Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'construct routes guard to her recount'.
Other Suggestions:
construct rules guild to her recent
construct rules glared to her recent
construct rules guild to her recount
constructed rites guard to her resound
construct rules guarded to her recent
Magic Items
Dungeon Master’s Guide
guardian to attack its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.
Magic Items
Icewind Dale: Rime of the Frostmaiden
its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.
A humanoid that
Monsters
Mordenkainen Presents: Monsters of the Multiverse
carries is invisible with it.Xarrorn are specialists who construct weapons using a mixture of alchemy and psionics.
Duergar
Duergar are dwarves of the deep reaches of the Underdark and other sunless
guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training
Monsters
Bigby Presents: Glory of the Giants
adamantine skeleton, creating a grisly colossal construct. Inside the flesh colossus’s chest is a stone sphere infused with spirits from each elemental plane acting as its core.
To this day, some of
these ancient flesh colossi guard abandoned ruins, sites sacred to giants, and lost treasures—and possibly the procedure to create new examples of their kind.Lightning, Poison, Psychic
Animate Objects
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a
12
+5 to hit, 2d6 + 1 damage
Large
50
10
14
10
+6 to hit, 2d10 + 2 damage
Huge
80
10
18
6
+8 to hit, 2d12 + 4 damage
An animated object is a construct with AC, hit points
races
Mordenkainen Presents: Monsters of the Multiverse
survive with just their wits in situations that would be deadly for other folk. Because of that fact, many lizardfolk myths state that their people were placed by the gods in the Material Plane to guard
character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Patrol Die. Roll a die based on the current suspicion level when characters enter the patrol route to see if they encounter a guard patrol (see “Patrol Routes”). DC. The DC of Charisma checks made against prison staff and of ability checks made to avoid patrols is set by the current suspicion level.
level include the following: Using a prisoner’s real name while in the guise of prison staff Getting caught by a patrol (see Patrol Routes) Casting a spell that has perceptible components or effects in
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
. Patrol Die. Roll a die based on the current suspicion level when characters enter the patrol route to see if they encounter a guard patrol (see “Patrol Routes”). DC. The DC of Charisma checks made against prison staff and of ability checks made to avoid patrols is set by the current suspicion level.
level include the following: Using a prisoner’s real name while in the guise of prison staff Getting caught by a patrol (see Patrol Routes) Casting a spell that has perceptible components or effects in
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Marching Orders The tunnels and passages of the Underdark aren’t easy routes through which to lead a large group of NPCs. When the characters set out, have the players describe how their
expeditionary force is arrayed while traveling in single file, two abreast, and in open formation in wide-open spaces. Also ask the players if any of the NPCs are scouting ahead or serving as a rear guard (see
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
. Patrol Die. Roll a die based on the current suspicion level when characters enter the patrol route to see if they encounter a guard patrol (see “Patrol Routes”). DC. The DC of Charisma checks made against prison staff and of ability checks made to avoid patrols is set by the current suspicion level.
level include the following: Using a prisoner’s real name while in the guise of prison staff Getting caught by a patrol (see Patrol Routes) Casting a spell that has perceptible components or effects in
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Marching Orders The tunnels and passages of the Underdark aren’t easy routes through which to lead a large group of NPCs. When the characters set out, have the players describe how their
expeditionary force is arrayed while traveling in single file, two abreast, and in open formation in wide-open spaces. Also ask the players if any of the NPCs are scouting ahead or serving as a rear guard (see
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Patrol Die. Roll a die based on the current suspicion level when characters enter the patrol route to see if they encounter a guard patrol (see “Patrol Routes”). DC. The DC of Charisma checks made against prison staff and of ability checks made to avoid patrols is set by the current suspicion level.
level include the following: Using a prisoner’s real name while in the guise of prison staff Getting caught by a patrol (see Patrol Routes) Casting a spell that has perceptible components or effects in
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Reaching Mantol-Derith If the characters reached an agreement with Davra Jassur in chapter 8, they can travel to Mantol-Derith along one of the many routes the Zhentarim use to move merchandise to
, about 180 miles east of Gauntlgrym. Black Network sentries (six human veterans) guard the cave, which leads to a series of tunnels. These tunnels descend sharply as they wind their way east for another
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Patrol Routes Guards regularly patrol in pairs from the guard rooms (area R3, alternating which room for each patrol) around the hexagon (area R15), with short checks into the courtyard (area R11
patrol escorts the characters to a guard room (area R3), where the guard interrogates the characters about the characters’ presence in a prohibited area. If the characters have a cover story for being
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Reaching Mantol-Derith If the characters reached an agreement with Davra Jassur in chapter 8, they can travel to Mantol-Derith along one of the many routes the Zhentarim use to move merchandise to
, about 180 miles east of Gauntlgrym. Black Network sentries (six human veterans) guard the cave, which leads to a series of tunnels. These tunnels descend sharply as they wind their way east for another
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Patrol Routes Guards regularly patrol in pairs from the guard rooms (area R3, alternating which room for each patrol) around the hexagon (area R15), with short checks into the courtyard (area R11
patrol escorts the characters to a guard room (area R3), where the guard interrogates the characters about the characters’ presence in a prohibited area. If the characters have a cover story for being
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
Patrol Routes Guards regularly patrol in pairs from the guard rooms (area R3, alternating which room for each patrol) around the hexagon (area R15), with short checks into the courtyard (area R11
patrol escorts the characters to a guard room (area R3), where the guard interrogates the characters about the characters’ presence in a prohibited area. If the characters have a cover story for being
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
Patrol Routes Guards regularly patrol in pairs from the guard rooms (area R3, alternating which room for each patrol) around the hexagon (area R15), with short checks into the courtyard (area R11
patrol escorts the characters to a guard room (area R3), where the guard interrogates the characters about the characters’ presence in a prohibited area. If the characters have a cover story for being
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
routes between cities and nations often cross into the territory of brigands or marauding humanoids. Every forest, swamp, and mountain range has its own perils, whether lurking bandits, savage orcs
others. News and gossip are carried between population centers by caravans and ships that bring in supplies for trade and by traveling bards and minstrels who recount (or invent) stories to inform and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
routes between cities and nations often cross into the territory of brigands or marauding humanoids. Every forest, swamp, and mountain range has its own perils, whether lurking bandits, savage orcs
others. News and gossip are carried between population centers by caravans and ships that bring in supplies for trade and by traveling bards and minstrels who recount (or invent) stories to inform and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
them. Survival for a solitary drow underground is nearly impossible. The main routes through the Underdark are dotted with drow guard posts, and the back ways are prowled by ropers, mind flayers
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
), his body was placed here by the scaladar servants that guard area 11b. The body is in stasis but can be attacked normally. It is unconscious and has AC 12 and 99 hit points. Without its spirit, the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
them. Survival for a solitary drow underground is nearly impossible. The main routes through the Underdark are dotted with drow guard posts, and the back ways are prowled by ropers, mind flayers
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
), his body was placed here by the scaladar servants that guard area 11b. The body is in stasis but can be attacked normally. It is unconscious and has AC 12 and 99 hit points. Without its spirit, the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
extending from an opening in the dome.
Five shield guardians shaped like mind flayers normally guard the walkway, but the Ilvaash fanatics have relocated the shield guardians inside the dome where they
guard four imprisoned Phandalin townspeople. The shield guardians lurk just inside the dome, and they attack any intruders who enter it. The shield guardians each store a magic missile spell (cast at
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
extending from an opening in the dome.
Five shield guardians shaped like mind flayers normally guard the walkway, but the Ilvaash fanatics have relocated the shield guardians inside the dome where they
guard four imprisoned Phandalin townspeople. The shield guardians lurk just inside the dome, and they attack any intruders who enter it. The shield guardians each store a magic missile spell (cast at
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
communities offer abundant sacrifices to the god, but also guard their ancient rituals from outsiders, as Karametra’s organized clergy harshly forbids discussion of abandoned religious practices. However
pull plows, the cats that guard the granaries, and the roosters that wake families and call them to their work are given blessings, special treats, and a day of rest. Stories say that strays found on
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
communities offer abundant sacrifices to the god, but also guard their ancient rituals from outsiders, as Karametra’s organized clergy harshly forbids discussion of abandoned religious practices. However
pull plows, the cats that guard the granaries, and the roosters that wake families and call them to their work are given blessings, special treats, and a day of rest. Stories say that strays found on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Nimblewright A nimblewright is a magical construct created to serve as a guard or assassin. Composed predominantly of lightweight wood and powered by magic, it can pass for humanoid while wearing
, food, drink, or sleep. Damage it takes can be repaired with mending spells, but a nimblewright reduced to 0 hit points is permanently destroyed. Nimblewright
Medium construct, unaligned
Armor Class
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.
A spellcaster can
amulet.
Construct Nature. A shield guardian doesn’t require air, food, drink, or sleep.
Shield Guardian
Large construct, unaligned
Armor Class 17 (natural armor)
Hit Points 142
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Nimblewright A nimblewright is a magical construct created to serve as a guard or assassin. Composed predominantly of lightweight wood and powered by magic, it can pass for humanoid while wearing
, food, drink, or sleep. Damage it takes can be repaired with mending spells, but a nimblewright reduced to 0 hit points is permanently destroyed. Nimblewright
Medium construct, unaligned
Armor Class
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
found in the whisper-markets of Baldur’s Gate, then Candlekeep becomes a logical next stop. Adventurers are sometimes hired to guard a desperate traveler on the road south, or to guard the outrageously
, rarities from the depths of Chult, seen nowhere else on the Sword Coast, regularly trickle into the port and market stalls of Baldur’s Gate. The sea routes between Baldur’s Gate and Chult are far from safe. Pirates, Amnian privateers, and sea monsters are common in these waters.
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
found in the whisper-markets of Baldur’s Gate, then Candlekeep becomes a logical next stop. Adventurers are sometimes hired to guard a desperate traveler on the road south, or to guard the outrageously
, rarities from the depths of Chult, seen nowhere else on the Sword Coast, regularly trickle into the port and market stalls of Baldur’s Gate. The sea routes between Baldur’s Gate and Chult are far from safe. Pirates, Amnian privateers, and sea monsters are common in these waters.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.
A spellcaster can
amulet.
Construct Nature. A shield guardian doesn’t require air, food, drink, or sleep.
Shield Guardian
Large construct, unaligned
Armor Class 17 (natural armor)
Hit Points 142
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
found in the whisper-markets of Baldur’s Gate, then Candlekeep becomes a logical next stop. Adventurers are sometimes hired to guard a desperate traveler on the road south, or to guard the outrageously
Chult, seen nowhere else on the Sword Coast, regularly trickle into the port and market stalls of Baldur’s Gate. The sea routes between Baldur’s Gate and Chult are far from safe. Pirates, Amnian privateers, and sea monsters are common in these waters.