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Returning 35 results for 'conjurer response guard to have reflections'.
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Triton
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Species
Volo's Guide to Monsters
and worse, so you know you can count on them in a fight.
— Brego Stoneheart, sea captain
Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the
the world above.
Aquatic Crusaders
Centuries ago, tritons entered the world in response to the growing threat of evil elementals. Tritons waged many wars against their enemies on the Plane of Water
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
Conjurer Conjurers are specialist wizards who summon creatures from other planes and create materials out of thin air. Some conjurers use their magic to bolster armies or destroy enemies on
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Solution Each member that approaches the door is given a number by the guard. There is no mathematical equation here; the only valid response to a number given by the guard is the number of letters
the Potential Passwords table. Potential Passwords Number Provided Response Required One Three Two Three Three Five Four Four Five Four Eight Five Nine Four Eleven Six Thirteen Eight
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Humanoids Abjurer wizard
Apprentice wizard
Archdruid
Archer
Bard
Blackguard
Champion
Conjurer wizard
Diviner wizard
Drow arachnomancer
Drow favored consort
Drow house captain
Drow inquisitor
Drow matron mother
Drow shadowblade
Duergar despot
Duergar kavalrachni
Duergar mind master
Duergar soulblade
Duergar stone guard
Duergar warlord
Duergar xarrorn
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
monstrous options include a bugbear, wereboar, or nycaloth. If a character knocks on the door, the guard slides open the window and gruffly gives a number, expecting the proper response. The guard
gives a different number each time someone knocks. Any proper response grants a single character entry, and the guard only allows one member to enter at a time. Characters who provide incorrect answers
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
followed chills my blood.”
10 “Sudden noises or appearances fray my nerves.”
11 “I can’t be comfortable around creatures larger than I am.”
12 “Reflections always seem like they’re
crack in a cave wall to continue an adventure. If the player portrays the character’s response in a way that reinforces that fear, such as refusing and finding another way around, taking time and making
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
overcome their own assumptions. An easier version of this puzzle might involve counting the letters in any type of word the guard provides and responding with that number. Alternatively, the response
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to the possibility of assassination or betrayal by unknown threats that stand ready to pounce on the beholder the instant it lets its guard down. Complementing this ever-present, passive paranoia is
related, finding or fabricating a pattern out of supposed or actual randomness. By thinking of all these possibilities — however implausible they might be — and extrapolating its own actions in response
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Celestials Ki-rin
Dragons Guard drake
Elementals Flail snail
Fey Annis hag
Bheur hag
Boggle
Darkling
Darkling elder
Korred
Meenlock
Quickling
Redcap
Yeth hound
Fiends Babau
dreamwalker
Storm giant quintessent
Humanoids Abjurer
Apprentice wizard
Archdruid
Archer
Bard
Blackguard
Champion
Conjurer
Deep scion
Diviner
Enchanter
Evoker
Firenewt warrior
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
frame and is blue in color. Reflections in this mirror ripple as if the viewer were looking into a pool of water.
Red Mirror. A creature that looks into the red mirror sees a ghostly white form
three yes-or-no questions (the one-word command is “Answer”). The spirit answers only questions spoken in Olman, and nods or shakes its head in response. Any creature that touches the black mirror must
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
sorcerer
Maw demon
Nilbog
Quickling
Sea spawn
Thorny
Vargouille
Xvart warlock of Raxivort
Challenge 2 (450 XP) Aurochs
Bard
Darkling elder
Grung elite warrior
Guard drake
pit master
Challenge 6 (2,300 XP) Annis hag
Bodak
Conjurer
Gauth
Mouth of Grolantor
Warlock of the Great Old One
Challenge 7 (2,900 XP) Bheur hag
Draegloth
Korred
Warlock of the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
DM wants dice to play a role in determining an NPC’s response to you. In such situations, the DM will typically ask you to take the Influence action. Pay attention to your skill proficiencies when
thinking of how you will interact with an NPC; use an approach that relies on your group’s skill proficiencies. For example, if the group needs to trick a guard into letting them into a castle, the Rogue who is proficient in Deception should lead the discussion.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Lum the Mad In response to any reaction or questions, the agent proudly explains how the partially functioning Infernal Machine was used to find and capture Lum the Mad, so that he could assist in
restoring the machine to its primal state. Lum uses the warlord stat block, but is unarmed and has no attacks while under guard. He possesses sufficient knowledge to program the Infernal Machine
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
DM wants dice to play a role in determining an NPC’s response to you. In such situations, the DM will typically ask you to take the Influence action. Pay attention to your skill proficiencies when
thinking of how you will interact with an NPC; use an approach that relies on your group’s skill proficiencies. For example, if the group needs to trick a guard into letting them into a castle, the Rogue who is proficient in Deception should lead the discussion.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
prides guard their lands implacably, and without a good reason to be there—or a leonin guide to vouch for one’s presence—outsiders are often chased away. Tethmos Tethmos serves as the default capital for
reflects the sunlight so brightly that it’s difficult to look at. Those who approach the lake and gaze into its waters usually see their own reflections, but on rare occasions, they see visions of places
Compendium
- Sources->Dungeons & Dragons->Monster Manual
spherical body. A spectator serves its conjurer for 101 years by guarding something of the spellcaster’s choice—typically a treasure or location. The spectator is a reliable guardian and allows only its
saving throw against a spell, or a spell’s attack roll misses it. Response—Dexterity Saving Throw: DC 12, one creature the spectator can see within 120 feet. Failure: 10 (3d6) Force damage.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
guard that nation. It formed in the wake of the Spellplague and helped to create Elturgard, centered on the city of Elturel, overlooking the River Chionthar. The Companions safeguard civilization
for travelers. The Order of the Gilded Eye safeguards the hold and serves the surrounding community, but their mission has a much broader focus: to guard the world from dangers originating on other
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
protective guard in response to a recent attack against the family member of another King of Coin. But he slipped past his guardians, intent on reveling amid the March of Vice. Last night, Zenia Ruba
directions to an establishment owned by Zenia’s family, a tavern called the Thornapple, where Zenia is under guard. Zenia’s directions avoid several streets closed by festivities and lead through the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
A Flight of Demons During a guard change, the prisoners hear a horrible droning buzz echoing through the cavern, followed by inhuman shrieking. Alarm horns sound out as four chasme demons pursue a
catches all of the drow off guard. The drow rush to defend the outpost from a possible attack. The demons initially buzz past the hanging towers, leaving the walkways and caverns out of range of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
business plan ever developed — and that plan has your name all over it. As a conjurer, your utility to your franchise knows no bounds, whether you’re creating the right tool for the job, summoning
creatures for scouting or guard duty, or using dimension door to slip away from a deal gone bad. The hard part of that last one is always figuring out which of your franchise mates you’ll bring with you
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
challenged, one of the guards tries to escape to 3 for help. 3 3 lizardfolk, 1 lizardfolk scaleshield* If a guard from 2 escaped, these guards go to 2. If not, they remain here until alerted by noise
escapes from that room and arrives here. 24 20 lizardfolk commoners,* 13 hatchlings These lizardfolk protect hatchlings (noncombatants) and guard the entrance to 25. If combat starts, two commoners try to
Compendium
- Sources->Dungeons & Dragons->Monster Manual
’ armored exteriors, and erinyes ensure that those who do can never speak of what they’ve seen. Erinyes often serve archdevils and guard the order of the Nine Hells against trespassers and escapees
is destroyed, the erinyes uses a Bonus Action to release the target, or the erinyes uses Entangling Rope again.
Reactions
Parry. Trigger: The erinyes is hit by a melee attack roll while holding a weapon. Response: The erinyes adds 4 to its AC against that attack, possibly causing it to miss.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
magical wards placed by derro savants to guard against duergar intrusion. When a ward activates in response to the presence of an invisible creature, nearby derro fly into a frenzy, creating a chaotic
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Nessian Wood from the east. Ancient Setessans carved an impenetrable fortress into the mountains to guard the pass. Bassara patrols from Setessa still check in on the fortress regularly, and they occupy
the forest. Myth of Nikaia the First Caryatid
A Setessan archer named Nikaia claimed that she could outshoot anyone, even Nylea. Word of this unwise boast spread, and in response Nylea appeared at
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
discovery, thus making themselves vulnerable to bandits or brigands, they made camp to guard the treasure until their great king could travel here from their lair ten miles away, deep in the swamp. The
his prowess in battle. A dozen more bullywugs appear at the edge of the battlefield but do not approach. An equally aggressive response from the characters, verbally or through gestures, and a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
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
and warped into strange reflections of the Elemental Planes. At the heart of each elemental node, the characters find a great portal that serves as a conduit from its associated elemental plane. Here
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
speared, a creature is pulled into the darkness to be sliced apart or teleported elsewhere to be tortured to death.
Dark Reflections. A boneclaw’s master might not want such a servant or even know it
Deadly Reach. In response to a visible enemy moving into its reach, the boneclaw makes one claw attack against that enemy. If the attack hits, the boneclaw can make a second claw attack against the target.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Children of the All-Father In an age before human and elf, when all dragons were young, Annam the All-Father put the first giants upon the world. These giants were reflections of his divine offspring
dragon Garyx inflamed the greed and envy in its followers by railing against the giants’ prosperity, and they rose up in response. At least, that’s what most giants believed to have happened. No one
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
guests, two clockwork dragons are on guard here. If the characters are themselves, they face five of the creatures. The clockwork dragons take no action until a character moves toward the globe of light
clockwork creatures show no reaction to any response.) “Why have you come to Lottie’s vault?” (This can lead the characters to ask about Lottie, who the clockwork creatures know as the wizard who
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
names, titles, and lineage carved into the stone. A number of scholars have been drawn to Gauntlgrym in response to Bruenor’s call, hoping to record a complete lineage of the great families of Gauntlgrym
upon the characters to be on their guard, or to take guards with them, if they visit. From time to time, the sound of combat rings through the tabernacle hallways, a contrast to the chanting voices of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Boarding the Sea Ghost How long it takes the characters to reach the ship depends on what arrangements they have made beforehand. If, for example, it is arranged that the guard members, once they
, whether the watchers on the ship are alerted to possible danger (a previous incorrect response to the signal), and whether the characters have taken all precautions to conceal their approach. Between the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, human guard) is friendly and speaks evenly, but she’s frustrated by her site’s setbacks and is protective of her workers. She wants to know what the characters’ business is at the potentially
that she’s holding back something in her response. Those who push her by succeeding on a DC 14 Charisma (Persuasion) check get Jung-Soon to share some of the strangeness she’s experienced, like finding
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. He makes the apology because honor demands it, but he resents the party for forcing his hand. Connerad Brawnanvil is similarly unhappy if a concession was made in response to the ancient dragonmoots of
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
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
mythal. He makes the apology because honor demands it, but he resents the party for forcing his hand. Connerad Brawnanvil is similarly unhappy if a concession was made in response to the ancient
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
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
adornment’s sake is something duergar society frowns upon, the guards’ violent response was unnatural — a hint of the growing madness festering inside the City of Blades. Deep Gnome Merchant A female
repressing the rest of the mob. Word quickly spreads that the characters helped the city guard control the unruly derro scum. At your discretion, give the characters advantage on checks made to interact with