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Returning 35 results for 'choosing risking guard to her rogues'.
Classes
Tasha’s Cauldron of Everything
Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself
. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves’ guilds value them as highly effective information gatherers and
Classes
Tasha’s Cauldron of Everything
Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself
. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves’ guilds value them as highly effective information gatherers and
Monsters
Vecna: Eve of Ruin
/day each: Globe of Invulnerability, Hold MonsterThe false lich can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end of
nefarious magical copies of themselves to fool enemies, to guard treasure, or for other inscrutable reasons.
To create a false lich, a lich binds a shred of its life force to a corpse in a profane
Monsters
Mordenkainen Presents: Monsters of the Multiverse
molydeus can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The molydeus regains
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;t summon other demons. It remains for 1 minute, until it or the molydeus dies, or until the molydeus dismisses it as an action.The molydeus can take 3 legendary actions, choosing from the options
’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
Bigby Presents: Glory of the Giants
elemental energy in a 90-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw. On a failed save, a creature takes 40 (9d8) damage of a type of the colossus’s choosing: acid
these ancient flesh colossi guard abandoned ruins, sites sacred to giants, and lost treasures—and possibly the procedure to create new examples of their kind.Lightning, Poison, Psychic
Monsters
The Book of Many Things
1/day: TeleportHulgaz can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Hulgaz
her finger is a well-rehearsed ploy, a gesture she has weaponized to put her targets off guard.
Hulgaz is a charmer in both the common and magical sense. She effortlessly ingratiates herself
Monsters
Mordenkainen Presents: Monsters of the Multiverse
legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The balhannoth regains spent legendary
Underdark might lair in caves near Underdark passages and guard the ways in and out of its keepers’ enclave.
Lair Actions
On initiative count 20 (losing initiative ties), a balhannoth can take
Monsters
Curse of Strahd
them as a bonus action.Strahd can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn
the reach of melee combatants and spellcasters, or he flies away (using summoned wolf;wolves or swarm of bats;swarms of bats or swarm of rats;rats to guard his retreat).
Strahd observes the characters
Monsters
Fizban's Treasury of Dragons
emotions, dispel magic, invisibility, revivifyThe dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at one time and only at the end of
moonstone dragon has partnered with an androsphinx to guard a precious treasure, taking the place of the sphinx’s slain gynosphinx partner.
3
An ancient moonstone dragon is summoned to mediate a
Rogue
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
. Suppressing a giggle, a gnome waggles her fingers and magically lifts the key ring from the guard’s belt. In a moment, the keys are in her hand, the cell door is open, and she and her
companions are free to make their escape. Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about
Balhannoth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
tentacles.The balhannoth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The
well-traveled roads and paths, snatching people who come along. A balhannoth that has been captured and exploited by drow might lair in caves near Underdark passages and guard the ways in and out of a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Guilty Pleasure Most of what rogues do revolves around obtaining treasure and preventing others from doing the same. Little gets in the way of attaining those goals, except that many rogues are
around the neck of a castle guard. Another one can’t go through a day in the city without lifting a purse or two, just to keep in practice. What’s the one form of temptation that your rogue character
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Guilty Pleasure Most of what rogues do revolves around obtaining treasure and preventing others from doing the same. Little gets in the way of attaining those goals, except that many rogues are
around the neck of a castle guard. Another one can’t go through a day in the city without lifting a purse or two, just to keep in practice. What’s the one form of temptation that your rogue character
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge
Phantom Collecting the souls of your defeated foes in everyday objects—what a good idea. Though, I’d probably need an encyclopedia to hold all my anti-admirers.
Tasha
Many rogues walk a fine line
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge
Phantom Collecting the souls of your defeated foes in everyday objects—what a good idea. Though, I’d probably need an encyclopedia to hold all my anti-admirers.
Tasha
Many rogues walk a fine line
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
has betrayed his kin by choosing to serve Xarann A’Daragon, a House Freth spy who has infiltrated Muiral’s Gauntlet. When combat erupts, Sornnozz switches sides and helps the characters kill the
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
has betrayed his kin by choosing to serve Xarann A’Daragon, a House Freth spy who has infiltrated Muiral’s Gauntlet. When combat erupts, Sornnozz switches sides and helps the characters kill the
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
serving a dragonmarked house. Artificer. You have the option of choosing the artificer as your character’s class, becoming an unmatched magical inventor. Group Patron. Working with the other players
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
serving a dragonmarked house. Artificer. You have the option of choosing the artificer as your character’s class, becoming an unmatched magical inventor. Group Patron. Working with the other players
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
other with their tales of the sea. Fights erupt as rival crews cross paths, and the town guard keeps a high profile in hopes of maintaining the peace. The quantity and quality of the catch in recent
than a couple of days leads to frayed tempers and brawling. Use the following table to determine the mood around the village, rolling once every few days or choosing as you see fit. Saltmarsh Mood
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
servant of the Aether Kindred back into the void. The company includes warriors, wizards, priests, druids, rogues, and spies among its ranks. It has a branch in nearly every corner of the continent
leadership. Anyone risking the reputation of the Company does so at their own peril. While the Free Swords do not embrace outright evil, immoral, or unethical acts, the glint of gold can blur the line
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Step 2: Determine Origin Determining your character’s origin involves choosing a background, a species, and two languages. A character’s background represents the place and occupation that were most
you choose influences step 3, when you determine your character’s ability scores. If you’re having trouble choosing, the Ability Scores and Backgrounds table shows which backgrounds benefit which
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Step 2: Determine Origin Determining your character’s origin involves choosing a background, a species, and two languages. A character’s background represents the place and occupation that were most
you choose influences step 3, when you determine your character’s ability scores. If you’re having trouble choosing, the Ability Scores and Backgrounds table shows which backgrounds benefit which
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
other with their tales of the sea. Fights erupt as rival crews cross paths, and the town guard keeps a high profile in hopes of maintaining the peace. The quantity and quality of the catch in recent
than a couple of days leads to frayed tempers and brawling. Use the following table to determine the mood around the village, rolling once every few days or choosing as you see fit. Saltmarsh Mood
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
a pile of rocks and ice chunks for hurling. The guard certainly hurls missiles if not immediately forced into melee. His treasure is at area 6. Note that the giant in area 2 will hear sounds of
combat here and rush to aid his comrade (and vice versa). 2. Guardroom Ice Cave One frost giant waits here on standby guard. On the floor of the cave are a pile of sleeping skins and two bags. The guard
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
a pile of rocks and ice chunks for hurling. The guard certainly hurls missiles if not immediately forced into melee. His treasure is at area 6. Note that the giant in area 2 will hear sounds of
combat here and rush to aid his comrade (and vice versa). 2. Guardroom Ice Cave One frost giant waits here on standby guard. On the floor of the cave are a pile of sleeping skins and two bags. The guard
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
armed with combat-oriented spells that supplement the knowledge-focused capabilities of the Scholar, preparing them to face those who guard the world’s greatest secrets. Morgrave University
skills. Bards and rogues make natural academic Financiers, as do those with the charlatan and noble backgrounds. Research Assistant. Whether their seeking to graduate, get published, or make their
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
armed with combat-oriented spells that supplement the knowledge-focused capabilities of the Scholar, preparing them to face those who guard the world’s greatest secrets. Morgrave University
skills. Bards and rogues make natural academic Financiers, as do those with the charlatan and noble backgrounds. Research Assistant. Whether their seeking to graduate, get published, or make their
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
your choosing. Too big to fit in Svardborg’s lagoon, the ship drops anchor next to the iceberg, south of the Jarl’s Lodge (area 1) and within view of the docks south of the Drydock Lodge (area 3). The
around the iceberg to check on Cryovain’s mate in the temple of Thrym (area 4). Five frost giants remain aboard the Krigvind — four to man the ballistae and one to guard Cryovain (see the “Dragon in Chains” section). Map 7.3: Krigvind View Player Version
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
your choosing. Too big to fit in Svardborg’s lagoon, the ship drops anchor next to the iceberg, south of the Jarl’s Lodge (area 1) and within view of the docks south of the Drydock Lodge (area 3). The
around the iceberg to check on Cryovain’s mate in the temple of Thrym (area 4). Five frost giants remain aboard the Krigvind — four to man the ballistae and one to guard Cryovain (see the “Dragon in Chains” section). Map 7.3: Krigvind View Player Version
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
pose as merchants and rely on their local contacts to move goods through the region without interference from the town guard or royal agents. Smuggling has long been an easy way to make money in
ever seen. The Traditionalists in Play The traditionalists simply want things to remain the same. If they had their way, the dwarves would go home, the guard would stick to dealing with monsters rather
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
other races that guard their territory by creating features that actively deter invaders, dwarves rarely use arrow traps, pit traps, and other such measures that could cause harm to clan members. They
see little sense in risking injury if a trap of that sort malfunctioned or was accidentally triggered by a dwarf. A defensive measure isn’t doing its job if it ends up hurting those it was meant to protect.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
other races that guard their territory by creating features that actively deter invaders, dwarves rarely use arrow traps, pit traps, and other such measures that could cause harm to clan members. They
see little sense in risking injury if a trap of that sort malfunctioned or was accidentally triggered by a dwarf. A defensive measure isn’t doing its job if it ends up hurting those it was meant to protect.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
pose as merchants and rely on their local contacts to move goods through the region without interference from the town guard or royal agents. Smuggling has long been an easy way to make money in
ever seen. The Traditionalists in Play The traditionalists simply want things to remain the same. If they had their way, the dwarves would go home, the guard would stick to dealing with monsters rather