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Returning 35 results for 'combine reclusive guard to have replaced'.
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Monsters
Vecna: Eve of Ruin
on guard duty.
Spyder-Fiends
Demonic beasts that combine the worst attributes of wolves and spiders, spyder-fiends scuttle about with bloated, spiderlike bodies and gnash with wolflike heads
sprouting beneath their wolf heads. They are resentful and suspicious of all other creatures, which makes them useful for corralling kakkuu spyder-fiend;kakkuus or standing guard.
Phisarazus can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
whenever it hits the death kiss with a melee attack that deals piercing or slashing damage.Multiattack. The death kiss makes three Tentacle attacks. Up to three of these attacks can be replaced by
tentacles retracted when on the hunt, then lashes out with them to catch opponents off guard.
A death kiss lacks the combat finesse and intelligence of a true beholder. In most cases, it simply latches on
Backgrounds
Guildmasters’ Guide to Ravnica
. That’s the world you have been trying to grow in the laboratories of the Simic Combine. Nature is all about adaptation, evolution, and balance — but for it to keep up with the pace of
advancing civilization, nature needs some help from biomancers and terraformers. If, along the way, you happen to create super-soldiers and mutant monsters that can bolster the combine’s defenses
Monsters
Sleeping Dragon’s Wake
well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.Lhammaruntosz can take 3 legendary
Bahamut, which the dragon can use to commune with the deity.
In recent decades Lhammaruntosz has retreated inside the shrine, becoming reclusive due to a attack by a disguised demon which has driven her
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
similar to settings that appear in your Darklord’s past, or take inspiration from the Settings tables in the “Genres of Horror” section later in this chapter. Combine Locations and Visceral Details
devilish lights in the swamp are nothing but swamp gas, and the current reclusive count is the descendant of the region’s original reclusive count. Many of the domain’s inhabitants are likely
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
similar to settings that appear in your Darklord’s past, or take inspiration from the Settings tables in the “Genres of Horror” section later in this chapter. Combine Locations and Visceral Details
devilish lights in the swamp are nothing but swamp gas, and the current reclusive count is the descendant of the region’s original reclusive count. Many of the domain’s inhabitants are likely
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1D. Inner Ward Originally, the passage between the outer and inner wards could be closed off with heavy wooden gates, but they have long since fallen apart and haven’t been replaced. The inner ward
is patrolled by three guard drakes (see appendix D for statistics) at all hours of the day. They attack anyone they don’t recognize or who isn’t accompanied by someone they recognize.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1D. Inner Ward Originally, the passage between the outer and inner wards could be closed off with heavy wooden gates, but they have long since fallen apart and haven’t been replaced. The inner ward
is patrolled by three guard drakes (see appendix D for statistics) at all hours of the day. They attack anyone they don’t recognize or who isn’t accompanied by someone they recognize.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
2d4 galeb duhr 31–35 1d4 frost giants 36–40 A wooded valley haunted by secretive and reclusive elves who tell warily of their master: a mad wizard who lives in the heart of the valley 41–45 1d10 air
force of 100 dwarves (veterans) standing guard at a mountain pass, permitting no passage until a traveler pays 100 gp (if on foot) or 200 gp (if mounted) 81–85 1d4 rocs 86–90 1d4 young red dragons 91–96 1 ancient silver dragon 97–00 1 ancient red dragon
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Dungeons Some dungeons are old strongholds abandoned by the folk who built them. Others are natural caves or lairs carved out by monsters. Dungeons attract cults, groups of monsters, and reclusive
on the table reflect the characteristics of a dungeon’s creator, its intended purpose, its location, or some (often catastrophic) event in its history. You can use a single quirk or combine quirks as
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
replaced by the eastern portion of the Kron Hills and the western border of the Gnarley Forest. Instead of Red Larch, the starting town of the adventure is Hommlet. The adventure content described in
introduce the player characters to the region and its people. Combine the settlements of Womford and nearby Bargewright Inn into the corrupt town of Nulb. The small river known as Imeryds Run serves as
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
replaced by the eastern portion of the Kron Hills and the western border of the Gnarley Forest. Instead of Red Larch, the starting town of the adventure is Hommlet. The adventure content described in
introduce the player characters to the region and its people. Combine the settlements of Womford and nearby Bargewright Inn into the corrupt town of Nulb. The small river known as Imeryds Run serves as
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
2d4 galeb duhr 31–35 1d4 frost giants 36–40 A wooded valley haunted by secretive and reclusive elves who tell warily of their master: a mad wizard who lives in the heart of the valley 41–45 1d10 air
force of 100 dwarves (veterans) standing guard at a mountain pass, permitting no passage until a traveler pays 100 gp (if on foot) or 200 gp (if mounted) 81–85 1d4 rocs 86–90 1d4 young red dragons 91–96 1 ancient silver dragon 97–00 1 ancient red dragon
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Dungeons Some dungeons are old strongholds abandoned by the folk who built them. Others are natural caves or lairs carved out by monsters. Dungeons attract cults, groups of monsters, and reclusive
on the table reflect the characteristics of a dungeon’s creator, its intended purpose, its location, or some (often catastrophic) event in its history. You can use a single quirk or combine quirks as
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Seeds of Fear Aside from supernatural sources of dread and monsters who strike terror in their victims, fear is subjective and often quite personal. A battle-hardened warrior and a reclusive scholar
change. A character never has more than three Seeds of Fear; if you gain a new seed and already have three, choose which of your old fears is replaced by the new one. Seeds of Fear d12 Seed
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Seeds of Fear Aside from supernatural sources of dread and monsters who strike terror in their victims, fear is subjective and often quite personal. A battle-hardened warrior and a reclusive scholar
change. A character never has more than three Seeds of Fear; if you gain a new seed and already have three, choose which of your old fears is replaced by the new one. Seeds of Fear d12 Seed
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
trainer — perhaps a retired adventurer or champion who is willing to serve as a mentor. The trainer might be a reclusive wizard or haughty sorcerer who owes the queen a favor, the knight-commander of
the King’s Guard, the leader of a powerful druid circle, a quirky monk who lives in a remote mountaintop pagoda, a barbarian chieftain, a warlock living among nomads as a fortune-teller, or an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
trainer — perhaps a retired adventurer or champion who is willing to serve as a mentor. The trainer might be a reclusive wizard or haughty sorcerer who owes the queen a favor, the knight-commander of
the King’s Guard, the leader of a powerful druid circle, a quirky monk who lives in a remote mountaintop pagoda, a barbarian chieftain, a warlock living among nomads as a fortune-teller, or an
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
one winged kobold. These creatures are in the upper part of the chamber. The lower area is where cultists conducted the rituals to create their guard drakes and then housed the creatures. The ledge is
ridiculous expressions painted on their faces. The lower area is heavily shadowed. Currently it holds three guard drakes (see appendix D) that are near the end of their training. Being not quite fully
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
one winged kobold. These creatures are in the upper part of the chamber. The lower area is where cultists conducted the rituals to create their guard drakes and then housed the creatures. The ledge is
ridiculous expressions painted on their faces. The lower area is heavily shadowed. Currently it holds three guard drakes (see appendix D) that are near the end of their training. Being not quite fully
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
A Flight of Demons During a guard change, the prisoners hear a horrible droning buzz echoing through the cavern, followed by inhuman shrieking. Alarm horns sound out as four chasme demons pursue a
catches all of the drow off guard. The drow rush to defend the outpost from a possible attack. The demons initially buzz past the hanging towers, leaving the walkways and caverns out of range of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and lowest ability scores, and combine them to inspire a persona. For example, if you find the adventurers unexpectedly arguing with a Lawful Neutral guard, you might create a cooperative but laconic
you like, you can roll 1d6 to determine which table to choose a name from, then roll 1d12 to get a name. You can also alter or combine names, pull from a book of names, or use a name inspired by a movie
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and lowest ability scores, and combine them to inspire a persona. For example, if you find the adventurers unexpectedly arguing with a Lawful Neutral guard, you might create a cooperative but laconic
you like, you can roll 1d6 to determine which table to choose a name from, then roll 1d12 to get a name. You can also alter or combine names, pull from a book of names, or use a name inspired by a movie
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
A Flight of Demons During a guard change, the prisoners hear a horrible droning buzz echoing through the cavern, followed by inhuman shrieking. Alarm horns sound out as four chasme demons pursue a
catches all of the drow off guard. The drow rush to defend the outpost from a possible attack. The demons initially buzz past the hanging towers, leaving the walkways and caverns out of range of the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
(see the sidebar) and teleported into one of these locked cells. Creatures. Five monks led by an elder monk guard the prisoners here. The elder monk carries keys to all the cells. The ten prisoners are
greataxe attack is replaced with a shackling chains attack, using the same modifiers but dealing bludgeoning damage. While in sunlight, an immured one has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
(see the sidebar) and teleported into one of these locked cells. Creatures. Five monks led by an elder monk guard the prisoners here. The elder monk carries keys to all the cells. The ten prisoners are
greataxe attack is replaced with a shackling chains attack, using the same modifiers but dealing bludgeoning damage. While in sunlight, an immured one has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
ability scores. Look for your class’s primary ability there. Ability Scores and Backgrounds Ability Backgrounds Strength Artisan, Entertainer, Farmer, Guard, Noble, Sailor, Soldier Dexterity Artisan
, Guard, Merchant, Noble, Sage, Scribe Wisdom Acolyte, Farmer, Guard, Guide, Hermit, Sage, Sailor, Scribe, Wayfarer Charisma Acolyte, Charlatan, Entertainer, Hermit, Merchant, Noble, Wayfarer Record
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
ability scores. Look for your class’s primary ability there. Ability Scores and Backgrounds Ability Backgrounds Strength Artisan, Entertainer, Farmer, Guard, Noble, Sailor, Soldier Dexterity Artisan
, Guard, Merchant, Noble, Sage, Scribe Wisdom Acolyte, Farmer, Guard, Guide, Hermit, Sage, Sailor, Scribe, Wayfarer Charisma Acolyte, Charlatan, Entertainer, Hermit, Merchant, Noble, Wayfarer Record
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, aiming, and firing the flame cannons in that location. If the characters choose to parley with Yargoth, she suggests they combine forces and storm Zox’s fortress. Yargoth knows that the fortress doors
stand guard near a pair of flame cannons aimed at a natural stone bridge.
Lit Enclosure. Seven-foot-high stone walls form an enclosure that abuts the west wall. Inside are trapped four rust monsters
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, aiming, and firing the flame cannons in that location. If the characters choose to parley with Yargoth, she suggests they combine forces and storm Zox’s fortress. Yargoth knows that the fortress doors
stand guard near a pair of flame cannons aimed at a natural stone bridge.
Lit Enclosure. Seven-foot-high stone walls form an enclosure that abuts the west wall. Inside are trapped four rust monsters
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Arbor Watchtower (NOAH BRADLEY) Sites that are sacred to Karametra, from her grand temple in the heart of Setessa to outposts in the wilderness, combine careful construction with natural growth. The
Adventures table offers ideas for adventures in such a place. Watchtower Adventures d10 Adventure Goal
1 Guard a watchtower from assault.
2 Assault a watchtower, defeating the guards defending
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Arbor Watchtower (NOAH BRADLEY) Sites that are sacred to Karametra, from her grand temple in the heart of Setessa to outposts in the wilderness, combine careful construction with natural growth. The
Adventures table offers ideas for adventures in such a place. Watchtower Adventures d10 Adventure Goal
1 Guard a watchtower from assault.
2 Assault a watchtower, defeating the guards defending
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, prodding and examining the environment in all directions. Above ground, it usually keeps its tentacles retracted when on the hunt, then lashes out with them to catch opponents off guard. A death kiss
death kiss makes three Tentacle attacks. Up to three of these attacks can be replaced by Blood Drain—one replacement per tentacle grappling a creature.
Tentacle. Melee Weapon Attack: +8 to hit, reach
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
metallic to fetid and repugnant, the fires of industry replaced by squalor. The homes in this part of Gracklstugh are crudely carved from the rock or are just holes in the walls, arranged in no apparent
magical wards placed by derro savants to guard against duergar intrusion. When a ward activates in response to the presence of an invisible creature, nearby derro fly into a frenzy, creating a chaotic
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
, but negotiates for passage if the characters speak to it. The gynosphinx appears to have suffered ancient injuries to its head, which have healed and been replaced by mechanical components. Both the
expedition, the enhanced sphinx was subsequently repaired with magical-mechanical parts — and (unknown to it) programmed by Kwalish to serve his needs and guard this location. The sphinx’s head is also