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Returning 35 results for 'been both duty construct relaxing'.
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Changeling
Legacy
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Mordenkainen Presents: Monsters of the Multiverse
, investigation, and combat.
Personas can be shared by multiple changelings; a community might be home to three healer changelings, with whoever is on duty adopting the persona of Andrea, the gentle
character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
12. Guard Barracks (p. 27) In the first paragraph, the second sentence now reads as follows: “They maintain a two-person watch at the entrance (area 1); two dragonclaws are currently on duty in that area, and the others—three guards and eight cultists—are here, asleep or relaxing.”
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
12. Guard Barracks (p. 27) In the first paragraph, the second sentence now reads as follows: “They maintain a two-person watch at the entrance (area 1); two dragonclaws are currently on duty in that area, and the others—three guards and eight cultists—are here, asleep or relaxing.”
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
12. Guard Barracks (p. 27) In the first paragraph, the second sentence now reads as follows: “They maintain a two-person watch at the entrance (area 1); two dragonclaws are currently on duty in that area, and the others—three guards and eight cultists—are here, asleep or relaxing.”
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
12. Guard Barracks The guards who remained behind with Mondath use this chamber as their barracks. They maintain a two-person watch at the entrance (area 1); two dragonclaws are currently on duty in
that area, and the others—three guards and eight cultists —are here, asleep or relaxing. If fighting against the dragonclaws from area 1 pushes near the passage to area 12, roll a d20; the guards here
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
12. Guard Barracks The guards who remained behind with Mondath use this chamber as their barracks. They maintain a two-person watch at the entrance (area 1); two dragonclaws are currently on duty in
that area, and the others—three guards and eight cultists—are here, asleep or relaxing. If fighting against the dragonclaws from area 1 pushes near the passage to area 12, roll a d20; the guards here
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
12. Guard Barracks The guards who remained behind with Mondath use this chamber as their barracks. They maintain a two-person watch at the entrance (area 1); two dragonclaws are currently on duty in
that area, and the others—three guards and eight cultists—are here, asleep or relaxing. If fighting against the dragonclaws from area 1 pushes near the passage to area 12, roll a d20; the guards here
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
12. Guard Barracks The guards who remained behind with Mondath use this chamber as their barracks. They maintain a two-person watch at the entrance (area 1); two dragonclaws are currently on duty in
that area, and the others—three guards and eight cultists —are here, asleep or relaxing. If fighting against the dragonclaws from area 1 pushes near the passage to area 12, roll a d20; the guards here
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
12. Guard Barracks The guards who remained behind with Mondath use this chamber as their barracks. They maintain a two-person watch at the entrance (area 1); two dragonclaws are currently on duty in
that area, and the others—three guards and eight cultists—are here, asleep or relaxing. If fighting against the dragonclaws from area 1 pushes near the passage to area 12, roll a d20; the guards here
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
12. Guard Barracks The guards who remained behind with Mondath use this chamber as their barracks. They maintain a two-person watch at the entrance (area 1); two dragonclaws are currently on duty in
that area, and the others—three guards and eight cultists —are here, asleep or relaxing. If fighting against the dragonclaws from area 1 pushes near the passage to area 12, roll a d20; the guards here
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
entirely of magical snow. The simulacrum uses the archmage stat block, with these changes: The simulacrum is a neutral evil Construct. It speaks Common, Draconic, Elvish, Gnomish, or Sylvan while
, roll a d4 and consult the Simulacrum’s Location table, or choose an option you like. Simulacrum’s Location d4 Location 1 Dancing in the ballroom (area P4) 2 Relaxing in the parlor (area P5) 3 Mingling in the banquet hall (area P7) 4 Observing from the balcony (area P9)
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
entirely of magical snow. The simulacrum uses the archmage stat block, with these changes: The simulacrum is a neutral evil Construct. It speaks Common, Draconic, Elvish, Gnomish, or Sylvan while
, roll a d4 and consult the Simulacrum’s Location table, or choose an option you like. Simulacrum’s Location d4 Location 1 Dancing in the ballroom (area P4) 2 Relaxing in the parlor (area P5) 3 Mingling in the banquet hall (area P7) 4 Observing from the balcony (area P9)
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
entirely of magical snow. The simulacrum uses the archmage stat block, with these changes: The simulacrum is a neutral evil Construct. It speaks Common, Draconic, Elvish, Gnomish, or Sylvan while
, roll a d4 and consult the Simulacrum’s Location table, or choose an option you like. Simulacrum’s Location d4 Location 1 Dancing in the ballroom (area P4) 2 Relaxing in the parlor (area P5) 3 Mingling in the banquet hall (area P7) 4 Observing from the balcony (area P9)
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the outsider. In Neverwinter, if you want to construct a building, you simply purchase the land and hire workers to build it. In Waterdeep, the Surveyors’, Map-, and Chart-makers’ Guild must first be
. To learn the peculiarities of any guild’s rules, consult someone on duty at the guild headquarters or ask a senior guild member. All that said, working at a guild-related profession without being a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the outsider. In Neverwinter, if you want to construct a building, you simply purchase the land and hire workers to build it. In Waterdeep, the Surveyors’, Map-, and Chart-makers’ Guild must first be
. To learn the peculiarities of any guild’s rules, consult someone on duty at the guild headquarters or ask a senior guild member. All that said, working at a guild-related profession without being a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the outsider. In Neverwinter, if you want to construct a building, you simply purchase the land and hire workers to build it. In Waterdeep, the Surveyors’, Map-, and Chart-makers’ Guild must first be
. To learn the peculiarities of any guild’s rules, consult someone on duty at the guild headquarters or ask a senior guild member. All that said, working at a guild-related profession without being a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
odd-looking construct with an even more oddly placed spigot at the base of its barrel-shaped body. A gnome dressed in garishly colorful clothes sits on a stool nearby, his eyes blank. Another gnome
construct was originally a servant of the lighthouse franchise.) Wizzy (NG male gnome mage) is also under Hoobur’s power, and acts as the archmage’s unwitting ally. In his current state, Wizzy can cast only
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
odd-looking construct with an even more oddly placed spigot at the base of its barrel-shaped body. A gnome dressed in garishly colorful clothes sits on a stool nearby, his eyes blank. Another gnome
construct was originally a servant of the lighthouse franchise.) Wizzy (NG male gnome mage) is also under Hoobur’s power, and acts as the archmage’s unwitting ally. In his current state, Wizzy can cast only
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
odd-looking construct with an even more oddly placed spigot at the base of its barrel-shaped body. A gnome dressed in garishly colorful clothes sits on a stool nearby, his eyes blank. Another gnome
construct was originally a servant of the lighthouse franchise.) Wizzy (NG male gnome mage) is also under Hoobur’s power, and acts as the archmage’s unwitting ally. In his current state, Wizzy can cast only
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
all to see. One consequence of his injury is that Tanimar has been relegated to guard duty. He fights alongside his younger brother, Xaphtal Freth. The other two drow are named Hexab Do’ett and Moltar
iron spider is a Large unaligned construct that stands 7 feet tall. It has AC 19, 80 hit points, and immunity to poison and psychic damage. Its ability scores are as follows: Strength 18, Dexterity 10
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
all to see. One consequence of his injury is that Tanimar has been relegated to guard duty. He fights alongside his younger brother, Xaphtal Freth. The other two drow are named Hexab Do’ett and Moltar
iron spider is a Large unaligned construct that stands 7 feet tall. It has AC 19, 80 hit points, and immunity to poison and psychic damage. Its ability scores are as follows: Strength 18, Dexterity 10
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
all to see. One consequence of his injury is that Tanimar has been relegated to guard duty. He fights alongside his younger brother, Xaphtal Freth. The other two drow are named Hexab Do’ett and Moltar
iron spider is a Large unaligned construct that stands 7 feet tall. It has AC 19, 80 hit points, and immunity to poison and psychic damage. Its ability scores are as follows: Strength 18, Dexterity 10
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
building of sorts. It’s now Bosco’s Bilge, an ersatz tavern catering to the off-duty pirate crews relaxing at Jahaka Anchorage. The room contains benches, stools, and a few tables on a sand floor. It
in the anchorage, but it’s primarily for defense against large reptiles threatening the jungle wall (area 1). Two pirates (bandits) are always on duty atop the tower, and more come pouring out of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
building of sorts. It’s now Bosco’s Bilge, an ersatz tavern catering to the off-duty pirate crews relaxing at Jahaka Anchorage. The room contains benches, stools, and a few tables on a sand floor. It
in the anchorage, but it’s primarily for defense against large reptiles threatening the jungle wall (area 1). Two pirates (bandits) are always on duty atop the tower, and more come pouring out of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
building of sorts. It’s now Bosco’s Bilge, an ersatz tavern catering to the off-duty pirate crews relaxing at Jahaka Anchorage. The room contains benches, stools, and a few tables on a sand floor. It
in the anchorage, but it’s primarily for defense against large reptiles threatening the jungle wall (area 1). Two pirates (bandits) are always on duty atop the tower, and more come pouring out of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
next to the iron cage turns constantly. West of the wheel is a duergar encased in a cruel-looking exoskeletal construct, his face a mask of pain.
The construct is a duergar hammerer (see appendix C
with glowing-hot coals provide light and heat. Through the smoky haze, you count nine doors embedded in the north, west, and east walls.
Fifteen duergar guards occupy this area—six relaxing in the main
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
next to the iron cage turns constantly. West of the wheel is a duergar encased in a cruel-looking exoskeletal construct, his face a mask of pain.
The construct is a duergar hammerer (see appendix C
with glowing-hot coals provide light and heat. Through the smoky haze, you count nine doors embedded in the north, west, and east walls.
Fifteen duergar guards occupy this area—six relaxing in the main
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
next to the iron cage turns constantly. West of the wheel is a duergar encased in a cruel-looking exoskeletal construct, his face a mask of pain.
The construct is a duergar hammerer (see appendix C
with glowing-hot coals provide light and heat. Through the smoky haze, you count nine doors embedded in the north, west, and east walls.
Fifteen duergar guards occupy this area—six relaxing in the main
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
bandits joyride on riding horses stolen from a corral
4 2d4 Flaming Fist guards, off-duty or headed elsewhere, ignore obvious crimes
5 1d4 patriars (human nobles) and 2d8 guards
6 1d4
of the murdered Szarrs — though stories remain split as to whether the ghosts prey on the Gravemakers or aid them in their duty. Church of Last Hope This combined chapel and asylum in the Twin Songs
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
bandits joyride on riding horses stolen from a corral
4 2d4 Flaming Fist guards, off-duty or headed elsewhere, ignore obvious crimes
5 1d4 patriars (human nobles) and 2d8 guards
6 1d4
of the murdered Szarrs — though stories remain split as to whether the ghosts prey on the Gravemakers or aid them in their duty. Church of Last Hope This combined chapel and asylum in the Twin Songs
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Whitkeep Hostel throw tomatoes at passersby who flaunt their wealth 3 1d4 bandits joyride on riding horses stolen from a corral 4 2d4 Flaming Fist guards, off-duty or headed elsewhere, ignore obvious
, its moldering halls reputedly still infested by the ghosts of the murdered Szarrs — though stories remain split as to whether the ghosts prey on the Gravemakers or aid them in their duty. Church of
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Whitkeep Hostel throw tomatoes at passersby who flaunt their wealth 3 1d4 bandits joyride on riding horses stolen from a corral 4 2d4 Flaming Fist guards, off-duty or headed elsewhere, ignore obvious
, its moldering halls reputedly still infested by the ghosts of the murdered Szarrs — though stories remain split as to whether the ghosts prey on the Gravemakers or aid them in their duty. Church of
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Whitkeep Hostel throw tomatoes at passersby who flaunt their wealth 3 1d4 bandits joyride on riding horses stolen from a corral 4 2d4 Flaming Fist guards, off-duty or headed elsewhere, ignore obvious
, its moldering halls reputedly still infested by the ghosts of the murdered Szarrs — though stories remain split as to whether the ghosts prey on the Gravemakers or aid them in their duty. Church of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
bandits joyride on riding horses stolen from a corral
4 2d4 Flaming Fist guards, off-duty or headed elsewhere, ignore obvious crimes
5 1d4 patriars (human nobles) and 2d8 guards
6 1d4
of the murdered Szarrs — though stories remain split as to whether the ghosts prey on the Gravemakers or aid them in their duty. Church of Last Hope This combined chapel and asylum in the Twin Songs
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
lost in the gambling houses of the Lady’s Ward, where secret crime lords mingle with judges and off-duty guards. Greased palms lead to flimsy sentences and sudden pardons; such corruption goes ignored
pantheon find worshipers in the City of Doors. No temples to the Lady of Pain exist in the ward; to construct one is an offense worthy of banishment to the Mazes. CoupleOfKooks “It’s the Lady’s Ward