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Returning 35 results for 'concern rolling guardians to have reflective'.
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Firbolg
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
formidable skills with weapons and druidic magic.
Humble Guardians
Firbolgs love nothing more than a peaceful day spent among the trees of an old forest. They see forests as sacred places, representing the
own laws.
Firbolgs use their magic to keep their presence in a forest secret. This approach allows them to avoid the politics and struggles of elves, humans, and orcs. Such events concern the
Orc
Legacy
This doesn't reflect the latest rules and lore.
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races
Mordenkainen Presents: Monsters of the Multiverse
order from the encroachments of Fiends and other extraplanar threats. Gruumsh’s blessings have made orcs tireless guardians and mighty allies wherever they are found, even when they turn their
three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
attracts them to civilized areas.
Since otyughs lack concern for anything but food, their nests sometimes accumulate a variety of treasures shed from their victims and mixed among the junk.
Symbiotic
Guardians. Sentient subterranean beings can coexist with otyughs, employing them as garbage disposals. With such plentiful sustenance, otyughs grow fat in their wallows, unmoved by any other drive or
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
attracts them to civilized areas.
Since otyughs lack concern for anything but food, their nests sometimes accumulate a variety of treasures shed from their victims and mixed among the junk.
Symbiotic
Guardians. Sentient subterranean beings can coexist with otyughs, employing them as garbage disposals. With such plentiful sustenance, otyughs grow fat in their wallows, unmoved by any other drive or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
but can’t be surprised. Teleport Trap. This trap fills a 10-foot-square section of the passage leading to area 24d. A creature teleported by this trap arrives at a location determined by rolling a d20
zerths include Yrlakka, the group’s leader, and three of his pupils: two female githzerai named Azal and Vond, and a male named Rishindar. Yrlakka’s primary concern is the safe return of his missing
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Ecstasy Gate Destination: Blessed Fields of Elysium Primary Citizens: Guardinals and Humanoids Rulers: The Lightcaller and the Nightwhisperer The rolling hills of Ecstasy, the City of Plinths, rise
is a fountain of quicksilver: Ecstasy’s gate to Elysium. Creatures that submerge themselves in the reflective pool emerge in Amoria, the plane’s innermost layer. Aura of Tranquility The gate to Elysium
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
but can’t be surprised. Teleport Trap. This trap fills a 10-foot-square section of the passage leading to area 24d. A creature teleported by this trap arrives at a location determined by rolling a d20
zerths include Yrlakka, the group’s leader, and three of his pupils: two female githzerai named Azal and Vond, and a male named Rishindar. Yrlakka’s primary concern is the safe return of his missing
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Ecstasy Gate Destination: Blessed Fields of Elysium Primary Citizens: Guardinals and Humanoids Rulers: The Lightcaller and the Nightwhisperer The rolling hills of Ecstasy, the City of Plinths, rise
is a fountain of quicksilver: Ecstasy’s gate to Elysium. Creatures that submerge themselves in the reflective pool emerge in Amoria, the plane’s innermost layer. Aura of Tranquility The gate to Elysium
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
region. Consider rolling on the Blessed Radiance Effects table when the following circumstances occur in the region: A creature succeeds on a saving throw compelled by the abilities of a fiend or an
inspire life to propagate along alien paths. Consider rolling on the Far Realm Effects table when the following circumstances occur in a region touched by the Far Realm: A warlock whose Otherworldly
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
region. Consider rolling on the Blessed Radiance Effects table when the following circumstances occur in the region: A creature succeeds on a saving throw compelled by the abilities of a fiend or an
inspire life to propagate along alien paths. Consider rolling on the Far Realm Effects table when the following circumstances occur in a region touched by the Far Realm: A warlock whose Otherworldly
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
descended deep to the Haven of the Red Quill. The guardians almost finished us before the door was opened. Gods, how I wish …” The characters are welcome to take or copy any of the documents, but Taresson
pockets a random trinket (determined by rolling on the Trinkets table in the Player’s Handbook). On a failed check, the character sends a pile of dusty items spilling to the floor and earns a stern look
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. Your size is Medium. Here’s how to determine your height and weight randomly, starting with rolling a size modifier: Size modifier = 2d10 Height = 4 feet + 6 inches + your size modifier in inches Weight
with your people. You can communicate simple ideas with beasts that can breathe water. They can understand your words, though you have no special ability to understand them in return. Guardians of
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. Your size is Medium. Here’s how to determine your height and weight randomly, starting with rolling a size modifier: Size modifier = 2d10 Height = 4 feet + 6 inches + your size modifier in inches Weight
with your people. You can communicate simple ideas with beasts that can breathe water. They can understand your words, though you have no special ability to understand them in return. Guardians of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
descended deep to the Haven of the Red Quill. The guardians almost finished us before the door was opened. Gods, how I wish …” The characters are welcome to take or copy any of the documents, but Taresson
pockets a random trinket (determined by rolling on the Trinkets table in the Player’s Handbook). On a failed check, the character sends a pile of dusty items spilling to the floor and earns a stern look
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
dragon’s followers have left the shrine or died of old age, leaving only a few guardians, mostly older humans and a few dwarves and elves. Members of the Scaly Eye wear faded blue tabards displaying a
cause enough for concern). That member then offers to escort them through the complex, convincing other members of the Scaly Eye to not attack the characters and pointing out other hazards.
Scaly
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
dragon’s followers have left the shrine or died of old age, leaving only a few guardians, mostly older humans and a few dwarves and elves. Members of the Scaly Eye wear faded blue tabards displaying a
cause enough for concern). That member then offers to escort them through the complex, convincing other members of the Scaly Eye to not attack the characters and pointing out other hazards.
Scaly
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
strives to collect everyday objects that played a significant role in an exciting story (such as “the rolling pin that Aunt Hattie used to chase away a bugbear” or “the shoes that Timtom wore when he
home, sit on the edges of their seats, dream of far-off shores, choke up with emotion, or smile from ear to ear. Some of the most often-told tales concern the origin of a halfling clan’s name. Generally
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
: Altar Room A long room stretches ahead, its walls carved with motifs of rolling waves. A ceiling supported by twin pillars glows with faint blue light.
At the rear of the chamber stands an altar
themselves with the water there before proceeding deeper into the shrine. Altar Guardians. If a character comes within 10 feet of the altar without having washed themself in area C3 within the last 24
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
: Altar Room A long room stretches ahead, its walls carved with motifs of rolling waves. A ceiling supported by twin pillars glows with faint blue light.
At the rear of the chamber stands an altar
themselves with the water there before proceeding deeper into the shrine. Altar Guardians. If a character comes within 10 feet of the altar without having washed themself in area C3 within the last 24
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
strives to collect everyday objects that played a significant role in an exciting story (such as “the rolling pin that Aunt Hattie used to chase away a bugbear” or “the shoes that Timtom wore when he
home, sit on the edges of their seats, dream of far-off shores, choke up with emotion, or smile from ear to ear. Some of the most often-told tales concern the origin of a halfling clan’s name. Generally
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
city’s walls and turning back those who would storm its gates. Although the God of Guardians and his faithful carry out their duties impartially and without concern for the city’s politics, this role
previous master does not seem to concern him. Rillyn House Though one of the most honorable patriar families in Baldur’s Gate, the Rillyns fell into poverty a few generations ago. Only recently have they
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
maintaining the city’s walls and turning back those who would storm its gates. Although the God of Guardians and his faithful carry out their duties impartially and without concern for the city’s politics, this
to concern him. Rillyn House Though one of the most honorable patriar families in Baldur’s Gate, the Rillyns fell into poverty a few generations ago. Only recently have they revived their fortunes, the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
city’s walls and turning back those who would storm its gates. Although the God of Guardians and his faithful carry out their duties impartially and without concern for the city’s politics, this role
previous master does not seem to concern him. Rillyn House Though one of the most honorable patriar families in Baldur’s Gate, the Rillyns fell into poverty a few generations ago. Only recently have they
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
maintaining the city’s walls and turning back those who would storm its gates. Although the God of Guardians and his faithful carry out their duties impartially and without concern for the city’s politics, this
to concern him. Rillyn House Though one of the most honorable patriar families in Baldur’s Gate, the Rillyns fell into poverty a few generations ago. Only recently have they revived their fortunes, the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction. Among this junk are 11,000 cp, 3,500 sp, 220 gp, and the bronze-plated skull of a slain adult red dragon (worth
items, determined by rolling on the Items in a Giant’s Bag table in the introduction. 16C. South Room Twelve iron-framed beds line the walls of this chamber. At the foot of each bed is an unlocked
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction. Among this junk are 11,000 cp, 3,500 sp, 220 gp, and the bronze-plated skull of a slain adult red dragon (worth
items, determined by rolling on the Items in a Giant’s Bag table in the introduction. 16C. South Room Twelve iron-framed beds line the walls of this chamber. At the foot of each bed is an unlocked
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
pillars are spaced throughout this musty room, the ceiling of which is only ten feet high. In the flickering light, you see two massive, rolling constructs roving the space.
The room’s ceiling is 10
the creature, the creature falls as normal. T17: Jade Serpent Guardians’ Chamber A jade statue stands between this room’s two exits. The statue depicts an armored, feminine figure from the waist up
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Geode Locations G1. Hall of the Guardians This cave lies at the end of a twisting, declining tunnel that began in area F13 of the Fane of the Eye. The rough walls of this cavern rise to a vaulted
focuses on destroying the characters with little concern for the consequences to Marlos. The elemental prince’s aim is to remain in the world and consolidate power here before sowing chaos. The Earth
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Geode Locations G1. Hall of the Guardians This cave lies at the end of a twisting, declining tunnel that began in area F13 of the Fane of the Eye. The rough walls of this cavern rise to a vaulted
focuses on destroying the characters with little concern for the consequences to Marlos. The elemental prince’s aim is to remain in the world and consolidate power here before sowing chaos. The Earth
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
of the organization to spread civilization throughout the North and hires adventurers to help protect the city and its interests. Still, his main concern is to rebuild Neverwinter and its economy
DC 20 Dexterity check. The chest contains 600 gp in a gray sack made of stitched orc skin, a leather pouch that holds six 50 gp gems, and 1d3 magic items, determined by rolling on Magic Item Table B
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
pillars are spaced throughout this musty room, the ceiling of which is only ten feet high. In the flickering light, you see two massive, rolling constructs roving the space.
The room’s ceiling is 10
the creature, the creature falls as normal. T17: Jade Serpent Guardians’ Chamber A jade statue stands between this room’s two exits. The statue depicts an armored, feminine figure from the waist up
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
silver statue of a tall, mostly human-shaped individual.
Two moonlight guardians (see appendix A) guard this secret entrance. They attack any intruders on sight and fight until destroyed. Trapped
fifteen-foot-diameter sphere made of shimmering silver floats above a hexagonal dais on the west side of this thirty-foot-high chamber. The sphere is as reflective as a mirror, and it appears smooth
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the narwhal horn in this cave feels it tug toward the reflective water. P16. Hut of the Dark Tide The waterfall at the southern end of this cave is audible from the northern approach. A crude stone hut
surface of the water undulates in big, rolling waves.
The ceiling is 30 feet above the eater’s surface. A water elemental myrmidon (see chapter 7) lurks under the water but rises to attack trespassers
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
silver statue of a tall, mostly human-shaped individual.
Two moonlight guardians (see appendix A) guard this secret entrance. They attack any intruders on sight and fight until destroyed. Trapped
fifteen-foot-diameter sphere made of shimmering silver floats above a hexagonal dais on the west side of this thirty-foot-high chamber. The sphere is as reflective as a mirror, and it appears smooth
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the narwhal horn in this cave feels it tug toward the reflective water. P16. Hut of the Dark Tide The waterfall at the southern end of this cave is audible from the northern approach. A crude stone hut
surface of the water undulates in big, rolling waves.
The ceiling is 30 feet above the eater’s surface. A water elemental myrmidon (see chapter 7) lurks under the water but rises to attack trespassers