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Returning 35 results for 'constant resting give to her rogues'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
.
Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.
Sunlight Hypersensitivity. The vampire takes 20
, so they give Tekeli-li a wide berth. These ravenous undead kobolds thirst for blood and tend to swarm one foe at a time.Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Species
Van Richten’s Guide to Ravenloft
overindulge their thirst risk losing control and forever viewing others as prey. Those who resist might find exceptional ways of controlling their urges or suppress them through constant, molar-grinding
restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to indulge.
While many dhampirs thirst for blood, your character might otherwise gain
Spells
Xanathar's Guide to Everything
required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can’t leave the warded
within the warded area:
A constant gust of wind in two locations of your choice
Spike growth in one location of your choice
Wind wall in two locations of your choice
To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
Monsters
Fizban's Treasury of Dragons
by amassing powerful arms and armor.
3
I secretly look forward to adventurers trying to infiltrate my lair. How else could I try out new defenses?
4
Give me a storied helmet or scimitar
population, but the galeb duhr are causing trouble for local miners.
4
Two Lolth cultist;cultists seek a magical relic that attracts giant spider;giant spiders, but the relic’s resting place has
Monsters
Fizban's Treasury of Dragons
adventurers trying to infiltrate my lair. How else could I try out new defenses?
4
Give me a storied helmet or scimitar over a pile of gold any day.
5
No creature can outsmart my defenses—if
who will listen to lectures on military history without complaint.
8
An adult sapphire dragon and an aboleth psychically face off for control of an area of the Underdark. The constant bombardment
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
treasures in a smaller chamber just above the great hall on the map.
Watery Caves. Near the bottom portion of the map, the vaults give way to natural stone caves; these caves slope down to a subterranean
Gnome
Legacy
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Species
Basic Rules (2014)
stare, then appeared to go back to sleep.
— Richard Lee Byers, The Black Bouquet
A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit
most have half a dozen or so. A gnome’s mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone else might or might not stick
Bugbear
Legacy
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Species
Volo's Guide to Monsters
.
Shiftless, Savage Layabouts
When they’re not in battle, bugbears spend much of their time resting or dozing. They don’t engage in crafting or agriculture to any great extent, or
. Bugbears understand that by venerating Hruggek and Grankhul, they also give tribute to Maglubiyet, even though they don’t openly pay homage to their overlord. When bugbears are called to join a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
friendly with elves.
Firbolg rogues are typically scouts tasked with spying on neighboring folk to determine their intentions. They are most common among firbolgs whose homes border human settlements
.
Firbolg barbarians are rare except among clans that face constant threats from evil humanoids and other invaders.
Firbolg clerics and paladins are usually dedicated to nature gods and are seen as
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
friendly with elves.
Firbolg rogues are typically scouts tasked with spying on neighboring folk to determine their intentions. They are most common among firbolgs whose homes border human settlements
.
Firbolg barbarians are rare except among clans that face constant threats from evil humanoids and other invaders.
Firbolg clerics and paladins are usually dedicated to nature gods and are seen as
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
give them a broad range of knowledge to support their schemes. Bards, rogues, and wizards are often drawn to this role. Safecracker. The “breaking” part of “breaking and entering” is the Safecracker’s
presence. Plenty of Bruisers have a criminal past, but former soldiers are often recruited into this role as well. Fighters and rogues make natural Bruisers. Burglar. Agile and nimble, the Burglar relies
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Card Name Represents Master of coins Rogue Anyone for whom money is important; those who believe money is the key to their success One of coins Swashbuckler Those who like money yet give it up
freely; likable rogues and rapscallions Two of coins Philanthropist Charity and giving on a grand scale; those who use wealth to fight evil and sickness Three of coins Trader Commerce; smuggling and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Card Name Represents Master of coins Rogue Anyone for whom money is important; those who believe money is the key to their success One of coins Swashbuckler Those who like money yet give it up
freely; likable rogues and rapscallions Two of coins Philanthropist Charity and giving on a grand scale; those who use wealth to fight evil and sickness Three of coins Trader Commerce; smuggling and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
exceptional ways of controlling their urges or suppress them through constant, molar-grinding restraint. In any case, temptation haunts dhampirs, and circumstances conspire to give them endless reasons to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
give them a broad range of knowledge to support their schemes. Bards, rogues, and wizards are often drawn to this role. Safecracker. The “breaking” part of “breaking and entering” is the Safecracker’s
presence. Plenty of Bruisers have a criminal past, but former soldiers are often recruited into this role as well. Fighters and rogues make natural Bruisers. Burglar. Agile and nimble, the Burglar relies
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
noted in the text. Prison Guards. The prison has a garrison of 75 guards (use the veteran stat block) who work eight-hour shifts. Two-thirds of the garrison is off duty and resting in area R19 at any
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
noted in the text. Prison Guards. The prison has a garrison of 75 guards (use the veteran stat block) who work eight-hour shifts. Two-thirds of the garrison is off duty and resting in area R19 at any
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
buried, and upside down. The spire’s constant features are summarized below: Everything Is Upside Down. Every traversable location shown on map 2.10 is upside down. To get around, the characters have
, corridors, and staircases are lit by continual flame spells cast in sconces. The flames still point toward the ceiling, betraying their magical nature. They give off no heat. Room and Door Heights. All rooms
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
buried, and upside down. The spire’s constant features are summarized below: Everything Is Upside Down. Every traversable location shown on map 2.10 is upside down. To get around, the characters have
, corridors, and staircases are lit by continual flame spells cast in sconces. The flames still point toward the ceiling, betraying their magical nature. They give off no heat. Room and Door Heights. All rooms
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
the intervening time resting and recovering until play again commences. Since there are no monsters to be randomly encountered within the tomb, the party might be able to encamp close to the entrance
without fear of being disturbed, but if you do so opt, do not inform the players of this. As characters enter the various areas, read aloud appropriate sections of text, but never give any additional
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
the intervening time resting and recovering until play again commences. Since there are no monsters to be randomly encountered within the tomb, the party might be able to encamp close to the entrance
without fear of being disturbed, but if you do so opt, do not inform the players of this. As characters enter the various areas, read aloud appropriate sections of text, but never give any additional
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, resting 3–4 Asha and 1d4 drow are engaged in worship 5–6 The shrine is empty The back half of the chamber, behind the altar, is piled with a semicircle of pillows and cushions. Resting among these
is a giant spider trained and kept by the priestesses. The cushions give the spider sufficient concealment to hide from anyone entering the tower from the front. A character must succeed on a Wisdom
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
. Prison Guards. The prison has a garrison of 75 guards (use the veteran stat block) who work eight-hour shifts. Two-thirds of the garrison is off duty and resting in area R19 at any given time. While on
Orc
Legacy
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Species
Volo's Guide to Monsters
, orcs breed prodigiously (and they aren’t choosy about what they breed with, which is why such creatures as half-orcs and ogrillons are found in the world). Females that are about to give birth are
stand against the wave.
Orc Culture and Beliefs
Orcs live in constant fear of their gods, and their behavior is rooted in that mentality. They believe that they can see the influence of the gods
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
. Prison Guards. The prison has a garrison of 75 guards (use the veteran stat block) who work eight-hour shifts. Two-thirds of the garrison is off duty and resting in area R19 at any given time. While on
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
. Prison Guards. The prison has a garrison of 75 guards (use the veteran stat block) who work eight-hour shifts. Two-thirds of the garrison is off duty and resting in area R19 at any given time. While on
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
. Prison Guards. The prison has a garrison of 75 guards (use the veteran stat block) who work eight-hour shifts. Two-thirds of the garrison is off duty and resting in area R19 at any given time. While on
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, resting 3–4 Asha and 1d4 drow are engaged in worship 5–6 The shrine is empty The back half of the chamber, behind the altar, is piled with a semicircle of pillows and cushions. Resting among these
is a giant spider trained and kept by the priestesses. The cushions give the spider sufficient concealment to hide from anyone entering the tower from the front. A character must succeed on a Wisdom
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Kobolds tend to be more active at night than during daylight hours, but unlike in a human settlement, there is no time when most of the inhabitants are resting. Warrens are built so that sleeping
itself to give its fellows time to collapse a nearby tunnel and prevent invaders from getting to the rest of the tribe. All kobolds know that fleeing from danger, especially against bad odds, is the smart
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Weaving these themes together, or exploring either one in isolation, can give Eberron stories a unique feel. Adventures that take advantage of those themes help to reinforce a sense of place
. It goes on to describe adventures and encounters that can occur in transit — on airships, on lightning rails, and at resting spots along the way. Finally, this section discusses the role that creatures typically defined as “monsters” play in Khorvaire, and explores Eberron’s cosmology.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Kobolds tend to be more active at night than during daylight hours, but unlike in a human settlement, there is no time when most of the inhabitants are resting. Warrens are built so that sleeping
itself to give its fellows time to collapse a nearby tunnel and prevent invaders from getting to the rest of the tribe. All kobolds know that fleeing from danger, especially against bad odds, is the smart
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Weaving these themes together, or exploring either one in isolation, can give Eberron stories a unique feel. Adventures that take advantage of those themes help to reinforce a sense of place
. It goes on to describe adventures and encounters that can occur in transit — on airships, on lightning rails, and at resting spots along the way. Finally, this section discusses the role that creatures typically defined as “monsters” play in Khorvaire, and explores Eberron’s cosmology.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Hook Horror A fierce predator of the Underdark, the hook horror aggressively defends its hunting grounds. The subterranean caverns where these creatures dwell echo with the constant clacking and
Predators. The omnivorous hook horrors eat lichens, fungi, plants, and any creature they can catch. A hook horror’s hooked limbs give it excellent purchase on rock surfaces, and these creatures use their
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Hook Horror A fierce predator of the Underdark, the hook horror aggressively defends its hunting grounds. The subterranean caverns where these creatures dwell echo with the constant clacking and
Predators. The omnivorous hook horrors eat lichens, fungi, plants, and any creature they can catch. A hook horror’s hooked limbs give it excellent purchase on rock surfaces, and these creatures use their