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Returning 35 results for 'confusing rolling guard to have refuse'.
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Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
refuse to abandon their undead state until the duty they had in life is fulfilled. For example, a foresworn might be pledged to protect a family’s bloodline from harm or guard a dangerous artifact
Monsters
Bigby Presents: Glory of the Giants
by dealing 15 or more slashing damage to it on one attack. Cutting the root doesn’t hurt the cradle but ends the grapple.
Rolling Hills (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge
", "rollAction":"Rolling Hills"}. The cradle magically creates a wave of dirt that extends from a point on the ground within 120 feet of itself. The wave is up to 30 feet long, up to 30 feet tall, and
Monsters
Curse of Strahd
Extraordinary Feature. The mongrelfolk has one of the following extraordinary features, determined randomly by rolling a d20;{"diceNotation":"1d20","rollType":"roll","rollAction":"Extraordinary
wild or while standing guard outside their lairs. Until it is seen, a camouflaged mongrelfolk has advantage on Stealth checks made to hide.
Horrific Offspring. It’s possible to restore a
Monsters
Fizban's Treasury of Dragons
the surface world. (Any)
4
Supremacy. Creatures who refuse to recognize my rule over these waters suffer my displeasure. (Lawful or Evil)
5
Preservation. I am the ocean’s steward
serves as a mobile rookery for a flock of pteranodon;pteranodons and eats fish they drop.
4
A young dragon turtle has been enslaved by an aboleth and forced to guard the creature’s lair
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
the area patrolled by the guard did she explain that the noises indicated that the wingless folk had claimed that area, and that to trespass would be to court death.
— Gimble, Notes from a
city, alerting their allies to the approach of a guard patrol or signaling a prime opportunity for a robbery.
Since kenku can precisely reproduce any sound, the messages they carry rarely suffer
races
Mordenkainen Presents: Monsters of the Multiverse
survive with just their wits in situations that would be deadly for other folk. Because of that fact, many lizardfolk myths state that their people were placed by the gods in the Material Plane to guard
the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
antagonize peaceful members of the keep might attract the attention of the soldiers of the keep, of whom there are many (use the Guard stat block). Those who refuse to keep the peace might be arrested and
detained for a few days, fined up to 50 GP, or ousted from the keep until they can behave. The following stat blocks are used in this section: Commoner Curate Gray Ooze Glob Guard Guard Captain Knight Noble
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Tracking the Raiders The raiders’ path is easy to follow across the rolling grassland of the Greenfields. A wide swath of grass is trampled down, but it’s impossible to determine the raiders’ numbers
, but let players reach that conclusion on their own. It’s not possible to tell from the confusing jumble of prints whether any specific footprints are those of prisoners. The trail leads south about
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Tracking the Raiders The raiders’ path is easy to follow across the rolling grassland of the Greenfields. A wide swath of grass is trampled down, but it’s impossible to determine the raiders’ numbers
, but let players reach that conclusion on their own. It’s not possible to tell from the confusing jumble of prints whether any specific footprints are those of prisoners. The trail leads south about
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
of running into him. If that happens, he escorts them out and alerts the City Guard if they refuse to leave.
Encounter 4: Mausoleum The City of the Dead is a public park dotted with mausoleums. The place is closed at night, with two City Guard soldiers (guards) stationed at each entry gate. A character can
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, they seal the deal with a physical contract, which can take one of many forms (see “Infernal Contracts”). Ability Checks and Deal-Making Most deals with devils can be resolved without rolling dice to
deal that sounds too good to be true or is confusing, they’re likely to pause negotiations while they ask smarter devils for their opinions on the deal. The following ability checks can be made
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
of running into him. If that happens, he escorts them out and alerts the City Guard if they refuse to leave.
Encounter 4: Mausoleum The City of the Dead is a public park dotted with mausoleums. The place is closed at night, with two City Guard soldiers (guards) stationed at each entry gate. A character can
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, they seal the deal with a physical contract, which can take one of many forms (see “Infernal Contracts”). Ability Checks and Deal-Making Most deals with devils can be resolved without rolling dice to
deal that sounds too good to be true or is confusing, they’re likely to pause negotiations while they ask smarter devils for their opinions on the deal. The following ability checks can be made
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
the vault. For 1 hour after an alarm sounds, when rolling to determine if a guard is present in a room, roll two dice instead of one; if either result is a 1, a guard is present. Additionally, the DC
vault, and if the characters do something particularly loud, a guard might investigate at your discretion. Exterior Security Characters who learned the guard rotation in the “Preparation” section know two
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
to the characters, asking that the gold be returned to Waterdeep. If the characters refuse to give it up, they are stripped of any memberships they might hold in these factions and quickly find
value of the stolen currency plus 500 gp. If they try to flee the city, the City Guard apprehends and imprisons them. If they somehow evade the local authorities, the Harpers and agents of the Lords
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
to the characters, asking that the gold be returned to Waterdeep. If the characters refuse to give it up, they are stripped of any memberships they might hold in these factions and quickly find
value of the stolen currency plus 500 gp. If they try to flee the city, the City Guard apprehends and imprisons them. If they somehow evade the local authorities, the Harpers and agents of the Lords
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
the vault. For 1 hour after an alarm sounds, when rolling to determine if a guard is present in a room, roll two dice instead of one; if either result is a 1, a guard is present. Additionally, the DC
vault, and if the characters do something particularly loud, a guard might investigate at your discretion. Exterior Security Characters who learned the guard rotation in the “Preparation” section know two
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
business isn’t for outsiders. We keep our issues to ourselves.” During initial investigations, other shop owners refuse to speak about the Tyenmo-Xungoon rivalry or strangeness at their stalls
. Characters can learn more once they’ve made names for themselves in the market (see “Learning More” and “What Vendors Know”). If the characters guard or stake out either Tyenmo Noodle Bowl or Xungoon Family
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
business isn’t for outsiders. We keep our issues to ourselves.” During initial investigations, other shop owners refuse to speak about the Tyenmo-Xungoon rivalry or strangeness at their stalls
. Characters can learn more once they’ve made names for themselves in the market (see “Learning More” and “What Vendors Know”). If the characters guard or stake out either Tyenmo Noodle Bowl or Xungoon Family
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
track or reaches its maximum speed of 60 feet. A cart stops if it hits a stopped cart or the iron guard barrier at either end of the track.
Each cart weighs 300 pounds empty and is equipped with a
the way of a rolling cart requires a successful DC 10 Dexterity saving throw, and any creature struck by a cart takes 10 (3d6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
hot spots are familiar to Daask members and confusing to their enemies. A Cog hub’s tight passages have plenty of choke points, forcing one-on-one confrontations in which Daask’s powerful monsters
stash contraband. When criminals occupy the area, at least one guard is always on duty, and typically there is one guard at every entrance to the chamber. Smaller rooms with heavy iron doors adjoin
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
hot spots are familiar to Daask members and confusing to their enemies. A Cog hub’s tight passages have plenty of choke points, forcing one-on-one confrontations in which Daask’s powerful monsters
stash contraband. When criminals occupy the area, at least one guard is always on duty, and typically there is one guard at every entrance to the chamber. Smaller rooms with heavy iron doors adjoin
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
track or reaches its maximum speed of 60 feet. A cart stops if it hits a stopped cart or the iron guard barrier at either end of the track.
Each cart weighs 300 pounds empty and is equipped with a
the way of a rolling cart requires a successful DC 10 Dexterity saving throw, and any creature struck by a cart takes 10 (3d6) bludgeoning damage.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, rolling clouds. To your right, the ground falls away into a sea of fog. Ahead, through the wind and snow, you see a high wall of black stone lined with spikes and topped by statues of demonic vultures
with horned heads. Set in the center of the wall is a closed iron portcullis, behind which burns a curtain of green flame.
On the other side of the dark wall, gripping the mountain’s edge, is a guard
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, rolling clouds. To your right, the ground falls away into a sea of fog. Ahead, through the wind and snow, you see a high wall of black stone lined with spikes and topped by statues of demonic vultures
with horned heads. Set in the center of the wall is a closed iron portcullis, behind which burns a curtain of green flame.
On the other side of the dark wall, gripping the mountain’s edge, is a guard
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
portcullis. “There’s nothing to see!” shouts a guard, “Please move along.”
Solamnic knights mysteriously
arrive in Kalaman The characters learn the following from a gate guard or anyone in the crowd: An
soldiers. They use the wight stat block with the following changes: They wear plate armor and have AC 18. They don’t have the Sunlight Sensitivity trait. The wights refuse to speak, and their armor
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
portcullis. “There’s nothing to see!” shouts a guard, “Please move along.”
Solamnic knights mysteriously
arrive in Kalaman The characters learn the following from a gate guard or anyone in the crowd: An
soldiers. They use the wight stat block with the following changes: They wear plate armor and have AC 18. They don’t have the Sunlight Sensitivity trait. The wights refuse to speak, and their armor
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
creature can reach a hut by scaling the icy cliff, but doing this requires a successful DC 15 Strength (Athletics) check. K9. Main Keep Foyer Four goblins in cold weather clothing guard this drafty hall
down the barred door. K10. Guard Barracks These rooms are furnished similarly with mangy furs heaped atop hammocks made from old fishing nets. No goblins are resting here when the characters arrive
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
creature can reach a hut by scaling the icy cliff, but doing this requires a successful DC 15 Strength (Athletics) check. K9. Main Keep Foyer Four goblins in cold weather clothing guard this drafty hall
down the barred door. K10. Guard Barracks These rooms are furnished similarly with mangy furs heaped atop hammocks made from old fishing nets. No goblins are resting here when the characters arrive
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
, and a guard stands atop it.
The guard spotted atop the northeast tower (area S6) is an orc. During the day, the characters can’t approach the shrine without being seen by this sentry, as there are
the northeast tower (area S6) When rolling initiative for these foes, roll once for all the orcs and once for all the ogres.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
darkness. An iron ladder is bolted to one side of the shaft. The pungent smell of the sewers wafts up to your nose. A faint light is visible at the bottom, illuminating refuse-filled water. There is
-foot-deep water and smelly refuse. Krenko and three other goblins came this way, heading to his new hideout. The characters can spot signs of grimy boot prints made by Small creatures on one of the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
sustenance, making it an excellent sentinel. A powerful druid might charge a galeb duhr with protecting a stone circle or sacred hilltop. Another galeb duhr might be created to guard an underground tomb or
. Galeb Duhr
Medium elemental, neutral
Armor Class 16 (natural armor)
Hit Points 85 (9d8 + 45)
Speed 15 ft. (30 ft. when rolling, 60 ft. rolling downhill)
STR
20 (+5)
DEX
14 (+2
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
guards or deterrents block access to the gate. The gate is a two-way portal to Carceri, but most locals believe it’s a one-way gate and refuse to approach. Characters loitering near the gate with the
Watch. These guards are under orders from the town’s leader, Baron Villigus Bazengar, to prevent anyone from leaving. Two neutral evil veterans and a maelephant (see Morte’s Planar Parade) guard Curst’s
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
darkness. An iron ladder is bolted to one side of the shaft. The pungent smell of the sewers wafts up to your nose. A faint light is visible at the bottom, illuminating refuse-filled water. There is
-foot-deep water and smelly refuse. Krenko and three other goblins came this way, heading to his new hideout. The characters can spot signs of grimy boot prints made by Small creatures on one of the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
guards or deterrents block access to the gate. The gate is a two-way portal to Carceri, but most locals believe it’s a one-way gate and refuse to approach. Characters loitering near the gate with the
Watch. These guards are under orders from the town’s leader, Baron Villigus Bazengar, to prevent anyone from leaving. Two neutral evil veterans and a maelephant (see Morte’s Planar Parade) guard Curst’s