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Returning 35 results for 'confusion recluse guard to have revealing'.
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Monsters
Dragonlance: Shadow of the Dragon Queen
. Sivaks can magically change their features to mimic the appearance of those they’ve slain. This allows these cunning soldiers to sow confusion and despair among their enemies. When sivaks are
combination of warped alchemy and the Dragon Queen’s foul magic. The Dragon Armies closely guard the secret of the draconians’ creation, allowing Krynn’s metallic dragons to continue to think their eggs are being held hostage so they don’t oppose the Dragon Queen’s conquests.
Backgrounds
Baldur’s Gate: Descent into Avernus
unidentifiable as your true self. By removing your disguise and revealing your true face, you are no longer identifiable as your persona. This allows you to change appearances between your two personalities as
)
2
Security. Doing what must be done can’t bring the innocent to harm. (Lawful)
3
Confusion. Deception is a weapon. Strike from where your foes won’t expect. (Chaotic)
4
Monsters
Mythic Odysseys of Theros
medusa rising up anew, the last of her shed skin dropping away, revealing glistening, unscarred scales.
Fighting Hythonia as a mythic encounter is equivalent to taking on two challenge rating 17
creature has disadvantage on Intelligence checks and Intelligence saving throws, and it behaves as if under the effect of the confusion spell.
Regional Effects
The region containing Hythonia’s
Backgrounds
Sword Coast Adventurer's Guide
, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for
provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
T5. Guard Tower, Upper Floor The upper level of the tower is an icebox with windows set in almost every wall. A rusted iron ladder bolted to the floor and ceiling leads up to a wooden trapdoor
. Mounted above the stone hearth is a dire wolf’s head. The wind coming down the chimney howls in its stead. The trapdoor in the ceiling pushes open with a squeal, revealing the rooftop (area T6) and the stormy gray sky.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Recluse A drider lives here. The sea hags in area 10 use it to guard the “front door” of their lair. 11a. Petrified Prince Maw. This yawning cave resembles the maw of some great fish. Natural
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
one winged kobold. These creatures are in the upper part of the chamber. The lower area is where cultists conducted the rituals to create their guard drakes and then housed the creatures. The ledge is
ridiculous expressions painted on their faces. The lower area is heavily shadowed. Currently it holds three guard drakes that are near the end of their training. Being not quite fully developed, they have
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
one winged kobold. These creatures are in the upper part of the chamber. The lower area is where cultists conducted the rituals to create their guard drakes and then housed the creatures. The ledge is
ridiculous expressions painted on their faces. The lower area is heavily shadowed. Currently it holds three guard drakes (see appendix D) that are near the end of their training. Being not quite fully
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
drives immediate action. The characters might join her, Simbon, and a group of guards in a surprise visit to Kedjou’s chambers, where the high priest is caught off guard. His research notes—matching the
revealing Prince Kirina’s plot. He rewards them with two of his family’s treasures, an adamantine chain shirt and a ring of warmth emblazoned with the sunburst symbol of Anisa—Simbon says the ring carries
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
T6. Guard Tower Rooftop Ten-foot-tall, gold-plated statues stand atop the battlements, facing outward. Each one depicts a female human knight holding a lance. The cold wind stirs the snow, under
which you see human skeletons clad in rusty mail. The roof is 40 feet high and 540 feet above the misty valley below. A wooden trapdoor in the floor squeals as it is pulled open, revealing area T5 below
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
. These Undead knights block the entrance to the castle. They attack anyone who tries to slip past or to remove part of a wight’s disguise. After a wight takes 10 points of damage, its disguise is undermined, revealing the skeletal form below.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
“Getting Captured” below). The first time the characters are allowed inside the city or turned away from a gate, a secret door on the wall opens, revealing Gorglak, a duergar Stone Guard (see appendix C
’ surface, a harsh voice hisses from a slit on the cavern wall that was not therebefore.
“State your names and business!” the voice orders in Dwarvish. Other similar slits open, revealing the tips of a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
19. Outpost These chambers guard the stairs to level 22. The ceilings are 20 feet high throughout. 19a. Way to Level 22 Debris. In the west side of the room lie the crumbling remains of a stone table
door. A knock spell causes the door to swing inward, revealing a dusty tunnel that ends at a downward-spiraling staircase. Forcing open the magically locked door requires a successful DC 25 Strength
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
tarnished silver platter with a lid (worth 25 gp). If a character comes within 5 feet of the servant, it lifts the lid, revealing a bunch of moldy scones. The first character to eat a scone gains
, their cracked and bloodstained lips open wide, revealing sharp fangs. These minions of Strahd—former adventurers all—creep along ceilings and drop down on unsuspecting prey. The vampire spawn fight
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-covered spellbook contains all the spells he has prepared plus the following: confusion, counterspell, fabricate, feather fall, glyph of warding, magic weapon, seeming, and water breathing. If his
, flumphs, and stirges (see “Arch Gate” below).
Guard. An invisible nycaloth stands against the south wall, protecting the arch gate. The nycaloth becomes visible when it attacks or casts a spell.
The
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
communities offer abundant sacrifices to the god, but also guard their ancient rituals from outsiders, as Karametra’s organized clergy harshly forbids discussion of abandoned religious practices. However
, occasionally, a centuries-old depiction of the goddess breaks, revealing an ancient icon inside, typically a primitive mud idol of a woman bearing a sheaf of grain in one hand and a skull in the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
guard here. Kalzak uses Disguise Self to maintain the form of a white-haired and bearded human ascetic leaning against a pillar. The phisarazus are disguised as crabs scuttling around the rubble
, keeping watch while looking innocuous among the harmless crabs native to the beach. If the characters reseal Miska in the Ruinous Citadel, Kalzak orders the phisarazus to remain on guard and then leaves to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
provide comfort for off-duty guards.
The room includes a table and chairs for eating, a couch and several chairs for lounging, and a privy. A trunk on the east wall contains a dozen spare guard
approach (as detailed in the “Evading Guards” section), the DC of those checks decreases by 2 against the off-duty guards. Locked Door. The door to area T3 is locked. Each guard in the vault has a key
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
of blue ice are partly transparent, revealing various things embedded in the ice all around, including coins, helmets, livestock, a handful of kobolds, and an ogre or two. Frost coats the tunnel floors
(who do not bring him food). Mostly, Glazhael is proud to guard this treasure for Tiamat, his most glorious and perfect queen. He rarely talks to any cultists other than Talis and is suspicious of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
know the location of stable Crevices of Dusk either guard or hide them. Stable Crevice of Dusk. Sangora tilts her head with a thoughtful look before revealing that she knows of a stable Crevice of Dusk
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the adventure, claiming that she sought to protect not only the emperor but the stability of the empire. She’ll go on to calmly answer any questions the characters have, revealing any details from the
dismisses the characters and those with them, but he tells the secretary to stay for a private audience. This session ends with the Grand Secretary being taken into custody by the imperial guard.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
of blue ice are partly transparent, revealing various things embedded in the ice all around, including coins, helmets, livestock, a handful of kobolds, and an ogre or two. Frost coats the tunnel floors
(who do not bring him food). Mostly, Glazhael is proud to guard this treasure for Tiamat, his most glorious and perfect queen. He rarely talks to any cultists other than Talis and is suspicious of
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
themselves stymied by your disguise. Upon donning a disguise and behaving as your persona, you are unidentifiable as your true self. By removing your disguise and revealing your true face, you are no longer
. (Good) 2 Security. Doing what must be done can’t bring the innocent to harm. (Lawful) 3 Confusion. Deception is a weapon. Strike from where your foes won’t expect. (Chaotic) 4 Infamy. My name will
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
leader. Realizing that the village couldn’t defend itself against the cloud giants’ bombardment, he led his fellow villagers to the Dripping Caves. In the confusion and panic, Morak left behind his
revealing her location. Any character who peers up through the hole in the ceiling can spot Kella lurking in the shadows with a successful Wisdom (Perception) check contested by Kella’s Dexterity
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
removing your disguise and revealing your true face, you are no longer identifiable as your persona. This allows you to change appearances between your two personalities as often as you wish, using one to
to harm. (Lawful)
3 Confusion. Deception is a weapon. Strike from where your foes won’t expect. (Chaotic)
4 Infamy. My name will be a malediction, a curse that fulfills my will. (Evil
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
themselves known, the guard slides open the peephole and checks to see if they’re wearing the Ashen Heirs’ distinctive efreeti masks. If they are, he then asks for the passphrase. If a character answers, “Let
the embers light the way,” the guard unbars the door and admits them. Even if the characters never learned the passphrase, a character who succeeds on a DC 18 Intelligence (Investigation) check
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. It is civil while on guard, openly discussing its orders and its summoner. However, even a brief conversation with a spectator is enough to reveal quirks in its personality brought on by its years of
shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.
Confusion Ray. The target must succeed on a DC
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Emerald Enclave sends dragons to guard the ancient treant known as the Grandfather Tree. The party can also distribute dragons to specific regions. In such a scenario, a dragon protects a 100-mile
-radius area around the point where it is assigned, stopping draconic raids in that area. Setup: Xonthal’s Tower At the summit, information comes to the characters revealing that a senior member of the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Enclave sends dragons to guard the ancient treant known as the Grandfather Tree. The party can also distribute dragons to specific regions. In such a scenario, a dragon protects a 100-mile-radius
area around the point where it is assigned, stopping draconic raids in that area. Setup: Xonthal’s Tower At the summit, information comes to the characters revealing that a senior member of the Cult of
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
reading “Acont, Prince of Minotaurs.” Two skeletal knights (see appendix B) and a minotaur skeleton stand guard in this room and attack intruders on sight. Brickwork Seals. Each occupied crypt is
, revealing another room once hidden behind a secret door.
The small room is strewn with shattered pottery, a broken chest of empty drawers, and a moldering pile of clothes. A successful DC 12
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Wersten Kern loyally serves Lord Soth and stands guard over the Mourning Sanctum The interior of this mighty temple has been hollowed out, its roof and interior walls reduced to rubble, creating one
carved in bas-relief on this shrine’s west wall. Scorch marks cover the floors and walls. Doors lead to the north and west.
Two skeletal knights (see appendix B) stand guard in this room. A cleric
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the grander temples and the merchant princes’ villas. An honor guard of eight Chultan gladiators is always on duty, to keep away loiterers in the daytime and thieves in the night. Goldenthrone is the
resembles an unblinking eye, staring skyward. A deity devoted to revealing the truth might seem to have a weak draw in a city of merchants, but Savras was widely worshiped in Chult long before the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
flanked by a pair of twenty-foot tall stone statues of rough-hewn humanoids, their faces grim masks of forbiddance. Next to each statue is a human guard encased in stone armor.
Two Black Earth
inside must succeed on a DC 10 Wisdom saving throw or suffer the effects of a confusion spell. Once a creature succeeds on its saving throw, it is immune to this effect for 24 hours. A thunderous
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Intelligence checks and Intelligence saving throws, and it behaves as if under the effect of the confusion spell. Regional Effects. The region containing Hythonia’s lair is warped by her presence, which
rippling coils precedes the medusa rising up anew, the last of her shed skin dropping away, revealing glistening, unscarred scales.
Fighting Hythonia as a mythic encounter is equivalent to taking on two
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
L-shaped hallway turned to ash as the armory (area S15) tore itself free of the castle, leaving a gaping hole. Guards. Three ashen veterans (see the “Ashen Creatures” sidebar) guard this hall and are
hostile toward interlopers. They are positioned as follows: One guard stands in front of the doors to area S5. One guard stands in front of the doors to area S6. One guard stands next to the door to