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Returning 35 results for 'confusing removing guardians to have races'.
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Firbolg
Legacy
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Species
Volo's Guide to Monsters
formidable skills with weapons and druidic magic.
Humble Guardians
Firbolgs love nothing more than a peaceful day spent among the trees of an old forest. They see forests as sacred places, representing the
overwhelming attack.
Outcast Adventurers
As guardians of the wood, few firbolgs would dream of leaving their homes or attempting to fit into human society. An exiled firbolg, or one whose clan has been
Triton
Legacy
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Species
Volo's Guide to Monsters
elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in
extended their stewardship over the sea floor from their initial settlements and built outposts to create trade with other races. Despite this expansion, few folk know of them. Their settlements are so
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Chapter 2: Character Races Heroes come in many shapes and sizes. This chapter presents character races that are some of the more distinctive race options in the D&D multiverse. They supplement the
options in the Player’s Handbook and are more rare in the worlds of D&D than the races in that book are. If you’re a player, consult with your DM before using any of the races here. Many DMs like to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Chapter 2: Character Races Heroes come in many shapes and sizes. This chapter presents character races that are some of the more distinctive race options in the D&D multiverse. They supplement the
options in the Player’s Handbook and are more rare in the worlds of D&D than the races in that book are. If you’re a player, consult with your DM before using any of the races here. Many DMs like to
Orc
Legacy
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races
Mordenkainen Presents: Monsters of the Multiverse
order from the encroachments of Fiends and other extraplanar threats. Gruumsh’s blessings have made orcs tireless guardians and mighty allies wherever they are found, even when they turn their
century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
they return to Saltmarsh. The sahuagin are wiped out and their plans destroyed, thus removing the threat to the town and the races living in the area. The lizardfolk return to their home and, though the Saltmarsh militia suffers losses, the area settles down to its former peaceful ways.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
they return to Saltmarsh. The sahuagin are wiped out and their plans destroyed, thus removing the threat to the town and the races living in the area. The lizardfolk return to their home and, though the Saltmarsh militia suffers losses, the area settles down to its former peaceful ways.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
monstrous guardians, could be clockwork devices or stuffed toys. This doesn’t change the creatures’ statistics and is revealed only in dramatic moments. Individuals the characters have known for years
might eventually be revealed as Ivan’s toys. Wicked Wonderland. The Dilisnya estate, Degravo, is a confusing tangle of topiary gardens, hedge mazes, and neglected petting zoos that abut sheer cliffs. The
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
monstrous guardians, could be clockwork devices or stuffed toys. This doesn’t change the creatures’ statistics and is revealed only in dramatic moments. Individuals the characters have known for years
might eventually be revealed as Ivan’s toys. Wicked Wonderland. The Dilisnya estate, Degravo, is a confusing tangle of topiary gardens, hedge mazes, and neglected petting zoos that abut sheer cliffs. The
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. You can select from or roll on the Sharn Watch Races and Sharn Watch Personalities tables to generate a Watch NPC. There is a 75 percent chance the NPC is taking bribes from the Boromar Clan or
forget that the Guardians of the Gate have a civilian branch that handles administrative issues and special customs investigations. Tethyn Olar has led that arm of the Sharn Watch for more than a decade
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. You can select from or roll on the Sharn Watch Races and Sharn Watch Personalities tables to generate a Watch NPC. There is a 75 percent chance the NPC is taking bribes from the Boromar Clan or
forget that the Guardians of the Gate have a civilian branch that handles administrative issues and special customs investigations. Tethyn Olar has led that arm of the Sharn Watch for more than a decade
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
to the gas, 1d4 guardians of Gorm (see appendix B) eventually discover them and deliver them to the faction’s leader in area B12. Cylinders. The three cylinders in this area are the hollow bases of the
the area for traps and succeeds on a DC 15 Wisdom (Perception) check spots the crossbows. A character has advantage on this check if they spotted the crossbow that killed the hobgoblin. Removing the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
to the gas, 1d4 guardians of Gorm (see appendix B) eventually discover them and deliver them to the faction’s leader in area B12. Cylinders. The three cylinders in this area are the hollow bases of the
the area for traps and succeeds on a DC 15 Wisdom (Perception) check spots the crossbows. A character has advantage on this check if they spotted the crossbow that killed the hobgoblin. Removing the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
different races or cultures. The bardic colleges might be closed to everyone except elves, dragonborn might be the only creatures capable of becoming sorcerers, and all warlocks in your world might be human
associated with different races or cultures. You decide how flexible you want to be in allowing a player character to break these restrictions. Can a half-elf live among the elves and study their bardic
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
think or feel as others do, finding emotions messy and confusing.
3 In a brazen or desperate moment, you dared death to take you—and in a way, it has.
4 You sent a Returned back to the
, or disrespect the dead through acts such as these: Denying a dying person their final rites Removing wealth from a corpse or defiling a tomb Aiding those who seek to escape from the Underworld, or who
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
different races or cultures. The bardic colleges might be closed to everyone except elves, dragonborn might be the only creatures capable of becoming sorcerers, and all warlocks in your world might be human
associated with different races or cultures. You decide how flexible you want to be in allowing a player character to break these restrictions. Can a half-elf live among the elves and study their bardic
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
think or feel as others do, finding emotions messy and confusing.
3 In a brazen or desperate moment, you dared death to take you—and in a way, it has.
4 You sent a Returned back to the
, or disrespect the dead through acts such as these: Denying a dying person their final rites Removing wealth from a corpse or defiling a tomb Aiding those who seek to escape from the Underworld, or who
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
to leave through the doorway to the west, all four crypt guardians burst out to fight until destroyed. The crypt guardians use the revenant stat block with the following changes: They speak Dwarvish
haunting here (see “Crypt Hauntings” in the “Crypt Features” section). Fixing the door and removing the mind flayer skull puts the haunt to rest. Repairing the door requires several minutes of work with a
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
to leave through the doorway to the west, all four crypt guardians burst out to fight until destroyed. The crypt guardians use the revenant stat block with the following changes: They speak Dwarvish
haunting here (see “Crypt Hauntings” in the “Crypt Features” section). Fixing the door and removing the mind flayer skull puts the haunt to rest. Repairing the door requires several minutes of work with a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
stand guard in this chamber. If the characters made any obvious noise as they descended the stairs (including talking), these guardians try to hide along the walls adjacent to the stairs, behind the
effect. Removing either orb from the shelf triggers a trap. A character who searches the area for traps and succeeds on a DC 16 Wisdom (Perception) check notes a slight depression in the floor in front of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
stand guard in this chamber. If the characters made any obvious noise as they descended the stairs (including talking), these guardians try to hide along the walls adjacent to the stairs, behind the
effect. Removing either orb from the shelf triggers a trap. A character who searches the area for traps and succeeds on a DC 16 Wisdom (Perception) check notes a slight depression in the floor in front of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
silver statue of a tall, mostly human-shaped individual.
Two moonlight guardians (see appendix A) guard this secret entrance. They attack any intruders on sight and fight until destroyed. Trapped
the whole room. Removing the mirror from the ceiling requires no special effort. Saving Valendar. Valendar can’t transform into his true form as long as he is in the area of moonlight emanating from the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
silver statue of a tall, mostly human-shaped individual.
Two moonlight guardians (see appendix A) guard this secret entrance. They attack any intruders on sight and fight until destroyed. Trapped
the whole room. Removing the mirror from the ceiling requires no special effort. Saving Valendar. Valendar can’t transform into his true form as long as he is in the area of moonlight emanating from the
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
dragon’s followers have left the shrine or died of old age, leaving only a few guardians, mostly older humans and a few dwarves and elves. Members of the Scaly Eye wear faded blue tabards displaying a
bronze with a weapon or tool. If the weapon or tool is nonmagical, it is destroyed after removing the bronze. A creature with a passive Wisdom (Perception) score of 15 or higher notices the tripwire
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
dragon’s followers have left the shrine or died of old age, leaving only a few guardians, mostly older humans and a few dwarves and elves. Members of the Scaly Eye wear faded blue tabards displaying a
bronze with a weapon or tool. If the weapon or tool is nonmagical, it is destroyed after removing the bronze. A creature with a passive Wisdom (Perception) score of 15 or higher notices the tripwire
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
–30: Fleetswake This festival celebrates the sea, maritime trade, and the gods of the sea, navigation, and weather. It spans the last tenday of Ches, and includes a series of boat races, the
area is closely watched by merfolk guardians, whose standing orders are to kill anyone attempting to disturb it. Rumors abound that the chests have magical protections; one story tells of thieves who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
–30: Fleetswake This festival celebrates the sea, maritime trade, and the gods of the sea, navigation, and weather. It spans the last tenday of Ches, and includes a series of boat races, the
area is closely watched by merfolk guardians, whose standing orders are to kill anyone attempting to disturb it. Rumors abound that the chests have magical protections; one story tells of thieves who
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Borngray runs the operation. Dralmorrer Borngray is a member of the Eldreth Valuuthra, a group of elf supremacists dedicated to removing humanity from Faerûn. He longs for the age of great empires
seeing cultists of many races coming and going around the castle, so when they see strangers, their first assumption is that the newcomers are more cultists. This assumption is reinforced if Snapjaw
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
condition for 1 hour. Liquor removed from this cave immediately loses its magical properties. Removing a cask from this room causes the liquor within the cask to evaporate. Tunnel to Area T8. Characters
the altar trap values at 200 gp (see below). Altar Trap. Removing a chest or its contents from a niche causes the altar’s carvings to glow with pale light. Creatures in the room have 1 minute to either
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Borngray runs the operation. Dralmorrer Borngray is a member of the Eldreth Valuuthra, a group of elf supremacists dedicated to removing humanity from Faerûn. He longs for the age of great empires
seeing cultists of many races coming and going around the castle, so when they see strangers, their first assumption is that the newcomers are more cultists. This assumption is reinforced if Snapjaw
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
condition for 1 hour. Liquor removed from this cave immediately loses its magical properties. Removing a cask from this room causes the liquor within the cask to evaporate. Tunnel to Area T8. Characters
the altar trap values at 200 gp (see below). Altar Trap. Removing a chest or its contents from a niche causes the altar’s carvings to glow with pale light. Creatures in the room have 1 minute to either
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
will be well when our empire is restored. (Neutral) 5 Tribute. The lesser races owe giants not just respect but payment of tribute, and what they don’t pay willingly, we will take by force. (Chaotic) 6
over their neighbors. Fire giants raise and train hell hounds as war dogs, and they sometimes persuade human wizards (free or enslaved) to harness fire elementals as guardians for their strongholds
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
will be well when our empire is restored. (Neutral) 5 Tribute. The lesser races owe giants not just respect but payment of tribute, and what they don’t pay willingly, we will take by force. (Chaotic) 6
over their neighbors. Fire giants raise and train hell hounds as war dogs, and they sometimes persuade human wizards (free or enslaved) to harness fire elementals as guardians for their strongholds
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
idiosyncratically organized holdings can be confusing, so most people opt to pay one of the resident librarians to locate what they need. Finally, the ground floor of the High Hall’s easternmost wing contains
maintaining the city’s walls and turning back those who would storm its gates. Although the God of Guardians and his faithful carry out their duties impartially and without concern for the city’s politics, this
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
idiosyncratically organized holdings can be confusing, so most people opt to pay one of the resident librarians to locate what they need. Finally, the ground floor of the High Hall’s easternmost wing
city’s walls and turning back those who would storm its gates. Although the God of Guardians and his faithful carry out their duties impartially and without concern for the city’s politics, this role