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Returning 35 results for 'chance response guard to have reside'.
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Changeling
Legacy
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Species
Eberron: Rising from the Last War
be. And so it remains. Though the children are shunned by all, the gift of the Traveler protects them still.
—Chance, changeling priest
Changelings can shift their forms with a thought. Many
changelings with suspicion.
A Hidden People
Wherever humans live, changelings reside also; the question is whether their presence is known.
Changelings are born to one of three paths. A few are raised
Monsters
Mordenkainen Presents: Monsters of the Multiverse
bipedal body has a slavering wolf’s head and a fanged serpent’s head. Its demon lord can speak and see through the serpent head; this master also uses the molydeus to guard treasures, slay
). As an action, the molydeus has a 50 percent chance of summoning its choice of 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Summon Demon"} babau;babaus, 1d4 chasme;chasmes, or one marilith
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Summon Demon (1/Day). As an action, the molydeus has a 50 percent chance of summoning its choice of 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Summon Demon"} babau;babaus, 1d4 chasme;chasmes
’s head. Its demon lord can speak and see through the serpent head; this master also uses the molydeus to guard treasures, slay foes, and terrify troops into obedience.
A molydeus’s demon
Monsters
Acquisitions Incorporated
in matters of love, and hopeless in games of chance. Omin is also often accused of being one of the Masked Lords of Waterdeep, though this bit of fancy earns little more than a chuckle in response
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Spellcasting. The nilbog casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12):
At will: mage hand, Tasha's hideous laughterReversal of Fortune. In response to
a chance that a goblin will become possessed by a nilbog, particularly if the goblins have been mistreated by their betters. The possessed goblin turns into a wisecracking, impish creature fearless
Monsters
Fizban's Treasury of Dragons
. There is a magic in the retelling of stories. Each new teller adds a bit of themself to the spell. (Any)
4
Nurture. Rearing a child is our best chance to make sure our own stories are passed on
hunts for buried coins for the dragon’s hoard.
3
A galeb duhr acts as a door guard to a young emerald dragon;young emerald dragon's lair.
4
A young emerald dragon invites repeated
Nilbog
Legacy
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Monsters
Volo's Guide to Monsters
","rollType":"damage","rollAction":"Shortbow","rollDamageType":"piercing"} piercing damage.Reversal of Fortune. In response to another creature dealing damage to the nilbog, the nilbog reduces the
is a chance that a goblin will become possessed by a nilbog, particularly if the goblin has been mistreated by its betters. This possession turns the goblin into a wisecracking, impish creature
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
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ability Checks Ability checks can be key in determining the outcome of a social interaction. Your roleplaying efforts can alter an NPC’s attitude, but there might still be an element of chance if the
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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ability Checks Ability checks can be key in determining the outcome of a social interaction. Your roleplaying efforts can alter an NPC’s attitude, but there might still be an element of chance if the
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
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
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->Icewind Dale: Rime of the Frostmaiden
normally reside on the ground floors of the guard towers (area C4). Two cult fanatics (a human named Huarwar Mulphoon and a tiefling named Fel Suparra), who normally guard the gatehouse (area C6).
. Warding the castle entrance are thick, battle-hardened wooden doors. Four cylindrical guard towers have wind-worn flags bearing the town’s heraldry fluttering above their tiled, conical roofs. These
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
encounters involving merchant caravans, guard patrols, and fellow travelers. Small farms and manors cluster near the roads, relying on passing guard patrols for their safety. Where these settlements
grow more widely spaced, bandit raids become more likely. Travelers on the road meet 1d4 caravans per day and have a 5 percent chance of being the target of an ambush by 2d4 bandits led by a bandit
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Within the Castle Once the conversation with Marshal Vendri is complete, a guard guides the characters to the fourth floor while sharing details about the castle. Built centuries ago, the castle was
long used by the Knights of Solamnia. Many of its large halls are decorated with images of Solamnic knights and the gods and animals they honored. The guard goes on to describe the castle’s layout as
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->Dungeon Master’s Guide (2014)
a chance to avoid that effect. An ability check is something a character actively attempts to accomplish, whereas a saving throw is a split-second response to the activity of someone or something
Saving Throws A saving throw is an instant response to a harmful effect and is almost never done by choice. A save makes the most sense when something bad happens to a character and the character has
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->Dungeon Master’s Guide
Saving Throws In contrast to an ability check, a saving throw is an instant response to an effect and is almost never made by choice. A saving throw makes the most sense when something bad threatens
a character and the character has a chance to avoid or resist it. Most of the time, a saving throw comes into play when an effect—such as a spell, monster ability, or trap—calls for it, telling you
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->Out of the Abyss
magical wards placed by derro savants to guard against duergar intrusion. When a ward activates in response to the presence of an invisible creature, nearby derro fly into a frenzy, creating a chaotic
.
At the end of each hour the adventurers stay inside either derro area, there is a 25 percent chance that 2d4 derro (see appendix C) attack without warning. If the characters kill any derro, the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Wandering Monsters Kobolds move freely through the caverns, going about their business. Characters have a chance to randomly encounter these wandering kobolds. Roll a d6 every time characters enter
description. Be sure to make this roll before characters enter the area, because both groups have a chance to gain surprise. Chapter 3 Encounters d6 Encounter 1 4 kobolds 2 6 kobolds and 2 winged
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Wandering Monsters Kobolds move freely through the caverns, going about their business. Characters have a chance to randomly encounter these wandering kobolds. Roll a d6 every time characters enter
mentioned in the area description. Be sure to make this roll before characters enter the area, because both groups have a chance to gain surprise. Chapter 3 Encounters d6 Encounter 1 4 kobolds 2
Kobold
Legacy
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Species
Volo's Guide to Monsters
owner, they are often willing to take the chance of revealing themselves because the potential reward is worth the risk.
Dragon Servitors
Kobolds believe that they were created by Tiamat from the blood
at the actions or deeds of other races. They aren’t forgiving of other races, and they enjoy nursing their hatred until they get a chance to wreak revenge on a creature or a race that has wronged
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Encounter 4: Mausoleum The City of the Dead is a public park dotted with mausoleums. The place is closed at night, with two City Guard soldiers (guards) stationed at each entry gate. A character can
of the dead), patrols the cemetery from sunset to sunrise, chasing off grave robbers and making sure the dead stay buried. Characters who creep around the cemetery in the dark have a 30 percent chance
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
and scale armor, suitable for five Large and ten Medium devils, are stored in racks along the walls.
Ten bearded devils and ten hell hounds occupy this floor. There is a 30 percent chance that half
hole in the northwest corner wide enough to accommodate Large creatures. T2. Second Floor The tower’s amnizu commander and a chain devil subcommander reside here. These commanders enjoy having one or
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
peasants, but it doesn’t mention the Cyran special forces and elite war mages who now reside in High Walls. As Brelish, we all want to show compassion to the truly innocent, but let us never forget that
, Tavick’s Landing offers a host of opportunities to enjoy food and entertainment from distant lands. Or you might find yourself here for one of a few specific reasons, such as: Take a chance. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
21. Warrior Quarters Githyanki warriors live and train in this area. 21a. Guard Post A male githyanki knight named Raajna and his mount, a female young red dragon named Smoakcant, are on duty here
area extends under area 22, as indicated on map 16. The rough-walled chamber contains the following: Warriors. Ten githyanki warriors (five females and five males) reside here. If they have not been
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Great Hall, everyone within hearing responds to the hue and cry. Cultists in the southwest tower and guard drakes from the inner ward show up at the start of the third round, and any bullywugs or
lizardfolk in the outer ward respond at the beginning of the fourth round. At night, two guard drakes (see appendix D for statistics) sleep in the Great Hall while a third guard drake patrols the hall and the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Great Hall, everyone within hearing responds to the hue and cry. Cultists in the southwest tower and guard drakes from the inner ward show up at the start of the third round, and any bullywugs or
lizardfolk in the outer ward respond at the beginning of the fourth round. At night, two guard drakes (see appendix D for statistics) sleep in the Great Hall while a third guard drake patrols the hall and the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
element of chance in the situation. For example, your DM can call for a Charisma check at any point during an interaction if he or she wants the dice to play a role in determining an NPC’s reactions. Other
favor by using an approach that relies on your best bonuses and skills. If the group needs to trick a guard into letting them into a castle, the rogue who is proficient in Deception is the best bet
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
leaders. The employment opportunities below are tailored to each of those individuals, including: Hiring on with the Oweland family to work on a fishing boat Joining the guard and report to Eliander
ships for Anders Solmor’s trading company For each week of employment, you earn the coin needed to sustain a modest lifestyle. There is also a chance that you attract the notice of the prominent person
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
automatically and retreat toward area 2 in the cave, to set up an ambush. If characters approach the cave quietly from the sides, they won’t be spotted. They then have a chance to surprise the dragonclaws.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
element of chance in the situation. For example, your DM can call for a Charisma check at any point during an interaction if he or she wants the dice to play a role in determining an NPC’s reactions. Other
favor by using an approach that relies on your best bonuses and skills. If the group needs to trick a guard into letting them into a castle, the rogue who is proficient in Deception is the best bet
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
automatically and retreat toward area 2 in the cave, to set up an ambush. If characters approach the cave quietly from the sides, they won’t be spotted. They then have a chance to surprise the dragonclaws.