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Returning 15 results for 'collective rogues guarded to have reddit'.
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collecting rogues guard to have reddit
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
haunts appear as horrifying shadow creatures with forms evocative of their victims’ deepest fears. Due to the collective trauma experienced by the people of Eldraine during the Phyrexian
guarded by nightmare haunts.
PsychicShadow Stealth. While in dim light or darkness, the nightmare haunt takes the Hide action.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
efficiency, and an absence of morality or ego. Modrons have no sense of self beyond what is necessary to fulfill their duties. They exist as a unified collective, divided by ranks, yet they always refer to
violence. Other modrons hunt down such rogues.
A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
efficiency, and an absence of morality or ego. Modrons have no sense of self beyond what is necessary to fulfill their duties. They exist as a unified collective, divided by ranks, yet they always refer to
violence. Other modrons hunt down such rogues.
A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
guard at the center of the bridge, scanning in all directions.
Each bridge is guarded by an infernal force tasked with cutting off any assistance between the east and west sides of the city. Each
fight, but the characters might have a trick up their collective sleeves. Holy Runes Any character trained in Arcana, History, or Religion recognizes that the runes etched into the stonework of each
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
guard at the center of the bridge, scanning in all directions.
Each bridge is guarded by an infernal force tasked with cutting off any assistance between the east and west sides of the city. Each
fight, but the characters might have a trick up their collective sleeves. Holy Runes Any character trained in Arcana, History, or Religion recognizes that the runes etched into the stonework of each
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
attack the minds of dreamers afflicted by the Wicked Slumber. Nightmare haunts appear as horrifying shadow creatures with forms evocative of their victims’ deepest fears. Due to the collective trauma
virtuous court with one composed of sleepwalkers and dreamers guarded by nightmare haunts.
Nightmare Haunt Medium Aberration, Typically Neutral Evil
Armor Class 13
Hit Points 44 (8d8 + 8)
Speed 30
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
attack the minds of dreamers afflicted by the Wicked Slumber. Nightmare haunts appear as horrifying shadow creatures with forms evocative of their victims’ deepest fears. Due to the collective trauma
virtuous court with one composed of sleepwalkers and dreamers guarded by nightmare haunts.
Nightmare Haunt Medium Aberration, Typically Neutral Evil
Armor Class 13
Hit Points 44 (8d8 + 8)
Speed 30
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
collective consciousness, the illithids hatch plots as far-reaching and evil as their fathomless minds can conceive. Since the fall of their empires, illithid collectives on the Material Plane have
. Solitary mind flayers are likely rogues and outcasts. Most illithids belong to a colony of sibling mind flayers devoted to an elder brain — a massive brain-like being that resides in a briny pool
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
collective consciousness, the illithids hatch plots as far-reaching and evil as their fathomless minds can conceive. Since the fall of their empires, illithid collectives on the Material Plane have
. Solitary mind flayers are likely rogues and outcasts. Most illithids belong to a colony of sibling mind flayers devoted to an elder brain — a massive brain-like being that resides in a briny pool
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
their animal neighbors by wasting nothing. While these encampments are obvious and well supplied, they are also heavily guarded by wary leonin. As a result, strangers who approach such camps tend to
share tales and study the lore of their people. As a result, some of the greatest leonin storytellers and historians number among the Swiftclaws. Fighters and rogues are also common among the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
their animal neighbors by wasting nothing. While these encampments are obvious and well supplied, they are also heavily guarded by wary leonin. As a result, strangers who approach such camps tend to
share tales and study the lore of their people. As a result, some of the greatest leonin storytellers and historians number among the Swiftclaws. Fighters and rogues are also common among the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
hoards too large to defend, they can store excess treasure in secure vaults beneath the Bank of Abbathor. The guarded rows of armored doors are pure theater, empty repositories designed to comfort
flow of magic throughout the multiverse on an array of planar orreries, scanning them for arcane anomalies—hotspots, dead zones, and areas teeming with antimagic. The collective seeks to maintain a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
hoards too large to defend, they can store excess treasure in secure vaults beneath the Bank of Abbathor. The guarded rows of armored doors are pure theater, empty repositories designed to comfort
flow of magic throughout the multiverse on an array of planar orreries, scanning them for arcane anomalies—hotspots, dead zones, and areas teeming with antimagic. The collective seeks to maintain a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
see far into the room. Rogues leer from the room’s card faces. The door to the east is the Star card, while the door to the south shows the back of a card. The door to the west displays the Puzzle card
mask is guarded by a breath drinker (see the accompanying stat block). The breath drinker has the invisible condition when the characters arrive and attacks as soon as they approach the mask. The
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
see far into the room. Rogues leer from the room’s card faces. The door to the east is the Star card, while the door to the south shows the back of a card. The door to the west displays the Puzzle card
mask is guarded by a breath drinker (see the accompanying stat block). The breath drinker has the invisible condition when the characters arrive and attacks as soon as they approach the mask. The