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Returning 35 results for 'conjures resolve guard to her relatively'.
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conjured resolve guard to her relatively
conjure resolve guard to her relatively
conjurer resolve guard to her relatively
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
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
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
Fizban's Treasury of Dragons
attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.
Deep dragons often hoard secrets, delighting in knowledge of
conjures sludge-like moss that briefly covers surfaces in the lair. The ceiling, floor, and walls of the lair become difficult terrain until initiative count 20 on the next round.
Toxic Spores. The
Monsters
Fizban's Treasury of Dragons
attached to their front legs and can fold in close to the body, allowing deep dragons to easily maneuver through relatively narrow tunnels.
Deep dragons often hoard secrets, delighting in knowledge
.
Mossy Sludge. The dragon conjures sludge-like moss that briefly covers surfaces in the lair. The ceiling, floor, and walls of the lair become difficult terrain until initiative count 20 on the next round
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
protect them. Recently, your resolve has been shaken by corruption in the city guard and ruling aristocrats. Personal Goal: Rejuvenating Pilgrimage. Seeking to reinvigorate your resolve, you learned of a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Warding the castle entrance are thick, battle-hardened wooden doors. Four cylindrical guard towers have wind-worn flags bearing the town’s heraldry fluttering above their tiled, conical roofs. These
towers are connected by icy battlements and parapets. Atop the castle walls and within the guard towers, torches flicker.
General Features The snow-covered ground outside the castle is 10 feet lower
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
with them. Navigation and propulsion of the craft is handled by two members of the town guard (guards), who are assigned by the council to sail or row the boat. The guards do not disembark when the
characters reach their destination, instead staying with the boat to keep it under their control and guard the party’s return trip. While they are at sea, as their boat approaches the promontory, the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
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
guards are posted on the balcony and one guard patrols around the outside of the building at ground level. A character can avoid the notice of the exterior guards with a successful DC 12 Dexterity
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Once you’re done describing the situation, ask the players what their characters want to do. Note what the players say, and identify how to resolve their actions. Ask them for more information if you
bookshelf. Outside combat, the characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
situation, ask the players what their characters want to do. Note what the players say, and identify how to resolve their actions. Ask them for more information if you need it. Sometimes the players
characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s actions. In combat, everyone takes
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
relatively (if not entirely) safe. Check for a random event each day by rolling a d20. On a roll of 16 or higher, one or more events occur as indicated below: 16 means an event occurs in the morning 17
recommend 300 XP per character for each situation the heroes resolve successfully. Ideally, the characters have the chance to complete eight or nine of these events. If you use the milestone experience
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
relatively (if not entirely) safe. Check for a random event each day by rolling a d20. On a roll of 16 or higher, one or more events occur as indicated below: 16 means an event occurs in the morning 17
recommend 300 XP per character for each situation the heroes resolve successfully. Ideally, the characters have the chance to complete eight or nine of these events. If you use the milestone experience
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, the Talons are terrifying. Their numbers are relatively few, but they’re organized enough to oppress Lekar’s ragged survivors and enforce Drakov’s totalitarian laws. In the face of zombie hordes
, though, they’re fighting a losing battle against foes whose numbers only grow. And every time a Talon falls, Lekar’s final defeat grows closer. Talon soldiers use the guard stat block, while commanders
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
spectators can’t decide which of them should guard the meteorite, and they are anxious for someone to help resolve their dispute. The gazers were drawn to the cavern by the spectators’ argument but lack the
their telepathy to jointly reach out to the characters: An alien voice in your head says, “Mysterious outsiders! I am Spectator Greelob. This is Spectator Orlob. Each of us claims the right to guard this
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, and immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t made of adamantine. Destroying the arch all but dooms the project, since Zox lacks the resolve to start
. Kurlog will accept reasonable aid to complete this mission. In particular, he could use help taking down the arbalests that guard the Simulacrux. 2c. Detritus Wreckage. This section of cavern is
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, the city can count on the other members of the Lords’ Alliance to come to its defense. This arrangement infuriates Amn, which is not prepared to test the alliance’s resolve. To the east, the nations of
found in the whisper-markets of Baldur’s Gate, then Candlekeep becomes a logical next stop. Adventurers are sometimes hired to guard a desperate traveler on the road south, or to guard the outrageously
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, the city can count on the other members of the Lords’ Alliance to come to its defense. This arrangement infuriates Amn, which is not prepared to test the alliance’s resolve. To the east, the nations of
found in the whisper-markets of Baldur’s Gate, then Candlekeep becomes a logical next stop. Adventurers are sometimes hired to guard a desperate traveler on the road south, or to guard the outrageously
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
servants have dwellings in the low quarter. Here, too, are relatively cheap lodgings for visitors. Military Quarter Members of the imperial navy and the imperial guard maintain residences in the military
, most of them astral elves. The few non-elves are diplomatic envoys to the court, traders, and skilled crafters whose work is esteemed by the emperor. The imperial guard, which provides security within
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, Eravien has heard relatively little of the recent events in the Underdark, and he is initially unconvinced of the importance of the party’s mission. If they can convince him otherwise, Lord Eravien
its ranks, make five photocopies of the Lords’ Alliance Guard and three photocopies of the Lords’ Alliance Spy stat cards at the end of this chapter. If you don’t want to control these NPCs yourself
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
chance of another attack becomes 50 percent every half hour. Sneaking through the senseless arrangement of the burrows is relatively easy, as the derro are normally too preoccupied with their own mad
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->Fizban's Treasury of Dragons
relatively thin crystal walls. The dragon can use a lair action to open or close passages through these walls throughout the lair. Cobweb-Choked Tunnels. Adventurers who manage to access the other side of
fight their ancient enemies again, and he vowed to guard them until they awaken. He styles himself the Sapphire Sentinel, self-appointed guardian of the Sleeping Legion. But his vigil is lonely, and his
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Kaius II was newly seated on the steel throne and lacked the resolve to bring the dwarf lords to heel. Now we see the harvest we have sown, and it is horrifying. Without the firm hand of Karrnath to
, and it seemed to pulse with its own heartbeat. A guard present at the event said that Soldorak’s axe moaned when the blade came close to him, as if the weapon hungered for human blood.
This is
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
a champion to those who are overlooked by the institutions that exist to protect them. Recently, your resolve has been shaken by corruption in the city guard and ruling aristocrats. Personal Goal
: Rejuvenating Pilgrimage. Seeking to reinvigorate your resolve, you learned of a remote cloister, Dragon’s Rest, on a tiny island. The cloister holds a temple to the dragon god Bahamut. You feel drawn to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
beggar a coin. On a failed check, the beggar counts as 5 feet of difficult terrain. 9 An overzealous guard (see the Monster Manual for game statistics) mistakes you for someone else. If you move 20 feet
or more on your turn, the guard makes an opportunity attack against you with a spear (+3 to hit; 1d6 + 1 piercing damage on a hit). 10 You are forced to make a sharp turn to avoid colliding with
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Mirabar more advantageous relationships with Waterdeep and Baldur’s Gate, something which has not gone unappreciated by the council. The city’s guard, the Axe of Mirabar, exists primarily to deter
and prevent sabotage of the mines, without which Mirabar would collapse. The guard also provides swift and capable defense and law enforcement within the city. The wealth of Mirabar is so great that it
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Terracotta Warriors Forty-eight terracotta warriors guard the tomb. Use animated armor statistics, with these changes: Each terracotta warrior wields a shortsword. As an action, it can attack twice
perfectly still and pose no threat as long as the tomb remains relatively quiet. If any character talks loudly, steps on a piece of broken pottery, or makes any other equivalent noise while in the tomb, read
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Tiger District The Tiger District is a relatively new part of the city and is still undergoing construction, particularly along the forested stretch being cleared to the northwest. Even though the
, 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
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
powers in Sharn, or pursue ancient artifacts in the ruins below the city to keep them out of others’ hands. Dreamlily is relatively safe; dragon’s blood is not. Its effects are intentionally unpredictable
protection fees to Daask. 2 Cause as much death and destruction as possible inside a Boromar-owned establishment. 3 Guard a priest of the Dark Six as he preaches the word of the Mockery on the street. 4
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
bedchamber, including a soft bed, warm quilts, elegant tapestries, and a gilded chamber pot. Bars over the windows dispel the air of luxury somewhat, as does the guard standing just inside the door.
A
to help Caer-Dineval resolve its fishing disputes with Easthaven and Caer-Konig. The one calling the shots is a tiefling named Kadroth, who answers to someone named Levistus. C15. Old Library This room
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters With routine patrols of heavily armed gray dwarves who can turn invisible, Gracklstugh is a relatively safe place for those who know where they belong and stay there. However
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
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
evil in your heart, or if there is the whiff of something otherworldly about you, ride on. You’ll find no sanctuary there. Places and People of the Hold Helm’s Hold is still a relatively small
beneath the hold, bringing down the lowest vaults of the cathedral in its bloody ascension. As a result, the temple has dramatically increased guard patrols in the tunnels, perhaps as a prelude to
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Fragments of the mechanical titan lie scattered about, each piece as big as a barn.
These colossi are smaller than Landro and are easily accessible, making the task of searching them relatively
the warforged warrior stat block in appendix A) remain in Ialos to guard the mill or patrol its surroundings. When no expedition is underway, thirteen pilgrims (including their leader, Mercy, who also
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
bonus action on its first turn in combat, each helmed horror drops its glass lance (which shatters on the floor) and conjures a longsword-sized blade of fire, which appears in its free hand. The helmed
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