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Returning 35 results for 'calm rather guardians to her remote'.
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Magic Items
Dungeon Master’s Guide
The definitive treatise on all that is good in the multiverse, the Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book
benefits granted by the book.
Celestial Calm. While attuned to the book, you have Immunity to the Charmed and Frightened conditions and Resistance to Psychic damage. These benefits become permanent
Monsters
Waterdeep: Dungeon of the Mad Mage
arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their
magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
Monsters
Waterdeep: Dungeon of the Mad Mage
the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to
practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
Monsters
Mythic Odysseys of Theros
). It can innately cast the following spells, requiring no material components:
3/day each: cure wounds, charm person, sleep
1/day each: calm emotions, lesser restoration, plant growth
Magic
facets of nature might employ nymphs as messengers, guardians, or scouts.
Immortal Nature. A nymph doesn't require food, drink, or sleep.
PoisonRadiant
Monsters
Waterdeep: Dungeon of the Mad Mage
sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
Monsters
Waterdeep: Dungeon of the Mad Mage
and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
Monsters
Waterdeep: Dungeon of the Mad Mage
study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to
practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
Monsters
Waterdeep: Dungeon of the Mad Mage
study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to
practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Monsters
Keys from the Golden Vault
study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to
practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Monsters
Waterdeep: Dungeon of the Mad Mage
and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage
typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.Poison
Monsters
Tomb of Annihilation
themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage’s abode has numerous magical wards and guardians to discourage interlopers.
Monsters
Out of the Abyss
pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
Monsters
Waterdeep: Dungeon of the Mad Mage
arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic
without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
Monsters
Eberron: Rising from the Last War
level (4 slots): bless, command, create or destroy water
2nd level (3 slots): augury, calm emotions, hold person
3rd level (3 slots): daylight, dispel magic, spirit guardians
4th level (3 slots
Monsters
Mythic Odysseys of Theros
oreads number among the most dangerous nymphs, as they embody the wild might of flames, volcanism, and the hidden forces of the earth. These creatures typically dwell in remote mountain crags and near
times of special need, deities tied to facets of nature might employ nymphs as messengers, guardians, or scouts.
Immortal Nature. A nymph doesn't require food, drink, or sleep.
Fire, Poison
Monsters
Bigby Presents: Glory of the Giants
have the deafened condition for 1 minute.A slumbering scion of Memnor appears as a dense, slowly drifting tower of clouds that never dissipates. Often, this cloud lingers over a remote valley, creating
feet tall and wields a morningstar made from magically dense clouds.
It tends to regard other creatures as toys rather than serious threats, and it uses its illusion magic to manipulate creatures into
Monsters
Bigby Presents: Glory of the Giants
turn.A slumbering scion of Memnor appears as a dense, slowly drifting tower of clouds that never dissipates. Often, this cloud lingers over a remote valley, creating a constantly overcast sky. Sapient
made from magically dense clouds.
It tends to regard other creatures as toys rather than serious threats, and it uses its illusion magic to manipulate creatures into fighting each other. If seriously
Backgrounds
Guildmasters’ Guide to Ravnica
messenger, calm emotions, warding bond
3rd
plant growth, speak with plants
4th
aura of life, conjure minor elementals
5th
awaken, commune with nature
1
I never raise my voice or lose my temper.
2
I feel the pains and joys of everyone around me, friend or foe.
3
I would rather make a friend than thwart an enemy.
4
I’m
Monsters
Curse of Strahd
from evil and good
2nd level (3 slots): lesser restoration, protection from poison, spiritual weapon
3rd level (3 slots): create food and water, speak with dead, spirit guardians
4th level (3 slots
the master of Ravenloft, but she has all the power she desires and doesn’t seek to supplant him. She would rather help Strahd find someone else to succeed him, although she has grave doubts about
Monsters
Mordenkainen Presents: Monsters of the Multiverse
: banishment, calm emotions, create food and water, greater restoration, plane shift, protection from evil and good, revivify, wind walkThe ki-rin can take 3 legendary actions, choosing from the options
, guardians of the sacred, and counterbalances to the forces of evil.
Ki-rins are an embodiment of good, and simply beholding one can evoke fear or awe in an observer. A typical ki-rin looks like a
Monsters
Icewind Dale: Rime of the Frostmaiden
her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing.
Frigid Aura. So long as Auril has at least 1 hit
.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure.Lair Actions
Auril
Monsters
Fizban's Treasury of Dragons
components and using Charisma as the spellcasting ability (spell save DC 15):
1/day each: calm emotions, faerie fireAncient legends suggest that when the gods came to the First World and tried to
… oh my goodness, is that circlet made of silver?
7
I find the waking world tedious and mundane and would much rather spend my time asleep, in the realm of dreams.
8
I find the
Backgrounds
Sword Coast Adventurer's Guide
your reputation for being dependable.
Criminal
d8
Personality Trait
1
I always have a plan for what to do when things go wrong.
2
I am always calm, no matter what the
.
4
I would rather make a new friend than a new enemy.
5
I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6
I don’t pay attention to the risks
Monsters
Fizban's Treasury of Dragons
rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
of my power. (Evil)
6
Patience. All creatures might teach me something, and I’m willing to wait and find out what that might be rather than acting in haste. (Good)
Deep Dragon
Monsters
Fizban's Treasury of Dragons
.
Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):
At will: faerie fire
1/day each: calm emotions
often difficult because I’m so easily distr… oh my goodness, is that circlet made of silver?
7
I find the waking world tedious and mundane and would much rather spend my time asleep
Monsters
Fizban's Treasury of Dragons
.
Spellcasting. The dragon casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 23):
At will: faerie fire
2/day each: calm
Conversing with others is often difficult because I’m so easily distr… oh my goodness, is that circlet made of silver?
7
I find the waking world tedious and mundane and would much rather
Monsters
Fizban's Treasury of Dragons
rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
of my power. (Evil)
6
Patience. All creatures might teach me something, and I’m willing to wait and find out what that might be rather than acting in haste. (Good)
Deep Dragon
Backgrounds
Baldur’s Gate: Descent into Avernus
among thieves, but criminals rarely show any respect for law or authority.
d8
Personality Trait
1
I always have a plan for what to do when things go wrong.
2
I am always calm, no
could be hidden.
4
I would rather make a new friend than a new enemy.
5
I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6
I don’t pay
Backgrounds
Sword Coast Adventurer's Guide
few miles from where they were born.
You aren’t one of those folk.
You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are
foreign land.
2
I pretend not to understand the local language in order to avoid interactions I would rather not have.
3
I have a weakness for the new intoxicants and other pleasures of this
Archmage
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic
without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Firbolg
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
; Gimble, Notes from a Treasure Hunter
Firbolg tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate
formidable skills with weapons and druidic magic.
Humble Guardians
Firbolgs love nothing more than a peaceful day spent among the trees of an old forest. They see forests as sacred places, representing the
races
descended from werebears, wererats, wereravens, or even rarer lycanthropes.
The weaker trace of lycanthropy handed down to a wulven means they do not take animal or hybrid form. They are as calm and
and the quiet of the wilderness.
Wulven embody the mysticism of the primal world, rather than its savagery. Where they wander through forest and scrubland, their wild look and solitary nature sees them
Halfling
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form
treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering.
Kind and
Criminal / Spy
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
always have a plan for what to do when things go wrong.
2
I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3
The first thing I do in a
new place is note the locations of everything valuable—or where such things could be hidden.
4
I would rather make a new friend than a new enemy.
5
I am incredibly slow to trust. Those
Triton
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in
remote even merfolk and sea elves rarely encounter them.
Haughty Nobles
As a result of their isolation and limited understanding of the Material Plane, tritons can come across as haughty and