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Returning 35 results for 'calling returner guards to have require'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
throws against spells and other magical effects.
Unusual Nature. The magen doesn’t require air, food, drink, or sleep.Multiattack. The magen makes two melee attacks.
Greatsword. Melee Weapon
guards.
Magen are magical, humanlike beings created by a wizard spell (see the create magen spell in appendix D) or by other arcane methods.
Though magen look like humanoids with green skin, they
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
. That parasite bestows undeath upon the spellcaster and causes strange tentacles to sprout from the body. The parasite’s mouth is visible on the lich’s torso, and the parasite guards the
, the Night Serpent
4
Ghaunadaur
5
Zargon, the Returner
6
That Which Lurks
Necrotic, Poison
Monsters
Tales from the Yawning Portal
. Interlopers who discover his quarters are set upon by the lich and his dread warrior guards, but if Var is brought to the brink of death, he might bargain for a chance to escape the dungeon.
Undead Nature. A
lich doesn’t require air, food, drink, or sleep.PoisonCold, Lightning, Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Curse of Strahd
"} slashing damage.Strahd zombies are undead that serve the vampire Strahd von Zarovich. Created from the long-dead guards of Castle Ravenloft, they were called into being through dark magic by Strahd
any part damages the whole creature.
Undead Nature. A Strahd zombie doesn't require air or sleep.Poison
Monsters
Spelljammer: Adventures in Space
’t require sleep.Multiattack. The elf makes two Longsword or Radiant Ray attacks.
Longsword. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Longsword
important individuals and locations is entrusted to astral elf honor guards, highly trained warriors who are more than capable of holding their own in combat.
Astral Elves
Long ago, some elves ventured
Backgrounds
Baldur’s Gate: Descent into Avernus
you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route
the Gray Wavers—the Flaming Fist harbor guards—and have a sense of how to operate the city’s mechanized cranes.
Variant Sailor: Pirate
You spent your youth under the sway of a
Monsters
Mordenkainen's Fiendish Folio Volume 1
down the gate of a backwater duke’s castle, slaying a dozen or more guards, then calling for parley is a typical fog giant strategy—followed by an offer to leave the duke alive in return
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
toward the characters while calling loudly for the guards. The balcony guards follow her, and all other guards in the vault go on high alert (see “Caught in the Act”).
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. Only casters of superlative skill have even the faintest chance of calling forth one of these monsters, and the spellcaster is often destroyed by the effort. Thus, only the most unhinged and nihilistic
members of Elemental Evil cults attempt such a summoning, in the hope of hastening the world toward some cataclysmic end. Elemental Nature. An elder elemental doesn’t require air, food, drink, or sleep.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
and foul-smelling smoke before continuing on their way. 7 Two guards in bright yellow robes and Cynidicean masks of scowling warriors kneel before one of the characters, addressing them as King Alendria
the characters to their leader in area B25. 12 1d6 cultists of Zargon declare that the characters must be sacrificed to the Returner and attempt to capture them alive.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, revealing themselves to be guards protecting the Prince of Vice.
As bystanders flee the area, the character who has the highest passive Wisdom (Perception) score spots a figure in green and yellow
throwing something toward the cart. An instant later, a cloud of pink ashes bursts from a sachet, striking the two guards. Kala’s Attack The parade route appears on map 5.1. The characters are either at
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
are recognized as weapons: if guards are securing swords and bows, they’ll also require you to turn over your staff.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
guards stand outside each of the front and back doors (leading to areas H1 and H6) at all hours. Rooms have 10-foot-high ceilings, with 8-foot-high passages and 7-foot-high doorways connecting them
. Windows are fitted with iron bars that require a successful DC 30 Strength (Athletics) check to bend. Doors are made of iron-bound oak and unlocked. All areas are brightly lit by continual flame spells
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
—until thirty guards suddenly surrounded the pair of thieves. Vidorant nimbly escaped via the roof with the diadem in hand, but Goldenbeard was caught. He avoided imprisonment by calling in favors
Goldenbeard each competed to win leadership of the society, calling in favors from every ally they had in the organization. Unfortunately for Vidorant, Goldenbeard proved defter at internal politics, winning
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Sphinxes In sacred isolation, a sphinx guards the secrets and treasures of the gods. As it calmly regards each new party that comes before it, the bones of supplicants and quest seekers that failed
, knowing no other life except its sacred mission. Magical Tests. The secrets and treasures a sphinx guards remain under divine protection, so that when a creature fails a sphinx’s test, the path to the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
stationed inside the gatehouse, one in each tower. Four guards (male and female humans) man the adjacent walls. If the characters are seen flying or climbing over the walls, the guards assume that the
guards plus forty commoners (male and female humans) armed with handaxes. The double doors are made of thick wood planks bound with iron bands and sealed shut with a heavy wooden bar held in iron
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Astral Elf Honor Guard The safety of important individuals and locations is entrusted to astral elf honor guards, highly trained warriors who are more than capable of holding their own in combat
put it to sleep.
Unusual Nature. The elf doesn’t require sleep.
Actions
Multiattack. The elf makes two Longsword or Radiant Ray attacks.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
to the vault, or pulls coins from the vault through the same sigil. Withdrawals of more than 250 gp require a second cashier to confirm the transaction. Transactions occurring through the sigils are
Areas Entering an employee-only area requires a pass card (see “Employee Pass Cards” earlier in the adventure). Security guards who encounter unauthorized individuals in employee-only areas immediately
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
tower.
Light. The cavern outside the tower is dark, for the inhabitants of Araj require no light. Inside the tower, occasional driftglobes shed dim light, with the rest of the place in darkness
.
Guards and Wards.The interior of the tower is under the effect of a permanent guards and wards spell to thwart intruders. Vizeran suspends the spell’s effects for his guests, allowing them to enter
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
unauthorized people try to open or bypass the door, calling six more guards to help defend the entrance. Members If the characters continue watching the door, they see up to four more visitors approach
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
spells. When you cast them with this trait, they don’t require components. Githzerai In their fortresses within Limbo, the githzerai hone their minds to a razor’s edge. Ability Score Increase. Your
for these spells. When you cast them with this trait, they don’t require components. Random Height and Weight Race Base Height Base Weight Height Modifier Weight Modifier Githyanki 5'0" 100 lb
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Deathlock Wight In Dead in Thay, two kinds of wights serve the Red Wizards as guards and workers. The deathlock wight resembles a normal wight, except that its undead form courses with dark magic
. Undead Nature. A wight doesn’t require air, food, drink, or sleep. Deathlock Wight Medium undead, neutral evil
Armor Class 12 (15 with mage armor)
Hit Points 37 (5d8 + 15)
Speed 30 ft.
STR
11
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
threats require a united front. The agents of the Lords’ Alliance work to maintain the delicate network of information and diplomacy that sustains their order, alert for anything that might threaten
. Lord Eravien Haund
Lawful neutral half-elf noble
Ideals: Order, society, peace, stability
Personality: Charming, sly, worldly
Potential Resources: Lords’ Alliance guards and spies
The
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
the front doors. To the north is a grand staircase draped in rich carpet.
Two guards patrol this area. The two statues flanking the information desk animate if a character comes within 5 feet of
of the hallway is another secret door that doesn’t require an ability check to spot from inside the hall. This secret door pulls open to reveal a similarly sized exhibit room in area V4. V4: Ancient
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
character can jump down from a higher to a lower section with a successful DC 10 Dexterity (Acrobatics) check. Crash Survivors The voice calling to the party belongs to Thasselandra Bravewing, the
navigator, Ra-das (N male Halruaan human scout); the master-of-arms, Falx Haranis (CN male Halruaan human veteran); and three other crewmen named Brax, Nhar, and Veliod (N male Halruaan human guards
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
with valuable cargo may carry 2d10 guards with a veteran guard captain. Cargo ships that transport livestock may have goats, camels, draft horses, mules, and other beasts, in addition to their crews
to an important destination. Most crew members and officers on passenger ships are commoners. Vessels carrying important people may carry 2d10 guards with a veteran guard captain. The passengers on a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Orien guards discourage such behavior. Elemental airships are the pride of House Lyrandar, using bound air and fire elementals to propel a vessel through the sky. Airships travel between 20 to 40 miles
Orien enclaves have permanent circles and can be used as destinations. When this service is available, it generally costs 2,500 gp. All of these forms of advanced travel require someone with the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
guards are indifferent to the characters, and they tell anyone who approaches to get in line. It takes 19 (3d12) hours for a creature at the back of the line to reach the gate. Even then, only those
with a gate-access permit may approach the gate (see “Accessing the Gate”). If anyone approaches with questions about the gate, the guards direct them to the Gate Travel Administration. The modron guards
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
guards the gatehouse stands next to an iron gong that can be struck to warn of impending attack. A 15-foot high, 20-foot-wide, entryway passes through the gatehouse. A wall of junk on rollers can be
, since only the kenku require food, drink, and sleep. They are used when members of Mad Maggie’s gang need privacy. Amid the hovels are the plundered wrecks of several infernal war machines that have been picked clean for parts.
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, calling them in when it suits them — often with interest. Rivalries exist between kingpins, and their territorial borders shift constantly. As long as these internal feuds don’t disrupt Guild
business or draw the attention of the authorities, no one interferes. Recent rumors claim that an Outer City kingpin known as Straightstick is calling in all his favors to make a move on a Lower City turf
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
strategies: The party can sneak in magically by using the potions the Saltmarsh council provided. The party might try to talk their way in, but the challenge of deceiving the sahuagin guards has increased
into battle, attacking the largest character and cursing them in Sahuagin (calling them ichor-less tide pool dwellers and the like). If the party wishes to flee, the baron’s gargling guffaws follow them
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
having to make other people’s nice clothes all bloody, but some circumstances require carefully applied martial force. And others require the same thing, but with a lot less care. Sending a Clear Message
Items d10 Item
1 A tooth from a previous victim, wrapped in a silk handkerchief
2 A calling card with your name on it
3 A quick charcoal sketch of your victim, done in your own
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume One: Spelljammer Creatures
lich’s torso, and the parasite guards the lich against destruction, reviving the lich a few days after death. Canny foes can sabotage an eldritch lich’s revival by slaying the lich in a magic circle
Old Ones table to determine which entity gave an eldritch lich its parasite. Great Old Ones d6 Form 1 Cthulhu 2 Tharizdun, the Chained God 3 Dendar, the Night Serpent 4 Ghaunadaur 5 Zargon, the Returner 6 That Which Lurks
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, calling them in when it suits them — often with interest. Rivalries exist between kingpins, and their territorial borders shift constantly. As long as these internal feuds don’t disrupt Guild
business or draw the attention of the authorities, no one interferes. Recent rumors claim that an Outer City kingpin known as Straightstick is calling in all his favors to make a move on a Lower City turf
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
wood for mortals’ use. Nylea doesn’t care if the characters are opposed by simple peasants, or by monsters beyond the characters’ ability to cope with. They might need to get creative, calling upon
fond of the beast. Soon, the pair started hunting together, and the lynx, which she called Halma, became one of Nylea’s confidants.
Nylea’s sacred lynx guards those who honor the Nessian Wood and hunts those who don’t
(MATHIAS KOLLROS)