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Returning 35 results for 'churning retain guardians to have rule'.
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Species
Player’s Handbook
, and churning seas and to face the monsters that lurk there. Even when they turn their devotion to other gods, orcs retain Gruumsh’s gifts: endurance, determination, and the ability to see in
Monsters
Bigby Presents: Glory of the Giants
embody their ancestors’ mixed elemental nature of Air and Water. After countless ages of isolation—often on one of the Elemental Planes or some hidden demiplane—they retain the barest
, but these parts are transparent enough that the churning vapors of the hulk’s substance are visible inside. Wisps of cloud constantly leak from the creature, as if it might dissolve completely
Monsters
Waterdeep: Dungeon of the Mad Mage
arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their
magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
Monsters
Waterdeep: Dungeon of the Mad Mage
the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to
practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
Monsters
Waterdeep: Dungeon of the Mad Mage
usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil
sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
Monsters
Waterdeep: Dungeon of the Mad Mage
cantrip she has prepared.Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants
and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
Species
Guildmasters’ Guide to Ravnica
called Simic hybrids, though they sometimes refer to themselves as guardians.
Extensive Adaptation
A hybrid’s biological enhancements can change its appearance drastically, though most hybrids
retain their basic physical form. All are augmented with characteristics of animals, mostly aquatic, reptilian, or amphibian creatures. These include crab claws, squid tentacles, wings or fins like
Monsters
Waterdeep: Dungeon of the Mad Mage
study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to
practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
Monsters
Keys from the Golden Vault
study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to
practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Monsters
Waterdeep: Dungeon of the Mad Mage
and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage
typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.Poison
Monsters
Tomb of Annihilation
) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester
themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage’s abode has numerous magical wards and guardians to discourage interlopers.
Monsters
Waterdeep: Dungeon of the Mad Mage
study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to
practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
Monsters
Out of the Abyss
"} piercing damage.Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and
pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
Monsters
Waterdeep: Dungeon of the Mad Mage
arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic
without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
Monsters
Van Richten’s Guide to Ravenloft
sludge in the crypts of failed liches. Despite the loss of a solid physical form, these foul creatures retain their terrible intellects and aspire to megalomaniacal goals—the first of which
extinguish their horrific unlife, virtuous faiths and vigilant organizations (like the Order of the Guardians detailed in chapter 3) seal these viscous horrors in magically warded prisons. As ages pass
Monsters
Bigby Presents: Glory of the Giants
ceremorphs serve mind flayer colonies, protecting the elder brain;elder brains that rule the communities and guarding their treasures. They retain no memory of their previous existence as ettins.Psychic
Monsters
Journeys through the Radiant Citadel
"} bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.More than mere waterway guardians, riverines are embodiments of particular
are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning gouts of water. A riverine’s personality reflects the nature of the river it arises
Archmage
Legacy
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Monsters
Basic Rules (2014)
arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic
without interruption. An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.Damage from Spells; Nonmagical Bludgeoning, Piercing, and Slashing (from Stoneskin)
monsters
are spirits of deceased Humanoids drawn to the hollow corn husk shell, seeking refuge. These spirits retain faint traces of who they once were—a protective instinct entwined with a simmering
fury. Once animated, the dolls reflect this dual nature: acting as silent guardians one moment and vengeful specters the next.Poison
Orc
Legacy
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races
Mordenkainen Presents: Monsters of the Multiverse
order from the encroachments of Fiends and other extraplanar threats. Gruumsh’s blessings have made orcs tireless guardians and mighty allies wherever they are found, even when they turn their
three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
she will then join with and rule over. Cultists. Most of Zuggtmoy’s cultists are hapless mortals that have been infested with the demonic spores she cultivates in the fungi she created. The spores
. Most are druids who want to exterminate civilization and replace it with wild plants and fungus, or deluded, power-hungry individuals who believe that they would retain their identities while they
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
she will then join with and rule over. Cultists. Most of Zuggtmoy’s cultists are hapless mortals that have been infested with the demonic spores she cultivates in the fungi she created. The spores
. Most are druids who want to exterminate civilization and replace it with wild plants and fungus, or deluded, power-hungry individuals who believe that they would retain their identities while they
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
or other settlement, provided that you can find buyers and merchants interested in your loot. Arms, Armor, and Other Equipment. As a general rule, undamaged weapons, armor, and other equipment fetch
purchase. The value of magic is far beyond simple gold and should always be treated as such. Gems, Jewelry, and Art Objects. These items retain their full value in the marketplace, and you can either
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
or other settlement, provided that you can find buyers and merchants interested in your loot. Arms, Armor, and Other Equipment. As a general rule, undamaged weapons, armor, and other equipment fetch
purchase. The value of magic is far beyond simple gold and should always be treated as such. Gems, Jewelry, and Art Objects. These items retain their full value in the marketplace, and you can either
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, vast caverns, and churning seas and to face the monsters that lurk there. Even when they turn their devotion to other gods, orcs retain Gruumsh’s gifts: endurance, determination, and the ability to see
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, and churning seas and to face the monsters that lurk there. Even when they turn their devotion to other gods, orcs retain Gruumsh’s gifts: endurance, determination, and the ability to see in
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, vast caverns, and churning seas and to face the monsters that lurk there. Even when they turn their devotion to other gods, orcs retain Gruumsh’s gifts: endurance, determination, and the ability to see
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, and churning seas and to face the monsters that lurk there. Even when they turn their devotion to other gods, orcs retain Gruumsh’s gifts: endurance, determination, and the ability to see in
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Riverine More than mere waterway guardians, riverines are embodiments of particular rivers. These spirits of nature take shape to defend their waters and interact with those who travel along their
currents. From the waist up, riverines have skin the color of the waters they protect but are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Riverine More than mere waterway guardians, riverines are embodiments of particular rivers. These spirits of nature take shape to defend their waters and interact with those who travel along their
currents. From the waist up, riverines have skin the color of the waters they protect but are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Mr. Dory One of the four councillors who rule the Styes, Mr. Dory hides his cursed nature in plain sight. His rare, liquid-sensitive “skin condition” is actually a form of the same aboleth affliction
that creates skum, though Dory’s condition is not as severe, and he has managed to retain his free will. Mr. Dory
Medium aberration, chaotic evil
Armor Class 18 (leather armor and shield)
Hit
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Mr. Dory One of the four councillors who rule the Styes, Mr. Dory hides his cursed nature in plain sight. His rare, liquid-sensitive “skin condition” is actually a form of the same aboleth affliction
that creates skum, though Dory’s condition is not as severe, and he has managed to retain his free will. Mr. Dory
Medium aberration, chaotic evil
Armor Class 18 (leather armor and shield)
Hit
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
— yuan-ti make perfect courtiers. And, worse for the rest of us, rulers.
— Elminster
The physical and magical prowess of the yuan-ti empire allowed the former humans to retain their
the blood, as it once did.
Because their population is so small, the yuan-ti are aware they are vulnerable in open warfare. Instead, their current plans assume they will never rule outwardly in
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Archmage Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue
abode has numerous magical wards and guardians to discourage interlopers. Archmage
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Archmage Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue
abode has numerous magical wards and guardians to discourage interlopers. Archmage
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18