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Returning 35 results for 'conclusion release guardian to have remain'.
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Magic Items
Dungeon Master’s Guide
general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and
save, you are possessed by the creature, which controls you like a puppet. As a Magic action, the possessing creature can release you and appear in the closest unoccupied space to you. On a
Monsters
Candlekeep Mysteries
slots): animate dead, dispel magic
4th level (3 slots): divination, guardian of faith
5th level (2 slots): contagion, insect plague
6th level (1 slot): harmMultiattack. The fungal servant can use
fungal servant remain in its possession.Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksFire
Monsters
Curse of Strahd
): divination, freedom of movement, guardian of faith
5th level (2 slots): greater restoration, raise dead
6th level (1 slot): find the path, harm, true seeing
7th level (1 slot): fire storm
her ability to locate such an individual.
None of Madam Eva’s Vistani kin know her true identity or purpose. They puzzle over her desire to remain in Barovia.
Madam Eva’s Traits
Ideal
Monsters
Waterdeep: Dungeon of the Mad Mage
, dispel magic
4th level (3 slots): stone shape, guardian of faith
5th level (2 slots): contagion, insect plague
6th level (1 slot): harmMultiattack. The mummy can use its Dreadful Glare and makes one
form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in
Demonomicon of Iggwilv
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Tasha’s Cauldron of Everything
chapters remain, ever revealing demonic secrets. And the book holds more than blasphemies. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter
possessing creature can release you as an action, appearing in the closest unoccupied space. On a successful save, the fiend can’t try to possess you again for 7 days.
When the tome is discovered
races
At the conclusion of the Gods’ End, a thousand souls fell to Etharis like burning stars from the sky. The downcast had once been part of the celestial legions, but the death of the gods sent
downcast, are far fewer in number than when they first arrived. Many succumbed to despair and sickness after their fall from grace. Of those who remain, some still serve the Arch Seraphs in their twisted
Mummy Lord
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
, dispel magic
4th level (3 slots): divination, guardian of faith
5th level (2 slots): contagion, insect plague
6th level (1 slot): harmMultiattack. The mummy can use its Dreadful Glare and makes one
stunned. Equipment worn or carried by the mummy lord remain in its possession.A Mummy Lord’s Lair
A mummy lord watches over an ancient temple or tomb that is protected by lesser undead and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Conclusion If the characters release X01 and the modrons from Tyrant’s Spiral, their work for R04M is complete, but the ramifications for the multiverse might be dire.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Conclusion If the characters release X01 and the modrons from Tyrant’s Spiral, their work for R04M is complete, but the ramifications for the multiverse might be dire.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Conclusion If Shatterkeel is defeated or retreats to the deeper levels and the characters defeat Thuluna Maah and Morbeoth, the Crushing Wave cult falls apart. Surviving cultists abandon this level
, although some monsters might remain. A few cultists retreat to the Fane of the Eye or the Plunging Torrents, while others flee the temple altogether. If Thuluna or Morbeoth remain after the characters leave Crushing Wave territory, the cultists reorganize their defenses to fight off any other incursion.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Conclusion If Shatterkeel is defeated or retreats to the deeper levels and the characters defeat Thuluna Maah and Morbeoth, the Crushing Wave cult falls apart. Surviving cultists abandon this level
, although some monsters might remain. A few cultists retreat to the Fane of the Eye or the Plunging Torrents, while others flee the temple altogether. If Thuluna or Morbeoth remain after the characters leave Crushing Wave territory, the cultists reorganize their defenses to fight off any other incursion.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Conclusion Defeating the prophet in the Temple of the Elder Elemental Eye (area F21) causes the two remaining elemental prophets to receive a vision of the defeated prophet’s final moments and the
final incantations of a summoning ritual they haven’t yet attempted. Each surviving prophet retreats into his or her respective elemental node and begins preparations to summon one of the four Prince of Elemental Evil. Any monsters in the fane remain until the characters defeat them.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Conclusion Defeating the prophet in the Temple of the Elder Elemental Eye (area F21) causes the two remaining elemental prophets to receive a vision of the defeated prophet’s final moments and the
final incantations of a summoning ritual they haven’t yet attempted. Each surviving prophet retreats into his or her respective elemental node and begins preparations to summon one of the four Prince of Elemental Evil. Any monsters in the fane remain until the characters defeat them.
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
Conclusion Whether the characters found the entrance to the greater caverns (see area L16), succumbed to the dungeon’s many threats, wisely decided to turn back, or simply ran out of time, Iggwilv’s
greatest treasures remain yet to be discovered. This adventure ends on a cliffhanger. The rest of the Witch Queen’s lair, her hoard, and even more iconic adventures can be found in Quests from the Infinite Staircase!
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
Conclusion Whether the characters found the entrance to the greater caverns (see area L16), succumbed to the dungeon’s many threats, wisely decided to turn back, or simply ran out of time, Iggwilv’s
greatest treasures remain yet to be discovered. This adventure ends on a cliffhanger. The rest of the Witch Queen’s lair, her hoard, and even more iconic adventures can be found in Quests from the Infinite Staircase!
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Conclusion When the characters return to Atagua, Melecio greets them and can use the Hammock of Worlds to speed them back to the Ghost Orchid Tepui. There, they find Yarana attending the weakening
always reliably connect to the Ghost Orchid Tepui. With the tepui’s magic and guardian restored, the nightmares and Far Realm incursions plaguing Atagua cease. If the characters return to Atagua
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Conclusion When the characters return to Atagua, Melecio greets them and can use the Hammock of Worlds to speed them back to the Ghost Orchid Tepui. There, they find Yarana attending the weakening
always reliably connect to the Ghost Orchid Tepui. With the tepui’s magic and guardian restored, the nightmares and Far Realm incursions plaguing Atagua cease. If the characters return to Atagua
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Conclusion After imparting the true names, the freed Stranger tips their hat and leaps from the train. Once out of range of the train’s teleportation ward, the Stranger casts plane shift and
disappears. The characters can leave the Concordant Express in a similar fashion, or they can remain on the train until it arrives in Mechanus and secure safe passage home from there. Whether or not they
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Conclusion After imparting the true names, the freed Stranger tips their hat and leaps from the train. Once out of range of the train’s teleportation ward, the Stranger casts plane shift and
disappears. The characters can leave the Concordant Express in a similar fashion, or they can remain on the train until it arrives in Mechanus and secure safe passage home from there. Whether or not they
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, becoming a death tyrant called Netherskull. When Halaster and Netherskull met in battle, the wizard emerged triumphant, but he couldn’t bring himself to destroy such a formidable dungeon guardian
. Instead, Halaster agreed to let Netherskull remain the undisputed lord of this level on the condition that it permit Halaster to tinker with and maintain the level’s traps, as well as add a magical, mean
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, becoming a death tyrant called Netherskull. When Halaster and Netherskull met in battle, the wizard emerged triumphant, but he couldn’t bring himself to destroy such a formidable dungeon guardian
. Instead, Halaster agreed to let Netherskull remain the undisputed lord of this level on the condition that it permit Halaster to tinker with and maintain the level’s traps, as well as add a magical, mean
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
wearing or carrying, turns to ash, and its soul becomes trapped in the void. Magic items that end up in the void remain trapped in it until the void is destroyed (see “Conclusion”).
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
wearing or carrying, turns to ash, and its soul becomes trapped in the void. Magic items that end up in the void remain trapped in it until the void is destroyed (see “Conclusion”).
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Conclusion When the characters return to the study room in Candlekeep, they find Matreous’s body sprawled on the floor and the imp figurine missing. When the imp was taken from the mansion in its
mansion. If the characters defeat the imp, it disappears in a cloud of black smoke. Any treasure, books, specimens, or weapons the characters acquired while in the mansion remain in their possession. Anything else taken from the mansion evaporates into smoke as they pass through the doorway.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Conclusion When the characters return to the study room in Candlekeep, they find Matreous’s body sprawled on the floor and the imp figurine missing. When the imp was taken from the mansion in its
mansion. If the characters defeat the imp, it disappears in a cloud of black smoke. Any treasure, books, specimens, or weapons the characters acquired while in the mansion remain in their possession. Anything else taken from the mansion evaporates into smoke as they pass through the doorway.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
host civilizations might linger in whatever ruins remain, preserving the civilizations’ stories so their lost people might live on. Roll on or choose a result from the Guardian Naga Lore table to
Guardian Naga Enduring Serpentine Lore Keeper Habitat: Desert, Forest, Planar (Upper Planes); Treasure: Relics Alejandro Pacheco Guardian nagas are immortal, serpentine scholars that possess perfect
Compendium
- Sources->Dungeons & Dragons->Monster Manual
host civilizations might linger in whatever ruins remain, preserving the civilizations’ stories so their lost people might live on. Roll on or choose a result from the Guardian Naga Lore table to
Guardian Naga Enduring Serpentine Lore Keeper Habitat: Desert, Forest, Planar (Upper Planes); Treasure: Relics Alejandro Pacheco Guardian nagas are immortal, serpentine scholars that possess perfect
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
threats, such as aberrations and fiends. They maintain ancient wards that bind the daelkyr in Khyber. Horizon Walker rangers and Ancestral Guardian barbarians fit in here. The Ashbound are champions
to release bound elementals. Barbarians are often found among the Ashbound, and Berserker and Storm Herald are logical paths. The Children of Winter believe that death is a natural part of life. This
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
demands that they accompany it to the Vault of Dragons and help it defeat the vault’s draconic guardian. Not fully trusting the characters to keep their part of the bargain, Xanathar brings along its
character makes. On a failure, Xanathar demands that the character release Sylgar at once or be disintegrated (and makes good on its threat).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
demands that they accompany it to the Vault of Dragons and help it defeat the vault’s draconic guardian. Not fully trusting the characters to keep their part of the bargain, Xanathar brings along its
character makes. On a failure, Xanathar demands that the character release Sylgar at once or be disintegrated (and makes good on its threat).
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
threats, such as aberrations and fiends. They maintain ancient wards that bind the daelkyr in Khyber. Horizon Walker rangers and Ancestral Guardian barbarians fit in here. The Ashbound are champions
to release bound elementals. Barbarians are often found among the Ashbound, and Berserker and Storm Herald are logical paths. The Children of Winter believe that death is a natural part of life. This
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
challenged, one of the guards tries to escape to 3 for help. 3 3 lizardfolk, 1 lizardfolk scaleshield* If a guard from 2 escaped, these guards go to 2. If not, they remain here until alerted by noise
characters in that room. Otherwise they remain here. 10 5 lizardfolk commoners* The banquet workers escape to 29 if allowed to do so. The characters might accompany them. 11 2 hatchlings Friendly hatchlings
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
challenged, one of the guards tries to escape to 3 for help. 3 3 lizardfolk, 1 lizardfolk scaleshield* If a guard from 2 escaped, these guards go to 2. If not, they remain here until alerted by noise
characters in that room. Otherwise they remain here. 10 5 lizardfolk commoners* The banquet workers escape to 29 if allowed to do so. The characters might accompany them. 11 2 hatchlings Friendly hatchlings
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
clouds release heavy rain until the road runs thick with mud, yet you trudge on, passing by friendly merchant caravans heading north.
On the morning of the fifth day, the rain subsides but the dark
clouds remain. Ahead, you see a path branch from the wider road, heading to the sea. A raven perches solemnly on a leaning post bearing two signs that point like arms toward the west. One says “The Way
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
clouds release heavy rain until the road runs thick with mud, yet you trudge on, passing by friendly merchant caravans heading north.
On the morning of the fifth day, the rain subsides but the dark
clouds remain. Ahead, you see a path branch from the wider road, heading to the sea. A raven perches solemnly on a leaning post bearing two signs that point like arms toward the west. One says “The Way