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Returning 35 results for 'conjure reclusive guard to have replaces'.
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Compendium
- Sources->Dungeons & Dragons->Monster Manual
Yetis Chilling Stalkers of the Frozen Wilds Habitat: Arctic; Treasure: Any
Across alpine extremes and frozen frontiers, yetis hunt those that trespass in their territories. Reclusive and merciless
. In addition to their physical might, yetis can chill creatures with a look, freezing their foes in place, and they can conjure ice and hurl it at foes.
Due to yetis’ elusiveness, folktales about
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Yetis Chilling Stalkers of the Frozen Wilds Habitat: Arctic; Treasure: Any
Across alpine extremes and frozen frontiers, yetis hunt those that trespass in their territories. Reclusive and merciless
. In addition to their physical might, yetis can chill creatures with a look, freezing their foes in place, and they can conjure ice and hurl it at foes.
Due to yetis’ elusiveness, folktales about
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
ascetic scholars who practiced Ramsana, a way of life whose central tenet advises nonattachment to the material world. Now only a small, reclusive group of these scholars remains, led by the elderly
his victim enter a blissful trance that causes their soul to slip away from their body over the course of days. Sarthak consumes this soul and replaces it with a shadow, leaving the victim’s body under his control.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
ascetic scholars who practiced Ramsana, a way of life whose central tenet advises nonattachment to the material world. Now only a small, reclusive group of these scholars remains, led by the elderly
his victim enter a blissful trance that causes their soul to slip away from their body over the course of days. Sarthak consumes this soul and replaces it with a shadow, leaving the victim’s body under his control.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
2d4 galeb duhr 31–35 1d4 frost giants 36–40 A wooded valley haunted by secretive and reclusive elves who tell warily of their master: a mad wizard who lives in the heart of the valley 41–45 1d10 air
force of 100 dwarves (veterans) standing guard at a mountain pass, permitting no passage until a traveler pays 100 gp (if on foot) or 200 gp (if mounted) 81–85 1d4 rocs 86–90 1d4 young red dragons 91–96 1 ancient silver dragon 97–00 1 ancient red dragon
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
2d4 galeb duhr 31–35 1d4 frost giants 36–40 A wooded valley haunted by secretive and reclusive elves who tell warily of their master: a mad wizard who lives in the heart of the valley 41–45 1d10 air
force of 100 dwarves (veterans) standing guard at a mountain pass, permitting no passage until a traveler pays 100 gp (if on foot) or 200 gp (if mounted) 81–85 1d4 rocs 86–90 1d4 young red dragons 91–96 1 ancient silver dragon 97–00 1 ancient red dragon
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
trainer — perhaps a retired adventurer or champion who is willing to serve as a mentor. The trainer might be a reclusive wizard or haughty sorcerer who owes the queen a favor, the knight-commander of
the King’s Guard, the leader of a powerful druid circle, a quirky monk who lives in a remote mountaintop pagoda, a barbarian chieftain, a warlock living among nomads as a fortune-teller, or an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
trainer — perhaps a retired adventurer or champion who is willing to serve as a mentor. The trainer might be a reclusive wizard or haughty sorcerer who owes the queen a favor, the knight-commander of
the King’s Guard, the leader of a powerful druid circle, a quirky monk who lives in a remote mountaintop pagoda, a barbarian chieftain, a warlock living among nomads as a fortune-teller, or an
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
battlefields, while others use summoned creatures to guard their lairs. Conjurer Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed 30 ft.
STR
9
slots): cloud of daggers,* misty step,* web*
3rd level (3 slots): fireball, stinking cloud*
4th level (3 slots): Evard’s black tentacles,* stoneskin
5th level (2 slots): cloudkill,* conjure
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
battlefields, while others use summoned creatures to guard their lairs. Conjurer Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed 30 ft.
STR
9
slots): cloud of daggers,* misty step,* web*
3rd level (3 slots): fireball, stinking cloud*
4th level (3 slots): Evard’s black tentacles,* stoneskin
5th level (2 slots): cloudkill,* conjure
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
) arrives with six bugbears and a gazer (see appendix B). If Noska is dead or otherwise indisposed, the beholder replaces him with Nar’l Xibrindas (see appendix B) and his grell bodyguard. If the
already with the characters, Renaer Neverember (see appendix B) replaces one of the swashbucklers. Emerald Enclave. Jeryth Phaulkon sends three swarms of rats to assist the characters. Once the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
) arrives with six bugbears and a gazer (see appendix B). If Noska is dead or otherwise indisposed, the beholder replaces him with Nar’l Xibrindas (see appendix B) and his grell bodyguard. If the
already with the characters, Renaer Neverember (see appendix B) replaces one of the swashbucklers. Emerald Enclave. Jeryth Phaulkon sends three swarms of rats to assist the characters. Once the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Dungeons Some dungeons are old strongholds abandoned by the folk who built them. Others are natural caves or lairs carved out by monsters. Dungeons attract cults, groups of monsters, and reclusive
–66 Intended as a death trap to eliminate any creature that enters, perhaps to guard a treasure or to harvest souls for a necromantic rite 67–69 Intended as a tomb 70–72 Long known as the site of a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Dungeons Some dungeons are old strongholds abandoned by the folk who built them. Others are natural caves or lairs carved out by monsters. Dungeons attract cults, groups of monsters, and reclusive
–66 Intended as a death trap to eliminate any creature that enters, perhaps to guard a treasure or to harvest souls for a necromantic rite 67–69 Intended as a tomb 70–72 Long known as the site of a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
tunnel leads to the Darklake Docks. DUERGAR ALCHEMIST
A duergar alchemist carries two vials of acid and two flasks of alchemist’s fire. It uses the normal duergar stat block but replaces the Javelin
information each time a character succeeds on a DC 13 Charisma (Intimidation) check: Gorglak is a warrior of the Stone Guard stationed at one of the outer gates near the Darklake District. Gorglak is an
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
tunnel leads to the Darklake Docks. DUERGAR ALCHEMIST
A duergar alchemist carries two vials of acid and two flasks of alchemist’s fire. It uses the normal duergar stat block but replaces the Javelin
information each time a character succeeds on a DC 13 Charisma (Intimidation) check: Gorglak is a warrior of the Stone Guard stationed at one of the outer gates near the Darklake District. Gorglak is an
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
emerald dragon lairs in abandoned bandit caverns also occupied by a friendly earth elemental, which hunts for buried coins for the dragon’s hoard.
3 A galeb duhr acts as a door guard to a young
the dragon’s lair in search of emeralds.
2 An adult silver dragon tries to befriend and draw out a reclusive adult emerald dragon.
3 An adult emerald dragon unwillingly serves a fire
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
reclusive orders, but these outposts serve Elemental Evil. When the characters infiltrate or defeat these disguised groups of cultists, they discover that each Haunted Keep guards a passage leading to a huge
pursuing the remaining two elemental prophets into their places of power. The most powerful and dedicated followers of each of the four cults guard these sanctums, which are infused with elemental energy
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
reclusive orders, but these outposts serve Elemental Evil. When the characters infiltrate or defeat these disguised groups of cultists, they discover that each Haunted Keep guards a passage leading to a huge
pursuing the remaining two elemental prophets into their places of power. The most powerful and dedicated followers of each of the four cults guard these sanctums, which are infused with elemental energy
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
her unconscious body far from the kingdom’s shore to a secret grotto in which the reclusive medusa Euryale lived alone. Despite Euryale’s anxiety (she was painfully aware that even kind folk feared her
Istus, and invisible to every guard, she led Asteria onto the cliffs, where—pointing out the constellations that governed Asteria’s and Euryale’s fates—Istus explained that nothing could be done. It was
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
emerald dragon lairs in abandoned bandit caverns also occupied by a friendly earth elemental, which hunts for buried coins for the dragon’s hoard.
3 A galeb duhr acts as a door guard to a young
the dragon’s lair in search of emeralds.
2 An adult silver dragon tries to befriend and draw out a reclusive adult emerald dragon.
3 An adult emerald dragon unwillingly serves a fire
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
her unconscious body far from the kingdom’s shore to a secret grotto in which the reclusive medusa Euryale lived alone. Despite Euryale’s anxiety (she was painfully aware that even kind folk feared her
Istus, and invisible to every guard, she led Asteria onto the cliffs, where—pointing out the constellations that governed Asteria’s and Euryale’s fates—Istus explained that nothing could be done. It was
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
plan to use the kraken’s blood—or if they did learn his plan, but never told Fhenimore and Whymsee about it. Regardless of the reason, the kraken priests are not alarmed or on guard when Gar
Legendary Resistance feature to save on the other. Gar takes 28 hit points lightning damage.
Round 2. Gar casts conjure animals as a 7th level spell, summoning six swarms of quippers and directing them to
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
plan to use the kraken’s blood—or if they did learn his plan, but never told Fhenimore and Whymsee about it. Regardless of the reason, the kraken priests are not alarmed or on guard when Gar
Legendary Resistance feature to save on the other. Gar takes 28 hit points lightning damage.
Round 2. Gar casts conjure animals as a 7th level spell, summoning six swarms of quippers and directing them to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Guard Room A cloud giant stands guard here at all times, peering out the arrow slit toward the gatehouse (area 10) and watching for trouble. This giant doesn’t have any rocks to hurl but can substitute
not here, Thullen is either in his quarters (area 20) or checking on his niece and nephew in area 23. Lurking among the flora are seven awakened shrubs that guard the greenhouse and protect the other
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Guard Room A cloud giant stands guard here at all times, peering out the arrow slit toward the gatehouse (area 10) and watching for trouble. This giant doesn’t have any rocks to hurl but can substitute
not here, Thullen is either in his quarters (area 20) or checking on his niece and nephew in area 23. Lurking among the flora are seven awakened shrubs that guard the greenhouse and protect the other
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Alaron, has been hiring mercenaries to guard caravans running north to Callidyr. Caravan masters there are always looking for help, if you’re willing to brave the road for a while. Gwynneth Over my
lifetime, the isle of Gwynneth has become ever more fey and mysterious, home to the elven realm of Sarifal, under the rule of High Lady Ordalf. Sarifal shares the island with the reclusive mountain
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Alaron, has been hiring mercenaries to guard caravans running north to Callidyr. Caravan masters there are always looking for help, if you’re willing to brave the road for a while. Gwynneth Over my
lifetime, the isle of Gwynneth has become ever more fey and mysterious, home to the elven realm of Sarifal, under the rule of High Lady Ordalf. Sarifal shares the island with the reclusive mountain
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
structure. The merlons of its battlements are carved to resemble unicorn heads. The soldiers of the High Guard, clad in shining silver plate, protect the residence and seat of power, and keep those out
inhabitants of the city from engaging in all manner of spellcasting. In particular, spells that summon flame, conjure creatures, or permit teleportation fail when their target is within the bounds of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
structure. The merlons of its battlements are carved to resemble unicorn heads. The soldiers of the High Guard, clad in shining silver plate, protect the residence and seat of power, and keep those out
inhabitants of the city from engaging in all manner of spellcasting. In particular, spells that summon flame, conjure creatures, or permit teleportation fail when their target is within the bounds of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Senses passive Perception 12
Languages Common
Challenge 2 (450 XP)
Flaming Weapon (Recharges after a Short or Long Rest). As a bonus action, the guard can wreath one melee weapon it is wielding in
flame. The guard is unharmed by this fire, which lasts until the end of the guard’s next turn. While wreathed in flame, the weapon deals an extra 3 (1d6) fire damage on a hit.
Actions
Multiattack
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
south. The chasm floor is fifty feet below the bridge and consists of a jumbled mass of boulders. To the west, the chasm narrows and continues for some distance.
Three gargoyles guard the area
stands 15 feet tall. Marlos Urnrayle intends to repair it, but he has not yet found anyone sufficiently skilled to do the work. Arrow Slits. The arrow slits facing this area from the guard posts at areas
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
south. The chasm floor is fifty feet below the bridge and consists of a jumbled mass of boulders. To the west, the chasm narrows and continues for some distance.
Three gargoyles guard the area
stands 15 feet tall. Marlos Urnrayle intends to repair it, but he has not yet found anyone sufficiently skilled to do the work. Arrow Slits. The arrow slits facing this area from the guard posts at areas
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
supersede their original loyalties. See appendix C for more information. Stone Guard. This force of five hundred veteran warriors serves the Deepking as bodyguards, elite troops, and secret police
Clan Cairngorm lead quiet lives of art and contemplation in Gracklstugh. Although reclusive and averse to conflict, the giants have sworn an ancient oath of loyalty to the Deepking, and have been
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Senses passive Perception 12
Languages Common
Challenge 2 (450 XP)
Flaming Weapon (Recharges after a Short or Long Rest). As a bonus action, the guard can wreath one melee weapon it is wielding in
flame. The guard is unharmed by this fire, which lasts until the end of the guard’s next turn. While wreathed in flame, the weapon deals an extra 3 (1d6) fire damage on a hit.
Actions
Multiattack