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Returning 33 results for 'consisting rush guardians to have returner'.
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Monsters
Journeys through the Radiant Citadel
option can be used at a time and only at the end of another creature’s turn. The riverine regains spent legendary actions at the start of its turn.
Whirlpool Rush. The riverine uses its
Rush","rollDamageType":"cold"} cold damage.
Raging Deluge (Costs 2 Actions). The riverine unleashes a torrent of river water in a 30-foot line that is 5 feet wide. Each creature in that area must
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the old gate, force it open, and rush through. Escobert discovers them and races into the courtyard to sound the alarm ahead of the infiltrators. Enough defenders are available to deal with the
. Before the door can be repaired, a second group of raiders consisting of two guards, three cultists, and three kobolds attacks. These foes can come from outside the keep, or they might be a group of
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the old gate, force it open, and rush through. Escobert discovers them and races into the courtyard to sound the alarm ahead of the infiltrators. Enough defenders are available to deal with the
. Before the door can be repaired, a second group of raiders consisting of two guards, three cultists, and three kobolds attacks. These foes can come from outside the keep, or they might be a group of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the characters’ faces. These Cynidiceans mimic the characters as best they can for 10 minutes, even if it costs the Cynidiceans their lives. 9 1d4 guardians of Gorm (see appendix B) try to escort the
the characters to their leader in area B25. 12 1d6 cultists of Zargon declare that the characters must be sacrificed to the Returner and attempt to capture them alive.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the characters’ faces. These Cynidiceans mimic the characters as best they can for 10 minutes, even if it costs the Cynidiceans their lives. 9 1d4 guardians of Gorm (see appendix B) try to escort the
the characters to their leader in area B25. 12 1d6 cultists of Zargon declare that the characters must be sacrificed to the Returner and attempt to capture them alive.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
characters of all levels, though unseasoned adventurers determined to face the Returner in combat are almost certainly doomed to fail. Characters killed by Zargon might be resurrected on the Infinite
chosen! Praise the Returner!” shouts the cultist on the altar with glee as they melt into an amorphous blob of chattering teeth and darting eyes.
Treasure. The twelve cultists each wear a gold mask of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
characters of all levels, though unseasoned adventurers determined to face the Returner in combat are almost certainly doomed to fail. Characters killed by Zargon might be resurrected on the Infinite
chosen! Praise the Returner!” shouts the cultist on the altar with glee as they melt into an amorphous blob of chattering teeth and darting eyes.
Treasure. The twelve cultists each wear a gold mask of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Riverine More than mere waterway guardians, riverines are embodiments of particular rivers. These spirits of nature take shape to defend their waters and interact with those who travel along their
the end of another creature’s turn. The riverine regains spent legendary actions at the start of its turn.
Whirlpool Rush. The riverine uses its Whirlpool Step. Immediately after it teleports, each
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Riverine More than mere waterway guardians, riverines are embodiments of particular rivers. These spirits of nature take shape to defend their waters and interact with those who travel along their
the end of another creature’s turn. The riverine regains spent legendary actions at the start of its turn.
Whirlpool Rush. The riverine uses its Whirlpool Step. Immediately after it teleports, each
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
PCs. The rest of the cultists rush to attack. They all rush forward, open the door to their chambers, and join in the fray. The cultists try to attack the characters from multiple directions. The
Ozymandius relies on spirit guardians and spiritual weapon to wear down the characters. The veterans try to keep Ozymandius safe, possibly by standing in the doorway to his chamber. Odium shrinks back in
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
PCs. The rest of the cultists rush to attack. They all rush forward, open the door to their chambers, and join in the fray. The cultists try to attack the characters from multiple directions. The
Ozymandius relies on spirit guardians and spiritual weapon to wear down the characters. The veterans try to keep Ozymandius safe, possibly by standing in the doorway to his chamber. Odium shrinks back in
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of undead. When anyone passes near, the undead rush up out of the sand and attack. The skeletons are impossible to avoid by stealth because they can detect intruders by noise, vibrations caused by
juggernaut begins combat 240 feet from the party. Once the skeletons are defeated, the Skull Dunes pose no further threat to the characters. Avoiding the Skull Dunes The skeletal guardians of the Skull
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
spotted them. Worry not. Waterdeep is a welcoming city, and you have nothing to fear from these guardians unless you lead a rampaging army of orcs, a horde of gnolls, or similar. They don’t even require
as wards of the city, they don’t benefit from the securities of Guild Law or the protection of the Watch. If you choose to follow this path, be on your guard. Fools rush in where auditors fear to tread
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
spotted them. Worry not. Waterdeep is a welcoming city, and you have nothing to fear from these guardians unless you lead a rampaging army of orcs, a horde of gnolls, or similar. They don’t even require
as wards of the city, they don’t benefit from the securities of Guild Law or the protection of the Watch. If you choose to follow this path, be on your guard. Fools rush in where auditors fear to tread
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of undead. When anyone passes near, the undead rush up out of the sand and attack. The skeletons are impossible to avoid by stealth because they can detect intruders by noise, vibrations caused by
juggernaut begins combat 240 feet from the party. Once the skeletons are defeated, the Skull Dunes pose no further threat to the characters. Avoiding the Skull Dunes The skeletal guardians of the Skull
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
a force consisting of twenty uninjured orcs and an uninjured orc Eye of Gruumsh named Norgra One-Eye. Norgra is Gurrash’s lieutenant and assumes command if the war chief dies. The orcs have no gear
other than their weapons and armor. If the drawbridge is lowered, they rush toward it and try to storm the village, killing other creatures in their path. If the drawbridge is raised, the orcs swim
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
a force consisting of twenty uninjured orcs and an uninjured orc Eye of Gruumsh named Norgra One-Eye. Norgra is Gurrash’s lieutenant and assumes command if the war chief dies. The orcs have no gear
other than their weapons and armor. If the drawbridge is lowered, they rush toward it and try to storm the village, killing other creatures in their path. If the drawbridge is raised, the orcs swim
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
the rush of air slows down, stops for a couple of seconds, and then comes back out in a great blast of steam. This steam is not hot enough to scald anyone who keeps low and avoids the crevice, but it
people rose up to overwhelm the wizard's lackeys and marched on his keep, where, led by a powerful and good cleric and his ranger acolytes, they destroyed Keraptis's final guardians. The great wizard
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
the rush of air slows down, stops for a couple of seconds, and then comes back out in a great blast of steam. This steam is not hot enough to scald anyone who keeps low and avoids the crevice, but it
people rose up to overwhelm the wizard's lackeys and marched on his keep, where, led by a powerful and good cleric and his ranger acolytes, they destroyed Keraptis's final guardians. The great wizard
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
turn there takes 2d10 fire damage. The razerblasts have immunity to fire damage. Development If the characters defeat these guards and leave the area, a replacement watch consisting of the cultists from
spanning a firelit chasm.
The southeast chasm is described in area E12. A dozen fire temple cultists bunk here, but only four Eternal Flame guardians (see chapter 7) are present when the characters
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
turn there takes 2d10 fire damage. The razerblasts have immunity to fire damage. Development If the characters defeat these guards and leave the area, a replacement watch consisting of the cultists from
spanning a firelit chasm.
The southeast chasm is described in area E12. A dozen fire temple cultists bunk here, but only four Eternal Flame guardians (see chapter 7) are present when the characters
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
creature can rush from the room, taking no damage, or remain in the room and take half as much damage only. A creature that can fit in spaces as narrow as 6 inches has advantage on the save thanks to
the creature, the creature falls as normal. T17: Jade Serpent Guardians’ Chamber A jade statue stands between this room’s two exits. The statue depicts an armored, feminine figure from the waist up
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
creature can rush from the room, taking no damage, or remain in the room and take half as much damage only. A creature that can fit in spaces as narrow as 6 inches has advantage on the save thanks to
the creature, the creature falls as normal. T17: Jade Serpent Guardians’ Chamber A jade statue stands between this room’s two exits. The statue depicts an armored, feminine figure from the waist up
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ringing the gong, no other defender takes its place. A sahuagin can use its action to ring the gong. If the gong is rung three times, the sahuagin in areas 2 and 12 recognize the alert signal and rush to
north. A mechanism consisting of a wheel, chains, and various pulleys is attached to the east wall.
Unless they were called to help in areas 1 and area 2, five sahuagin, two sahuagin coral smashers
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ringing the gong, no other defender takes its place. A sahuagin can use its action to ring the gong. If the gong is rung three times, the sahuagin in areas 2 and 12 recognize the alert signal and rush to
north. A mechanism consisting of a wheel, chains, and various pulleys is attached to the east wall.
Unless they were called to help in areas 1 and area 2, five sahuagin, two sahuagin coral smashers
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
single lizardfolk shaman worships at the altar in this room. Two amphisbaenae (see appendix C) serve as guardians here, and live within the hollow altar. Development. Only the shamans, the queen, and the
indicate that some large creatures have passed back and forth. There is sudden movement in the mud, and six large reptilian forms rush toward you.
With the exception of the edge of the pit to the west
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
single lizardfolk shaman worships at the altar in this room. Two amphisbaenae (see appendix C) serve as guardians here, and live within the hollow altar. Development. Only the shamans, the queen, and the
indicate that some large creatures have passed back and forth. There is sudden movement in the mud, and six large reptilian forms rush toward you.
With the exception of the edge of the pit to the west
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
you desire). The containers in the room hold the personal gear of King Snurre, consisting of clothing, footwear, and bits of armor. Arrayed on the table are several small items including pieces of
Keeper’s Quarters Herein dwell the Keeper and his mate, two fire giants who will rush to the aid of their charges if they hear a commotion outside. Their chamber contains a large bed, a table, two chairs
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
you desire). The containers in the room hold the personal gear of King Snurre, consisting of clothing, footwear, and bits of armor. Arrayed on the table are several small items including pieces of
Keeper’s Quarters Herein dwell the Keeper and his mate, two fire giants who will rush to the aid of their charges if they hear a commotion outside. Their chamber contains a large bed, a table, two chairs
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bandits). They are the stone-masked folk who have been watching over the quarry by night, and the so-called Bringers of Woe who appear in area T7 of the Tomb of Moving Stones (they rush down to the
warned them about (see “Lance Rock” in chapter 6). 8. Lorren’s Bakery This aromatic, tidy building’s ovens and mixing bowls are in use day and night. The bakery has a hanging sign consisting of a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bandits). They are the stone-masked folk who have been watching over the quarry by night, and the so-called Bringers of Woe who appear in area T7 of the Tomb of Moving Stones (they rush down to the
warned them about (see “Lance Rock” in chapter 6). 8. Lorren’s Bakery This aromatic, tidy building’s ovens and mixing bowls are in use day and night. The bakery has a hanging sign consisting of a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
characters don’t learn the password, and all other kobolds are hostile toward the party. Development. If combat occurs in this chamber, the kobolds in the nearby area 16 are alerted, and they rush out to meet
rats, and in the meantime the rodents have chewed away the fastenings of the barrier. One round after someone opens the door, the rats knock the barrier over and rush out, attacking as a swarm of rats
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
characters don’t learn the password, and all other kobolds are hostile toward the party. Development. If combat occurs in this chamber, the kobolds in the nearby area 16 are alerted, and they rush out to meet
rats, and in the meantime the rodents have chewed away the fastenings of the barrier. One round after someone opens the door, the rats knock the barrier over and rush out, attacking as a swarm of rats