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Returning 35 results for 'charges warriors rough'.
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Magic Items
The Book of Many Things
they are alive and any conditions they have. If you named an object, you know if it is broken or not. If you named a magic item that has charges, you know how many charges it has remaining.
Maze. You
additional cards to keep, returning the other to the deck. The magic of the card you keep takes effect immediately thereafter.
Tree. Your skin immediately becomes rough, like tree bark. Your base AC now
monsters
their duties vigilantly or distractedly. Some raise alarms at the first sign of danger and defend their charges with their lives. Others flee outright if their compensation doesn’t match the
danger they face. Guards are perceptive, but most have little martial training. They might be bouncers, lookouts, members of a city watch, or other keen-eyed warriors.
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
three gods are a tribe’s raiders and ravagers—often the only part of an orc tribe that its victims ever see.
Deep within the den of a tribe, far away from the war-hearth where warriors
represents both life and the grave. It is her worshipers that raise young orcs to be warriors, and then, at the end of their lives, take them to Yurtrus and Shargaas to be carried into death and the
Centaur
Legacy
This doesn't reflect the latest rules and lore.
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Species
Guildmasters’ Guide to Ravnica
hair. Gruul centaurs cut their hair in rough, spiky styles.
The upper bodies of centaurs are comparable to human torsos in size, and their lower equine bodies average about 4 feet tall at the withers
. Though they are smaller than a human rider mounted on a horse, they fill similar roles as cavalry warriors, messengers, outriders, and scouts.
Affinity for Nature
Centaurs have an affinity for the
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
“Yer late, elf!” came the rough edge of a familiar voice. Bruenor Battlehammer walked up the back of his dead foe, disregarding the fact that the heavy monster lay on top of his elven
and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a
Backgrounds
Sword Coast Adventurer's Guide
agenda similar to that of the Harpers. Its methods are vastly different, however: bearers of the gauntlet are holy warriors on a righteous quest to crush evil and promote justice, and they never hide
I’ve enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates on me.
8
I’ve spent so long in the temple that I have little practical experience
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
H22. Crypts These rough-hewn passageways contain unmarked stone caskets in alcoves. Sealed within each casket are the bones, rusty armor, and rusty weapons of warriors who fell in battle under Delsendra Amzarr’s command.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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
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
Compendium
- Sources->Dungeons & Dragons->Divine Contention
most dramatic to do so. Even so, it helps to have a rough idea of how each side compares. Defenders. Leilon is defended by just over 200 commoners, guards, and guard veterans. If the players
of 400 cultists, cult priests, and anchorites of Talos. Her elite warriors are blackguards or half-blue dragon gladiators (see appendix A). Cult of Myrkul. The god Myrkul has performed a miracle to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
churning with rough waters. In the surrounding fields, warriors and martial artists hone their skills. As you near, your mimir chimes as its eyes brim with a swirling, blue-green light.
The people of
has been ferrying folks through the portal to Ysgard for years. Passage to the Maelstrom Bkol and the Courier have recently returned from Ysgard and are willing to sail to the portal. Bkol charges
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
first sign of danger and defend their charges with their lives. Others flee outright if their compensation doesn’t match the danger they face. They’re perceptive, but most have little martial training
. They might be bouncers, lookouts, members of a city watch, or other keen-eyed warriors. Guard Medium or Small Humanoid, Neutral
AC 16 Initiative +1 (11)
HP 11 (2d8 + 2)
Speed 30 ft
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
creature with his bare hands, and hauled it to Nishrek, Gruumsh’s realm. Bahgtru named the beast Kazaht, or “Bull” in Orc. On Kazaht’s bare back, Bahgtru charges into battle, ramming into an enemy host
age, aurochs are sacred symbols of Bahgtru. No orc will eat such creatures, which are treated as honored warriors when they perish. Aurochs
Large beast, unaligned
Armor Class 11 (natural armor
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
to protect her eyes against volcanic ash. It took her almost a year, but she traveled from the Snout of Omgar to Fort Beluarian on foot, crossing Chult through rough mountains, dense jungles, and
charges 5 gp per day. She also offers a discount rate of 40 gp for a tenday, but the payment must be made up front and is non-refundable.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
a Spell Scroll of Comprehend Languages and a Chime of Opening with 4 charges remaining. The Chime of Opening can be used to open key card–locked doors like the Knock spell, as described in the “Doors
and Key Cards” section; when used this way, one use of the chime is equivalent to one casting of the Knock spell. 14c: Labyrinth Entrance This rough tunnel connects to the Gilded Labyrinth above.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(see appendix A for statistics; see also “Crystal Stalactites”).
Straw Dummies. Five freestanding straw dummies with the rough forms of mind flayers (marked X on map 16) stand north of the pit
.
Creatures that fall into the pit are immediately transported to the Astral Plane (see chapter 2 of the Dungeon Master’s Guide for more information). Githyanki warriors use the straw dummies as targets
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
add monsters, such as Giant Fire Beetles, to the cave to make this scenario longer and more difficult, or you can reduce the number of Kobold Warriors to make it easier and shorter.
Getting
:
Ceilings. The cave’s ceilings are 10 feet high.
Environment. The cave has rough stone walls and a dirt floor. The floor is littered with gnawed animal bones and junk collected by the kobolds
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
built keep. Bolo’s Tentside Inn Bolo’s Tentside Inn is a rough-and-tumble establishment set up in a large pavilion near the center of Boareskyr’s tent city. When the characters make inquiries about
dwarf. Varram traveled with more than a dozen other companions, including a handful of cloaked and hooded warriors. She assumed them to be barbarian mercenaries, but Varram is actually traveling under
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
crude symbols to convey basic information, such as “food stored here,” “danger close,” or “go this way.” A orc raiding party might leave such a sign in its wake, as an aid to other warriors that travel
through the same area later on. Mountain guides, druids, and rangers might be familiar with many of these symbols, enabling them to keep their charges from inadvertently stumbling into a tribe’s
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
built keep. Bolo’s Tentside Inn Bolo’s Tentside Inn is a rough-and-tumble establishment set up in a large pavilion near the center of Boareskyr’s tent city. When the characters make inquiries about
dwarf. Varram traveled with more than a dozen other companions, including a handful of cloaked and hooded warriors. She assumed them to be barbarian mercenaries, but Varram is actually traveling under
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
inside a 30-foot-square area in the middle of this rubble-strewn cavern. The camp appears to be a quiet gathering of nine well-armed drow wizards and warriors, who are communicating with one another
in the dead-end tunnels to the west, forming a 5-foot-deep pool over much of the floor.
Encampment. A rough camp is set up in an alcove to the southeast.
The alcove holds a blanket, a cask of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
of Steadfast Stone”). The floor of this cavern is worn smooth, but the walls are rough. A great menhir carved from a stalagmite stands in the center of the chamber, pockmarked with dozens of empty
in the walls begin to stir. As the ruby begins to glow against the menhir, the walls begin to rumble. Part of one wall shifts, detaches, and charges toward you.
An earth elemental materializes out
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
carpet climb ten feet to the entrance of a rough-hewn chamber. The soft glow of torches beckons you inside.
The Jagged Sanctum is a study, meditation hall, and residence for Bak Mei (see his stat
/Day). If Bak Mei fails a saving throw, he can choose to succeed instead.
Special Equipment. Bak Mei carries a staff of striking with 10 charges.
Unarmored Defense. While Bak Mei is wearing no armor
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
at the camp, one at the entrance to the hollow and one atop the plateau. These towers are 20 feet high and made from rough timbers lashed together with rope. They are large enough for a few lookouts
. The tower at the mouth of the hollow is manned by kobolds, while warriors man the one above. The guards have horns to blow when they must sound an alarm. Prisoners. The cultists’ prisoners are kept at
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
hollow and one atop the plateau. These towers are 20 feet high and made from rough timbers lashed together with rope. They are large enough for a few lookouts. The tower at the mouth of the hollow is
manned by kobolds, while warriors man the one above. The guards have horns to blow when they must sound an alarm. Prisoners. The cultists’ prisoners are kept at area 1. Currently, only eight prisoners
Compendium
- Sources->Dungeons & Dragons->Monster Manual
for pay or from a sense of duty. They might perform their duties vigilantly or distractedly. Some raise alarms at the first sign of danger and defend their charges with their lives. Others flee
keen-eyed warriors.
Riccardo Moscatello
Guard Medium or Small Humanoid, Neutral
AC 16 Initiative +1 (11)
HP 11 (2d8 + 2)
Speed 30 ft.
Ability Score Mod Save Str 13 +1 +1 Dex 12
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
.
— Battle hymn of the githyanki knights
Githyanki knights are warriors, spellcasters, and scouts of exceptional ability devoted to the unflagging service of Vlaakith. Knights report directly to the queen
Tu’narath for the first time. Knights are always involved in important decisions, and it is forbidden to keep secrets from them. They act as commissars and enforcers of Vlaakith’s will. They are the rough
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
creatures with strong devotion to the Red Wizards. Four Thayan warriors chained to the pillars are in an advanced state of entrancement. They can be treated as unconscious. If they are slain, a gong sounds
in the chamber, alerting the inhabitants of the cells. Cells. Several of the cells are quarters for Thayans who train and work here. Unless otherwise noted, each cell contains rough cots and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Ironslag’s spoils weren’t worth the effort. The rough-hewn steps — all twelve thousand of them — are proportioned for Medium humanoids and ascend a total of 500 feet. The staircase, which averages 15
noises in this area. During the day, two yakfolk warriors (see appendix C) are here, quietly overseeing a pair of shield dwarves (commoners) who shovel flour into burlap sacks, which are then taken to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
warriors. Slime. Covering the rough floor is 1 foot of thick slime. Any creature that starts its turn prone in the slime takes 4 (1d8) poison damage. Glyph Key. One wight corpse has a glyph key attuned to
shimmering light here has affected two wights, two dread warriors (see appendix B), and six zombies. They attack if the trap’s effect on them ends. Compelling Light Trap. Any creature that sees the magical
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Survivors A few of the abbey’s clerics and guards survived the pirate attack and now live a spartan life in the ruins. They made rough accommodations in the abbey’s cellars. The abbey’s vegetable
with his life. If the characters do not attack Odium immediately, they might be able to strike a deal with him. He will draw a rough map of the abbey ruins in return for 200 gp and safe passage off
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
portion of a larger band of warriors who gathered in Yartar nearly a decade ago — still enjoys moderate success, and makes annual contributions to the Happy Hall. Yartar is ruled by a Waterbaron who is
wife, Tiarshe, shortly before the accusations came to light did little to help her reputation, or the impression of her innocence. When she was finally cleared of the charges, Waterbaron Ruthiol made
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
is a row of ten corpses frozen into a wall of ice: three Luskar warriors, a dwarf, and six Ice Hunters. The bodies have been preserved in the ice, making it impossible to tell how long they’ve been
village turns out armed and alert — 25 tribal warriors (males and females; including the chieftain, Barking Seal), 30 commoners, 1 druid (Bonecarver, tribal shaman, female), and 1 gladiator (Orcaheart
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
is a row of ten corpses frozen into a wall of ice: three Luskar warriors, a dwarf, and six Ice Hunters. The bodies have been preserved in the ice, making it impossible to tell how long they’ve been
village turns out armed and alert—25 tribal warriors (males and females; including the chieftain, Barking Seal), 30 commoners (children), 1 druid (Bonecarver, tribal shaman, female), and 1 gladiator
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of the ledge, and two rough-hewn tunnels at the back of the ledge lead deeper into the mountain.
Five goliath warriors (see appendix C) stand guard atop this overlook. The griffon’s nest contains a
chieftain of Skytower Shelter. The figures atop the overlook (area S3) are five more goliath warriors. If the party includes one or more goliath characters who hail from Skytower Shelter, Arn welcomes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
wilderness trek across the desert or a harrowing journey into the jungle can be an exciting adventure in its own right. Outdoors, dragons wheel across the sky in search of prey, fierce warriors pour forth
dimensions and contents of every room to a rough outline of how one encounter might lead to another, depending on the route the characters choose. Whatever form your map takes, it functions as a






