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Returning 35 results for 'connecting rather guardian to her rules'.
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connection rather guardians to her runes
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connection rather guardian to her runes
Magic Items
Mythic Odysseys of Theros
the creatures pulling them work like controlled mounts, as described in the mounted combat rules in the Player’s Handbook, but with the following differences:
Mounting or dismounting a chariot
costs you 5 feet of movement, rather than a number of feet equal to half your speed.
Being mounted on a chariot grants you half cover.
A chariot’s speed is equal to the speed of the slowest
Monsters
Dragons of Stormwreck Isle
was creating a spore servant from a dead giant octopus to protect the caves while the leader could not. Unlike a living octopus, this guardian has only basic control over its tentacles. Rather than coiling around intruders to immobilize them, the spore servant simply bludgeons them.
Monsters
Fizban's Treasury of Dragons
I rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal
servants of my power. (Evil)
6
Patience. All creatures might teach me something, and I’m willing to wait and find out what that might be rather than acting in haste. (Good)
Deep
Monsters
Fizban's Treasury of Dragons
rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
of my power. (Evil)
6
Patience. All creatures might teach me something, and I’m willing to wait and find out what that might be rather than acting in haste. (Good)
Deep Dragon
Monsters
Fizban's Treasury of Dragons
rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
of my power. (Evil)
6
Patience. All creatures might teach me something, and I’m willing to wait and find out what that might be rather than acting in haste. (Good)
Deep Dragon
Monsters
Curse of Strahd
): divination, freedom of movement, guardian of faith
5th level (2 slots): greater restoration, raise dead
6th level (1 slot): find the path, harm, true seeing
7th level (1 slot): fire storm
the master of Ravenloft, but she has all the power she desires and doesn’t seek to supplant him. She would rather help Strahd find someone else to succeed him, although she has grave doubts about
Backgrounds
Guildmasters’ Guide to Ravnica
protection and durability
2
Fin Clade, focused on movement
3
Gyre Clade, focused on cyclical patterns and metamagic
4
Guardian Project, focused on creating guard monsters and super
Everything I do is an attempt to impress someone I love.
Flaws
d6
Flaw
1
I have a rather embarrassing mutation that I do everything I can to keep hidden.
2
I’m more
Backgrounds
Guildmasters’ Guide to Ravnica
1
I never raise my voice or lose my temper.
2
I feel the pains and joys of everyone around me, friend or foe.
3
I would rather make a friend than thwart an enemy.
4
I’m
.
Selesnya Contacts
d8
Contact
1
A wise centaur trainer believed in me even though I was a terrible student.
2
A good friend has risen to become a Ledev guardian.
3
I left
Backgrounds
Baldur’s Gate: Descent into Avernus
underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One
could be hidden.
4
I would rather make a new friend than a new enemy.
5
I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6
I don’t pay
Backgrounds
Sword Coast Adventurer's Guide
your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret
with me to pursue my destiny.
d6
Flaw
1
The tyrant who rules my land will stop at nothing to see me killed.
2
I’m convinced of the significance of my destiny, and
Goliath
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
mock folk who rely on society’s structures or rules to maintain power.
Survival of the Fittest
Among goliaths, any adult who can’t contribute to the tribe is expelled. A lone goliath has
away in the night to seek the cold will of fate.
In some ways, the goliath drive to outdo themselves feeds into the grim inevitability of their decline and death. A goliath would much rather die in
Water Weird
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
ends, the target is restrained, the water weird tries to drown it, and the water weird can’t constrict another target.A water weird is an elemental guardian bound to a specific water-filled
interlopers rather than kill them, while a neutral evil water weird kills its victims for pleasure and might turn against its summoner. A water weird loses its evil alignment if its waters are cleansed
Criminal / Spy
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society
new place is note the locations of everything valuable—or where such things could be hidden.
4
I would rather make a new friend than a new enemy.
5
I am incredibly slow to trust. Those
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
elaborate approach — describing traps in terms of their game mechanics and offering guidance on creating traps of your own using these new rules. Rather than characterize traps as mechanical or magical, these rules separate traps into two other categories: simple and complex.
Chapter 2: Traps Revisited The rules for traps in the Dungeon Master’s Guide provide the basic information you need to manage traps at the game table. The material here takes a different, more
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
elaborate approach — describing traps in terms of their game mechanics and offering guidance on creating traps of your own using these new rules. Rather than characterize traps as mechanical or magical, these rules separate traps into two other categories: simple and complex.
Chapter 2: Traps Revisited The rules for traps in the Dungeon Master’s Guide provide the basic information you need to manage traps at the game table. The material here takes a different, more
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Seagrow Caves Features The caves have the following features: Ceilings. Unless noted otherwise, the ceilings in the caverns are 20 feet high, and the tunnels connecting the caverns are 15 feet high
. Light. The interior caves are illuminated by bioluminescent fungi, which provide dim light throughout the area. See “Vision” in the Basic Rules. Walls. The cave walls are formed from hexagonal columns
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the Ancestral Guardian Rather than calling upon the spirits of your ancestors, you are in communion with the franchise executives and corporate raiders who have traveled your path before. These paragons
to be of assistance. d6 Spirit Guardian
1 A half-orc enforcer called Joey Plantain, missing his right arm
2 A disgraced tax collector named Nibbin Clutchquill
3 An overly
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
Tournament Rules If you wish to emulate the competitive adventures of old, you can run this adventure as a tournament-style scenario by following the guidance in this section. Rather than pitting
characters against one another, adventuring parties are scored as a group. These rules are optional. You don’t need to score your players to run this adventure. The scoring system included in this supplement is meant to spark joy, not contention.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Seagrow Caves Features The caves have the following features: Ceilings. Unless noted otherwise, the ceilings in the caverns are 20 feet high, and the tunnels connecting the caverns are 15 feet high
. Light. The interior caves are illuminated by bioluminescent fungi, which provide dim light throughout the area. See “Vision” in the Basic Rules. Walls. The cave walls are formed from hexagonal columns
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
Tournament Rules If you wish to emulate the competitive adventures of old, you can run this adventure as a tournament-style scenario by following the guidance in this section. Rather than pitting
characters against one another, adventuring parties are scored as a group. These rules are optional. You don’t need to score your players to run this adventure. The scoring system included in this supplement is meant to spark joy, not contention.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Power of Secrets The characters can learn two secrets in this chapter that are applicable to the rules in “The Power of Secrets” section in this book’s introduction: Marian’s Secret. Marian Xavere
this chapter for more information. Rerak’s Secret. The false lich resents his imprisonment in the Tomb of Wayward Souls and never wanted to enact Acererak’s will. Rerak is the guardian of the rod piece the characters seek and waits in area T26 of the complex.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Power of Secrets The characters can learn two secrets in this chapter that are applicable to the rules in “The Power of Secrets” section in this book’s introduction: Marian’s Secret. Marian Xavere
this chapter for more information. Rerak’s Secret. The false lich resents his imprisonment in the Tomb of Wayward Souls and never wanted to enact Acererak’s will. Rerak is the guardian of the rod piece the characters seek and waits in area T26 of the complex.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the Ancestral Guardian Rather than calling upon the spirits of your ancestors, you are in communion with the franchise executives and corporate raiders who have traveled your path before. These paragons
to be of assistance. d6 Spirit Guardian
1 A half-orc enforcer called Joey Plantain, missing his right arm
2 A disgraced tax collector named Nibbin Clutchquill
3 An overly
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
convoluted plots to thwart the evil designs of their enemies. A guardian naga doesn’t seek out violence, warning off intruders rather than attacking. Only if its foes persist does the naga attack
Guardian Naga Wise and good, the beautiful guardian nagas protect sacred places and items of magical power from falling into evil hands. In their hidden redoubts, they research spells and hatch
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
convoluted plots to thwart the evil designs of their enemies. A guardian naga doesn’t seek out violence, warning off intruders rather than attacking. Only if its foes persist does the naga attack
Guardian Naga Wise and good, the beautiful guardian nagas protect sacred places and items of magical power from falling into evil hands. In their hidden redoubts, they research spells and hatch
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
2. Riddling Guardian A rather mangy, bedraggled gynosphinx squats in the space where the three corridors converge. A wall of force along the south side separates the gynosphinx from those who
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, particularly a large dungeon or a cave network, the DM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map
answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
2. Riddling Guardian A rather mangy, bedraggled gynosphinx squats in the space where the three corridors converge. A wall of force along the south side separates the gynosphinx from those who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the threat. The drow prefer to take captives or render enemies unconscious rather than kill them. Captives are thrown in the brig (area J15) until Jarlaxle decides what to do with them, and their
gear is stowed in the armory (area J16). Ceilings Cabins, holds, and passageways have 8-foot-high ceilings with 6-foot-high doorways connecting them. Doors Unless otherwise noted, doors are made of wood
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
dungeon, particularly a large dungeon or a cave network, the DM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map
the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the threat. The drow prefer to take captives or render enemies unconscious rather than kill them. Captives are thrown in the brig (area J15) until Jarlaxle decides what to do with them, and their
gear is stowed in the armory (area J16). Ceilings Cabins, holds, and passageways have 8-foot-high ceilings with 6-foot-high doorways connecting them. Doors Unless otherwise noted, doors are made of wood
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
dungeon, particularly a large dungeon or a cave network, the DM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map
the answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Basilisk Reptilian Guardian with a Petrifying Gaze Habitat: Mountain, Underdark; Treasure: Any Brian Valeza Basilisks are ponderous predators with eight clawed legs, crystalline spines, and mighty
jaws. Rather than chasing prey, they use their supernatural gaze to turn creatures to stone and then consume these victims at their leisure. While basilisks are most comfortable in subterranean lairs
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Basilisk Reptilian Guardian with a Petrifying Gaze Habitat: Mountain, Underdark; Treasure: Any Brian Valeza Basilisks are ponderous predators with eight clawed legs, crystalline spines, and mighty
jaws. Rather than chasing prey, they use their supernatural gaze to turn creatures to stone and then consume these victims at their leisure. While basilisks are most comfortable in subterranean lairs
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, particularly a large dungeon or a cave network, the DM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map
answer is in days, hours, or minutes. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over.