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Returning 35 results for 'condition rarity guardian to have river'.
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Magic Items
Dungeon Master’s Guide
7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud.
51–55
You have the Stunned condition until the end of your next turn, believing something awesome
sickness” and have the Poisoned condition for 1 hour.
71–75
You have the Petrified condition until the end of your next turn.
76–80
You pull a nonmagical object out of
Magic Items
Dungeon Master’s Guide
disappears after 1 hour, when you take a Magic action to dismiss it, or when you die or have the Incapacitated condition.
Quaal’s Feather Tokens
1d100
Token
Rarity
01-20
Quaal's
’s Feather Tokens table. The type of token determines its rarity.
Anchor (Uncommon). You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can&rsquo
Magic Items
Dungeon Master’s Guide
. You have Immunity to Poison damage and the Poisoned condition.
Regeneration. If you start your turn with at least 1 Hit Point, you regain 1d10 Hit Points.
Wish. You can cast Wish. Once used, this
’s many hidden vaults, where it waits to be rediscovered.
Applicable Artifacts
Name
Rarity
Eye of Vecna
Artifact
Hand of Vecna
Artifact
Monsters
Mythic Odysseys of Theros
, naiads gather to revel in nature’s might. Individual naiads often grow fixated with a single type or body of water, potentially preferring a deep sea trench, coastline, or river system above
all others. Over time, such a resident nymph often becomes connected with their aquatic home through sightings and stories, becoming a guardian of the place and, in effect, a manifestation of its
Monsters
Keys from the Golden Vault
, she loses her immunity to psychic damage and the charmed condition, and her Tattooed Strike becomes a melee attack that deals 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction
knocked prone.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.Readiness
Monsters
Bigby Presents: Glory of the Giants
", "rollAction":"Rock", "rollDamageType":"bludgeoning"} bludgeoning damage, and the target must succeed on a DC 17 Strength saving throw or have the prone condition.
Petrifying Touch (Recharge 5–6
saving throw or take 26 (4d12);{"diceNotation":"4d12", "rollType":"damage", "rollAction":"Petrifying Touch", "rollDamageType":"force"} force damage and have the restrained condition as it begins to turn to
Monsters
Quests from the Infinite Staircase
brass masks bearing the face of their god, who is depicted as a long-haired, bearded man with a stern gaze. Each fully initiated guardian has a small blue lightning bolt tattooed on their right
aura is active, the champion and each creature of its choice within the aura have advantage on saving throws. The aura moves with the champion and lasts for 1 minute, until the champion has the incapacitated condition, or until the champion uses another bonus action to end the aura.
Monsters
Bigby Presents: Glory of the Giants
prone condition. Until the colossus uses its Stomp again or moves, the creature has the restrained condition. The restrained creature or another creature within 5 feet of it can use its action to make a
fire giants shaped them into flexible joints and plated armor. Storm giants inscribed runes into the inert form to give it the semblance of life. The fruit of these labors was an everlasting guardian
Monsters
The Book of Many Things
Guardian Aura. Whenever a creature of Asteria’s choice within 30 feet of her makes a saving throw, Asteria can give the creature advantage on the saving throw (no action required). This trait
doesn’t function if Asteria has the incapacitated condition.
Legendary Resistance (3/Day). If Asteria fails a saving throw, she can choose to succeed instead.
Special Equipment. Asteria wears
Magic Items
Quests from the Infinite Staircase
An ornate carving of a serpent adorned with a coursing river spirals down the length of this redand-gold staff. While you’re holding it, you can use an action to produce one of the following
don’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
Monsters
The Book of Many Things
Guardian of the Market. Pazrodine can sense when an item is stolen from Seelie Market. She knows the distance and direction to stolen items, as if by the Locate Object spell.
Legendary Resistance (3
", "rollAction":"Tail", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or have the prone condition.
Breath Weapon
Monsters
Fizban's Treasury of Dragons
underground river. Whatever the setup, a deep dragon festoons the narrow, twisting passages between the lair’s fungal walls with magical and mundane traps. A typical lair has the following
chamber, draped in illusion spells and protected by traps and magical alarms. When triggered, those alarms summon the dragon’s minions and allies first, followed by the dragon.
Underground River
Monsters
Fizban's Treasury of Dragons
network growing near an underground river. Whatever the setup, a deep dragon festoons the narrow, twisting passages between the lair’s fungal walls with magical and mundane traps. A typical
dragon.
Underground River. Where an underground river runs along the outside edge of the lair, the dragon has slowed its flow with a rocky dam, creating a small pool in which to bathe and raise aquatic
Magic Items
Mythic Odysseys of Theros
Guide for details on randomly determined properties.
Command the Deep. The bident holds the power to command the waves and its creatures. As an action, you can change the condition of the sea
. Once used, this property of the bident can’t be used again until the next dusk.
Destroying the Bident. To destroy the bident, it must be heated by the breath of an ancient red dragon and then, while still hot, immersed in the Tartyx River.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
River Styx, Naratyr is an eerily quiet and cold city, its streets empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains
creature and any friendly Undead are immune to the frightened condition and have resistance to radiant damage. Enemies have disadvantage on death saving throws while in the aura.
Necrotic, Poison; Bludgeoning, Piercing, and Slashing that is NonmagicalCold, Fire, Lightning
monsters
Fey Ancestry. The drow has Advantage on saving throws to avoid or end the Charmed condition. Magic can’t put them to sleep.
Sunlight Sensitivity. While in sunlight, the drow has
the Dying, Thaumaturgy
2/Day Each: Aid, Augury, Darkness, Divination, Faerie Fire, Guardian of Faith, Locate Object, Prayer of Healing, Spirit Guardians, Stone Shape
1/Day Each: Commune
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Contacting the Riverine Iravati The characters might attempt to contact Iravati, the riverine guardian of the river that flows past Sagorpur. The riverine, like the river, is listless and slow to act. No calls or offerings made to Iravati provoke the riverine into appearing.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Contacting the Riverine Iravati The characters might attempt to contact Iravati, the riverine guardian of the river that flows past Sagorpur. The riverine, like the river, is listless and slow to act. No calls or offerings made to Iravati provoke the riverine into appearing.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Shield Guardian Wizards and other spellcasters create shield guardians for protection. A shield guardian treads beside its master, absorbing damage to keep its master alive as long as possible
. Master’s Amulet. Every shield guardian has an amulet magically linked to it. A shield guardian can have only one corresponding amulet, and if that amulet is destroyed, the shield guardian is incapacitated
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Challenge 1/8 (25 XP) Proficiency Bonus +2
Brave. The guardian has advantage on saving throws against the frightened condition.
Actions
Lightning Mace. Melee Weapon Attack: +4 to hit, reach 5 ft
Guardian of Gorm Guardians are the fearless rank and file of their faction. Guardian of Gorm Medium Humanoid, Typically Lawful Good
Armor Class 16 (chain mail)
Hit Points 9 (2d8)
Speed 30 ft
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Challenge 1/8 (25 XP) Proficiency Bonus +2
Brave. The guardian has advantage on saving throws against the frightened condition.
Actions
Lightning Mace. Melee Weapon Attack: +4 to hit, reach 5 ft
Guardian of Gorm Guardians are the fearless rank and file of their faction. Guardian of Gorm Medium Humanoid, Typically Lawful Good
Armor Class 16 (chain mail)
Hit Points 9 (2d8)
Speed 30 ft
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Movement Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope--all sorts of movement play a key role in fantasy gaming adventures. The DM can
, particularly a large dungeon or a cave network, the DM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Shield Guardian Wizards and other spellcasters create shield guardians for protection. A shield guardian treads beside its master, absorbing damage to keep its master alive as long as possible
. Master’s Amulet. Every shield guardian has an amulet magically linked to it. A shield guardian can have only one corresponding amulet, and if that amulet is destroyed, the shield guardian is incapacitated
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
rarity of each one. The table also indicates whether an item requires attunement. All the items use the magic items rules in the Dungeon Master’s Guide. Magic Items Rarity Item Attunement Common
Grimoire Yes Uncommon+ Barrier Tattoo Yes Uncommon+ Bloodwell Vial Yes Uncommon Coiling Grasp Tattoo Yes Uncommon Eldritch Claw Tattoo Yes Uncommon Feywild Shard Yes Uncommon Guardian Emblem Yes Uncommon
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Movement Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope — all sorts of movement play a key role in fantasy gaming adventures. The DM can
dungeon, particularly a large dungeon or a cave network, the DM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Moonlight Guardian Moonlight guardians are gleaming bipedal statues made of silver and mithral. They were originally created by a desperate mage on Krynn who drew the Moon card from a Deck of Many
Things. The mage wished for a retinue of bodyguards ideally suited to fighting lycanthropes and other shapeshifting creatures. In response, the Moon card spawned the first moonlight guardian. A
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Moonlight Guardian Moonlight guardians are gleaming bipedal statues made of silver and mithral. They were originally created by a desperate mage on Krynn who drew the Moon card from a Deck of Many
Things. The mage wished for a retinue of bodyguards ideally suited to fighting lycanthropes and other shapeshifting creatures. In response, the Moon card spawned the first moonlight guardian. A
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Movement Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope--all sorts of movement play a key role in fantasy gaming adventures. The DM can
, particularly a large dungeon or a cave network, the DM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Movement Swimming across a rushing river, sneaking down a dungeon corridor, scaling a treacherous mountain slope — all sorts of movement play a key role in fantasy gaming adventures. The DM can
dungeon, particularly a large dungeon or a cave network, the DM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
rarity of each one. The table also indicates whether an item requires attunement. All the items use the magic items rules in the Dungeon Master’s Guide. Magic Items Rarity Item Attunement Common
Grimoire Yes Uncommon+ Barrier Tattoo Yes Uncommon+ Bloodwell Vial Yes Uncommon Coiling Grasp Tattoo Yes Uncommon Eldritch Claw Tattoo Yes Uncommon Feywild Shard Yes Uncommon Guardian Emblem Yes Uncommon
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
+ 4) Bludgeoning damage plus 7 (2d6) Fire damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends.
Satyr Medium Fey, Chaotic Neutral
condition until the start of its next turn. Success: The target is immune to this hag’s Vile Appearance for 24 hours.
Actions
Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
+ 4) Bludgeoning damage plus 7 (2d6) Fire damage. The target has the Grappled condition (escape DC 14), and it has the Restrained condition until the grapple ends.
Satyr Medium Fey, Chaotic Neutral
condition until the start of its next turn. Success: The target is immune to this hag’s Vile Appearance for 24 hours.
Actions
Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
trod underfoot. Two tall urns shaped like wicker baskets stand along the north wall, each one filled with river stones.
Creature. The centaur figure is the mummified remains of a sacred offspring
of Chitza-Atlan, the guardian of the gateway to the underworld. This guardian has two functions: to prevent any but the dead from entering these ruins, and to keep those creatures in the ruins
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
trod underfoot. Two tall urns shaped like wicker baskets stand along the north wall, each one filled with river stones.
Creature. The centaur figure is the mummified remains of a sacred offspring
of Chitza-Atlan, the guardian of the gateway to the underworld. This guardian has two functions: to prevent any but the dead from entering these ruins, and to keep those creatures in the ruins
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
)
Duration: Instantaneous
You touch a creature and magically remove one of the following effects from it: 1 Exhaustion level The Charmed or Petrified condition A curse, including the target’s Attunement to
a cursed magic item Any reduction to one of the target’s ability scores Any reduction to the target’s Hit Point maximum RINA NORDSOL A halfling Cleric casts Guardian of Faith to fend off a ravenous worg