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Returning 35 results for 'consult reflecting guard to have replaced'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
whenever it hits the death kiss with a melee attack that deals piercing or slashing damage.Multiattack. The death kiss makes three Tentacle attacks. Up to three of these attacks can be replaced by
tentacles retracted when on the hunt, then lashes out with them to catch opponents off guard.
A death kiss lacks the combat finesse and intelligence of a true beholder. In most cases, it simply latches on
Monsters
Curse of Strahd
the reach of melee combatants and spellcasters, or he flies away (using summoned wolf;wolves or swarm of bats;swarms of bats or swarm of rats;rats to guard his retreat).
Strahd observes the characters
to see who among them are most easily swayed, then tries to charm characters who have low Wisdom scores and use them as thralls. At the very least, he can order a charmed character to guard him
races
Mordenkainen Presents: Monsters of the Multiverse
’s grim energy.
Shadar-kai have ashen skin tones, and while they’re in the Shadowfell, they also become wizened, reflecting the somber nature of that gloomy plane.
Like other elves
weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
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 height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1D. Inner Ward Originally, the passage between the outer and inner wards could be closed off with heavy wooden gates, but they have long since fallen apart and haven’t been replaced. The inner ward
is patrolled by three guard drakes (see appendix D for statistics) at all hours of the day. They attack anyone they don’t recognize or who isn’t accompanied by someone they recognize.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Conclusion The characters might have pieced together that Luggik was replaced by a slaad spy. If they didn’t, Major Kalar notices the control gem on Zot and Sotu’s armor and makes suggestions until
Kalar sees the characters paid and thanks them before heading off to file a lengthy report. After this, consult “Advancing in Level” in chapter 4 and let the party determine their next destination.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
1D. Inner Ward Originally, the passage between the outer and inner wards could be closed off with heavy wooden gates, but they have long since fallen apart and haven’t been replaced. The inner ward
is patrolled by three guard drakes (see appendix D for statistics) at all hours of the day. They attack anyone they don’t recognize or who isn’t accompanied by someone they recognize.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Official Status Heads of state employ a variety of agents. Some are officially recognized, but others are expected to operate on the borders of legality. Consult the State Status table to determine
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->Journeys through the Radiant Citadel
breathtaking plazas and public reflecting pools, the empire’s new capital teems with people who see the city as the promise of the empress made manifest. Adventurers come to Qaragarh seeking employment from
own hands. Churapoor A natural harbor shelters the port of Churapoor from seasonal monsoons. Despite the devastation of war, the city boasts a healthy economy, but it always needs adventurers to guard its shipments of alchemical concoctions, spices, and rich textiles.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
” section, roll a d6 instead of a d4, reflecting their increased ability to avoid the guards. If the characters spend more than 10 minutes in any room that’s part of the guard rotation, a guard
vault, and if the characters do something particularly loud, a guard might investigate at your discretion. Exterior Security Characters who learned the guard rotation in the “Preparation” section know two
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
establish telepathic communication to allow everyone to speak freely. The guards aren’t observant enough to notice. You might wish to consult the social interaction rules in the Dungeon Master’s Guide
from the hanging guard tower across the rope bridge, visible through the locked gate. The cell has some sort of antimagic effect on it (see area 11 for details). Jorlan the drow warrior suffered
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
one winged kobold. These creatures are in the upper part of the chamber. The lower area is where cultists conducted the rituals to create their guard drakes and then housed the creatures. The ledge is
ridiculous expressions painted on their faces. The lower area is heavily shadowed. Currently it holds three guard drakes (see appendix D) that are near the end of their training. Being not quite fully
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
deceive since childhood. You’ve been involved in dozens of schemes and feuds, and you’re likely still tied up in a few of them (consult the Zil Schemes table). Even if you have a good heart and noble
Persuasion, these skills are common in Zil society; you could take the charlatan or criminal background as a way of reflecting your Zil upbringing. As a player character, one question is why you’ve left
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
one winged kobold. These creatures are in the upper part of the chamber. The lower area is where cultists conducted the rituals to create their guard drakes and then housed the creatures. The ledge is
ridiculous expressions painted on their faces. The lower area is heavily shadowed. Currently it holds three guard drakes that are near the end of their training. Being not quite fully developed, they have
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, they’re approached by a hound archon (see Morte’s Planar Parade). He’s one of the locals who’s been reflecting on the gate, and he introduces himself as Varrel, a member of the town guard. He asks if the
to Mount Celestia. Two towering, bear-headed sentinels in heavy armor guard the gate. Other locals linger nearby, meditating on the gate.
The gate’s guards are warden archons (see Morte’s Planar
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Netherese Tongue” sidebar). Immortal servants known as magen (see appendix C) tirelessly perform their duties or wait in silence for new orders. Deadly living spells (see appendix C) guard a handful
percentile dice and consult the Ythryn Encounters table to determine if the party has a random encounter. Some random encounters have variants if Avarice or Auril is present in the necropolis (see
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Precognitive Mage
Rakdos
Rakdos Lampooner
Rakdos Performer
Reckoner
Rubblebelt Stalker
Scorchbringer Guard
Servitor Thrull
Shadow Horror
Sire of Insanity
Skittering Horror
Skyjek Roc
offers new race and class options, reflecting the unique character of Ravnica as a Magic setting, and the creatures and characters seen on Magic cards. You can also use this material in any other D&D
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
(see the sidebar) and teleported into one of these locked cells. Creatures. Five monks led by an elder monk guard the prisoners here. The elder monk carries keys to all the cells. The ten prisoners are
greataxe attack is replaced with a shackling chains attack, using the same modifiers but dealing bludgeoning damage. While in sunlight, an immured one has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
of the tallest chambers, reflecting sunlight by day or a continual flame spell on cloudy days or at nights. Modrons. Candlekeep is a haven for thirteen rogue modrons (monodrones) that escaped from
and dinner. These bells also denote the changing of the guard at the eastern gatehouse and the Emerald Door. Miirym The Sentinel Wyrm
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
17–20, an encounter takes place. Roll another d20 and consult the Random Encounters in Gracklstugh table; if the characters are outside the Darklake District, treat any entry marked with an asterisk
repressing the rest of the mob. Word quickly spreads that the characters helped the city guard control the unruly derro scum. At your discretion, give the characters advantage on checks made to interact with
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
shares one piece of useful information. Roll a d8 and consult the Ahoyhoy Lore table to determine what information is shared. Ahoyhoy Lore d8 Lore 1 There are several shipwrecks off the northern
mountains east of Ahoyhoy is an old shrine that belonged to some kind of snake cult. It’s a place of mystery and secrets. 6 Tortles mate and lay eggs when they grow old. The parents guard the eggs until
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
common but inedible species of giant fungi. Roll a d10 and consult the Fungi Patch Discoveries table to determine what else the characters find here. See “Fungi of the Underdark” in chapter 2 for more
animated mushrooms guard the fungi patch, attacking if they are harmed or if the characters try to harvest any of the fungi. Shriekers. The shrieking of these fungi has a 50 percent of attracting a nearby
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
B6 1 half-ogre that became poisoned after drinking six casks of cheap wine B7 3 duergar and 1 gazer (see appendix B) standing guard while Thorvin Twinbeard (see appendix B) works on a mechanical
they find the fake stone or not, characters have little recourse but to consult with “Laeral” at the Seven Masks Theater in the Dock Ward. If they go there, proceed with encounter 6, “Theater.”
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
metallic to fetid and repugnant, the fires of industry replaced by squalor. The homes in this part of Gracklstugh are crudely carved from the rock or are just holes in the walls, arranged in no apparent
magical wards placed by derro savants to guard against duergar intrusion. When a ward activates in response to the presence of an invisible creature, nearby derro fly into a frenzy, creating a chaotic
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, prodding and examining the environment in all directions. Above ground, it usually keeps its tentacles retracted when on the hunt, then lashes out with them to catch opponents off guard. A death kiss
death kiss makes three Tentacle attacks. Up to three of these attacks can be replaced by Blood Drain—one replacement per tentacle grappling a creature.
Tentacle. Melee Weapon Attack: +8 to hit, reach
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
bare-chested male sea elf. Its hands have been replaced with troglodyte claws, and additional limbs have been added in the form of a bugbear’s severed arms. A pair of rusty shortsword blades thrust
carrion crawler swarming with maggots. 21b. Kuo-toa Carnage Stench. The air in this cave is fantastically foul.
Kuo-toa. Four poisoned kuo-toa guard this area. Two of them are using spears to cut the head
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
, but negotiates for passage if the characters speak to it. The gynosphinx appears to have suffered ancient injuries to its head, which have healed and been replaced by mechanical components. Both the
expedition, the enhanced sphinx was subsequently repaired with magical-mechanical parts — and (unknown to it) programmed by Kwalish to serve his needs and guard this location. The sphinx’s head is also
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
wings, and festooned with jewelry and draconic imagery reflecting the wearer’s favorite type of dragon. Masks are common at cult gatherings. Cultists avoid this regalia in public, but a character who
to his inner council. Dissent in the Ranks Under Severin’s leadership, most cultists are devoted to Tiamat—but not all. Some of the old guard dislike the cult’s new direction, and long for the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
wings, and festooned with jewelry and draconic imagery reflecting the wearer’s favorite type of dragon. Masks are common at cult gatherings. Cultists avoid this regalia in public, but a character who
to his inner council. Dissent in the Ranks Under Severin’s leadership, most cultists are devoted to Tiamat—but not all. Some of the old guard dislike the cult’s new direction, and long for the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
wings, and festooned with jewelry and draconic imagery reflecting the wearer’s favorite type of dragon. Masks are common at cult gatherings. Cultists avoid this regalia in public, but a character who
council. Dissent in the Ranks Under Severin’s leadership, most cultists are devoted to Tiamat—but not all. Some of the old guard dislike the cult’s new direction, and long for the established
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
area D2, they have been replaced by even cruder versions created in a hurry.) Read the following text: Streams of colored light swirl through the air around the golden statue in the ruined rotunda. Each
dragon spirits Sparkrender is trying to bind to himself, but their effects are unpredictable. Roll a d10 and consult the Dragon Spirits table to see what happens. Dragon Spirits d10 Effect 1–2
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
different spell, choose a damage-dealing evocation or conjuration spell from the wizard spell list of up to 5th level. Then consult the Living Spell Customization table to see which stat block to customize
, use spell save DC from the replaced spell, and if the spell involves an attack roll, use the attack bonus from the living spell’s Magical Strike. For example, if you turn fireball (a 3rd-level spell
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the curtain indicates the plane whose Border Ethereal the curtain conceals; see the Ethereal Curtains table. The curtains are also distinguishable by texture and temperature, each one reflecting
. Roll 1d20 and consult the Ether Cyclone table to determine the effect on all creatures in the vicinity. Ether Cyclone 1d20 Effect 1–12 Extended journey. Each character in a group traveling
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
his time here in his duties as commander of the guard. He sometimes has need for adventurers, and at such times he posts jobs on a board hanging by the tower’s entrance. Roll a d6 and consult the
being the oldest tavern in town, the Wicker Goat is owned by Lankus Kurrid (NG male human guard), a retired officer of the Keoish army who caters to the dwarven miners and town guard. The two-story
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
several examples. Complications occur randomly. Each participant in the chase rolls a d20 at the end of its turn. Consult the appropriate table to determine whether a complication occurs. If it does
beggar a coin. On a failed check, the beggar counts as 5 feet of difficult terrain. 9 An overzealous guard (see the Monster Manual for game statistics) mistakes you for someone else. If you move 20 feet