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Returning 35 results for 'climbing relatively guard to have required'.
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Magic Items
Dungeon Master’s Guide
control and shares your Initiative count, taking its turn immediately after yours.
On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don
’t have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a
Magic Items
Dungeon Master’s Guide
command word to render it inanimate.
On your turn, you can mentally command the animated broom if it is within 30 feet of you and you don’t have the Incapacitated condition (no action required
). You decide what action the broom takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
If the broom is reduced to 0
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.
Monsters
The Book of Many Things
Guardian Aura. Whenever a creature of Asteria’s choice within 30 feet of her makes a saving throw, Asteria can give the creature advantage on the saving throw (no action required). This trait
discovery. She’s as likely to be found climbing trees or poring over arcane texts as she is brandishing her sword in battle. Anyone who engages Asteria in conversation about her interests finds
Magic Items
Curse of Strahd
The Sunsword is a unique blade once possessed by Strahd’s brother, Sergei von Zarovich. In its original form, it had a platinum hilt and guard, and a thin crystal blade as strong as steel
.
Strahd employed a powerful wizard named Khazan to destroy the weapon after Sergei’s death. The first part of the process required the hilt and the blade to be separated, which Khazan accomplished
Backgrounds
Baldur’s Gate: Descent into Avernus
military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village
usually gain access to friendly military encampments and fortresses where your rank is recognized.
BALDUR’S GATE FEATURE: CITY GUARD
You may choose to currently serve in either the Flaming
Backgrounds
Sword Coast Adventurer's Guide
, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for
with interests and concerns that transcend local politics and geography, the Alliance has its own cadre of individuals who work on behalf of the organizations, wider agenda. Alliance agents are required
spells
Choose a corpse, or a number or corpses, within range that are equivalent to the size of the creature you are animating (the GM determines how many corpses are required). Your spell imbues the target
, 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
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
skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks. When it comes to combat, rogues prioritize cunning over brute strength. A rogue
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
shaft with a successful DC 10 Strength (Athletics) check. No ability check is required if a rope or climbing gear is used. An unscrupulous and ambitious goblin named Snigbat stands guard at the bottom
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
shaft with a successful DC 10 Strength (Athletics) check. No ability check is required if a rope or climbing gear is used. An unscrupulous and ambitious goblin named Snigbat stands guard at the bottom
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->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->Icewind Dale: Rime of the Frostmaiden
. Warding the castle entrance are thick, battle-hardened wooden doors. Four cylindrical guard towers have wind-worn flags bearing the town’s heraldry fluttering above their tiled, conical roofs. These
towers are connected by icy battlements and parapets. Atop the castle walls and within the guard towers, torches flicker.
General Features The snow-covered ground outside the castle is 10 feet lower
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Warding the castle entrance are thick, battle-hardened wooden doors. Four cylindrical guard towers have wind-worn flags bearing the town’s heraldry fluttering above their tiled, conical roofs. These
towers are connected by icy battlements and parapets. Atop the castle walls and within the guard towers, torches flicker.
General Features The snow-covered ground outside the castle is 10 feet lower
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
spell (no Concentration required).
An eyeball bobs in this potion’s yellowish liquid but vanishes when the potion is opened.
Potion of Climbing Potion, Common
When you drink this potion, you gain
.
This potion’s liquid is a clear concoction with bits of salt and soot swirling in it.
Conceptopolis, Paul Scott Canavan Potion of Climbing, Potion of
Fire Breath, Plate Armor of
Etherealness, Pole of Collapsing
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Solution Each member that approaches the door is given a number by the guard. There is no mathematical equation here; the only valid response to a number given by the guard is the number of letters
the Potential Passwords table. Potential Passwords Number Provided Response Required One Three Two Three Three Five Four Four Five Four Eight Five Nine Four Eleven Six Thirteen Eight
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Solution Each member that approaches the door is given a number by the guard. There is no mathematical equation here; the only valid response to a number given by the guard is the number of letters
the Potential Passwords table. Potential Passwords Number Provided Response Required One Three Two Three Three Five Four Four Five Four Eight Five Nine Four Eleven Six Thirteen Eight
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
equivalent to humans. Size. Tabaxi are taller on average than humans and relatively slender. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. You have a cat’s keen senses
can’t use it again until you move 0 feet on one of your turns. Cat’s Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
equivalent to humans. Size. Tabaxi are taller on average than humans and relatively slender. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. You have a cat’s keen senses
can’t use it again until you move 0 feet on one of your turns. Cat’s Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
for a party to investigate all three branches of the dungeon. If this is the case, it would be best if the party were required to leave the dungeon and reenter upon resumption of the game. If they stay
in the nearest village (several miles away) they will be relatively safe, but if they camp near White Plume Mountain it would be a good idea to roll for random encounters. PLACING THE ADVENTURE
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
spell (no Concentration required).
An eyeball bobs in this potion’s yellowish liquid but vanishes when the potion is opened.
Potion of Climbing Potion, Common
When you drink this potion, you gain
.
This potion’s liquid is a clear concoction with bits of salt and soot swirling in it.
Conceptopolis, Paul Scott Canavan Potion of Climbing, Potion of
Fire Breath, Plate Armor of
Etherealness, Pole of Collapsing
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
for a party to investigate all three branches of the dungeon. If this is the case, it would be best if the party were required to leave the dungeon and reenter upon resumption of the game. If they stay
in the nearest village (several miles away) they will be relatively safe, but if they camp near White Plume Mountain it would be a good idea to roll for random encounters. PLACING THE ADVENTURE
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Characters can use the handholds, footholds, and shelf mushrooms to descend a pillar safely, or they can accomplish the same feat using climbing gear (no ability checks required in either case
). Feather fall, spider climb, and similar spells also enable characters to reach the ground safely. Any character who tries to climb a pillar without using handholds, footholds, climbing gear, or magic must succeed on a DC 13 Strength (Athletics) check or fall, taking damage as normal.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
for more information about it, including the type of object required for its making. Replicable Items (2nd-Level Artificer) Magic Item Attunement Alchemy jug No Bag of holding No Cap of water
breathing No Goggles of night No Rope of climbing No Sending stones No Wand of magic detection No Wand of secrets No Replicable Items (6th-Level Artificer) Magic Item Attunement Boots of elvenkind
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
with them. Navigation and propulsion of the craft is handled by two members of the town guard (guards), who are assigned by the council to sail or row the boat. The guards do not disembark when the
characters reach their destination, instead staying with the boat to keep it under their control and guard the party’s return trip. While they are at sea, as their boat approaches the promontory, the
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->The Wild Beyond the Witchlight
. Characters can use the handholds, footholds, and shelf mushrooms to descend a pillar safely, or they can accomplish the same feat using climbing gear (no ability checks required in either case
). Feather fall, spider climb, and similar spells also enable characters to reach the ground safely. Any character who tries to climb a pillar without using handholds, footholds, climbing gear, or magic must succeed on a DC 13 Strength (Athletics) check or fall, taking damage as normal.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
more information about it, including the type of object required for its making. Replicable Items (2nd-Level Artificer) Magic Item Attunement Alchemy jug No Bag of holding No Cap of water breathing
No Goggles of night No Rope of climbing No Sending stones No Wand of magic detection No Wand of secrets No Replicable Items (6th-Level Artificer) Magic Item Attunement Boots of elvenkind No
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