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Returning 35 results for 'constant ready guard to have reflections'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
at once ready to perform its duty. The one who performed the ritual sets the wood woad to its task, and the creature follows those orders unceasingly.
A wood woad has a hole where its heart would be
living. Because they are undying, some wood woads outlive their original purpose. The site a wood woad guards might lose its power or significance over time, or those whom it was assigned to guard
Backgrounds
Baldur’s Gate: Descent into Avernus
find ready audiences, and the constant flow of travelers means that both new spectators and new spectacles are always passing through.
You thrive in front of an audience. You know how to entrance them
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
attached to.
Personality Traits
d8
Personality Trait
1
I can’t wait to see what I become next!
2
I am convinced that everything inclines toward constant improvement
Kenku
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
the area patrolled by the guard did she explain that the noises indicated that the wingless folk had claimed that area, and that to trespass would be to court death.
— Gimble, Notes from a
city, alerting their allies to the approach of a guard patrol or signaling a prime opportunity for a robbery.
Since kenku can precisely reproduce any sound, the messages they carry rarely suffer
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to the possibility of assassination or betrayal by unknown threats that stand ready to pounce on the beholder the instant it lets its guard down. Complementing this ever-present, passive paranoia is
this way, the constant vigilance and lack of truly peaceful rest would lead to a dangerous level of psychosis, but a beholder’s mind accepts this attitude as normal and necessary — it is always alert
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
’ serpent gods into their religions. These victories sent a constant influx of food, ore, and slaves back to the home cities.
The wealth of the empire allowed the ruling elite plenty of time to
remained ensconced in their hidden strongholds, biding their time until they were ready to strike again. Today, with their numbers greatly depleted and their enemies much stronger than in ages past, the
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
day, but those who remain are exhausted from their daily labor and the constant guard shifts to keep the camp safe from monsters and wildlife. The leader of the settler camp is a witty elderly female
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
find ready audiences, and the constant flow of travelers means that both new spectators and new spectacles are always passing through. Baldur’s Gate Feature: Backstage Pass You’ve learned that most of
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
find ready audiences, and the constant flow of travelers means that both new spectators and new spectacles are always passing through. Baldur’s Gate Feature: Backstage Pass You’ve learned that most of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
follow, as well as the official you secretly report to, but must remain on constant guard against having your true loyalties revealed.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
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
Multiattack. The guard drake makes two attacks: one with its bite and one with its tail.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.
Tail. Melee
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
(see appendix C) protect the palace and its king. Fifty stand at attention in perfect rows before the palace, ready to cut down anyone who approaches the palace gates unescorted. Another fifty watch
from the turrets and battlements. One hundred more stand guard in the palace and comprise the Deepking’s honor guard.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
between Fiends is a constant threat on most of the Lower Planes, even when it is incidental to the missions that bring characters to those planes. A simple quest to find a treasure lost in Hades
on itself, they still take steps to minimize the threat to the rest of the multiverse. Whenever the Blood War spills into a location outside the Abyss and the Nine Hells, angels and other emissaries of the gods—including mortals of exceptional valor—stand ready to intervene.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
spaces are magically heated. The temperature in these areas is a constant 68 degrees Fahrenheit (20 degrees Celsius). The exterior of the prison, including the guard towers, is 0 degrees Fahrenheit
duty, each guard wears a tunic that bears the Lords’ Alliance emblem: a gold crown on a red field. Prisoners. All prisoners in Revel’s End are identified by a number. This simple protocol keeps
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Mood of the Town Saltmarsh is a place of constant energy. Few of the common folk are so affluent that they can afford to sit idle. At sunrise, the docks bustle with fishers preparing to venture out
other with their tales of the sea. Fights erupt as rival crews cross paths, and the town guard keeps a high profile in hopes of maintaining the peace. The quantity and quality of the catch in recent
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
prides guard their lands implacably, and without a good reason to be there—or a leonin guide to vouch for one’s presence—outsiders are often chased away. Tethmos Tethmos serves as the default capital for
reflects the sunlight so brightly that it’s difficult to look at. Those who approach the lake and gaze into its waters usually see their own reflections, but on rare occasions, they see visions of places
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
spaces are magically heated. The temperature in these areas is a constant 68 degrees Fahrenheit (20 degrees Celsius). The exterior of the prison, including the guard towers, is 0 degrees Fahrenheit
duty, each guard wears a tunic that bears the Lords’ Alliance emblem: a gold crown on a red field. Prisoners. All prisoners in Revel’s End are identified by a number. This simple protocol keeps
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the
, becoming Strahd’s adviser and constant companion.
In his brother, Strahd saw everything he had lost. Sergei was handsome and young, while Strahd had become old and scarred. Resentment colored their
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
water in. A wide exit stands to the south, while two smaller passages lead west. The sound of the waterfall echoes through the cavern, making it difficult to hear.
Three goblins guard this cave. If
the goblin in area 5 spotted the characters and warned the goblins here, they are ready for trouble. The noise of the waterfall means that the creatures in area 8 can’t hear any fighting that takes
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
ready to stand guard on the battlements. A few doughty workers have agreed to take up spears and crossbows in defense of the fortress as well. We’re spread thin, so I can’t give you any support.” Where
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
planes are likewise ready servants of Elemental Evil. Finally, monsters of the Material Plane that have an affinity for one of the elements also fall under the sway of Elemental Evil, especially in
Challenge Rating Monster Challenge Howling Hatred initiate 1/8 Crushing Wave reaver 1/2 Sacred Stone monk 1/2 Feathergale knight 1 Crushing Wave priest 2 Black Earth guard 2 Eternal Flame guardian 2
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
ready, nervously eyeing the gate and their stern captain.
The Trade Gate has been closed at the orders of Captain Oklid Narnhelm (neutral, human veteran). He’s on the scene with his eight Kalaman
roleplaying or by succeeding on a DC 16 Charisma (Intimidation or Persuasion) check. If convinced, he orders the gate opened but tells his soldiers to remain on guard.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
spaces are magically heated. The temperature in these areas is a constant 68 degrees Fahrenheit (20 degrees Celsius). Lighting. Unless the text for a location states otherwise, all courtyards
given time. While on duty, each guard wears a tunic that bears the Lords’ Alliance emblem: a gold crown on a red field. Prisoners. All prisoners in Revel’s End are identified by a number. This simple
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Starting the Adventure Once the players are ready to begin, read or paraphrase the following introductory text: Life in the Tenth District is never dull. A hub of constant activity, it always offers
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
12. Burket’s Guard Post Watching through the arrow slit at the end of the passage is an alert guard named Burket (LE male human veteran). If he sees intruders approaching, he will wait until they are
shoots, he then warns his lover, the wizard Snarla, to close and lock the shutter over the arrow slit and move to defend the door that adjoins the corridor. They stand ready to engage anyone that
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
characters and any reasonable amount of equipment. Navigation and propulsion of the craft is handled by two members of the town guard (guards), who pilot the boat but do not disembark when the
party’s mission. At a predetermined signal or after some period of time, the keelboat will return to see if the characters are ready to be collected. COMBAT NOT REQUIRED
The characters are considered
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the outpost for the drow warriors. The largest of the hanging towers is reserved for the priestesses and the shrine of Lolth, while the other is a guard tower opposite the cave used to hold slaves
.
Sound. A small waterfall pouring into the cavern creates a constant background noise, negating the cave’s tendency to amplify and carry sounds. Checks made to hear things in the cavern are made normally
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Recluse A drider lives here. The sea hags in area 10 use it to guard the “front door” of their lair. 11a. Petrified Prince Maw. This yawning cave resembles the maw of some great fish. Natural
columns of rock support the 30-foot-high ceiling.
Statue. In the middle of the cave stands a half-crumbled statue of a princely human clad in plate armor, his sword drawn and at the ready.
A medusa
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
is ready to join the party in their struggle. Tritons are folk of the Elemental Plane of Water who journeyed to the Material Plane to watch over the dark places of the ocean depths. They stand guard
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
are many paths you can take. The more relics you deliver, the more paths you will have to choose from. Several evil giant lords stand ready to oppose you. You can ruin all of their plans by defeating
characters on their quest to retrieve the giant relics, opting instead to wait for them in Annam’s temple (area 6) and guard the portal. Before the characters leave, he cautions them that defiling the
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
. When the characters are ready to leave the prison with their target, they can shine a light from the dock after dark, and the ship will pick them up. When the characters are ready to depart from their
meeting with Varrin, he provides them each with the choice to pose as a guard or a cook. Guards must wear splint armor, and kitchen staff must wear simple uniforms. Cooks can hide light armor under their uniforms. Small characters also have the option to stow away inside a crate of supplies.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. When the characters are ready to leave the prison with their target, they can shine a light from the dock after dark, and the ship will pick them up. When the characters are ready to depart from their
meeting with Varrin, he provides them each with the choice to pose as a guard or a cook. Guards must wear splint armor, and kitchen staff must wear simple uniforms. Cooks can hide light armor under their uniforms. Small characters also have the option to stow away inside a crate of supplies.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
victories sent a constant influx of food, ore, and slaves back to the home cities. The wealth of the empire allowed the ruling elite plenty of time to focus on intellectual pursuits. These nobles
their hidden strongholds, biding their time until they were ready to strike again. Today, with their numbers greatly depleted and their enemies much stronger than in ages past, the yuan-ti know they
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Even in an urban setting, a beast companion makes a solid ally, serving as a guard or a scout when you’re skulking around places you shouldn’t be. Gloom Stalker Gloom Stalkers are often best known for
ready to travel at a moment’s notice, with franchisees always rushing headlong into the next amazing opportunity. As a Horizon Walker, you’re a master of travel, blazing trails into unknown realms by
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
stash contraband. When criminals occupy the area, at least one guard is always on duty, and typically there is one guard at every entrance to the chamber. Smaller rooms with heavy iron doors adjoin
Boromar Clan. 4 Sniff out a traitor among Daask lieutenants. 5 Escape the Cog hub after being captured by Daask forces. 6 Kick out squatters to get the Cog hub ready to serve as a Daask safe house. 7