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Returning 35 results for 'contained reality guard to her resort'.
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Magic Items
Dungeon Master’s Guide
Fates card can end this curse.
Fates. Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as
magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see the Dungeon Master’s
Monsters
Mordenkainen Presents: Monsters of the Multiverse
roll.Native to the Shadowfell, the vicious, predatory balhannoth alters reality in its lair to make the place appear inviting to travelers. A limited form of telepathy enables a balhannoth to
identify images of places where its prey expects their needs and desires to be met, such as an inn or a temple offering healing. It then warps reality around itself, hiding itself and remaking its
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
apply it.
The Void. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your
property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears
Balhannoth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
well-traveled roads and paths, snatching people who come along. A balhannoth that has been captured and exploited by drow might lair in caves near Underdark passages and guard the ways in and out of a
the following effects; the balhannoth can’t use the same lair action two rounds in a row:
The balhannoth warps reality around it in an area up to 500 feet square. After 10 minutes, the terrain
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
activities from Constable Jute or from the physician Emil Trantor, and if they missed the trail leading from the latest murder, they might need to resort to divination or commune spells or similar magic
warehouse is well guarded, and protected at night by “vicious guard dogs” (a trio of manticores whose snarling can be heard from the street). Getting that information out of any local requires a bribe
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
endures, and both githyanki and githzerai are dedicated to hunting their ancestral foes. What would become of this multiverse if githyanki didn’t guard the Astral Plane from the illithid menace? What would
reality become if beings of thought ruled the plane of thought? Left to Right: Githyanki Gish, Githyanki Supreme Commander, and Githyanki Kith'rak
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
endures, and both githyanki and githzerai are dedicated to hunting their ancestral foes. What would become of this multiverse if githyanki didn’t guard the Astral Plane from the illithid menace? What would
reality become if beings of thought ruled the plane of thought? Left to Right: Githyanki Gish, Githyanki Supreme Commander, and Githyanki Kith'rak
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
activities from Constable Jute or from the physician Emil Trantor, and if they missed the trail leading from the latest murder, they might need to resort to divination or commune spells or similar magic
warehouse is well guarded, and protected at night by “vicious guard dogs” (a trio of manticores whose snarling can be heard from the street). Getting that information out of any local requires a bribe
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Force Grey To join Force Grey, one must first become a member of the Gray Hands. An individual who has served in the City Watch or the City Guard is eligible to join, as are characters who are
Waterdeep has a problem that can’t be handled by diplomats or the city’s other armed forces, the Open Lord has the option to mobilize Force Grey. Such action is usually taken as a last resort, since
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Force Grey To join Force Grey, one must first become a member of the Gray Hands. An individual who has served in the City Watch or the City Guard is eligible to join, as are characters who are
Waterdeep has a problem that can’t be handled by diplomats or the city’s other armed forces, the Open Lord has the option to mobilize Force Grey. Such action is usually taken as a last resort, since
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the clockwork creatures that guard the vault. But the characters are ultimately chagrined to discover that the component isn’t there, with the vault set up as a ruse to distract anyone attempting to
and the casino resort known as Lottie’s Palace. There, they discover that Lottie is a lich whose exclusive retreat holds secrets and deadly threats in equal measure. With no hope of winning a fight
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the clockwork creatures that guard the vault. But the characters are ultimately chagrined to discover that the component isn’t there, with the vault set up as a ruse to distract anyone attempting to
and the casino resort known as Lottie’s Palace. There, they discover that Lottie is a lich whose exclusive retreat holds secrets and deadly threats in equal measure. With no hope of winning a fight
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
, bestowing on each construct an Intelligence of 11 and the ability to understand (but not speak) Dwarvish and Undercommon. Each duergar brain is contained in a glass sphere embedded in the construct’s head
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Druid Steward and Sage of Nature Habitat: Any; Treasure: Individual, Relics Cynthia Sheppard Druids use primal magic, traditional teachings, and bonds with animals and eldritch beings to guard the
manufactured disasters. 5 Part of a loose organization that adheres to timeless rituals and guards natural secrets. 6 A warden who minds the underpinnings of reality and protects against extraplanar
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Druid Steward and Sage of Nature Habitat: Any; Treasure: Individual, Relics Cynthia Sheppard Druids use primal magic, traditional teachings, and bonds with animals and eldritch beings to guard the
manufactured disasters. 5 Part of a loose organization that adheres to timeless rituals and guards natural secrets. 6 A warden who minds the underpinnings of reality and protects against extraplanar
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
, bestowing on each construct an Intelligence of 11 and the ability to understand (but not speak) Dwarvish and Undercommon. Each duergar brain is contained in a glass sphere embedded in the construct’s head
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Calishite inhabitants fiercely guard their home from the Guild and the rest of Baldur’s Gate. Little Calimshan is further detailed in "Little Calimshan". Norchapel. The quietest of the Outer City
neighborhoods, Norchapel caters to those residents willing to pay more than the usual protection money to the Guild, in exchange for having their safety and security. Rivington. This self-contained village of
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Calishite inhabitants fiercely guard their home from the Guild and the rest of Baldur’s Gate. Little Calimshan is further detailed in "Little Calimshan". Norchapel. The quietest of the Outer City
neighborhoods, Norchapel caters to those residents willing to pay more than the usual protection money to the Guild, in exchange for having their safety and security. Rivington. This self-contained village of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Calishite inhabitants fiercely guard their home from the Guild and the rest of Baldur’s Gate. Little Calimshan is further detailed in "Little Calimshan". Norchapel. The quietest of the Outer City
neighborhoods, Norchapel caters to those residents willing to pay more than the usual protection money to the Guild, in exchange for having their safety and security. Rivington. This self-contained village of
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
great library of Candlekeep, one must furnish the library’s monks with a book not already contained in the library’s archives. Travelers on the way to Candlekeep often stop in Baldur’s Gate
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
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
great library of Candlekeep, one must furnish the library’s monks with a book not already contained in the library’s archives. Travelers on the way to Candlekeep often stop in Baldur’s Gate
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
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Calishite inhabitants fiercely guard their home from the Guild and the rest of Baldur’s Gate. Little Calimshan is further detailed in "Little Calimshan". Norchapel. The quietest of the Outer City
neighborhoods, Norchapel caters to those residents willing to pay more than the usual protection money to the Guild, in exchange for having their safety and security. Rivington. This self-contained village of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
great library of Candlekeep, one must furnish the library’s monks with a book not already contained in the library’s archives. Travelers on the way to Candlekeep often stop in Baldur’s Gate
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
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
great library of Candlekeep, one must furnish the library’s monks with a book not already contained in the library’s archives. Travelers on the way to Candlekeep often stop in Baldur’s Gate
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
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Denizens Despite its grandeur and immense proportions, the castle is fairly self-contained, and loud sounds in one area can easily be heard in other locations. Any adult giant who yells really loud
here unless Sansuri or Thullen commands them to move elsewhere. 28 Count Thullen, 7 awakened shrubs If an alarm sounds, Thullen heads to area 23 to protect the children. The shrubs guard the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Denizens Despite its grandeur and immense proportions, the castle is fairly self-contained, and loud sounds in one area can easily be heard in other locations. Any adult giant who yells really loud
here unless Sansuri or Thullen commands them to move elsewhere. 28 Count Thullen, 7 awakened shrubs If an alarm sounds, Thullen heads to area 23 to protect the children. The shrubs guard the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
last resort, Iymrith will goad Mirran and Nym into attacking the adventurers, since she knows that Uthor and his guards will quickly turn on anyone who harms his nieces. Iymrith won’t attack the
protects Serissa, who retreats to area 11 if seriously threatened. Iymrith escapes through the pool if her true nature is revealed. The hill giants stand guard outside the doors at all times. 19 10 hunter
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Balhannoth Native to the Shadowfell, the vicious, predatory balhannoth alters reality in its lair to make the place appear inviting to travelers. A limited form of telepathy enables a balhannoth to
identify images of places where its prey expects their needs and desires to be met, such as an inn or a temple offering healing. It then warps reality around itself, hiding itself and remaking its
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Balhannoth Native to the Shadowfell, the vicious, predatory balhannoth alters reality in its lair to make the place appear inviting to travelers. A limited form of telepathy enables a balhannoth to
identify images of places where its prey expects their needs and desires to be met, such as an inn or a temple offering healing. It then warps reality around itself, hiding itself and remaking its
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
last resort, Iymrith will goad Mirran and Nym into attacking the adventurers, since she knows that Uthor and his guards will quickly turn on anyone who harms his nieces. Iymrith won’t attack the
protects Serissa, who retreats to area 11 if seriously threatened. Iymrith escapes through the pool if her true nature is revealed. The hill giants stand guard outside the doors at all times. 19 10 hunter
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
creature can reach a hut by scaling the icy cliff, but doing this requires a successful DC 15 Strength (Athletics) check. K9. Main Keep Foyer Four goblins in cold weather clothing guard this drafty hall
down the barred door. K10. Guard Barracks These rooms are furnished similarly with mangy furs heaped atop hammocks made from old fishing nets. No goblins are resting here when the characters arrive
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
creature can reach a hut by scaling the icy cliff, but doing this requires a successful DC 15 Strength (Athletics) check. K9. Main Keep Foyer Four goblins in cold weather clothing guard this drafty hall
down the barred door. K10. Guard Barracks These rooms are furnished similarly with mangy furs heaped atop hammocks made from old fishing nets. No goblins are resting here when the characters arrive
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
help, Arcturia pressed the demon into service. Its primary task is to guard the lich’s phylactery. While in pedestal form, the demon is unaffected by the weapon of mass disintegration in area 37
can be found are contained in Arcturia’s personal spellbook, which magically changes its appearance each dawn. When first discovered, it has black crystal covers and gold-leaf pages engraved with
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
discovery, thus making themselves vulnerable to bandits or brigands, they made camp to guard the treasure until their great king could travel here from their lair ten miles away, deep in the swamp. The
of 325 pp and a helm of underwater action (see appendix B) in which the loose coins are contained. It can be easily discovered nearby after all the bullywugs are dealt with.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
help, Arcturia pressed the demon into service. Its primary task is to guard the lich’s phylactery. While in pedestal form, the demon is unaffected by the weapon of mass disintegration in area 37
can be found are contained in Arcturia’s personal spellbook, which magically changes its appearance each dawn. When first discovered, it has black crystal covers and gold-leaf pages engraved with