Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'connecting reclusive guard to have red'.
Other Suggestions:
connection reclusive guild to have red
connection reclusive guard to have red
connection recluse guard to have red
connection reclusive glared to have red
connection reclusive guarded to have red
Red Guard Drake
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
Multiattack. The guard drake makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Multiattack. The guard drake makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one
hit","rollAction":"Tail"} to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage.A guard
Monsters
Mordenkainen Presents: Monsters of the Multiverse
resistance to lightning damage.
Green Guard Drake. The drake can breathe air and water, has a swimming speed of 30 feet, and has resistance to poison damage.
Red Guard Drake. The drake has climbing speed
Multiattack. The guard drake makes one Bite attack and one Tail attack.
Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"poison"} poison damage.The grung stat block represents a typical grung warrior or hunter, met either in a grung community or traveling elsewhere as a mercenary, game warden, guard, or bandit
appear in shades of green, blue, purple, red, orange, and gold. All grungs secrete a substance that is harmless to them but poisonous to other creatures, and sometimes that substance has a special
Monsters
Fizban's Treasury of Dragons
has taken on a young red shadow dragon as a protégé.
2
Two ancient dragon lovers—one ancient deep dragon;deep and one ancient white dragon;white—see each other only
features:
Connecting Passages. Because a deep dragon lacks a sapphire dragon’s ability to shape stone, add a few connecting passages or secret doors to otherwise inaccessible chambers, possibly
Monsters
Fizban's Treasury of Dragons
a constant battle against deep gnome miners, who scour the tunnels of the dragon’s lair in search of emeralds.
2
An adult silver dragon tries to befriend and draw out a reclusive adult
surrounding an adult emerald dragon;adult emerald dragon's lair.
8
An adult emerald dragon spies on the adult red dragon who killed the emerald dragon’s mate, looking for weaknesses
High Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. The
(also called silver elves or gray elves) are much paler, with alabaster skin sometimes tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blond, brown, and red are not uncommon. Their eyes are blue or green and flecked with gold.
Animal Messenger
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up
spells
Player’s Handbook
, it automatically succeeds). You specify a location you have visited and a recipient who matches a general description, such as “a person dressed in the uniform of the town guard” or &ldquo
;a red-haired dwarf wearing a pointed hat.” You also communicate a message of up to twenty-five words. The Beast travels for the duration toward the specified location, covering about 25 miles
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
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
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
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
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
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
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Necromancer’s Cave An insane and reclusive necromancer named Oreioth — the self-styled “Lord of Lance Rock” — has taken residence in the caves near Lance Rock. He poses no immediate threat to Red Larch but doesn’t take kindly to trespassers. Map 6.2: Necromancer’s CaveView Player Version
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Necromancer’s Cave An insane and reclusive necromancer named Oreioth — the self-styled “Lord of Lance Rock” — has taken residence in the caves near Lance Rock. He poses no immediate threat to Red Larch but doesn’t take kindly to trespassers. Map 6.2: Necromancer’s CaveView Player Version
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
23. Northern Exits The dragon bones that blanket the caldera have been pushed away from these exits to create a bleak open plaza connecting both tunnel exits to the entrance to the temple. This space
blocked by 2 barbed devils and 4 guard drakes (see appendix D for statistics). The devils’ attention is focused toward the plaza, however, not down the tunnels or on what the guard drakes do. The
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
23. Northern Exits The dragon bones that blanket the caldera have been pushed away from these exits to create a bleak open plaza connecting both tunnel exits to the entrance to the temple. This space
blocked by 2 barbed devils and 4 guard drakes (see appendix D for statistics). The devils’ attention is focused toward the plaza, however, not down the tunnels or on what the guard drakes do. The
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Eberron spin by connecting them to the magic of dragonshards. The four elemental weapons wielded by the prophets, for example, might be powered by Khyber dragonshards. Connect the economy of the Dessarin
Valley to the dragonmarked houses. Kaylessa runs Red Larch’s inn, the Swinging Sword, on behalf of House Ghallanda, and many of the town’s wagonwrights are affiliated with House Lyrandar. The missing
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
earth) 47–49 Carved into a sheer cliff face 50–52 Caverns carved by a beholder’s disintegration eye ray, with unnaturally smooth walls and vertical shafts connecting different levels 53–55 Contains
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Eberron spin by connecting them to the magic of dragonshards. The four elemental weapons wielded by the prophets, for example, might be powered by Khyber dragonshards. Connect the economy of the Dessarin
Valley to the dragonmarked houses. Kaylessa runs Red Larch’s inn, the Swinging Sword, on behalf of House Ghallanda, and many of the town’s wagonwrights are affiliated with House Lyrandar. The missing
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
and valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves
called silver elves or gray elves) are much paler, with alabaster skin sometimes tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blond, brown, and red are
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
speed of 30 feet, and has resistance to poison damage.
Red Guard Drake. A red guard drake has climbing speed of 30 feet and resistance to fire damage.
White Guard Drake. A white guard drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage.
Guard Drake
Guard Drake
Medium dragon, unaligned
Armor Class 14 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 30 ft.
STR
16(+3)
DEX
11(+0)
CON
16(+3)
INT
4
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
earth) 47–49 Carved into a sheer cliff face 50–52 Caverns carved by a beholder’s disintegration eye ray, with unnaturally smooth walls and vertical shafts connecting different levels 53–55 Contains
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Entry Hall A crystal golem (see the “Crystal Golems” sidebar) stands guard here. It attacks any creature not escorted by a githyanki or a red dragon. If combat erupts here, the githyanki warriors from area 2a investigate.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
speed of 30 feet, and has resistance to poison damage.
Red Guard Drake. A red guard drake has climbing speed of 30 feet and resistance to fire damage.
White Guard Drake. A white guard drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage.
Guard Drake
Guard Drake
Medium dragon, unaligned
Armor Class 14 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 30 ft.
STR
16(+3)
DEX
11(+0)
CON
16(+3)
INT
4
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Entry Hall A crystal golem (see the “Crystal Golems” sidebar) stands guard here. It attacks any creature not escorted by a githyanki or a red dragon. If combat erupts here, the githyanki warriors from area 2a investigate.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
CR 4 Aarakocra Aeromancer
Archelon
Banshee
Black Pudding
Bone Naga
Bullywug Bog Sage
Chuul
Couatl
Elephant
Ettin
Flameskull
Ghost
Gnoll Fang of Yeenoghu
Guard Captain
Helmed Horror
Hippopotamus
Incubus
Juvenile Shadow Dragon
Lamia
Lizardfolk Sovereign
Red Dragon Wyrmling
Shadow Demon
Succubus
Swarm of Dretches
Tough Boss
Wereboar
Weretiger
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Lower Level: General Features Map 6.4 shows the layout of the lower level of the glacial rift. This area has basically natural formations, with some rough-hewn connecting passages and enlargements
hourly basis. At the end of each hour, roll a d10. On a roll of 1, which indicates a random encounter, choose from the following possibilities: One frost giant, a guard making the rounds 1d4 + 1 ogres on
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
their introduction or more details about them. Pronunciations Name Pronunciation Description Introduced Akhviri AK-veer-ee Black dragon serving the Red Dragon Army Chapter 5 Alstare Bellis AL
GRASH-ah ME-ghan Dwarf matron of a reclusive clan Chapter 5 Ishvern ish-VERN Sea elf leader of a group of Dimernesti elves Chapter 5 Ispin Greenshield ISS-pin GREEN-shield Deceased storytelling human
Compendium
- Sources->Dungeons & Dragons->Monster Manual
CR 4 Aarakocra Aeromancer
Archelon
Banshee
Black Pudding
Bone Naga
Bullywug Bog Sage
Chuul
Couatl
Elephant
Ettin
Flameskull
Ghost
Gnoll Fang of Yeenoghu
Guard Captain
Helmed Horror
Hippopotamus
Incubus
Juvenile Shadow Dragon
Lamia
Lizardfolk Sovereign
Red Dragon Wyrmling
Shadow Demon
Succubus
Swarm of Dretches
Tough Boss
Wereboar
Weretiger
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
and valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves
called silver elves or gray elves) are much paler, with alabaster skin sometimes tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blond, brown, and red are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
and valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves
called silver elves or gray elves) are much paler, with alabaster skin sometimes tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blond, brown, and red are
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
and valley elves of Greyhawk, the Silvanesti of Dragonlance, and the sun elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves
called silver elves or gray elves) are much paler, with alabaster skin sometimes tinged with blue. They often have hair of silver-white, black, or blue, but various shades of blond, brown, and red are
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Lower Level: General Features Map 6.4 shows the layout of the lower level of the glacial rift. This area has basically natural formations, with some rough-hewn connecting passages and enlargements
hourly basis. At the end of each hour, roll a d10. On a roll of 1, which indicates a random encounter, choose from the following possibilities: One frost giant, a guard making the rounds 1d4 + 1 ogres on
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Important Red Larchers The inhabitants of Red Larch have become so frightened by the recent “dark doings” that rather than showing typical frontier reticence, they helpfully babble about everything
they’ve seen and heard. Most hope to convince adventurers to investigate and put an end to the current troubles. Important Red Larchers include the following NPCs: Eldras Tantur is the local blacksmith
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Important Red Larchers The inhabitants of Red Larch have become so frightened by the recent “dark doings” that rather than showing typical frontier reticence, they helpfully babble about everything
they’ve seen and heard. Most hope to convince adventurers to investigate and put an end to the current troubles. Important Red Larchers include the following NPCs: Eldras Tantur is the local blacksmith
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
their introduction or more details about them. Pronunciations Name Pronunciation Description Introduced Akhviri AK-veer-ee Black dragon serving the Red Dragon Army Chapter 5 Alstare Bellis AL
GRASH-ah ME-ghan Dwarf matron of a reclusive clan Chapter 5 Ishvern ish-VERN Sea elf leader of a group of Dimernesti elves Chapter 5 Ispin Greenshield ISS-pin GREEN-shield Deceased storytelling human