone upon the vault entrance. Setting up these mirrors and getting their alignment just right takes 2d4 + 2 hours regardless of the number of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
take in the sights and move on: Eight columns of rock reach skyward, forming a ring around a deep crater lake. Rough-hewn steps spiral up each of the columns, and a rowboat is moored on the lakeshore
from the top of any column or by a creature flying at that elevation or higher. The lake is 400 feet in diameter and 100 feet deep at its center. The figure is Alagarthas, a wood elf prince from the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
and 1 foot deep, connect the fountain to the vats. The whole system contains necrotic essence that prepares oozes for binding to undead. A creature that enters the necrotic essence for the first time on
-deep pool. Until a character looks into the pool and notices its mirrorlike nature, it takes a successful DC 20 Wisdom (Perception) check to notice that quality. Creature. An elder black pudding
Magic Items
Infernal Machine Rebuild
body of the user and trailing behind them. When so attached, the wire becomes invisible, astral, and extends to virtually infinite length.
As long as the wire remains intact, the attuned user can make
preventing it from restoring itself if it is attacked. Alternatively, other combinations of controls might cause the Infernal Machine to teleport its most critical components to some hiding place deep in space
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
documentation. B51: Pit Trap This intersection contains a 10-foot-wide, 10-foot-deep pit. The opening is covered by a wooden trapdoor painted to blend into the stone around it. Characters who have a passive
worth 150 gp apiece. The sisters’ knapsack is full of counterfeit potions. B57: Entrance Hall Julie Dillon Deep within the ziggurat, a time-worn wall
mosaic depicts the rise and fall of Cynidicea Two
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
magnificent hall with a soaring ceiling, marble floors, and intricate carvings of prosperous farmlands decorating the walls. It has since fallen to ruin. Deep cracks mar the walls, sections of the
hall. A deep chasm splits the chamber in two, leaving a wide gap between the room’s northern and southern halves. Freestanding pillars of rock to the east create natural “stepping stones” across the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
perpetually in full bloom. The reflecting pool is 1 foot deep. Sundial. The sundial here functions identically to the one in the hedge maze (area G21), but the leaves required to operate it don’t grow within
together and eventually here. Like the other garden residents, Argus and Hamish believe Juliana and Orlando are the reincarnated creators of the garden—and they see their own love reflected in the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, their domes good at supporting the weight of snow and deflecting the cold wind. Most homes are dug out of the rock and include deep cellars laden with preserves. The miners of Fireshear dwell here all
across ice or wading through frigid waist-deep water toward the docks, eager to raid and pillage. The remaining eight frost giants remain aboard the ship. As townsfolk retreat to the mines or flee across
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
marble lead up to an area where the floor is of deep red polished stone, Between two pillars of polished obsidian sits a massive throne made of jet and black-and-white-banded onyx, the whole inlaid with
reflected in it. (Frupy uses it if she suspects invisible creatures are about.) Also here are an ebony and mother-of-pearl wardrobe (filled with her clothing), an iron strongbox, a chest of twelve
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
the save.
If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.
Actions
+7, Wis +6, Cha +6
Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
Senses darkvision 120 ft., passive Perception 16
Languages Deep Speech, Undercommon
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Carvings of reptiles decorate the throne, and glints of reflected light hint at the presence of inset gemstones.
The heads of several creatures hang on the walls, mounted on plaques of wood for display as
floor opens onto a vertical shaft, 5 feet square and 20 feet deep. The door requires a successful DC 14 Wisdom (Perception) or Intelligence (Investigation) check to be noticed. Iron handrails are set
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
in the air.
This bathhouse is built around a natural hot spring. The pool is 10 feet deep, and its magically infused waters grant several benefits. Water removed from the pool loses its magic in 10
as though her face was being reflected in a broken mirror. Looking into his former friend’s activities since they parted ways led him to Silverymoon a month ago, then to the temple. Ilmar instinctively
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
collapse of humanoid kingdoms. They make their homes in fetid swamps and crumbling ruins where kingdoms once stood. With deep-socketed eyes and broad nasal openings, a black dragon’s face resembles a skull
extend back from its nostrils to line its brow, and cluster on its jutting lower jaw. A blue dragon’s scales vary in color from an iridescent azure to a deep indigo, polished to a glossy finish by the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
character can climb the columns without having to make an ability check. Mirror Ceiling. A character who looks up at the ceiling sees the floor of the glowing grotto (area G9) reflected in its surface
night sky at the top and fading to the pale blue of a twilight horizon at the ledge. The lower half of the room is serpentine, gradually darkening from pale green near the equator to a deep, forest