Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'condition realms guardians to her rulers'.
Other Suggestions:
conditions realms guardian to her rules
conviction realms guardian to her rules
conditions realms guardian to her ruler
conviction realms guardians to her rulers
conditions realms guardian to her roles
Monsters
Planescape: Adventures in the Multiverse
Aura of Menace. As long as the archon doesn’t have the incapacitated condition, each creature of the archon’s choice that starts its turn within 20 feet of the archon must make a DC 15
Wisdom saving throw. On a failed save, the creature has the frightened condition until the start of its next turn. On a successful save, the creature is immune to all archons’ Aura of Menace for
Monsters
Quests from the Infinite Staircase
":"1d6+3", "rollType":"damage", "rollAction":"Handaxe", "rollDamageType":"slashing"} slashing damage.Champions are blessed by Gorm to lead their fellow guardians. In battle, they channel auras of ghostly
lightning to protect Gorm’s servants.
Guardians of Gorm
The Guardians of Gorm are stalwart Cynidiceans who worship Gorm, an ancient god of justice, storms, and war. Members of the order wear
Monsters
Planescape: Adventures in the Multiverse
", "rollAction":"Tentacle", "rollDamageType":"piercing"} piercing damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape DC 14). Until this grapple ends, the septon can
":"damage", "rollAction":"Lightning Network", "rollDamageType":"lightning"} lightning damage and has the stunned condition for 1 minute. On a successful save, a creature takes half as much damage only
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Vine", "rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it has the grappled condition (escape DC 18). While grappled, the creature also has the restrained condition. The
interfere with the goings-on of the faerie court. Instead, treefolk serve as guardians and shepherds of their wild groves, dispensing wisdom and blessings to travelers who wander under their branches
Monsters
Planescape: Adventures in the Multiverse
damage. If the target is a Medium or smaller creature, it has the grappled condition (escape DC 14). Until this grapple ends, the target has the restrained condition. While it is grappling a creature
failed save, a creature takes 39 (6d12);{"diceNotation":"6d12", "rollType":"damage", "rollAction":"Mind Poison", "rollDamageType":"poison"} poison damage and has the poisoned condition. While poisoned in
Monsters
Baldur’s Gate: Descent into Avernus
condition are immune to this trait.
Spellcasting. The black gauntlet is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7;{"diceNotation":"1d20+7","rollType":"to hit
, guiding bolt (see “Actions” below)
2nd level (3 slots): blindness/deafness, hold person, silence
3rd level (2 slots): sending, spirit guardians
Tactical Discipline. The black gauntlet has advantage on
Monsters
Planescape: Adventures in the Multiverse
":"piercing"} piercing damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape DC 14). Until this grapple ends, the decaton can’t use this tentacle against
modrons hold leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.
Monsters
Planescape: Adventures in the Multiverse
which is determined by the swarm’s location:
Upper Plane. The target sheds bright light in a 5-foot radius until the end of its next turn. During that time, the invisible condition has no effect
swarm must succeed on a DC 10 Constitution saving throw or have the stunned condition for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself
Monsters
Quests from the Infinite Staircase
must succeed on a DC 16 Constitution saving throw or have the poisoned condition for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a
underside. Maschin-i-bozorgs typically act as guardians and sentries, tirelessly patrolling the sites they’re assigned to protect. Each machine obeys the commands of its creator.
A machin-i-bozorg
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
", "rollAction":"", "rollDamageType":"radiant"} radiant damage. If the target is a Medium or smaller creature, it must succeed on a DC 19 Strength saving throw or have the prone condition.
Radiant
saving throw or have the blinded condition until the end of the creature’s next turn.
Parry. The archon adds 5 to its AC against one melee attack that would hit it, provided it can see the
Monsters
Planescape: Adventures in the Multiverse
damage and is magically weakened as it is desynchronized from the time stream. While the creature is in this state, attack rolls against it have advantage, it has the poisoned condition, and other
moving through its front. Anything that does so is transported to the destination, appearing in the unoccupied space nearest to the portal. Deities and other planar rulers can prevent portals created
Monsters
Planescape: Adventures in the Multiverse
", "rollAction":"Pincer", "rollDamageType":"force"} force damage. If the target is a creature, it must succeed on a DC 17 Constitution saving throw or have the incapacitated condition until the end of its
", "rollType":"damage", "rollAction":"Tentacle", "rollDamageType":"piercing"} piercing damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape DC 14). Until this
Monsters
Planescape: Adventures in the Multiverse
", "rollDamageType":"piercing"} piercing damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape DC 14). Until this grapple ends, the nonaton can’t use this
leadership positions, maintaining order in Mechanus and the realms beyond. For more information on modrons, see the Monster Manual.
Genasi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
genasi in the Realms are descendants of the djinn and efreet who once ruled Calimshan. When those rulers were overthrown, their planetouched children were scattered. Over thousands of years, the
Those who think of other planes at all consider them remote, distant realms, but planar influence can be felt throughout the world. It sometimes manifests in beings who, through an accident of birth
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, guardians of the sacred, and counterbalances to the forces of evil.
Ki-rins are an embodiment of good, and simply beholding one can evoke fear or awe in an observer. A typical ki-rin looks like a
reveres and the function each typically performs in service to that god. Some resemble gigantic unicorns; these are often used as guardians. Others have draconic features and tend to be aggressive foes
Monsters
Planescape: Adventures in the Multiverse
has the charmed condition until the end of its next turn. A creature charmed in this way treats its allies as foes, and the colors of its body and equipment become shades of gray. On a successful save
while, baernaloths are disturbingly detached, observing their victims’ agony without emotion.A Baernaloth’s Lair
Whether in the hopeless realms of Hades or on the rare occasion they lurk
Giant Owl
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
","rollAction":"Talons","rollDamageType":"slashing"} slashing damage.Giant owls often befriend fey and other sylvan creatures and are guardians of their woodland realms.
monsters
", "rollAction":"Grasping Tentacle", "rollDamageType":"Slashing"} Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 18), and it has the Restrained
condition until the grapple ends.
Throw Victim. The formless spawn throws a Medium or smaller creature Grappled by it to a space it can see within 30 feet of itself that isn’t in the air
monsters
condition until the end of its next turn.Silent Protector (Recharge after a Short or Long Rest). Trigger: A creature within 60 feet fails a saving throw against an effect that doesn’t deal
fury. Once animated, the dolls reflect this dual nature: acting as silent guardians one moment and vengeful specters the next.Poison
monsters
from the grothlut. Failure: 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Disgusting Demise", "rollDamageType":"Acid"} Acid damage, and the target has the Poisoned condition
: DC 10, each creature in a 60-foot Emanation originating from the grothlut. Creatures immune to the Charmed condition automatically succeed on the save. Failure: The target has Disadvantage on
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
monsters
take 10 force damage if they end their turn in this area. Flying creatures that end their turn in this area must make DC 24 Strength saving throws, gaining the Prone condition on a failed
condition.
Hungry Tide (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Hungry Tide"}. Constitution Saving Throw: DC 24, creatures of Dagon’s choice within 120 ft. of it
monsters
they hit a target with an attack and have Advantage on the attack roll, or when the target is within 5 feet of an ally of the caligni that doesn’t have the Incapacitated condition and the caligni
, Guiding Bolt, Hold Person, Spirit Guardians, Spiritual Weapon
1/Day Each: Flame Strike, Heroes' Feast, Insect PlagueThe most powerful caligni spellcasters often become leaders of enclaves. They
monsters
Large or smaller creature whose space it passes through has the Grappled condition (escape DC 14) from the spectral rails.
Haunting Whistle. The locomotive blows its wailing steam whistle. Wisdom Saving
the Frightened condition until the end of its next turn. Failure or Success: The locomotive can’t take this action again until the start of its next turn.The Ghostlight Locomotive is the engine
monsters
+10", "rollType":"damage", "rollAction":"Writhing Tentacles", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC
24). While Grappled the target has the Restrained condition.
Wind Blast (Recharge 5–6). Strength Saving Throw: DC 24, each creature in a 20-foot-radius Sphere centered on a point the flying
monsters
":"2d10+10", "rollType":"damage", "rollAction":"Horrid Tendril", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape
DC 20), and it has the Restrained condition until the grapple ends. It can Grapple up to four Large or smaller creatures at a time.
Hurled Mucous. Ranged Attack Roll: +15;{"diceNotation":"1d20+15
monsters
":"2d10+10", "rollType":"damage", "rollAction":"Horrid Tendril", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Large or smaller creature, it has the Grappled condition (escape
DC 20), and it has the Restrained condition until the grapple ends. It can Grapple up to four Large or smaller creatures at a time.
Hurled Mucous. Ranged Attack Roll: +15;{"diceNotation":"1d20+15
monsters
", "rollDamageType":"Slashing"} Slashing damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 16). It can Grapple up to two Medium or smaller creatures at a time
survived these horrors. They are capable of walking between the realms of the universe, and they constantly move, spending little time at a location.
These entities occasionally serve a god or a Great
monsters
", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 18).
Spellcasting. The hunting horror casts one of the following
dimensions.
—August Derleth, The Lurker at the Threshold
Hunting horrors serve Nyarlathotep’s bidding across the cosmos, and even into the unknown outter realms. Cultists who venerate the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
scouts and guardians of elven realms. Such elves usually devote themselves to Rillifane Rallathil or Solonor Thelandria. Elf rangers driven to roam might instead favor Fenmarel Mestarine, god of lone wanderers, or Shevarash, elven god of vengeance.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
scouts and guardians of elven realms. Such elves usually devote themselves to Rillifane Rallathil or Solonor Thelandria. Elf rangers driven to roam might instead favor Fenmarel Mestarine, god of lone wanderers, or Shevarash, elven god of vengeance.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Warden Archon Warden archons are vigilant, ursine guardians of portals and paths connected to goodly realms. They have powerfully built, bipedal bodies with the heads of great bears and eyes like
bite to magically mark the intruder, which the archon pursues relentlessly. CoupleofKooks “For immortal guardians, these guys love making reality’s issues your problem. Don’t pay ’em no mind when they
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Warden Archon Warden archons are vigilant, ursine guardians of portals and paths connected to goodly realms. They have powerfully built, bipedal bodies with the heads of great bears and eyes like
bite to magically mark the intruder, which the archon pursues relentlessly. CoupleofKooks “For immortal guardians, these guys love making reality’s issues your problem. Don’t pay ’em no mind when they
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Sprite Elusive Defender of Fey Realms Habitat: Forest, Planar (Feywild); Treasure: Armaments Sprites dwell in mystical forests touched by the magic of the Feywild, living peacefully with most other
creatures. Those that enter their realms with good intentions might be treated to tiny feasts and celebrations. The wicked face nasty tricks and bold ambushes at the hands of invisible sprite defenders
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Sprite Elusive Defender of Fey Realms Habitat: Forest, Planar (Feywild); Treasure: Armaments Sprites dwell in mystical forests touched by the magic of the Feywild, living peacefully with most other
creatures. Those that enter their realms with good intentions might be treated to tiny feasts and celebrations. The wicked face nasty tricks and bold ambushes at the hands of invisible sprite defenders