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Returning 35 results for 'ceiling response guard to have race'.
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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
Hammer","rollDamageType":"bludgeoning"} bludgeoning damage.
Scorchbringer (Recharge 4–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Scorchbringer"}. The guard’s scorchbringer
Monsters
Mythic Odysseys of Theros
paraphrase the following text when Arasta uses her Armor of Spiders trait:
The nightmarish arachnid unleashes a shriek that sounds like a thousand spider carapaces scarring slate. In response, the
touching her webs. Each creature restrained by a web or Arasta’s Web of Hair must make a DC 21 Intelligence saving throw. On a failed save, Arasta gains knowledge of a creature’s name, race
Guard
Legacy
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Monsters
Basic Rules (2014)
Spear. Melee or Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1
races
Mordenkainen Presents: Monsters of the Multiverse
Originally from the Elemental Plane of Water, many tritons entered the Material Plane centuries ago in response to the growing threat of evil elementals. Those tritons spread across the worlds&rsquo
fins on their calves, and coloration that favors blues and greens.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.
Moon. You are granted the
apply it.
The Void. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your
Triton
Legacy
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Species
Volo's Guide to Monsters
and worse, so you know you can count on them in a fight.
— Brego Stoneheart, sea captain
Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the
the world above.
Aquatic Crusaders
Centuries ago, tritons entered the world in response to the growing threat of evil elementals. Tritons waged many wars against their enemies on the Plane of Water
races
Mordenkainen Presents: Monsters of the Multiverse
survive with just their wits in situations that would be deadly for other folk. Because of that fact, many lizardfolk myths state that their people were placed by the gods in the Material Plane to guard
level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score
Human
Legacy
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Species
Basic Rules (2014)
head on the ceiling—good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something.”
Lasting Institutions
Where a
seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Solution Each member that approaches the door is given a number by the guard. There is no mathematical equation here; the only valid response to a number given by the guard is the number of letters
the Potential Passwords table. Potential Passwords Number Provided Response Required One Three Two Three Three Five Four Four Five Four Eight Five Nine Four Eleven Six Thirteen Eight
Hobgoblin
Legacy
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Species
Volo's Guide to Monsters
; entire society forever stands prepared for war.
Brutal Civility
Hobgoblins hold themselves to high standards of military honor. The race has a long history of shared traditions, recorded and retold
gods unique to their race, the only survivors of a pantheon that was decimated by Maglubiyet so long ago that hobgoblins don’t remember the names of the fallen. Nomog-Geaya is the greater of the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
monstrous options include a bugbear, wereboar, or nycaloth. If a character knocks on the door, the guard slides open the window and gruffly gives a number, expecting the proper response. The guard
gives a different number each time someone knocks. Any proper response grants a single character entry, and the guard only allows one member to enter at a time. Characters who provide incorrect answers
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Guard Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles. Guard
Medium humanoid (any race), any alignment
Armor Class 16
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X2a. Guard Room This empty room lies behind a secret door. The ceiling is 10 feet high. Two arrow slits are carved into the east wall.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Minotaur Caves These caves form the main living area for the minotaurs of the Maze Level. A 2-foot-thick layer of fog covers the floor throughout. 7a. Southern Cave Ceiling. The ceiling ranges in
height from 20 to 30 feet and is covered with stalactites.
Minotaurs. Stalagmites and floor-to-ceiling columns of rock are scattered across the area, the fog flowing slowly around them. Seven
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
overcome their own assumptions. An easier version of this puzzle might involve counting the letters in any type of word the guard provides and responding with that number. Alternatively, the response
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
T5. Guard Tower, Upper Floor The upper level of the tower is an icebox with windows set in almost every wall. A rusted iron ladder bolted to the floor and ceiling leads up to a wooden trapdoor
. Mounted above the stone hearth is a dire wolf’s head. The wind coming down the chimney howls in its stead. The trapdoor in the ceiling pushes open with a squeal, revealing the rooftop (area T6) and the stormy gray sky.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to the possibility of assassination or betrayal by unknown threats that stand ready to pounce on the beholder the instant it lets its guard down. Complementing this ever-present, passive paranoia is
related, finding or fabricating a pattern out of supposed or actual randomness. By thinking of all these possibilities — however implausible they might be — and extrapolating its own actions in response
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
DM wants dice to play a role in determining an NPC’s response to you. In such situations, the DM will typically ask you to take the Influence action. Pay attention to your skill proficiencies when
thinking of how you will interact with an NPC; use an approach that relies on your group’s skill proficiencies. For example, if the group needs to trick a guard into letting them into a castle, the Rogue who is proficient in Deception should lead the discussion.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
DM wants dice to play a role in determining an NPC’s response to you. In such situations, the DM will typically ask you to take the Influence action. Pay attention to your skill proficiencies when
thinking of how you will interact with an NPC; use an approach that relies on your group’s skill proficiencies. For example, if the group needs to trick a guard into letting them into a castle, the Rogue who is proficient in Deception should lead the discussion.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
a heavily armored warforged stands guard Building on the book’s introduction, this chapter reveals how you can create a character shaped by Eberron and its war-filled history. The chapter offers you
the following choices: Race. Choose one of the playable races detailed in this chapter, or pick a race from the Player’s Handbook and learn here how Eberron has affected that species’ development
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Lum the Mad In response to any reaction or questions, the agent proudly explains how the partially functioning Infernal Machine was used to find and capture Lum the Mad, so that he could assist in
restoring the machine to its primal state. Lum uses the warlord stat block, but is unarmed and has no attacks while under guard. He possesses sufficient knowledge to program the Infernal Machine
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. A 10-foot-square hole in the northwest corner of the ceiling magically forms if the iron chest in area X26 is opened. An amber golem once stood guard here, but it escaped after thieves broke into the
X39. Plundered Treasury The amber doors that once sealed this great stone room have been smashed, their pieces lying amid crushed bones, armor, and weapons. The ceiling here is 30 feet high and flat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, Laeral Silverhand. The Griffon Cavalry is a special branch of the City Guard whose members are veteran soldiers trained to fly griffon mounts. Griffon Cavalry Rider
Medium humanoid (any race), any
City Guard The City Guard is Waterdeep’s army, charged with protecting the city’s walls and gates, government buildings, harbor, and officials. The City Guard also patrols the roads to Amphail
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
21. Giant Spider Hatchery Webs. Thick webs fill the corners, shroud the ceiling, and smother the rotted remains of old furnishings.
Spiders and Eggs. Four giant spiders guard a large cluster of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
9. Waterfall Water vents through a crack in the ceiling near the eastern wall between the stalactites of the priestess’s tower and the guard tower, creating a small waterfall that pours down to the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
animation and reveal themselves to be monks of considerable capability. Martial Arts Adept Medium humanoid (any race), any alignment
Armor Class 16
Hit Points 60 (11d8 + 11)
Speed 40 ft.
STR
/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Reactions
Deflect Missile. In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
spend most of their time clinging to the cavern’s 60-foot-high ceiling, but the noise of the purple worms drives them into a shrieking, flapping frenzy. Whenever a purple worm enters the area 8 (whether
as a random encounter or in response to an alarm from area 5, or as noted in the “Worm Nursery: General Features” sidebar), a swarm of bats flies out of the cave 1 minute before the worm appears. Roll
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
of combat to master. A few become bodyguards, trading their combat prowess and loyalty for food and lodging. Martial Arts Adept
Medium humanoid (any race), any alignment
Armor Class 16
Hit
. Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.
Reactions
Deflect Missile. In response to being hit by a ranged weapon attack, the adept
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
players. The Hold of the Deepking is a dark and foreboding edifice lodged between two great columns that rise up into thick clouds of smoke that conceal the cavern ceiling. Giant basalt braziers
from the turrets and battlements. One hundred more stand guard in the palace and comprise the Deepking’s honor guard.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1. Cave Entrance The entrance to the cave is broad and tall, but the ceiling quickly lowers to a height of 15 feet. Standing guard inside the entrance are two dragonclaws (see appendix D). They
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this room, which has a 20-foot-high vaulted ceiling. The room contains the following: Shelves. Scrolls bound in copper wire line stone shelves embedded in the east and west walls.
Monsters. Four
duergar are rooting through the collected works, and a single cloaker lurks in the shadows of the vaulted ceiling.
Ladders. Sliding iron ladders on rails allow access to the tallest shelves, which top
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
1. Cave Entrance The entrance to the cave is broad and tall, but the ceiling quickly lowers to a height of 15 feet. Standing guard inside the entrance are two dragonclaws (see appendix D). They
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Exemplars of Ambition Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power
to beat a meal in a halfling home, as long as you don’t crack your head on the ceiling—good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something.”
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
13. Vestibule Webs. A 10-foot-thick mass of sticky webs conceals the 30-foot-high ceiling. Three phase spiders lurk in the lightly obscured area amid the webs.
Guards. Four male drow stand guard in
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Exemplars of Ambition Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power
to beat a meal in a halfling home, as long as you don’t crack your head on the ceiling—good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something.”