Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'commands realities guard to her reason'.
Other Suggestions:
command realities guard to her reason
Spells
Player’s Handbook
commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your
commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If
Magic Items
Dungeon Master’s Guide
’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
location. Absent commands from you, the snake defends itself.
As a Bonus Action, you can command the snake to revert to staff form in its current space, and you can’t use the staff's property again
Spells
Player’s Handbook
at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a
chamber or corridor. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow it until its task is complete.
The
Spells
Player’s Handbook
guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that can follow simple commands.
Tiamat’s cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana and associated with Dragons. The ritual requires a
Multiattack. The guard drake makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one
Monsters
Mordenkainen Presents: Monsters of the Multiverse
territorial, which makes it an excellent watch beast that can follow simple commands.
Tiamat’s cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana
Amphibious. The guard drake can breathe air and water.Multiattack. The guard drake makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
territorial, which makes it an excellent watch beast that can follow simple commands.
Tiamat’s cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana
Amphibious. The guard drake can breathe air and water.Multiattack. The guard drake makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that can follow simple commands.
Tiamat’s cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana and associated with Dragons. The ritual requires a
Multiattack. The guard drake makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that can follow simple commands.
Tiamat’s cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana and associated with Dragons. The ritual requires a
Multiattack. The guard drake makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that can follow simple commands.
Tiamat’s cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana and associated with Dragons. The ritual requires a
Multiattack. The guard drake makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one
Spells
Xanathar's Guide to Everything
what action the creatures will take and where they will move during their next turn, or you can issue a general command, such as to guard a chamber or passageway against your foes. If you issue no
commands, the creatures do nothing except defend themselves against hostile creatures. Once given an order, the creatures continue to follow it until their task is complete.
The creatures are under your
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Across the Hells, Hutijin’s name fills lesser devils with fear and loathing, for this duke commands two companies of pit fiend;pit fiends (see the Monster Manual). With such soldiers under his
figure, known only to the most learned infernal scholars. He has no cults of his own, and his servants are few in number. The reason is simple: Hutijin hates mortals. When summoned from the Hells, he
Backgrounds
Sword Coast Adventurer's Guide
You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their privilege and place in the City of Splendors, Waterdhavian nobles have a reputation across
Faerûn for being eccentric, spoiled, venal, and, above all else, rich.
Whether you are a shining example of the reason for this reputation or one who proves the rule by being an exception, people
Monsters
Curse of Strahd
","rollType":"roll","rollAction":"Children of the Night"} rounds, acting as allies of Strahd and obeying his spoken commands. The beasts remain for 1 hour, until Strahd dies, or until he dismisses
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
Monsters
Icewind Dale: Rime of the Frostmaiden
immediately after Auril in the initiative order and obeys her commands.
Ice Stasis (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Ice Stasis"}. Auril magically creates a gem-sized
might prove helpful:
So long as she has mortal worshipers, Auril can’t truly die (although the characters can rid the world of her for a time). Thus, she has no reason to capitulate to mortals
Monsters
Mordenkainen's Fiendish Folio Volume 1
realities. Such is the realm that spawned the xill, horrific, insectoid creatures created long ago to serve an ancient, evil master.
Gruesome Collectors. Xills are horrid, four-armed creatures that seem to
Kerpatis's followers. Brainwashed by his magic and set to guard his many dungeons, these fanatics are among his most dangerous followers. It is telling that the xills rarely kidnap commoners. Instead, they
Create Undead
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to
Animate Dead
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you
issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
The creature is under your control
spells
to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you
issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control
spells
, 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
Animate Objects
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a
particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete
Kenku
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
the area patrolled by the guard did she explain that the noises indicated that the wingless folk had claimed that area, and that to trespass would be to court death.
— Gimble, Notes from a
. The kenku lack the talent to improvise or alter a plan, but a wise Master sets multiple plans in motion at once, confident that underlings can follow orders to the letter.
For this reason, many
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
first iteration of physical reality, which was subsequently sundered into the innumerable realities that now make up the Material Plane. The first inhabitant of this First World was Sardior, a ruby
the destruction of the First World, Tiamat carved out a lair in Avernus, the first layer of the Nine Hells, where she commands a fearsome legion of followers. She maintains a courteous relationship
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Marsh Scarecrows Seven scarecrows stand guard in the marsh. They appear to be ordinary, nonmagical scarecrows stuffed with raven feathers until one or more of them are attacked, until Baba Lysaga
commands them to attack, or until someone activates the howling skulls that surround Baba Lysaga’s goat pen (see area U2).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Encounter 4: Mausoleum The City of the Dead is a public park dotted with mausoleums. The place is closed at night, with two City Guard soldiers (guards) stationed at each entry gate. A character can
Dead. They spend the night here, then disperse and return to the waking city at dawn — for a reason no one knows. Sir Ambrose Everdawn (LG male human Tethyrian knight), an aging servant of Kelemvor (god
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your
commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
restoring the machine to its primal state. Lum uses the warlord stat block, but is unarmed and has no attacks while under guard. He possesses sufficient knowledge to program the Infernal Machine
, allowing it to fully function according to its description now that the missing components have been restored. In his state of low-grade madness, Lum has no reason to not follow the agent’s orders and help
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
excellent watch beast that can follow simple commands. Tiamat’s cult practices the ritual to create guard drakes, as do other groups that are skilled in arcana and associated with Dragons. The ritual
Guard Drake A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient and territorial, which makes it an
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
commands to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. If the creature is Hostile, it strives to twist your
commands to achieve its own objectives. If the creature carries out your commands completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
male drow named Molkoth and Quilolvir and a female drow elite warrior named Meridin Helvirae. Meridin commands this guard post. She carries a 30-foot-long coil of spider silk rope tied to a grappling
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Watchtower. One of several fortifications along the River Styx used by devils to guard against invasion. Sundered Chains. Broken chains of Avernus that tried and failed to bind other cities before
Elturel. The Wandering Emporium. A mobile marketplace built atop infernal war machines. Zariel’s Flying Fortress. Zariel commands her legions from this mobile headquarters.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Young Remorhaz Young Ones. Frost giant hunters scour the icy wastes for remorhaz nests and eggs. The giants prize young remorhazes, which can be trained from hatching to obey commands and guard the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. When trained properly, a drake is obedient, loyal, and territorial, which makes it an excellent watchbeast that can follow simple commands. Gifts from Dragons. The ritual to create a guard drake was
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->Princes of the Apocalypse
Yartar This fortified city commands the most northerly wagon bridge over the Dessarin River. A walled citadel on the west bank of the river connects to a bridge wide enough to accommodate two wagons
). Reason to Visit. The “Dark Dealings in Yartar” side trek (chapter 6) brings the characters here. More broadly, characters affiliated with the Lords’ Alliance can readily receive support in Yartar, and Harpers and Zhentarim can get aid, too, if they’re discreet and know how to contact an agent in town.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
this equipment for your private purposes, within reason. Press Access. Each member of your group is issued identification papers from the nation where the newspaper is based. These papers establish
your identity and identify you as a member of the press, which commands a certain amount of respect. You can often secure an audience with those you want to talk to. Of course, this isn’t a guarantee