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Returning 35 results for 'company rolling guard to her recluse'.
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Monsters
Bigby Presents: Glory of the Giants
by dealing 15 or more slashing damage to it on one attack. Cutting the root doesn’t hurt the cradle but ends the grapple.
Rolling Hills (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge
", "rollAction":"Rolling Hills"}. The cradle magically creates a wave of dirt that extends from a point on the ground within 120 feet of itself. The wave is up to 30 feet long, up to 30 feet tall, and
Backgrounds
Baldur’s Gate: Descent into Avernus
standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.
When you choose this background, work with your DM to determine which
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
Monsters
Curse of Strahd
Extraordinary Feature. The mongrelfolk has one of the following extraordinary features, determined randomly by rolling a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Extraordinary
wild or while standing guard outside their lairs. Until it is seen, a camouflaged mongrelfolk has advantage on Stealth checks made to hide.
Horrific Offspring. It’s possible to restore a
Backgrounds
Ghosts of Saltmarsh
belonged to a fallen comrade, a folded flag emblazoned with the symbol of your ship or company, a set of traveler’s clothes, and a belt pouch containing 10 gp
FEATURE: STEADY
You can move twice
, you are friends of Tom and Will Stoutly and can turn to them for help and support. Eliander Fireborn, captain of the guard, also makes time to listen to your concerns.
Backgrounds
Baldur’s Gate: Descent into Avernus
contemplative sort of seclusion that allows room for study and prayer. If you want to play a rugged wilderness recluse who lives off the land while shunning the company of other people, look at the outlander
Soldier
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a mercenary company.
Skill Proficiencies: Athletics
battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.
When you choose this background
Hermit
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Player’s Handbook (2014)
contemplative sort of seclusion that allows room for study and prayer. If you want to play a rugged wilderness recluse who lives off the land while shunning the company of other people, look at the outlander
races
Mordenkainen Presents: Monsters of the Multiverse
survive with just their wits in situations that would be deadly for other folk. Because of that fact, many lizardfolk myths state that their people were placed by the gods in the Material Plane to guard
the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, mercenary company, or newspaper is much more exciting than working for someone else. Founding your own organization offers a greater degree of autonomy, though potentially at the cost of support and reliable
to worry about; when you run your own mercenary company, for example, you need to stock your own armory rather than drawing on an existing organization’s stockpile. The organization brings in income
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Recluse A drider lives here. The sea hags in area 10 use it to guard the “front door” of their lair. 11a. Petrified Prince Maw. This yawning cave resembles the maw of some great fish. Natural
Compendium
- Sources->Dungeons & Dragons->Divine Contention
company of fifteen guards inhabit the tower, led by the wizard Gallio Elibro and his guard captain Hazz Yarrum. Two halflings serve the household as cooks and porters. Refer to “Meeting Gallio Elibro” when the characters present themselves for their quest.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Military Baldur’s Gate boasts two military forces: the Flaming Fist and the Watch. Use the Guard Arrival Times table to determine how long it takes for the Flaming Fist or the Watch to arrive at a
location after a crime or similar incident is reported. The Flaming Fist The red and gold symbol of the Flaming Fist mercenary company (see "Flaming Fist Coat of Arms") has become emblematic of Baldur’s
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Military Baldur’s Gate boasts two military forces: the Flaming Fist and the Watch. Use the Guard Arrival Times table to determine how long it takes for the Flaming Fist or the Watch to arrive at a
location after a crime or similar incident is reported. The Flaming Fist Mike Schley Flaming Fist Coat of Arms The red and gold symbol of the Flaming Fist mercenary company has become emblematic of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Recluse Though most giants are social creatures, some live alone by choice or circumstance. They establish lairs in remote places, or they tend ancient ruins or enclaves that were more recently
giant. 6 Adventurers stumble across the humble abode of a reclusive giant who is hungry for company and doesn’t want them to leave.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
leaders. The employment opportunities below are tailored to each of those individuals, including: Hiring on with the Oweland family to work on a fishing boat Joining the guard and report to Eliander
ships for Anders Solmor’s trading company For each week of employment, you earn the coin needed to sustain a modest lifestyle. There is also a chance that you attract the notice of the prominent person
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
the vault. For 1 hour after an alarm sounds, when rolling to determine if a guard is present in a room, roll two dice instead of one; if either result is a 1, a guard is present. Additionally, the DC
vault, and if the characters do something particularly loud, a guard might investigate at your discretion. Exterior Security Characters who learned the guard rotation in the “Preparation” section know two
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
track or reaches its maximum speed of 60 feet. A cart stops if it hits a stopped cart or the iron guard barrier at either end of the track.
Each cart weighs 300 pounds empty and is equipped with a
the way of a rolling cart requires a successful DC 10 Dexterity saving throw, and any creature struck by a cart takes 10 (3d6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Guard, the Donjon is where those judged too dangerous to serve sentences working the fields on the underside are imprisoned. The Warden of the Donjon is a plasmoid boss (see Boo’s Astral Menagerie
Juggler’s Folk doubles as an acting company that puts on bawdy and crass comedies to maintain their ruse. The underbaron known as the Juggler operates out of the theater, occasionally performing
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, rolling clouds. To your right, the ground falls away into a sea of fog. Ahead, through the wind and snow, you see a high wall of black stone lined with spikes and topped by statues of demonic vultures
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
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
them. Survival for a solitary drow underground is nearly impossible. The main routes through the Underdark are dotted with drow guard posts, and the back ways are prowled by ropers, mind flayers
sunlight either live as recluses or find a community where their heritage and upbringing give them an advantage, such as an assassins’ guild or a company of adventurers. Even in such cases, these
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
serve as mounts or guardians, relying on their speed, keen senses, and ability to fit in kobold-sized tunnels. Other tribes use giant bats as mounts and guard animals, but the bats require a lot of
the animals might wander into the outermost parts of the lair, particularly when they’re about to begin hibernating. Kobolds are likely to panic when they see a bear animal companion in the company of another creature. This aversion extends to owlbears and other bear-like creatures.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
background assumes a contemplative sort of seclusion that allows room for study and prayer. If you want to play a rugged wilderness recluse who lives off the land while shunning the company of other
details of your discovery and its impact on the campaign. Suggested Characteristics Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
sustenance, making it an excellent sentinel. A powerful druid might charge a galeb duhr with protecting a stone circle or sacred hilltop. Another galeb duhr might be created to guard an underground tomb or
. Galeb Duhr
Medium elemental, neutral
Armor Class 16 (natural armor)
Hit Points 85 (9d8 + 45)
Speed 15 ft. (30 ft. when rolling, 60 ft. rolling downhill)
STR
20 (+5)
DEX
14 (+2
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
, and a guard stands atop it.
The guard spotted atop the northeast tower (area S6) is an orc. During the day, the characters can’t approach the shrine without being seen by this sentry, as there are
the northeast tower (area S6) When rolling initiative for these foes, roll once for all the orcs and once for all the ogres.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Cult of Zariel Goals: Conquest, glory in battle, fame and fortune derived from military victory Typical Cultist: Berserker, cult fanatic, cultist, gladiator, guard, knight, veteran Signature Spells
creature hits with an attack that isn’t a critical hit, it can turn the hit into a critical hit. Infernal Tactics. This creature has a keen eye for seizing a tactical advantage. Immediately after rolling
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
other with their tales of the sea. Fights erupt as rival crews cross paths, and the town guard keeps a high profile in hopes of maintaining the peace. The quantity and quality of the catch in recent
than a couple of days leads to frayed tempers and brawling. Use the following table to determine the mood around the village, rolling once every few days or choosing as you see fit. Saltmarsh Mood
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Adventure Begins The characters begin the adventure in the slave pens of Velkynvelve. Stripped of everything but their underclothing, they are at the mercy of the dark elves and in the company of
spend most of this time locked in the slave pen, emerging occasionally under heavy guard to perform menial chores for their captors’ amusement (see “Hard Labor”). Feel free to play out any interaction
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
it a standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a mercenary company. Skill Proficiencies: Athletics, Intimidation Tool
the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war. When you choose this
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Deep gnomes are often encountered in the company of creatures from the Elemental Plane of Earth. Some svirfneblin can summon such creatures. Earth creatures guard svirfneblin settlements, especially
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
of my adventures in Diancastra’s company revolved around combating the influence of these interloper gods among the giants. From the maddening corruption of Elemental Evil to the utter degradation of
stone giant recluse asks adventurers to help stop a hill giant who has gathered a band of other giants and is plundering nearby giant steadings in Grolantor’s name. 4 A fire giant priest of Hiatea
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
over. The Simulacrux warps magic in its proximity. Any spell cast within 30 feet of the arch automatically triggers a wild magic surge, the effect of which is determined by rolling percentile dice
. Kurlog will accept reasonable aid to complete this mission. In particular, he could use help taking down the arbalests that guard the Simulacrux. 2c. Detritus Wreckage. This section of cavern is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
to as one. The Watch doesn’t patrol this area, however, and many crimes go uninvestigated. The City Guard oversees the Field Ward from the walls around it, but its members get involved only when folk
-duty members of the City Guard, situated on the corner of Endshift Street and the Breezeway. Though the guards might not be inclined to assist you, your status as a visitor to Waterdeep technically
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
encounter, roll on the High Hill Battlefield Events table each round at initiative count 0. Also consider rolling on the table if a character enters the Fray or otherwise tries to leave the battlefield
. The horses then dash off the battlefield. 3 An injured member of Vogler’s militia (a guard with 1 hit point) crawls onto the battlefield and begs for help, appearing in an unoccupied space adjacent to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
creature can reach a hut by scaling the icy cliff, but doing this requires a successful DC 15 Strength (Athletics) check. K9. Main Keep Foyer Four goblins in cold weather clothing guard this drafty hall
down the barred door. K10. Guard Barracks These rooms are furnished similarly with mangy furs heaped atop hammocks made from old fishing nets. No goblins are resting here when the characters arrive
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
as a male human adventurer named Biff Longsteel; followed the Company of the Yellow Banner into the tomb Tries to join the party and stay out of harm’s way 9 Giant four-armed gargoyle (see appendix D
) Mirror guardian Attacks all other creatures, then stands guard next to the mirror 10 — — — 11 Lukanu (N female Chultan champion; see appendix D) Bodyguard to Queen Napaka of Omu, trapped during the