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Returning 35 results for 'construct ranger guards to her record'.
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construct ranges guarded to her reborn
construct ranges guilds to her reborn
construct rather guarded to her reborn
construct rather guilds to her reborn
construct range guarded to her reborn
Monsters
Fizban's Treasury of Dragons
future.
2
An ancient crystal dragon is stalked by a villainous ranger who has already claimed a dozen draconic trophies.
3
An ancient crystal dragon follows a pod of whales from one sea to
central spire—the highest point in the local landscape—to take in the breathtaking view.A Crystal Dragon’s Lair
Crystal dragons dwell in cold regions, where they construct ice and
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Never Alone As the characters explore the Temple of Moloch, keep in mind that this is an active, living dungeon filled with guards, servants, and monsters. Different areas provide information on
lizardfolk guards heading out on patrol and monsters potentially breaking free and running amok. When that happens, keep a rough idea of where those guards and monsters might be heading, and let the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Warlock, Wizard 4th Summon Aberration Conjuration Yes No Warlock, Wizard 4th Summon Construct Conjuration Yes No Artificer, Wizard 4th Summon Elemental Conjuration Yes No Druid, Ranger, Wizard 5th Summon
Conjuration Yes No Druid, Ranger 2nd Tasha’s Mind Whip Enchantment No No Sorcerer, Wizard 3rd Intellect Fortress Abjuration Yes No Artificer, Bard, Sorcerer, Warlock, Wizard 3rd Spirit Shroud Necromancy
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Monk Unarmed combat Dexterity and Wisdom High Paladin Defense Strength and Charisma Average Ranger Survival Dexterity and Wisdom Average Rogue Stealth Dexterity Low Sorcerer Power Charisma High Warlock
Druid
Fighter: Replace with Barbarian, Monk, Paladin, or Ranger
Rogue: Replace with Bard or Ranger
Wizard: Replace with Bard, Sorcerer, or Warlock
Write Your Level Write your character’s level on
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
around an ancient monument to an elven ranger. Residences and the village temple are built into the upper boughs of the forest. The elves string rope bridges between these sites and construct circular
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
around an ancient monument to an elven ranger. Residences and the village temple are built into the upper boughs of the forest. The elves string rope bridges between these sites and construct circular
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
combat Dexterity and Wisdom High Paladin Defense Strength and Charisma Average Ranger Survival Dexterity and Wisdom Average Rogue Stealth Dexterity Low Sorcerer Power Charisma High Warlock Occult lore
Fighter: Replace with Barbarian, Monk, Paladin, or Ranger
Rogue: Replace with Bard or Ranger
Wizard: Replace with Bard, Sorcerer, or Warlock
Write Your Level Write your character’s level on your
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
a better paddock gate, dig a new well, or mend pots or furniture that might otherwise go to waste. All priests of Gond keep journals in which they record ideas, inventions, and innovations discovered
in their travels, and take great delight in meeting fellow priests and sharing their finds. In large cities, the Gondar construct temples that serve as great workshops and inventors’ labs. Wandering
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Points per Level Barbarian 7 + Con. modifier Fighter, Paladin, or Ranger 6 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 5 + Con. modifier Sorcerer or Wizard 4 + Con. modifier Record
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Cleric Forge Domain 1st Clad in heavy armor, serves a god of the forge or creation Cleric Grave Domain 1st Opposes the blight of undeath Druid Circle of Dreams 2nd Mends wounds, guards the weary, and
who refuse mercy or righteousness Ranger Gloom Stalker 3rd Unafraid of the dark, relentlessly stalks and ambushes foes Ranger Horizon Walker 3rd Finds portals to other worlds and channels planar
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Points per Level Barbarian 7 + Con. modifier Fighter, Paladin, or Ranger 6 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 5 + Con. modifier Sorcerer or Wizard 4 + Con. modifier Record
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
morbid sense of curiosity. In addition to positions typical of any faction—such as guards, liaisons, and leadership—the following are some unique roles Dusters might occupy: Corpse Collectors. The
, cremate, dissect, embalm, inter, sort, and record the dead that enter the Mortuary. Necrologists. Necrologists are archivists, scholars, and poets who honor the dead. They celebrate the lives of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
guards. Clan Horn is led by Lady Kira Horn and Lord Zardak Horn. Zardak is getting on in years, nearly blind, and increasingly defers to Lady Kira’s decisions. Rizwin Horn, their daughter, is a
arrives. The doors lead to the Hall of War, a large room containing a terrifying construct — the aptly named slaughterstone eviscerator — ready to defend the enclave in times of need. See the “11:15 AM
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
surrounded by a vast and intricate hedge maze under a permanent guards and wards spell. Any creature navigating the maze on their own without guidance must succeed on a DC 18 Wisdom saving throw or
temple. Ursas is aware that Lynx has knowledge of other missing components that might relate to the Tomb of Horrors. Mechanical Guide Sir Ursas offers the characters the services of a magical construct
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, but their instructions are precise and tediously step-by-step. To record an entry for the Mosaic Mimir, the characters need to visit the gate to Mechanus. Gate to Mechanus With its size and persistent
guards are indifferent to the characters, and they tell anyone who approaches to get in line. It takes 19 (3d12) hours for a creature at the back of the line to reach the gate. Even then, only those
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
chapter and moves the adventure’s plot forward. Sensory Experience A Society of Sensation muse (see Morte’s Planar Parade) in a flowery gown approaches the characters, eager to record a new sensation in
accompanied by a threatening gesture or ominous interaction. On a failed check, the characters record the citizen’s contempt instead. Joy. The Sensate points the characters to a sobbing child
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Minotaur Living Crystal Statue Given life through powerful magic, a large, crudely carved crystal minotaur guards the tunnels in Isle of the Abbey. Minotaur Living Crystal Statue
Large construct
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
score, which is a number you record on your character sheet.
The six abilities and their use in the game are described in the Using Ability Scores section. The Ability Score Summary table provides
six ability scores randomly. Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers. If you want to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
alarm sounds, any guards in the area plus 1d3 other guards from that floor hear it and investigate. The characters can find a record of the museum’s payment for these spells, including their specific
(area V17). The characters have about two hours to prepare for their heist before the museum closes. If the characters don’t immediately go to the Gemstone Wing (area V13), museum guards notice their
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
instantly turned to dust, as if affected by a disintegrate spell. Such a sword loses its magical properties if removed from Spelljammer Academy. Security guards refuse access to anyone not wearing the
appropriate attire. Security Levels Security Level Rank Locations 1: Green Visitor Administration (except Record Room), Sea Dock (except Cargo area), Simulations Deck (except Officers’ Mess) 2: Red
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the
. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. Fey Wanderer Spells Ranger Level Spell 3rd charm person 5th misty step 9th dispel
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Construct. In the center of the room is a Huge scorpion constructed from metal. (This is an incomplete scaladar that is not active.)
11b. Scaladar Guards. Two scaladar (see appendix A) guard this room and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ranger Subclasses A Ranger subclass is a specialization that grants you features at certain Ranger levels, as specified in the subclass. This section presents the Beast Master, Fey Wanderer, Gloom
times your Ranger level (the beast has a number of Hit Dice [d8s] equal to your Ranger level)
Speed 40 ft., Climb 40 ft.
Mod Save
STR 14 +2 +2
DEX 14 +2 +2
CON 15 +2
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
artifact also reveals that an adult gold dragon named Aurinax guards the vault. The three keys needed to open the vault are chosen by you or determined randomly by rolling on the Vault Keys table
Animated construct Beardless dwarf 2 Beholder eyestalk Bronze dragon scale Cask of dwarven ale 3 Drunken elf Gems worth at least 1,000 gp Gift from a queen 4 Invisible creature Painting of a dwarf miner
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
uses the empyrean stat block, with the following changes: Its creature type is Construct (Titan). Its Maul attack is a Slam instead. It automatically knows when it hears a lie. Wrath questions any
characters are honest about why they want to use the gate, Wrath allows them to bring their mimir close to the gate and record an entry for Faunel.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
iron hand of domination over all races inhabiting the adjacent waters and coastal region. If this experiment proves successful, the sahuagin plan to construct more bases of this sort until their control
adventure takes place, the sahuagin plan to mount their first offensive — and Saltmarsh is indeed their target. If the characters enter the fortress through area 1 (and if they deal with the guards in areas
Compendium
- Sources->Dungeons & Dragons->Monster Manual
creatures serve their creators loyally. Helmed horrors are also sometimes called doom guards or spirit armors. Most show no evidence of a personality, but exceptions exist. Helmed horrors might perform
Construct, Neutral
AC 20 Initiative +3 (13)
HP 67 (9d8 + 27)
Speed 30 ft., Fly 30 ft. (hover)
Mod Save Str 18 +4 +4 Dex 13 +1 +1 Con 16 +3 +3 Mod Save Int 10 +0 +0 Wis 10 +0 +0
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
typically serve as guards. Demos Magen
Medium construct, unaligned
Armor Class 16 (chain mail)
Hit Points 51 (6d8 + 24)
Speed 30 ft.
STR
14 (+2)
DEX
14 (+2)
CON
18 (+4
. Galvan Magen
Medium construct, unaligned
Armor Class 14
Hit Points 68 (8d8 + 32)
Speed 30 ft., fly 30 ft. (hover)
STR
10 (+0)
DEX
18 (+4)
CON
18 (+4)
INT
12 (+1
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
—likely has a record of the areas the guards patrol at night. Dr. Dannell suspects this information is in Arkin’s office, located somewhere in the eastern wing on the first floor. Arkin herself will attend
public, but she doesn’t know where those alarms are located or how to bypass them. Museum Staff Dr. Dannell knows that the museum has twelve guards and that the museum curator—the elf Alda Arkin
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
failure would spell disaster for the whole party, such as if the characters are creeping across a castle courtyard while trying not to alert the guards. In that case, one noisy character will draw the
guards’ attention, and there’s not much that stealthier characters can do about it, so relying on individual checks makes more sense. Similarly, don’t use a group check when a single successful check
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Use the following six scores for your abilities: 15, 14, 13, 12, 10, 8. Random Generation. Roll four d6s and record the total of the highest three dice. Do this five more times, so you have six numbers
Druid 8 12 14 13 15 10 Fighter 15 14 13 8 10 12 Monk 12 15 13 10 14 8 Paladin 15 10 13 8 12 14 Ranger 12 15 13 8 14 10 Rogue 12 15 13 14 10 8 Sorcerer 10 13 14 8 12 15 Warlock 8 14 13 12 10 15 Wizard 8
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Step 5: Fill In Details Now fill in the rest of your character sheet. Record Class Features Look at your class’s feature table in “Character Classes”, and write down the level 1 features. The class
. Level 1 Hit Points by Class Class Hit Point Maximum Barbarian 12 + Con. modifier Fighter, Paladin, or Ranger 10 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 8 + Con. modifier Sorcerer
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Step 5: Fill In Details Now fill in the rest of your character sheet. Record Class Features Look at your class’s feature table in chapter 3, and write down the level 1 features. The class features
Points by Class Class Hit Point Maximum Barbarian 12 + Con. modifier Fighter, Paladin, or Ranger 10 + Con. modifier Bard, Cleric, Druid, Monk, Rogue, or Warlock 8 + Con. modifier Sorcerer or Wizard
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Array. Use the following six scores for your abilities: 15, 14, 13, 12, 10, 8. Random Generation. Roll four d6s and record the total of the highest three dice. Do this five more times, so you have
12 13 10 15 Cleric 14 8 13 10 15 12 Druid 8 12 14 13 15 10 Fighter 15 14 13 8 10 12 Monk 12 15 13 10 14 8 Paladin 15 10 13 8 12 14 Ranger 12 15 13 8 14 10 Rogue 12 15 13 14 10 8 Sorcerer 10 13 14 8
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Guarded Caves These caves and the tunnels connecting them are free of fog. 12a. Standing Gate to Level 14 House Freth posts guards here to watch for trouble that might ascend from level 13
guards.
Standing Stones. The northern part of the cave contains two large standing stones, each of which has an inanimate minotaur skeleton embedded in it.
If a battle erupts here, the drow in area