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Returning 35 results for 'conditions running guardian to her regret'.
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Monsters
Monster Manual
Amphibious. The frog can breathe air and water.
Standing Leap. The frog’s Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start.Bite. Melee Attack Roll
swallowed, the target isn’t Grappled but has the Blinded and Restrained conditions, and it has Total Cover against attacks and other effects outside the frog. While swallowing the target, the frog can
Monsters
Monster Manual
Amphibious. The toad can breathe air and water.
Standing Leap. The toad’s Long Jump is up to 20 feet and its High Jump is up to 10 feet with or without a running start.Bite. Melee Attack Roll
conditions, and it has Total Cover against attacks and other effects outside the toad. In addition, the target takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Swallow", "rollDamageType
Backgrounds
Guildmasters’ Guide to Ravnica
construction and architecture — primarily in crafting the infrastructure that allows Ravnicans to enjoy running water, levitating platforms, and other magical and technological wonders.
You have a
protocols will lead us toward progress more surely than any belief system. (Lawful)
5
Fun. I love my job! Despite the dangerous working conditions, there’s nothing I’d rather do
Monsters
Tomb of Annihilation
vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys only its
ancient guardian naga, can help him. As such, his search has been focused on locating the ruins of Orolunga, where the naga is said to dwell. Fate has handed Artus a saurial traveling companion named
monsters
automatically sees through visual illusions within 30 feet of it.
Prodigious Leap. The froghemoth’s Long Jump is up to 20 feet, and its High Jump is up to 10 feet with or without a running
time. A swallowed creature has the Blinded and Restrained conditions, has Total Cover against attacks and other effects outside the froghemoth, and takes 21 (6d6);{"diceNotation":"6d6", "rollType
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
store a single spell within a shield guardian, which can then cast the spell on command or under specific conditions. Many a wizard has been rendered helpless by enemies, only to surprise those foes when
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
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
store a single spell within a shield guardian, which can then cast the spell on command or under specific conditions. Many a wizard has been rendered helpless by enemies, only to surprise those foes when
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
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
tremorsense to detect prey. They burst out of the ground in the squares marked “ankheg eruption” on the map when certain conditions are met, as described in areas L3 and area L6. If you’re running this scenario for one character, only one ankheg can be encountered at a time.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
tremorsense to detect prey. They burst out of the ground in the squares marked “ankheg eruption” on the map when certain conditions are met, as described in areas L3 and area L6. If you’re running this scenario for one character, only one ankheg can be encountered at a time.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Running Combat This section builds on the combat rules in Playing the Game and offers tips for keeping the game running smoothly when a fight breaks out. Rolling Initiative Combat starts when—and
monsters. If you aren’t using miniatures or other visual aids, one way to track your monsters is to assign them unique features. For example, imagine that you’re running an encounter with three Ogres
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Running Combat This section builds on the combat rules in Playing the Game and offers tips for keeping the game running smoothly when a fight breaks out. Rolling Initiative Combat starts when—and
monsters. If you aren’t using miniatures or other visual aids, one way to track your monsters is to assign them unique features. For example, imagine that you’re running an encounter with three Ogres
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Preparation Before running the adventure, prepare as follows: Step 1. Read the “Adventure Background” section. Step 2. Familiarize yourself with the individuals described in the Key NPCs table. The
guardian Spirit Naga G6 Javek and Vara Horn Human elders trying to protect the region Tough Bosses (Small) "Traditionalists" Ozzadraz Githyanki commander in suspended animation Githyanki Knight G12 Serev
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Preparation Before running the adventure, prepare as follows: Step 1. Read the “Adventure Background” section. Step 2. Review “Frost Giant Factions” and the Key NPCs table to learn about individuals
cold. Step 4. Bookmark the following stat blocks in the Monster Manual or on D&D Beyond: Frost Giant Ghost Mephit, Ice Priest Remorhaz, Young Shield Guardian Troll White Dragon, Adult Winter Wolf
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Preparation Before running the adventure, prepare as follows: Step 1. Read the “Adventure Background” section. Step 2. Familiarize yourself with the individuals described in the Key NPCs table. The
guardian Spirit Naga G6 Javek and Vara Horn Human elders trying to protect the region Tough Bosses (Small) "Traditionalists" Ozzadraz Githyanki commander in suspended animation Githyanki Knight G12 Serev
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Preparation Before running the adventure, prepare as follows: Step 1. Read the “Adventure Background” section. Step 2. Review “Frost Giant Factions” and the Key NPCs table to learn about individuals
cold. Step 4. Bookmark the following stat blocks in the Monster Manual or on D&D Beyond: Frost Giant Ghost Mephit, Ice Priest Remorhaz, Young Shield Guardian Troll White Dragon, Adult Winter Wolf
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the Dungeon Master’s Guide for the mirror’s statistics.) Rather than running combat with so many creatures, assume that only the invisible stalker and the troll attack the party initially. The other
creatures react to their liberation by turning on one another or running away, as follows: Lukanu and Zaal attack the gargoyle, destroying it in 4 rounds, and then help the characters deal with the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the Blinded and Restrained conditions, and it takes 10 (3d6) Lightning damage at the start of each of its turns. When the shambling mound moves, the Grappled target moves with it, costing it no extra
movement. The shambling mound can have only one creature Grappled by this action at a time.
Shield Guardian Large Construct, Unaligned
AC 17 Initiative −1 (9)
HP 142 (15d10 + 60)
Speed 30 ft
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the Blinded and Restrained conditions, and it takes 10 (3d6) Lightning damage at the start of each of its turns. When the shambling mound moves, the Grappled target moves with it, costing it no extra
movement. The shambling mound can have only one creature Grappled by this action at a time.
Shield Guardian Large Construct, Unaligned
AC 17 Initiative −1 (9)
HP 142 (15d10 + 60)
Speed 30 ft
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Preparation Before running the adventure, prepare as follows: Step 1. Read the “Adventure Background” section (including “Redwood Watch” and “The Council”). Step 2. Familiarize yourself with the Key
Heroes” Kaynen Guardian of the redwood grove Dryad R3 Marilissa Sunset-Is-Nigh’s devoted servant Yuan-ti Malison (Type 1) L3 Selenar Woodwise Elf council member Noble (Medium) “A Call for Heroes” Sunny
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Preparation Before running the adventure, prepare as follows: Step 1. Read the “Adventure Background” section (including “Redwood Watch” and “The Council”). Step 2. Familiarize yourself with the Key
Heroes” Kaynen Guardian of the redwood grove Dryad R3 Marilissa Sunset-Is-Nigh’s devoted servant Yuan-ti Malison (Type 1) L3 Selenar Woodwise Elf council member Noble (Medium) “A Call for Heroes” Sunny
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the Dungeon Master’s Guide for the mirror’s statistics.) Rather than running combat with so many creatures, assume that only the invisible stalker and the troll attack the party initially. The other
creatures react to their liberation by turning on one another or running away, as follows: Lukanu and Zaal attack the gargoyle, destroying it in 4 rounds, and then help the characters deal with the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
(and depending on whether the adventurers meet conditions that might lead to fighting; see below). This cavernous chamber is filled with drifting mist that shrouds a field of ice pillars rising from
floor to ceiling. The muffled silence beyond is broken only by the sound of running water.
Ice pillars and pressure ridges form razor-sharp crags that loom out of the roiling fog. Streams of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
By Sea The distance from Saltmarsh to the lair is about ten miles as the crow flies, and a sea journey would take about three hours in normal conditions. If the characters want to travel by sea, the
promontory’s northern coastline, the party spies another track running up to the middle elevations of the promontory, where it disappears behind a clump of tall grasses and brightly flowering shrubs (leading to
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
guardian. Benign deities sometimes grant a sphinx the power to remove supplicants that fail their tests, transporting them away and ensuring that they never encounter the sphinx again. However, those
its realm. Fallen Sphinxes. Whether through the weariness of the ages, regret at the slaughter of innocents, or dreams of worship by supplicants that attempt to bargain their way to knowledge, some
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
By Sea The distance from Saltmarsh to the lair is about ten miles as the crow flies, and a sea journey would take about three hours in normal conditions. If the characters want to travel by sea, the
promontory’s northern coastline, the party spies another track running up to the middle elevations of the promontory, where it disappears behind a clump of tall grasses and brightly flowering shrubs (leading to
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
(and depending on whether the adventurers meet conditions that might lead to fighting; see below). This cavernous chamber is filled with drifting mist that shrouds a field of ice pillars rising from
floor to ceiling. The muffled silence beyond is broken only by the sound of running water.
Ice pillars and pressure ridges form razor-sharp crags that loom out of the roiling fog. Streams of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
guardian. Benign deities sometimes grant a sphinx the power to remove supplicants that fail their tests, transporting them away and ensuring that they never encounter the sphinx again. However, those
its realm. Fallen Sphinxes. Whether through the weariness of the ages, regret at the slaughter of innocents, or dreams of worship by supplicants that attempt to bargain their way to knowledge, some
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
lizardfolk guards heading out on patrol and monsters potentially breaking free and running amok. When that happens, keep a rough idea of where those guards and monsters might be heading, and let the
thessalhydra and another creation of Moghadam’s known as the thessalheart construct. Thessalhydra When the characters first enter the temple, roll a d4. On a 1–2, the temple’s guardian thessalhydra is
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
lizardfolk guards heading out on patrol and monsters potentially breaking free and running amok. When that happens, keep a rough idea of where those guards and monsters might be heading, and let the
thessalhydra and another creation of Moghadam’s known as the thessalheart construct. Thessalhydra When the characters first enter the temple, roll a d4. On a 1–2, the temple’s guardian thessalhydra is
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Types of Officers If you’d like to explore running a ship, it needs officers to oversee its operations — officers who fill six different roles. Some roles aboard a ship reflect the need for trained
. Quartermaster. The quartermaster plots the ship’s course, relying on knowledge of nautical charts and a study of weather and sea conditions. A reliable quartermaster tends to have a high Wisdom score, as
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
.”
–Chronepsis, draconic guardian of time
Nexus Feature Nexus features are distinguishing objects or traits shared among a character’s incarnations. They are icons of a character’s personality or
“Running Glitch Characters” section. Let players discover that dead characters return in new incarnations during play rather than revealing this outright. When an incarnation appears, they are attuned to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
.”
–Chronepsis, draconic guardian of time
Nexus Feature Nexus features are distinguishing objects or traits shared among a character’s incarnations. They are icons of a character’s personality or
“Running Glitch Characters” section. Let players discover that dead characters return in new incarnations during play rather than revealing this outright. When an incarnation appears, they are attuned to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
cellar or dungeon under one of the city’s oldest estates. She uses teleport spells to enter and leave her home, and she’s never seen without her shield guardian close by. A little known fact is that
through the North Ward, Ulkoria stops by the tavern for a drink and to check out the place while her shield guardian waits outside. If she doesn’t like what the characters have done with the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
cellar or dungeon under one of the city’s oldest estates. She uses teleport spells to enter and leave her home, and she’s never seen without her shield guardian close by. A little known fact is that
through the North Ward, Ulkoria stops by the tavern for a drink and to check out the place while her shield guardian waits outside. If she doesn’t like what the characters have done with the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
any passengers who might ride along. Passengers don’t generally engage in running a ship, but they also don’t need to be mere bystanders. Seasick merchants and marines thoroughly capable of facing
the following conditions: blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, and unconscious.