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Returning 22 results for 'consuming recording guard to have respective'.
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confusing reforming guard to have respective
confusing regarding guard to have respective
Monsters
Fizban's Treasury of Dragons
locals own.
3
A moonstone dragon seeks the platinum crown of a Fey prince—and will do anything to get it.
4
A gluttonous moonstone dragon is consuming all the moonlight in a small
moonstone dragon has partnered with an androsphinx to guard a precious treasure, taking the place of the sphinx’s slain gynosphinx partner.
3
An ancient moonstone dragon is summoned to mediate a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
respective shops, but neither is much help to the characters’ investigations. Each is convinced her rival is to blame for a string of thefts and accidents, despite having no proof. If the characters
. Characters can learn more once they’ve made names for themselves in the market (see “Learning More” and “What Vendors Know”). If the characters guard or stake out either Tyenmo Noodle Bowl or Xungoon Family
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the overwhelming color of the place is a lifeless, ashen gray, each of the side vaults shimmers dimly blue, green, red, white, or black — the hues of the evil dragons and their world-consuming queen
previously interacted with can be present in their respective chapels in the temple if you wish, but their presence isn’t required. Wyrmspeakers not here are outside leading the Well of Dragons’ defense.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
dimly blue, green, red, white, or black—the hues of evil dragons and their world-consuming queen.
Red Wizards stand in each of the five vaults, chanting and channeling magical force into the central
Severin (levitating) wearing the Mask of the Dragon Queen Any free wyrmspeakers the characters have previously interacted with can be present in their respective chapels in the temple if you wish, but their presence isn’t required. Wyrmspeakers not here are outside leading the Well of Dragons’ defense.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
here are 20 feet high with 10-foot-high corridors connecting them. 16a. North Guard Post Scaladar. Two modified scaladar guard the hall. They are described in more detail below.
Furnishings. Water
. These scaladar obey the commands of illithids and attack any creatures that aren’t mind flayers or their thralls. Trobriand’s rings no longer have any effect on these constructs. 16b. South Guard
Compendium
- Sources->Dungeons & Dragons->Monster Manual
catch their attention, and they guard these hoards fiercely. Crystal Sully Pseudodragons grow to the size of large house cats, and most have red-brown scales. Some have scales with other hues or
specific cook’s signature dessert. 8 Time-consuming beauty treatments. 9 To hear a bedtime story or favorite song. 10 Trophies and important-sounding titles. If you want to keep a pseudodragon happy
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ioun, goddess of knowledge
N
Knowledge
Crook shaped like a stylized eye
Kord, god of strength and storms
CN
Tempest
Sword with a lightning bolt cross guard
Lolth, goddess of spiders and
gods. These gods include Bahamut, Corellon, Gruumsh, Lolth, Moradin, Sehanine, and Tiamat. Humans worship Moradin and Corellon as gods of their respective portfolios, rather than as racial deities. The
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
by the powers of good to guard the weak, to strike at evil wherever it arises, and to stand vigilant against the darkness. From a young age, a protector aasimar receives advice and directives that
evil — a desire that is, at its best, unflinching and, at its worst, all-consuming. Many scourge aasimar wear masks to block out the world and focus on containing this power, unmasking themselves only
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
their respective cults. The four prophets established themselves in the ruins of dwarven Tyar-Besil and occupied the Haunted Keeps that guard access to the vast dungeon. Lunatics, outlaws, power
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
armored figure is a death knight who stands guard in this ruined hall. It is indifferent toward creatures that enter this chamber and hostile toward creatures that try to leave area K4 or area K5. As soon
eye is closed as he murmurs silent incantations. In his outstretched hand, Vecna holds a volatile, light-consuming orb of magical energy that resembles a black hole. The reflection in the fountain is
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Fey prince—and will do anything to get it.
4 A gluttonous moonstone dragon is consuming all the moonlight in a small forest, making the darkened path through the woods ideal for banditry
ancient green dragon vie for supremacy in a primeval forest.
2 An ancient moonstone dragon has partnered with an androsphinx to guard a precious treasure, taking the place of the sphinx’s slain
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
depression.
Overlooking the forge are four twenty-foot-tall guard towers with gray-skinned dwarves standing behind their low battlements. Stone stairs provide access to the tops of the two towers
where Xardorok’s chardalyn dragon was assembled. Area X26 is the bottom of the shaft that the dragon uses to move up and out of the fortress. In addition, four guard towers ringed by 3-foot-high
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Senses passive Perception 12
Languages Common
Challenge 2 (450 XP)
Flaming Weapon (Recharges after a Short or Long Rest). As a bonus action, the guard can wreath one melee weapon it is wielding in
flame. The guard is unharmed by this fire, which lasts until the end of the guard’s next turn. While wreathed in flame, the weapon deals an extra 3 (1d6) fire damage on a hit.
Actions
Multiattack
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
to give the party a guided tour of all the circles in areas 1 through 4, where it introduces them to the respective circle leaders, pointing out which leaders support it, and which ones support
leading up to a plateau and the Garden of Welcome (area 5). Two chuul spore servants (see appendix C) guard this path. They don’t allow anyone to pass without Yrberop’s permission, which the circle leader doesn’t grant, even at Basidia’s request.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, with shouting and cheering patrons clustered around it. Numbered rats scurry along their respective lanes. As the rats cross the finish line, cries of victory and groans of defeat erupt from the
. Standing next to the display case is a tiefling security guard.
The five tables closest to the entrance are high-stakes tables (50 gp buy-in) open to anyone, while the easternmost two tables are reserved
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
.
Four hobgoblins and one hobgoblin captain stand guard here, dressed in flame-red tabards with the symbol of elemental fire on the chest. They challenge anyone approaching from the west, but they
within each niche.
The shadowy forms are statues of dwarven warriors, carved long ago as an honor guard for those passing through this area. Tripwire Trap. A tripwire stretches across the floor between
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
in the cubbyholes disintegrates if touched, but a character who reads Dwarvish can see faint markings on a few scraps, recording weigh-ins and disbursements. Treasure. Behind the counter sits a locked
.
The spherical monster that guards this room is a spectator that speaks Common. One of the human wizards who worked in the Forge of Spells summoned the creature to guard the magic items created and
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
despair, sites where giants delved too deeply into necromantic magic, or areas where the Negative Plane’s life-consuming influence seeps into the world.
Death Giant Encounters d10† Encounter
) on guard
†Monsters marked with a dagger (†) appear in Monsters of the Multiverse. Roll a d10 if you don’t have that book. *See chapter 6. Fomorian Encounters The Fomorian Encounters table presents
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, and immunity to poison and psychic damage. The noise of breaking down the doors can be heard by all creatures on the tomb’s lower level. These creatures remain in their respective locations but are
members of the town guard stand next to the pillars.
This antechamber once welcomed pilgrims wishing to pay their respects to Xeluan, but the Onyx Scar has converted it into a guard post. The guards
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
(see the “Deep Duerra” sidebar). Dwarves have advantage on this check. The flame rising from the statue’s head symbolizes Deep Duerra’s destructive, all-consuming mind. If a creature uses an action to
.
The unarmed and unarmored duergar shackled to the chair is Nefrun, the former captain of the guard. She has 7 hit points remaining. Her torturers are two duergar mind masters (see appendix C) wearing
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
.
Devourer of Thoughts. An elder brain sustains itself by consuming the brains of other creatures. When the mind flayer servants that guard and tend to an elder brain don’t bring its meals directly to it
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
twelve sahuagin and twelve sahuagin coral smashers (see appendix C) for patrol and guard duty. The sahuagin are armed and about to move out to relieve guards currently on active duty. They move to slay
sharks.
A sahuagin champion prepares a squad of six sahuagin, six sahuagin coral smashers, four sahuagin deep divers, and four shell sharks for patrol and guard duty (see appendix C for all but the