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Returning 15 results for 'conferred rusting guard to her refrains'.
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concerned rooting guard to her refrains
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Monsters
Fizban's Treasury of Dragons
strategies and ambushes based on their ability to maneuver underground. A sapphire dragon often refrains from striking immediately, preferring to assess intruders first in order to devise the most
trying to teach them military tactics.
3
A druid summoned galeb duhr to guard a young sapphire dragon;young sapphire dragon's hoard in exchange for the dragon controlling the giant spider
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Mirabar more advantageous relationships with Waterdeep and Baldur’s Gate, something which has not gone unappreciated by the council. The city’s guard, the Axe of Mirabar, exists primarily to deter
and prevent sabotage of the mines, without which Mirabar would collapse. The guard also provides swift and capable defense and law enforcement within the city. The wealth of Mirabar is so great that it
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Mirabar more advantageous relationships with Waterdeep and Baldur’s Gate, something which has not gone unappreciated by the council. The city’s guard, the Axe of Mirabar, exists primarily to deter
and prevent sabotage of the mines, without which Mirabar would collapse. The guard also provides swift and capable defense and law enforcement within the city. The wealth of Mirabar is so great that it
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
spellcasting and psionic communion. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons.
Initially, an alhoon can be difficult to distinguish from a
alhoon’s mind is transferred to the periapt where it remains in communion with any other trapped alhoon minds, as well as the souls of those sacrificed.
The undeath conferred by a periapt of mind
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, died, or for some other reason never reclaimed their belongings. The loft is also the lair of the three manticores and the red slaad that guard the warehouse at night. The manticores have no love for the
and a lot of noise. D5. Crane A narrow, rotting walkway with missing boards and no railing surrounds the rusting bulk of this ancient crane. The hull of the ship dangles from the crane’s arm, fifty
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, died, or for some other reason never reclaimed their belongings. The loft is also the lair of the three manticores and the red slaad that guard the warehouse at night. The manticores have no love for the
and a lot of noise. D5. Crane A narrow, rotting walkway with missing boards and no railing surrounds the rusting bulk of this ancient crane. The hull of the ship dangles from the crane’s arm, fifty
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
spellcasting and psionic communion. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons.
Initially, an alhoon can be difficult to distinguish from a
alhoon’s mind is transferred to the periapt where it remains in communion with any other trapped alhoon minds, as well as the souls of those sacrificed.
The undeath conferred by a periapt of mind
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
and fissures on all sides. The ceiling is about a hundred feet high.
Three harpies nest on the highest ledges. These wicked creatures guard the cave for the Cult of the Howling Hatred. The bodies are
fane. Two water weirds lurk in the pool and guard the area for the cult. They attack anyone approaching the water who fails to give the water cult’s hand sign. The pool is 20 feet deep. Swimming in the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
and fissures on all sides. The ceiling is about a hundred feet high.
Three harpies nest on the highest ledges. These wicked creatures guard the cave for the Cult of the Howling Hatred. The bodies are
fane. Two water weirds lurk in the pool and guard the area for the cult. They attack anyone approaching the water who fails to give the water cult’s hand sign. The pool is 20 feet deep. Swimming in the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
commoner), a maid, secretly reports to Justran Daehl at the Helm for the Cult of the Crushing Wave. The one-eyed stablemaster Iraun Thelder (male Tethyrian human guard), a onetime mercenary warrior, is
. Atop the sign is a rusting, oversized adornment: a warrior’s bucket helm with two eye slits (actually an upside-down washtub). Inside is a large, dimly lit, wood-paneled taproom. An open-tread wooden
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
commoner), a maid, secretly reports to Justran Daehl at the Helm for the Cult of the Crushing Wave. The one-eyed stablemaster Iraun Thelder (male Tethyrian human guard), a onetime mercenary warrior, is
. Atop the sign is a rusting, oversized adornment: a warrior’s bucket helm with two eye slits (actually an upside-down washtub). Inside is a large, dimly lit, wood-paneled taproom. An open-tread wooden
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
. Honor Guard Dust cloaks the contents of this twenty-foot-wide hall. Six alcoves line the walls, three to the north and three to the south. Each alcove except the southwest one holds a humanoid figure
alcove an age ago to guard the contents of the sarcophagus in area 12. It was in suspended animation until a few decades ago, and it now waits on the other side of the arch just out of sight in area 12
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
. Honor Guard Dust cloaks the contents of this twenty-foot-wide hall. Six alcoves line the walls, three to the north and three to the south. Each alcove except the southwest one holds a humanoid figure
alcove an age ago to guard the contents of the sarcophagus in area 12. It was in suspended animation until a few decades ago, and it now waits on the other side of the arch just out of sight in area 12
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
encounter turns violent, Isperia refrains from using lethal force if possible, preferring to subdue a wrongdoing so that the legal system can mete out justice.
Isperia’s Traits Ideal: “The law
the elite Sunhome Guard protects the legion’s headquarters. The Boros NPCs table summarizes key roles within these forces. Statistics for these NPCs are found in the Monster Manual unless the table
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
encounter turns violent, Isperia refrains from using lethal force if possible, preferring to subdue a wrongdoing so that the legal system can mete out justice.
Isperia’s Traits Ideal: “The law
the elite Sunhome Guard protects the legion’s headquarters. The Boros NPCs table summarizes key roles within these forces. Statistics for these NPCs are found in the Monster Manual unless the table