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Returning 35 results for 'conflicted ranging guard to have respectively'.
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Monsters
Bigby Presents: Glory of the Giants
causes mighty storms or fierce maelstroms. A scion’s slumber is filled with dreams ranging from inspiring visions of Annam’s return to melancholy prophecies of inevitable decline, from
day to day, ranging from pleasantly sunny to brutal hailstorms.
If the scion dies, these effects end immediately.
Scions of Giants’ Gods
Giants are descended from the All-Father, Annam
Monsters
Bigby Presents: Glory of the Giants
is filled with dreams ranging from inspiring visions of Annam’s return to melancholy prophecies of inevitable decline, from joyful glimpses of an idyllic past to horrific nightmares of torment
of the scion gain a +8 bonus to attack and damage rolls.
Extreme Weather. The weather within 1 mile of the scion dramatically shifts day to day, ranging from pleasantly sunny to brutal hailstorms
Species
Mythic Odysseys of Theros
The leonin guard the shining lands of Oreskos, a golden plain where even the gods rarely trespass.
Prides of these nomadic, lion-like humanoids rarely interact with other peoples, having all they
.
Noble and Fierce
Leonin tend to be tall compared to humans and move with a boldness that suggests their physical might. Tawny fur covers leonin bodies, and some grow thick manes ranging in shades from
Monsters
Fizban's Treasury of Dragons
blue, ranging from the light tones of a spring sky to the rich, crystalline azure of sapphire gems and compressed glacial ice. In the light, the scales glitter and shine like luminous starbursts. The
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->Baldur's Gate: Descent into Avernus
Calishite inhabitants fiercely guard their home from the Guild and the rest of Baldur’s Gate. Little Calimshan is further detailed in "Little Calimshan". Norchapel. The quietest of the Outer City
to its river access. Sow’s Foot. Here, expatriates from dozens of far-flung nations mingle with races ranging from lizardfolk to svirfneblin among the scents of exotic food and the calls of strange
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
opportunities for the coven’s minions to attack them while their guard is down. Health services at the temple include the following:
Entry to the bathhouse costs 5 gp per person and includes the
available at a cost of 4 gp per person. Meals cost 5 sp, and the lounge offers a wide range of beverages.
Characters can enjoy a haircut, a shave, or a waxing for 2 gp, 1 gp, or 10 gp, respectively
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Calishite inhabitants fiercely guard their home from the Guild and the rest of Baldur’s Gate. Little Calimshan is further detailed in "Little Calimshan". Norchapel. The quietest of the Outer City
to its river access. Sow’s Foot. Here, expatriates from dozens of far-flung nations mingle with races ranging from lizardfolk to svirfneblin among the scents of succulent cooked foods and the calls of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
giants protect Nym and Mirran, who retreat to areas 6 and area 30, respectively, if seriously threatened. The crab and the other giants remain here. 15 Serissa, Uthor, Iymrith, 2 hill giants Uthor
protects Serissa, who retreats to area 11 if seriously threatened. Iymrith escapes through the pool if her true nature is revealed. The hill giants stand guard outside the doors at all times. 19 10 hunter
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
wizards who worked in the Forge of Spells summoned the creature to guard the magic items created and stored here. When the mine was sacked, the orcs disturbed the delicate magic in the area, unhinging
harnessed to permanently enchant magic items. However, any nonmagical weapon or armor bathed in the green flame for at least 1 minute becomes a +1 weapon or +1 armor, respectively, for 1d12 hours (see
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
two-headed creatures, and as a guard for the treasure vault (area 38). As the characters approach the entrance to this area, read: A deep voice cries out through the open doorway ahead, quickly
Hathradiah—mispronounced as Emmanuel and Hebediah, respectively. A successful DC 14 Intelligence (History) check allows a character to recall the real names of Demogorgon’s heads.
"The Demogorgon
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
named Doomcrown (see level 14). 11a. Stalactites and Stalagmites Rock Formations. Stalactites ranging in height from 10 to 20 feet cling to the cave roof, while stalagmites of similar size thrust up from
stand guard near a pair of flame cannons aimed at a natural stone bridge.
Lit Enclosure. Seven-foot-high stone walls form an enclosure that abuts the west wall. Inside are trapped four rust monsters
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
feed the camp. The cultists and their allies eat most of it, but some is stored in the cave to feed the hatchlings. The cult has been ranging far and wide on small raids to collect treasure. Greenest
getting roped into a work detail. Characters might be selected by an officer to spend a few hours helping with food preparation, standing guard in a tower, practicing weapon drill, or even cleaning up
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
heights vary, ranging from as low as ten feet to as high as one hundred feet in the tallest towers. The Avowed use floating disks, each one large enough to hold three Medium creatures, to reach the
and dinner. These bells also denote the changing of the guard at the eastern gatehouse and the Emerald Door. Miirym The Sentinel Wyrm
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
feed the camp. The cultists and their allies eat most of it, but some is stored in the cave to feed the hatchlings. The cult has been ranging far and wide on small raids to collect treasure. Greenest
into a work detail. Characters might be selected by an officer to spend a few hours helping with food preparation, standing guard in a tower, practicing weapon drill, or even cleaning up after animals (a job usually reserved for prisoners, but currently the number of prisoners in the camp is low).
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
. Rain falls constantly within 6 miles of the dragon’s lair, ranging from light drizzle to a drenching downpour, and it lightly or heavily obscures the area. Water Changes A dragon’s presence often
, and the lairs of crystal and topaz dragons are suffused with positive and negative energy, respectively. Other planar connections that might appear around a dragon’s lair include the following
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
based on their contents.
A2: Guard Nook Sam Keiser
A small, bipedal reptile stands guard in this nook.
A Kobold Warrior keeps watch in this nook. The guard is initially Indifferent
the characters. The kobolds’ initial attitude is Indifferent. If they learn the characters eliminated the guard in area A2, these kobolds are Hostile.
Treasure. Stashed in the junk pile are 25 GP and
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Leonin The leonin guard the shining lands of Oreskos, a golden plain where even the gods rarely trespass. Prides of these nomadic, lion-like humanoids rarely interact with other peoples, having all
and Fierce Leonin tend to be tall compared to humans and move with a boldness that suggests their physical might. Tawny fur covers leonin bodies, and some grow thick manes ranging in shades from gold
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
open into areas 22e and 22f, respectively. Dwarves used to fill barrels of ale and roll them down this hall to be stored in the secret chambers. Pit Traps. The Melairkyn dwarves built three 20-foot-deep
pits in the sloped floor to guard their ale supplies. The pits’ covers blend in with the surrounding floor, though a successful DC 15 Wisdom (Perception) check detects each pit. When a creature
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
guard outside the mansion: one at the carriage house’s east door, two at the front door, and one at the back patio door. If attacked, the draconians shout to alert the other draconians outside the
house and in the area connected to the door they guard (area O3 or area O4, whichever’s closest). Patrol. Roughly once per hour, a group of eight Dragon Army soldiers (see appendix B) arrives outside
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
noise, does not attract the attention of the guards in area 2. 2. Guard Room If the party has not alerted the guards here, lizardfolk are lounging on benches and talking among themselves. Modify the
). If the guard gets away, refer to the “Development” section in area 3. 3. Barracks The lizardfolk here likely join the guards in area 2 during any disturbance. If they are not alerted, the four of them
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
This day commemorates the birth of the city. The Field of Triumph is the site of illusory displays that chronicle the history of Waterdeep, as well as martial exhibitions by the Guard and other worthies
started in Baldur’s Gate of lighting celebratory smokepowder fireworks — all purchased from Felogyr’s Fireworks of that city, and utilized only by the City Guard, of course. This nightlong festival
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
or ocean. 3 Delve into the Underdark in search of deposits of rare magical crystal, and map your route so miners can retrace it. 4 Sabotage the business of a rival giant. 5 Guard a wagon or caravan
well as a community of giants. Adventurers in the sovereign’s service might advance the giant’s military, diplomatic, or clandestine goals on missions ranging from tactical assault to sabotage. The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Four goblins dressed in cold weather clothing stand guard atop each tower. The rampart battlements grant them half cover against attacks from outside the fort. They are supposed to be looking outward
(Acrobatics) check. K3. Courtyard Two rickety wooden bridges loom over this area at heights of thirty feet and fifty feet, respectively. The higher bridge is missing a large section of its middle, and
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
ships are moored here, including a galleon and four others that are shaped like a wasp, a scorpion, a lamprey, and a bird, respectively.
Attached to the main building is a tower that has its own
three giff shipmates (see Boo’s Astral Menagerie) and three githyanki warriors stand guard. Racks and shelves holding armor and weaponry are mounted to the walls behind them (see “Treasure” below
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
hunting, fishing, and gathering to feed everyone at the castle. Fourth, they act as the castle’s far-ranging scouts and outlying guards, since they are far superior to any bullywug at actively patrolling
don’t really care who wanders through the camp. Lizardfolk on patrol or standing guard are an exception. They are alert, and they assume everyone is a potential enemy. They won’t attack until they
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
to feed everyone at the castle. Fourth, they act as the castle’s far-ranging scouts and outlying guards, since they are far superior to any bullywug at actively patrolling, ambushing, and laying traps
wanders through the camp. Lizardfolk on patrol or standing guard are an exception. They are alert, and they assume everyone is a potential enemy. They won’t attack until they know for sure, lest they
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
diminution and growth respectively 2A. Dragon’s Ledge A ledge about 30 feet above the floor of the cavern has a cave-like nook at the back. On the elevated area, the female dragon hides and watches. If roused
bag. 10. Antecavern A frost giant guard is alert inside this oblong cavern at all times. He has a greataxe and one throwing rock. He shouts to alert the guards to the south if intruders enter the area
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
end at five bells in the morning, one bell in the afternoon, and nine bells at night, respectively. Each shift consists of a priest of Chauntea (NG male or female Illuskan human), four acolytes (NG
. The watch posts are far enough apart that shouts of alarm are ineffective. If a watch post needs to sound an alarm, a guard runs to the pagoda and strikes the gong with a heavy mallet. The pagodas are
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
.
The spherical monster that guards this room is a spectator that speaks Common. One of the human wizards who worked in the Forge of Spells summoned the creature to guard the magic items created and
or suit of armor bathed in the green flame for at least 1 minute becomes a +1 weapon or a suit of +1 armor, respectively, for 1d12 hours. Removing the brazier from the Forge of Spells douses the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
around them. 3 Hired to guard a caravan heading to a remote mountain town, adventurers find the pass blocked with rockslides caused by stone giants at play. 4 A group of giants (perhaps members of the
1 The ghost of a murdered giant monarch appears to the monarch’s heirs and demands they claim vengeance. The heirs and the murderer end up in a wide-ranging conflict that threatens to devastate
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
The chalice, knife, and censer are human-made art objects worth 150 gp, 60 gp, and 120 gp, respectively. Awarding Experience Points Divide 150 XP equally among the characters if the party defeats the
the north, a short passage through the rubble ends before a screen of canvas.
12. Guard Barracks The creatures here keep watch from the arrow slit, so any characters creeping around the east side of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
gantries in 2 and 3 rounds, respectively. Releasing the catch on a winch requires a knock spell. A creature can also use its action to make a DC 15 Strength (Athletics) check, releasing the catch on a
buckets dangling a few inches above the floor. A tunnel leading west connects to an iron gantry (area 18) that overlooks the foundry (area 34). A salamander stands guard in the middle of the room, watching
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
worth 180 gp and 150 gp, respectively. Lhupo decided the items were of suitable quality for her unnamed rituals. C10: Postern Gate On the south side of the old castle, an overgrown path leads to a
entrance. Otherwise, this area contains nothing of interest or value. C12: Guard Quarters Four armored Humanoids stand around a stone brazier full of coals that glows in the middle of this small barrack
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. Cormyreans are justly proud of their homeland, and go to great lengths to guard it and its honor. Still, there is no shortage of danger in the Forest Kingdom, whether from scheming, treacherous nobles
Wychlaran, the society of masked witches that determine Rashemen’s course. These witches wield great powers tied to the land and its magic and guard against evil fey and vengeful spirits. A small number
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
with a couch, chairs, and cabinets. Two helmed horrors—one in the southeast corner and one in the southwest— stand guard in the throne room. While motionless, they look like ordinary suits of armor, but
when the characters enter the room, the horrors animate and attack. Like the golem in the courtyard, these constructs guard the keep on behalf of its rightful owners but the presence of Gremorly’s