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Returning 35 results for 'connects regaining guardians to have read'.
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Monsters
Van Richten’s Guide to Ravenloft
placed in a vessel under the effects of the hallow spell, the destroyed necrichor re-forms in 1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Rejuvenation"} days, regaining all its hits
involves regaining a body. To do this, they seek servants to exact their will, coercing even the most stubborn potential minions by turning their own blood against them.
Necrichors prove exceptionally
Monsters
Waterdeep: Dungeon of the Mad Mage
":"1d10","rollType":"roll","rollAction":"Rejuvenation"} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. The lich is an 18th
lich often haunts the abode it favored in life, such as a lonely tower, a haunted ruin, or an academy of black magic. Alternatively, some liches construct secret tombs filled with powerful guardians
Monsters
Tomb of Annihilation
;{"diceNotation":"1d10","rollType":"roll","rollAction":"Rejuvenation"} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting
a lonely tower, a haunted ruin, or an academy of black magic. Alternatively, some liches construct secret tombs filled with powerful guardians and traps.
Everything about a lich’s lair
Monsters
Curse of Strahd
":"1d10","rollType":"roll","rollAction":"Rejuvenation"} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. Exethanter is an
academy of black magic. Alternatively, some liches construct secret tombs filled with powerful guardians and traps.
Everything about a lich’s lair reflects its keen mind and wicked cunning, including
Monsters
Mythic Odysseys of Theros
after regaining hit points, and is paralyzed while poisoned in this way.
Claws. Melee Weapon Attack: +14;{"diceNotation":"1d20+14","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft., one
encounter, as Arasta summons her arachnid children to protect her. While she has temporary hit points from this trait, she can choose one of her mythic actions when she uses a legendary action.
Read or
Lich
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
":"1d10","rollType":"roll","rollAction":"Days"} days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.
Spellcasting. The lich is an 18th-level
haunts the abode it favored in life, such as a lonely tower, a haunted ruin, or an academy of black magic. Alternatively, some liches construct secret tombs filled with powerful guardians and traps
Orc
Legacy
This doesn't reflect the latest rules and lore.
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races
Mordenkainen Presents: Monsters of the Multiverse
order from the encroachments of Fiends and other extraplanar threats. Gruumsh’s blessings have made orcs tireless guardians and mighty allies wherever they are found, even when they turn their
class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X2. Entrance If the characters pass through the archway between the statues, read: Icy steps descend ten feet to a time-ravaged hallway with arrow slits in the walls. Beyond the hall lies a vast
, sepulchral darkness. The hall connects areas X1 and X4. There are no guards in the rooms behind the arrow slits (areas X2a and X2b).
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Crafter’s Eye (Roleplaying) The history of Etharis is written in relics, and you read that history better than most. When you make a History check related to any object (an item, device, building, or
of your normal bonus. Crafter’s Cunning. If you take this trait twice, you have Advantage on the History checks you make with Crafter’s Eye. You can use this feature a number of times equal to your Proficiency Bonus, regaining all expended uses when you finish a Long Rest.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X2. Entrance If the characters pass through the archway between the statues, read: Icy steps descend ten feet to a time-ravaged hallway with arrow slits in the walls. Beyond the hall lies a vast
, sepulchral darkness. The hall connects areas X1 and X4. There are no guards in the rooms behind the arrow slits (areas X2a and X2b).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
together by the spell can’t shake the feeling that something vile is telepathically eavesdropping on them.
Revivify: A creature restored to life by a revivify spell screams upon regaining consciousness
, as though waking from some horrible nightmare.
Spirit guardians: The spirits appear as ghostly, skeletal warriors.
Wall of stone: A wall created by the spell has ghastly faces sculpted into it, as though tortured spirits were somehow trapped within the stone.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
together by the spell can’t shake the feeling that something vile is telepathically eavesdropping on them.
Revivify: A creature restored to life by a revivify spell screams upon regaining consciousness
, as though waking from some horrible nightmare.
Spirit guardians: The spirits appear as ghostly, skeletal warriors.
Wall of stone: A wall created by the spell has ghastly faces sculpted into it, as though tortured spirits were somehow trapped within the stone.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Inner Alchemy Characters who read from The Book of Inner Alchemy learn the following information about ki: Though commonly thought of by those outside the monastic orders as mystical energy, ki has
strong ties to elemental air, for breath is what connects one’s soul to one’s essence (body). Ki is a vital force present in all living things. Medical techniques and training can be used to control
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Inner Alchemy Characters who read from The Book of Inner Alchemy learn the following information about ki: Though commonly thought of by those outside the monastic orders as mystical energy, ki has
strong ties to elemental air, for breath is what connects one’s soul to one’s essence (body). Ki is a vital force present in all living things. Medical techniques and training can be used to control
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Approaching Starglass Waypoint After the characters have resumed their trek and made their way along the canyon for almost a mile, read or paraphrase the following aloud: Arching gently over the
stagnant river ahead of you is a crystal bridge that captures and radiates natural light. The bridge connects to a stone platform set into the canyon wall twenty feet above the river. Graceful stone
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Star Forge, and the fallen star at the forge’s heart is regaining its former magnitude. As the star’s power grows, frequent earthquakes release creatures from the Elemental Earth Encounters and
destroy the sand’s guardians from the Giant Construct Encounters table (see chapter 3), and fill a vial with the magical sand, the giant helps them create a sentient magic item. Ravenous Star An azer
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Star Forge, and the fallen star at the forge’s heart is regaining its former magnitude. As the star’s power grows, frequent earthquakes release creatures from the Elemental Earth Encounters and
destroy the sand’s guardians from the Giant Construct Encounters table (see chapter 3), and fill a vial with the magical sand, the giant helps them create a sentient magic item. Ravenous Star An azer
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Approaching Starglass Waypoint After the characters have resumed their trek and made their way along the canyon for almost a mile, read or paraphrase the following aloud: Arching gently over the
stagnant river ahead of you is a crystal bridge that captures and radiates natural light. The bridge connects to a stone platform set into the canyon wall twenty feet above the river. Graceful stone
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
retain their terrible intellects and aspire to megalomaniacal goals—the first of which involves regaining a body. To do this, they seek servants to exact their will, coercing even the most stubborn
controlled and can regenerate themselves from those creatures’ blood. Unable to extinguish their horrific unlife, virtuous faiths and vigilant organizations (like the Order of the Guardians detailed in Van
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
retain their terrible intellects and aspire to megalomaniacal goals—the first of which involves regaining a body. To do this, they seek servants to exact their will, coercing even the most stubborn
controlled and can regenerate themselves from those creatures’ blood. Unable to extinguish their horrific unlife, virtuous faiths and vigilant organizations (like the Order of the Guardians detailed in chapter
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
retain their terrible intellects and aspire to megalomaniacal goals—the first of which involves regaining a body. To do this, they seek servants to exact their will, coercing even the most stubborn
controlled and can regenerate themselves from those creatures’ blood. Unable to extinguish their horrific unlife, virtuous faiths and vigilant organizations (like the Order of the Guardians detailed in chapter
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
retain their terrible intellects and aspire to megalomaniacal goals—the first of which involves regaining a body. To do this, they seek servants to exact their will, coercing even the most stubborn
controlled and can regenerate themselves from those creatures’ blood. Unable to extinguish their horrific unlife, virtuous faiths and vigilant organizations (like the Order of the Guardians detailed in Van
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
2.1: Buried Ziggurat, Tiers 1-3 View Player Version B1: Statue Room When the characters ascend the monument, read or paraphrase the following text: Near the ziggurat’s peak, a once-secret entrance
13 Intelligence (Investigation) check spots a tripped pressure plate on the floor and an empty crossbow in the wall. When the characters enter the chamber, read or paraphrase the following text: The
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
2.1: Buried Ziggurat, Tiers 1-3 View Player Version B1: Statue Room When the characters ascend the monument, read or paraphrase the following text: Near the ziggurat’s peak, a once-secret entrance
13 Intelligence (Investigation) check spots a tripped pressure plate on the floor and an empty crossbow in the wall. When the characters enter the chamber, read or paraphrase the following text: The
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Arrival As the characters approach Claugiyliamatar’s lair, read the following boxed text aloud to set the scene: A few scattered pine trees stand before a vine-covered cliff. Two large cave openings
guardians created from humanoid remains by Claugiyliamatar, hide behind vines and watch the nearby forest from area C1. If the wood woads notice the characters attempting to enter the cave, they climb
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Arrival As the characters approach Claugiyliamatar’s lair, read the following boxed text aloud to set the scene: A few scattered pine trees stand before a vine-covered cliff. Two large cave openings
guardians created from humanoid remains by Claugiyliamatar, hide behind vines and watch the nearby forest from area C1. If the wood woads notice the characters attempting to enter the cave, they climb
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
once held skeletal guardians that fought the cultists. The bones of more than a dozen humanoids now litter the ground. Characters who chose well when speaking with the statues in area 1 are struck by a
actions or reactions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. You control the creature’s movement, which is erratic.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
once held skeletal guardians that fought the cultists. The bones of more than a dozen humanoids now litter the ground. Characters who chose well when speaking with the statues in area 1 are struck by a
actions or reactions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. You control the creature’s movement, which is erratic.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
transport to Vecna’s Grasp appear in this chamber. Read the following to set the scene: You appear before a thirty-foot-wide mass of translucent purple crystals embedded in the floor of a large obsidian
tunnels (areas E2a–E2c) and destroy the demiplanes connected to them. E2: Unreality Tunnels Each of the three tunnels in Vecna’s Grasp connects to a different demiplanar unreality. A tunnel’s walls
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
transport to Vecna’s Grasp appear in this chamber. Read the following to set the scene: You appear before a thirty-foot-wide mass of translucent purple crystals embedded in the floor of a large obsidian
tunnels (areas E2a–E2c) and destroy the demiplanes connected to them. E2: Unreality Tunnels Each of the three tunnels in Vecna’s Grasp connects to a different demiplanar unreality. A tunnel’s walls
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
meaning of your words, though you have no special ability to understand them in return. Guardians of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage
. Languages. You can speak, read, and write Common and Primordial. SPELL: WALL OF WATER
3rd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a drop of water)
Duration
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
meaning of your words, though you have no special ability to understand them in return. Guardians of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage
. Languages. You can speak, read, and write Common and Primordial. SPELL: WALL OF WATER
3rd-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a drop of water)
Duration
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
from teleporting into and accessing this area, two shield guardians patrol at all times. Both the guardians have sleep as their stored spell, and their control amulets are in the possession of two of the
that request verbally or mentally. (The magic of the statue can assess text such as verbal curses that present a danger if read aloud, and the statue ignores requests to read such text.) Cleaning up
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
from teleporting into and accessing this area, two shield guardians patrol at all times. Both the guardians have sleep as their stored spell, and their control amulets are in the possession of two of the
that request verbally or mentally. (The magic of the statue can assess text such as verbal curses that present a danger if read aloud, and the statue ignores requests to read such text.) Cleaning up
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Mound Entrance When the characters move to the barrow entrance, read the following: Tall monoliths line the earthen corridor that connects the barrow’s entrance to the burial chamber far within. Motes
, read the following: A crude fieldstone arch forms the entrance to the burial chamber. In three branching alcoves are three scorched altars — one of a tiger, another of an elk, and another of a bear. In