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Returning 35 results for 'changing raising guard to have realms'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors’ captivity and torment by mind flayers
many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying
Monsters
Mordenkainen Presents: Monsters of the Multiverse
dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors’ captivity and torment by mind flayers; they
many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their
Classes
Tasha’s Cauldron of Everything
guard against the horrors of the night.
Clerics who serve these deities—examples of which appear on the Twilight Deities table—bring comfort to those who seek rest and protect them by
Arrah
Eberron
Helm
Forgotten Realms
Ilmater
Forgotten Realms
Mishakal
Dragonlance
Selûne
Forgotten Realms
Yondalla
Halfling
Classes
Tasha’s Cauldron of Everything
guard against the horrors of the night.
Clerics who serve these deities—examples of which appear on the Twilight Deities table—bring comfort to those who seek rest and protect them by
Arrah
Eberron
Helm
Forgotten Realms
Ilmater
Forgotten Realms
Mishakal
Dragonlance
Selûne
Forgotten Realms
Yondalla
Halfling
Monsters
Mordenkainen Presents: Monsters of the Multiverse
reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors’ captivity and torment by mind flayers; they were infused with
Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with
Monsters
Mordenkainen Presents: Monsters of the Multiverse
realms. Their personalities and abilities have been deeply impacted by their ancestors’ captivity and torment by mind flayers; they were infused with powerful psionic abilities but also a
guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training
Monsters
Mordenkainen Presents: Monsters of the Multiverse
regulars or organized into elite strike forces for specific missions.
Duergar
Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have
inspires works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their
Monsters
Planescape: Adventures in the Multiverse
portals and paths connected to goodly realms. They have powerfully built, bipedal bodies with the heads of great bears and eyes like pools of silvery light. When warden archons speak, glimmering
radiance shines from within their mouths, punctuating their deep, resonant voices.
A warden archon knows when a creature uses a portal the archon is tasked to guard, and it moves swiftly to interrogate
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and shrink down to miniature size to spy on their targets.
Duergar
Duergar are dwarves of the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been
works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the deep reaches of the Underdark and other sunless realms. Their personalities and abilities have been deeply impacted by their ancestors’ captivity and torment by mind flayers; they were
dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in
Monsters
Fizban's Treasury of Dragons
out of arrow range, so they know I am watching.
8
I am fascinated by the politics of surface realms and talk endlessly with sailors and adventurers to stay current on the latest happenings on
serves as a mobile rookery for a flock of pteranodon;pteranodons and eats fish they drop.
4
A young dragon turtle has been enslaved by an aboleth and forced to guard the creature’s lair
Animate Dead
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead
command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you
Monsters
Mordenkainen's Fiendish Folio Volume 1
, built for a specific purpose. Some are fortresses, designed to keep wanderers from the material world away. Others are far more sinister, dark realms where evil dreams take root and become ghastly
Kerpatis's followers. Brainwashed by his magic and set to guard his many dungeons, these fanatics are among his most dangerous followers. It is telling that the xills rarely kidnap commoners. Instead, they
spells
with a foul mimicry of life, raising it as an Undead creature. You can choose for the target to become an Undead creature of CR 3 or lower (the GM has the creature’s game statistics).
On each
, such as to guard a particular chamber or corridor. If you issue no commands, the creature takes the Dodge Action. Once given an order, the creature continues to follow it until its task is complete. The
changing between different fighting techniques in the midst of battle. You gain the following benefits:
One Handed. While wielding a versatile weapon in one hand, your quick movements and agile defense
damage from your weapon equal to twice your proficiency bonus.
Two Handed. When wielding a versatile weapon in two hands, your powerful stance allows you to catch your target off guard. Whenever an enemy
Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
skill with sword, bow, and strategy.
Hidden Woodland Realms
Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and
. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so
Human
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.
EVERYONE’S SECOND-BEST FRIENDS
naming traditions of their ancestors.
The material culture and physical characteristics of humans can change wildly from region to region. In the Forgotten Realms, for example, the clothing, architecture
Triton
Legacy
This doesn't reflect the latest rules and lore.
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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
have never been to the surface world. They struggle with the idea that they can’t easily move up and down out of water, and the changing of the seasons mystifies them.
Tritons also find the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Introduction Something evil is trapping the souls of the dead and draining life from all who have been raised from death by magic. This worldwide “death curse” not only prevents the raising of the
jungle. Tomb of Annihilation is a Dungeons & Dragons adventure that takes place on the peninsula of Chult in the Forgotten Realms. Chult is a tropical wilderness composed mostly of jungles, plateaus
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Introduction Something evil is trapping the souls of the dead and draining life from all who have been raised from death by magic. This worldwide “death curse” not only prevents the raising of the
jungle. Tomb of Annihilation is a Dungeons & Dragons adventure that takes place on the peninsula of Chult in the Forgotten Realms. Chult is a tropical wilderness composed mostly of jungles, plateaus
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Magic in the Realms From the simplest cantrip to the mightiest workings of High Magic, from the blessings of healing mercy to the raising of mighty heroes from the dead, magic permeates the Realms. Any understanding of magic begins, and ends, with an understanding of the Weave.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Magic in the Realms From the simplest cantrip to the mightiest workings of High Magic, from the blessings of healing mercy to the raising of mighty heroes from the dead, magic permeates the Realms. Any understanding of magic begins, and ends, with an understanding of the Weave.
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
wanderers keep to civilized realms, preferring to bargain instead of pursuing more dangerous methods of sating their curiosity. However, they aren’t above a little discreet theft to get their claws
result every few days that pass in the campaign to reflect your ever-changing curiosity.
Tabaxi Obsessions
d8
My curiosity is currently fixed on …
1
A god or planar entity
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Jorlan’s Gambit When the initial contact between the adventurers and the other prisoners has been played out, Jorlan Duskryn arranges to bring the prisoners their food during his guard duty. (Shoor
take it?” If the answer is affirmative, Jorlan quickly and quietly proposes to leave the gate to the slave pen unlocked, as well as to create a distraction during the changing of the guards on duty
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Jorlan’s Gambit When the initial contact between the adventurers and the other prisoners has been played out, Jorlan Duskryn arranges to bring the prisoners their food during his guard duty. (Shoor
take it?” If the answer is affirmative, Jorlan quickly and quietly proposes to leave the gate to the slave pen unlocked, as well as to create a distraction during the changing of the guards on duty
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
reflect your ever-changing curiosity. TABAXI IN THE FORGOTTEN REALMS
In the Forgotten Realms, tabaxi hail from Maztica, a realm located far across the ocean west of the Sword Coast. The tabaxi of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
reflect your ever-changing curiosity. TABAXI IN THE FORGOTTEN REALMS
In the Forgotten Realms, tabaxi hail from Maztica, a realm located far across the ocean west of the Sword Coast. The tabaxi of
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Running the Adventure Tyranny of Dragons covers many levels of play and a huge swath of the Forgotten Realms. This book outlines the overall structure of the adventure and presents many chapters and
for the adventurers to explore and interact with in a constantly changing, lively way. You, the Dungeon Master, play a vital role. The creators of Tyranny of Dragons have tried to foresee the most
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
figure prominently in the story, at least one character should be able to speak and understand the Giant language. The adventure takes place in the Forgotten Realms, specifically in a region known as the
Savage Frontier, in the northwest corner of the continent of Faerûn. Nonetheless, you can easily adapt the adventure to your home campaign by changing the names of various locations and factions. We
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
figure prominently in the story, at least one character should be able to speak and understand the Giant language. The adventure takes place in the Forgotten Realms, specifically in a region known as the
Savage Frontier, in the northwest corner of the continent of Faerûn. Nonetheless, you can easily adapt the adventure to your home campaign by changing the names of various locations and factions. We
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Running the Adventure Tyranny of Dragons covers many levels of play and a huge swath of the Forgotten Realms. This book outlines the overall structure of the adventure and presents many chapters and
for the adventurers to explore and interact with in a constantly changing, lively way. You, the Dungeon Master, play a vital role. The creators of Tyranny of Dragons have tried to foresee the most
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
on checks made to nonviolently deal with guards increases by 2 (see “Evading Guards”), and the price to bribe a guard increases to 100 gp. Changing of the Guard If the characters neutralize all nine
vault, and if the characters do something particularly loud, a guard might investigate at your discretion. Exterior Security Characters who learned the guard rotation in the “Preparation” section know two
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
on checks made to nonviolently deal with guards increases by 2 (see “Evading Guards”), and the price to bribe a guard increases to 100 gp. Changing of the Guard If the characters neutralize all nine
vault, and if the characters do something particularly loud, a guard might investigate at your discretion. Exterior Security Characters who learned the guard rotation in the “Preparation” section know two
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
restrained until the block is lifted (by raising the appropriate lever). Knock spells and similar magic have no effect on these gigantic barricades. 2A. Northwest Guard Room This 60-foot-square room is
lower, sealing off the temple entrance. 2B. Southwest Guard Room This room is like area 2A, but the lever is in the north wall and controls the inner block of stone in area 2.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target
decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the