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Returning 35 results for 'conjures rely guard to her resort'.
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Species
Mythic Odysseys of Theros
The leonin guard the shining lands of Oreskos, a golden plain where even the gods rarely trespass.
Prides of these nomadic, lion-like humanoids rarely interact with other peoples, having all they
.
Leonin rely on themselves and their prides. A pride is bound together by the experience of a shared challenge and, in particular, the sacred act of the hunt. See chapter 3 for more details on Oreskos and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;t put the drow to sleep.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes
after a Short or Long Rest). The drow conjures a floating, spectral dagger within 60 feet of itself. The drow can make a melee spell attack (+10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;t put the drow to sleep.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes
conjures a floating, spectral dagger within 60 feet of itself. The drow can make a melee spell attack (+10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Spectral Dagger"} to hit
Monsters
Mordenkainen Presents: Monsters of the Multiverse
(Perception) checks that rely on sight.Multiattack. The duergar makes two Shortsword or Javelin attacks.
Shortsword. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction
inspires works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their
Monsters
Bigby Presents: Glory of the Giants
on a DC 25 Strength saving throw or have the prone condition.
Vortex (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Vortex"}. The cradle conjures a vortex of wind at a
seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See “Giants of Myth” in chapter 3 for additional
Monsters
Bigby Presents: Glory of the Giants
. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold
, Piercing, and Slashing from Nonmagical AttacksChilling Mist. The cradle magically conjures a cloud of chilling mist that fills a 30-foot-radius sphere centered on a point it can see within 90 feet of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes two War Pick attacks.
War Pick. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"War
many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying
Monsters
Bigby Presents: Glory of the Giants
guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See “Giants of Myth” in chapter 3 for additional inspiration.)
Scions of giants
within fully awakens.ThunderCold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksFog of Deception. The scion conjures a magical cloud that fills a 30-foot-radius sphere
Monsters
Mordenkainen Presents: Monsters of the Multiverse
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Soulblade. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Soulblade"} to hit
Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with
Monsters
Mordenkainen Presents: Monsters of the Multiverse
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Fire Lance. Melee Weapon Attack: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Fire Lance"} to hit
guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Sunlight Sensitivity. While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes two Iron Fist
many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that rely on sight.
Web Sense. While in contact with a web, the choldrith knows the exact location of any other creature in contact with the same web.
Web Walker. The choldrith ignores movement
violent, action.Spectral Dagger (Recharges after a Short or Long Rest). The choldrith conjures a floating, spectral dagger within 60 feet of itself. The choldrith can make a melee spell attack (+4
Monsters
Bigby Presents: Glory of the Giants
other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See “Giants of Myth” in chapter 3 for additional inspiration
":"recharge", "rollAction":"Vengeful Storm"}. The scion conjures a churning storm cloud in a 30-foot-radius, 10-foot-tall cylinder centered on a point within 120 feet of itself. The cloud’s area is
Monsters
Curse of Strahd
has leathery wings and a flying speed of 40 feet.11–15: Keen Hearing and Smell. The mongrelfolk has advantage on Wisdom (Perception) checks that rely on hearing or smell.16–17: Spider
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
Mordenkainen Presents: Monsters of the Multiverse
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes two Mind-Poison Dagger attacks. It can replace one attack with a use of Mind Mastery
works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To
Monsters
Mordenkainen Presents: Monsters of the Multiverse
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes three Psychic-Attuned Hammer or Javelin attacks and uses Call to Attack.
Psychic-Attuned
dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in
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
to be knowledgeable in History, and can always rely on the aid of the governments that are part of the Alliance, plus other leaders and groups who uphold the Alliance’s ideals.
The Zhentarim
Mastiff
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Keen Hearing and Smell. The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction
must succeed on a DC 11 Strength saving throw or be knocked prone.Mastiffs are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts.
Hell Hound
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The hound has advantage on an attack roll against a creature if at least
failed save, or half as much damage on a successful one.Fire-breathing fiends that take the form of powerful dogs, hell hounds commonly serve evil creatures that use them as guard animals and companions.Fire
monsters
that rely on smell.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny gibtas spawn. The swarm can&rsquo
powerful aberration—and serves this master loyally, if erratically. Creatures who keep a gibtas as a pet or guard soon learn to keep it away from any important possessions they don’t want
Rogue
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
. Suppressing a giggle, a gnome waggles her fingers and magically lifts the key ring from the guard’s belt. In a moment, the keys are in her hand, the cell door is open, and she and her
companions are free to make their escape. Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
yuan-ti know they can’t resort to direct attacks in order to reclaim their rightful place in the world. Operating out of the subterranean ruins of their buildings in foreign lands, yuan-ti
betters. Leaders rely on this zealotry in their plans, and although they don’t needlessly waste the lives of purebloods on futile actions, most strategies include a fallback option in which mobs
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
activities from Constable Jute or from the physician Emil Trantor, and if they missed the trail leading from the latest murder, they might need to resort to divination or commune spells or similar magic
warehouse is well guarded, and protected at night by “vicious guard dogs” (a trio of manticores whose snarling can be heard from the street). Getting that information out of any local requires a bribe
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Supplies Two hobgoblins are stationed outside this room, one in front of each door. Their orders are to guard the food supplies. A battle here alerts the hobgoblins in area 32, who arrive quickly
to aid their allies. The room is packed with crates of rations and barrels of fresh water, with narrow aisles meandering between the containers. The giants and the hobgoblins rely on this supply, and there’s enough food and water to last for weeks.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Supplies Two hobgoblins are stationed outside this room, one in front of each door. Their orders are to guard the food supplies. A battle here alerts the hobgoblins in area 32, who arrive quickly
to aid their allies. The room is packed with crates of rations and barrels of fresh water, with narrow aisles meandering between the containers. The giants and the hobgoblins rely on this supply, and there’s enough food and water to last for weeks.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
activities from Constable Jute or from the physician Emil Trantor, and if they missed the trail leading from the latest murder, they might need to resort to divination or commune spells or similar magic
warehouse is well guarded, and protected at night by “vicious guard dogs” (a trio of manticores whose snarling can be heard from the street). Getting that information out of any local requires a bribe
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Mastiff Mastiffs are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids
) checks that rely on hearing or smell.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Force Grey To join Force Grey, one must first become a member of the Gray Hands. An individual who has served in the City Watch or the City Guard is eligible to join, as are characters who are
Waterdeep has a problem that can’t be handled by diplomats or the city’s other armed forces, the Open Lord has the option to mobilize Force Grey. Such action is usually taken as a last resort, since
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Force Grey To join Force Grey, one must first become a member of the Gray Hands. An individual who has served in the City Watch or the City Guard is eligible to join, as are characters who are
Waterdeep has a problem that can’t be handled by diplomats or the city’s other armed forces, the Open Lord has the option to mobilize Force Grey. Such action is usually taken as a last resort, since
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Mastiff Mastiffs are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids
) checks that rely on hearing or smell.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Duergar Stone Guard The stone guard are elite duergar troops, deployed in small numbers to bolster war bands of regulars or organized into elite strike forces for specific missions. Duergar Stone
Guard
Medium humanoid (dwarf), lawful evil
Armor Class 18 (chain mail, shield)
Hit Points 39 (6d8 + 12)
Speed 25 ft.
STR
18(+4)
DEX
11(+0)
CON
14(+2)
INT
11(+0
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Duergar Stone Guard The stone guard are elite duergar troops, deployed in small numbers to bolster war bands of regulars or organized into elite strike forces for specific missions. Duergar Stone
Guard
Medium humanoid (dwarf), lawful evil
Armor Class 18 (chain mail, shield)
Hit Points 39 (6d8 + 12)
Speed 25 ft.
STR
18(+4)
DEX
11(+0)
CON
14(+2)
INT
11(+0
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the clockwork creatures that guard the vault. But the characters are ultimately chagrined to discover that the component isn’t there, with the vault set up as a ruse to distract anyone attempting to
and the casino resort known as Lottie’s Palace. There, they discover that Lottie is a lich whose exclusive retreat holds secrets and deadly threats in equal measure. With no hope of winning a fight
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the clockwork creatures that guard the vault. But the characters are ultimately chagrined to discover that the component isn’t there, with the vault set up as a ruse to distract anyone attempting to
and the casino resort known as Lottie’s Palace. There, they discover that Lottie is a lich whose exclusive retreat holds secrets and deadly threats in equal measure. With no hope of winning a fight
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
hounds are most commonly seen in service to devils, fire giants, and other evil creatures that use them as guard animals and companions. Hell Hound
Medium fiend, lawful evil
Armor Class 15 (natural
(Perception) checks that rely on hearing or smell.
Pack Tactics. The hound has advantage on an attack roll against a creature if at least one of the hound’s allies is within 5 feet of the creature and the