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Returning 35 results for 'calls reach guard to her revering'.
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Monsters
Monster Manual
Multiattack. The guard makes two attacks, using Javelin or Longsword in any combination.
Javelin. Melee or Ranged Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Javelin
"}, reach 5 ft. or range 30/120 ft. Hit: 14 (3d6 + 4);{"diceNotation":"3d6+4", "rollType":"damage", "rollAction":"Javelin", "rollDamageType":"Piercing"} Piercing damage.
Longsword. Melee Attack Roll
Classes
Player’s Handbook
orders that call on the forces of nature. Harnessing the magic of animals, plants, and the four elements, Druids heal, transform into animals, and wield elemental destruction.
Revering nature above all
.
Druids are concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over
Monsters
Monster Manual
attacks.
Necrotic Burst. Melee or Ranged Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Necrotic Burst"}, reach 5 ft. or range 120 ft. Hit: 24 (7d6);{"diceNotation
jealously guard their deathtrap-laden sanctums. The most notorious of these is the Tomb of Horrors, lair of the infamous Acererak.
The region containing a demilich’s lair is twisted by its
Magic Items
Dungeon Master’s Guide
avatar makes a number of Reaping Scythe attacks equal to half the summoner’s Proficiency Bonus (rounded up).
Reaping Scythe. Melee Attack Roll: Automatic hit, reach 5 ft. Hit: 7 (1d8 + 3
guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can’t return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.
Classes
Player’s Handbook
pursue lives of crime or domination.
But the lure of knowledge calls even the most unadventurous Wizards from the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most
, you gain the following class features when you reach the specified Wizard levels. These features are listed in the Wizard Features table.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The guard drake can breathe air and water.Multiattack. The guard drake makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to
hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.
Tail. Melee
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Amphibious. The guard drake can breathe air and water.Multiattack. The guard drake makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to
hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Bite","rollDamageType":"piercing"} piercing damage.
Tail. Melee
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Multiattack. The guard drake makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one
hit","rollAction":"Tail"} to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage.A guard
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Multiattack. The guard drake makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one
hit","rollAction":"Tail"} to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage.A guard
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Multiattack. The guard drake makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one
hit","rollAction":"Tail"} to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage.A guard
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Multiattack. The guard drake makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one
hit","rollAction":"Tail"} to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage.A guard
Monsters
Princes of the Apocalypse
on a hit.Multiattack. The guard makes two melee attacks.
Longsword. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Longsword"} to hit, reach 5 ft., one target. Hit
Flaming Weapon (Recharges after a Short or Long Rest). As a bonus action, the guard can wreath one melee weapon it is wielding in flame. The guard is unharmed by this fire, which lasts until the end
Monsters
Princes of the Apocalypse
Multiattack. The guard makes two melee attacks.
Morningstar. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Morningstar"} to hit, reach 5 ft., one target. Hit: 7
(1d8 + 3);{"diceNotation":"1d8+3","rollType":"damage","rollAction":"Morningstar","rollDamageType":"piercing"} piercing damage.Unyielding. When the guard is subjected to an effect that would move it, knock it prone, or both, it can use its reaction to be neither moved nor knocked prone.
Monsters
Out of the Abyss
Dwarven Resilience. The guard has advantage on saving throws against poison.Halberd. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Halberd"} to hit, reach 10 ft
Monsters
Guildmasters’ Guide to Ravnica
Explosive Tank. When the guard dies, or if it rolls a 1 when checking whether its Scorchbringer action recharges, the tank on its back explodes in a 10-foot radius sphere. Each creature in that area
;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Light Hammer"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2);{"diceNotation":"1d4+2","rollType":"damage","rollAction":"Light
Monsters
Storm King's Thunder
Brave. Baric has advantage on saving throws against being frightened.Maul. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Maul"} to hit, reach 5 ft., one target
.
Ideal: “Evil must not be allowed to thrive in this world.”
Bond: “Tyr is my lord; the order, my family. Through my actions, I shall honor both.”
Flaw: “I’m not afraid to die. When Tyr finally calls me, I’ll go to him happily.”
Monsters
Out of the Abyss
Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"Quarterstaff"} to hit (+4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Quarterstaff"} to hit with shillelagh), reach 5
","rollDamageType":"bludgeoning"} bludgeoning damage with shillelagh.Sladis Vadir has always felt a strange attraction to the Underdark, but the demonic incursion has broken his sanity. He kills and eats other humanoids he encounters or, as he calls it, “culls the herd to maintain the natural order.”
Monsters
Candlekeep Mysteries
Shocking Grasp (Cantrip). Melee Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"spell","rollAction":"Shocking Grasp"} to hit (with advantage if the target is wearing armor made of metal), reach
, see invisibility, sending, tongues, unseen servantShield (1st-Level Spell; 3/Day). When the sage is hit by an attack or targeted by a magic missile spell, it calls forth an invisible barrier of
Monsters
Candlekeep Mysteries
Shocking Grasp (Cantrip). Melee Spell Attack: +8;{"diceNotation":"1d20+8","rollType":"spell","rollAction":"Shocking Grasp"} to hit (with advantage if the target is wearing armor made of metal), reach
binding, polymorph, protection from evil and good, scrying, sending, true seeingShield (1st-Level Spell; 3/Day). When the sage is hit by an attack or targeted by a magic missile spell, it calls forth an
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Club"} to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4);{"diceNotation":"2d10+4", "rollType":"damage", "rollAction
":"Club", "rollDamageType":"bludgeoning"} bludgeoning damage.
Rat-Tail Whip. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Rat-Tail Whip"} to hit, reach 10 ft
Monsters
Icewind Dale: Rime of the Frostmaiden
;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Sickle"} to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3);{"diceNotation":"1d4+3","rollType":"damage","rollAction":"Sickle","rollDamageType":"piercing
deserted him or been killed off, but the few that remain are fiercely loyal. They believe, incorrectly, that he's the Chosen of Malar.
Although Isarr calls himself the Wolf King, few others in the
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Lightning Antlers"} to hit, reach 15 ft., one target. Hit: 16 (2d10 + 5);{"diceNotation":"2d10+5", "rollType
until the start of the hart’s next turn.
Thunder Hooves. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Thunder Hooves"} to hit, reach 5 ft., one target
Monsters
Quests from the Infinite Staircase
Pickaxe. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Fortified Pickaxe"} to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4", "rollType
buildings, objects, and raw materials, making them phenomenal excavators—and, if the occasion calls for it, sappers and saboteurs. Pechs enjoy sculpting and carving vast networks of tunnels and warrens
Monsters
Waterdeep: Dragon Heist
Lance. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Lance"} to hit (with disadvantage against a target within 5 ft.), reach 10 ft., one target. Hit: 8 (1d12 + 2
","rollDamageType":"piercing"} piercing damage while mounted.
Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60
Monsters
Eberron: Rising from the Last War
","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Spear","rollDamageType":"piercing
the Dead. They guard the temples of the Undying Court and the mansions of the noble lines of Aerenal, and Aereni ambassadors are often accompanied by undead bodyguards. Undying soldiers wear heirloom
Monsters
Vecna: Eve of Ruin
. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4);{"diceNotation":"2d10+4", "rollType":"damage
poisoned condition until the start of the phisarazu’s next turn.
Claw. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft., one
Monsters
Acquisitions Incorporated
;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Scimitars"} to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Scimitars","rollDamageType
the person you've shot first is already dead? Still, when the situation calls for it, this protector of the woodlands is equally at home on missions of subterfuge and social interaction in the big city, provided her well-known love of ale, wine, and other intoxicants doesn't get the better of her.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. The collector makes two Slam attacks.
Slam. Melee Weapon Attack: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Slam"} to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5
time.Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't AdamantineSummon Specters (Recharges after a Short or Long Rest). The collector calls up the
Monsters
Curse of Strahd
.
Spectral Longsword. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Spectral Longsword"} to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3);{"diceNotation":"1d8+3
master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall might return as a phantom warrior and continue guarding the
Monsters
Thieves’ Gallery
Strike. Melee or Ranged Spell Attack: +10;{"diceNotation":"1d20+10", "rollType":"spell", "rollAction":"Necrotic Strike"} to hit, reach 5 ft. or range 120 ft., one target. Hit: 32 (5d10 + 5);{"diceNotation
each: Evard's black tentacles, finger of death, time stop
Swarm of Meteors (1/Day). Sofina magically calls down a meteor swarm that detonates in four 40-foot-radius spheres, each one centered on a point
Monsters
Bigby Presents: Glory of the Giants
Multiattack. The firbolg makes two Spear or Fire Lance attacks.
Spear. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Spear"} to hit, reach 5 ft. or
. Primeval wardens who patrol the borders of firbolg communities are fierce hunters who guard against external threats and incursions.
Firbolgs
Distant cousins of giants, the first firbolgs wandered the
Monsters
Waterdeep: Dragon Heist
, reach 5 ft., one target. Hit: 11 (2d6 + 4);{"diceNotation":"2d6+4","rollType":"damage","rollAction":"Greatsword","rollDamageType":"slashing"} slashing damage, plus 7 (2d6);{"diceNotation":"2d6","rollType
cover by serving as a bodyguard to Vorondar Levelstone, a dwarf magister stationed at the South Gate. She likes the dwarf and has earned his confidence, allowing her to reach the rank of captain in the
Monsters
Eberron: Rising from the Last War
+10","rollType":"to hit","rollAction":"Greatsword"} to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5","rollType":"damage","rollAction":"Greatsword","rollDamageType":"slashing
“speaker” of his imprisoned master, Rak Tulkhesh, and he seeks to free his lord by bathing the world in blood. Like a spider with multiple webs, he has agents and pawns (which he calls his “claws
Monsters
Mythic Odysseys of Theros
","rollAction":"Longsword"} to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5);{"diceNotation":"2d8+5","rollType":"damage","rollAction":"Longsword","rollDamageType":"slashing"} slashing damage, or 16
hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5","rollType":"damage","rollAction":"Strength Drain","rollDamageType":"necrotic"} necrotic damage. Unless the target is immune to
Backgrounds
Sword Coast Adventurer's Guide
You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their privilege and place in the City of Splendors, Waterdhavian nobles have a reputation across
and raised in a different world from the one that most folk know—one that grants you privilege but also calls you to fulfill a duty befitting your station. Your bond might be associated with your