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Returning 35 results for 'climbing refine guard to her removed'.
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Classes
Player’s Handbook
have a knack for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine
skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.
In combat, Rogues prioritize subtle strikes over brute strength. They would rather make
Monsters
Mordenkainen Presents: Monsters of the Multiverse
resistance to lightning damage.
Green Guard Drake. The drake can breathe air and water, has a swimming speed of 30 feet, and has resistance to poison damage.
Red Guard Drake. The drake has climbing speed
of 30 feet and resistance to fire damage.
White Guard Drake. The drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage.
Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can’t return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.
Monsters
Keys from the Golden Vault
Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the
. Governing from Castle Cinis, Jhaeros was advised by two councilors, Regine LaVerne and Charmayne Daymore, and a guard captain named Naevys Tharesso. Jhaeros’s rule was compassionate, just, and kind
Monsters
Mordenkainen Presents: Monsters of the Multiverse
evil act if the victim-to-be is a willing sacrifice.
In the ritual, a living person’s chest is pierced and the heart removed. A seed is pushed into the heart, which is then placed in a tree
living. Because they are undying, some wood woads outlive their original purpose. The site a wood woad guards might lose its power or significance over time, or those whom it was assigned to guard
Monsters
Curse of Strahd
.
Stake to the Heart. If a piercing weapon made of wood is driven into his heart while he is incapacitated in his coffin, he is paralyzed until the stake is removed.
Sunlight Hypersensitivity. While
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
Magic Items
The Wild Beyond the Witchlight
hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew.
If wine is poured into the cauldron and stirred
climbing meet eight dead and falling Eight snakes sneak under eight bats screaming Eight eyes open, always dreaming All on the cauldron that is ever seeming
Rogue
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.
Euryale. The card's medusa
apply it.
The Void. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help
them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. In combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
speed of 30 feet, and has resistance to poison damage.
Red Guard Drake. A red guard drake has climbing speed of 30 feet and resistance to fire damage.
White Guard Drake. A white guard drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage.
Guard Drake
Guard Drake
Medium dragon, unaligned
Armor Class 14 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 30 ft.
STR
16(+3)
DEX
11(+0)
CON
16(+3)
INT
4
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
through the door of the guard tower (area 21), or by climbing the walls and forcing open one of the second-story windows. Climbing the hermitage walls requires a successful DC 12 Strength (Athletics) check, and opening a window requires a successful DC 10 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
speed of 30 feet, and has resistance to poison damage.
Red Guard Drake. A red guard drake has climbing speed of 30 feet and resistance to fire damage.
White Guard Drake. A white guard drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage.
Guard Drake
Guard Drake
Medium dragon, unaligned
Armor Class 14 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 30 ft.
STR
16(+3)
DEX
11(+0)
CON
16(+3)
INT
4
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
lightning damage.
Green Guard Drake. The drake can breathe air and water, has a swimming speed of 30 feet, and has resistance to poison damage.
Red Guard Drake. The drake has climbing speed of 30
feet and resistance to fire damage.
White Guard Drake. The drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage.
Guard Drake
Medium Dragon
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
through the door of the guard tower (area 21), or by climbing the walls and forcing open one of the second-story windows. Climbing the hermitage walls requires a successful DC 12 Strength (Athletics) check, and opening a window requires a successful DC 10 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
for finding the solution to just about any problem. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help
them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. In combat, Rogues prioritize subtle strikes over brute strength. They would rather make one precise
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
lightning damage.
Green Guard Drake. The drake can breathe air and water, has a swimming speed of 30 feet, and has resistance to poison damage.
Red Guard Drake. The drake has climbing speed of 30
feet and resistance to fire damage.
White Guard Drake. The drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage.
Guard Drake
Medium Dragon
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Chapter 9: Tsolenka Pass Tsolenka Pass is a gravel road that hugs Mount Ghakis, climbing to great heights. The road starts at the Raven River crossroads (chapter 2, area R) and travels seven miles
to a gatehouse (areas T1–T3) and a guard tower (areas T4–T6), as well as a stone bridge (areas T7–T9) that spans the Luna River. Wind and snow make the journey treacherous. Without some way to keep
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Chapter 9: Tsolenka Pass Tsolenka Pass is a gravel road that hugs Mount Ghakis, climbing to great heights. The road starts at the Raven River crossroads (chapter 2, area R) and travels seven miles
to a gatehouse (areas T1–T3) and a guard tower (areas T4–T6), as well as a stone bridge (areas T7–T9) that spans the Luna River. Wind and snow make the journey treacherous. Without some way to keep
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
and deposit them into an empty cell in the Jail Car (area E8). Guard Patrols Hostile modrons patrol the rooftops of the cars, attacking anyone they see who isn’t supposed to be there. Whenever one or
more characters reach the midpoint of a rooftop on any car other than the Jail Car, roll a d6 and use the Guard Patrols table to determine if an encounter occurs. Assume the patrol begins the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
and deposit them into an empty cell in the Jail Car (area E8). Guard Patrols Hostile modrons patrol the rooftops of the cars, attacking anyone they see who isn’t supposed to be there. Whenever one or
more characters reach the midpoint of a rooftop on any car other than the Jail Car, roll a d6 and use the Guard Patrols table to determine if an encounter occurs. Assume the patrol begins the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
unintelligible symbols. More notable is that the unfortunate guard’s brain has been removed from his shattered skull. The guard was killed by the mind flayer leading the Six operatives (see “Portal 4” and
long and fifteen feet wide. Crumpled on the floor before an iron door on the far side of the room, the body of a guard lies in a pool of blood. Standing closed between you and the body, six other oval
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, but those with corrupt intentions find the journey harrowing. Climbing the Godstrand Nearly a mile of stairs and ramps leads from the base of the Godstrand to its top. The stairs take most creatures
that can’t be removed until it finishes a long rest away from the Godstrand. Creatures that reach level 5 exhaustion are eventually found by heavenly denizens and removed from the tower. This effect
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
unintelligible symbols. More notable is that the unfortunate guard’s brain has been removed from his shattered skull. The guard was killed by the mind flayer leading the Six operatives (see “Portal 4” and
long and fifteen feet wide. Crumpled on the floor before an iron door on the far side of the room, the body of a guard lies in a pool of blood. Standing closed between you and the body, six other oval
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, but those with corrupt intentions find the journey harrowing. Climbing the Godstrand Nearly a mile of stairs and ramps leads from the base of the Godstrand to its top. The stairs take most creatures
that can’t be removed until it finishes a long rest away from the Godstrand. Creatures that reach level 5 exhaustion are eventually found by heavenly denizens and removed from the tower. This effect
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
with horned heads. Set in the center of the wall is a closed iron portcullis, behind which burns a curtain of green flame.
On the other side of the dark wall, gripping the mountain’s edge, is a guard
gate by flying or climbing over it, the statues on the gatehouse (area T2) animate and attack. If the characters approach within 10 feet of the portcullis, it shrieks with the sound of metal on metal as it rises on its own. It stays open for 1 minute, then closes.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
with horned heads. Set in the center of the wall is a closed iron portcullis, behind which burns a curtain of green flame.
On the other side of the dark wall, gripping the mountain’s edge, is a guard
gate by flying or climbing over it, the statues on the gatehouse (area T2) animate and attack. If the characters approach within 10 feet of the portcullis, it shrieks with the sound of metal on metal as it rises on its own. It stays open for 1 minute, then closes.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
or brush conveniently conceals many of the cave mouths. Characters who need to take a long rest can easily find a secure cave in which to hide. Guard Towers. The cultists have built two guard towers
area 1. Currently, only eight prisoners are in the camp, not counting Leosin. During the day, they are put to work under guard by four dragonclaws (see appendix D). At night, they are shackled to a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
or brush conveniently conceals many of the cave mouths. Characters who need to take a long rest can easily find a secure cave in which to hide. Guard Towers. The cultists have built two guard towers
area 1. Currently, only eight prisoners are in the camp, not counting Leosin. During the day, they are put to work under guard by four dragonclaws (see appendix D). At night, they are shackled to a