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Returning 35 results for 'contingency real guards to have remains'.
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contingent roll guard to have remains
contingent roll guards to have remains
contingency roll guard to have remains
contingency read guilds to have remain
contingency read guard to have remain
Magic Items
Dungeon Master’s Guide
illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a
real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its
Monsters
Acquisitions Incorporated
strange creature that had seized his sister, then created a false Auspicia in her stead. Having long attempted to simply make her peace with the loss, she was overwhelmed by the real Auspicia's dramatic
can call on her spells and abilities in times of need, and remains in constant practice with Confessor, her maul. At her core, she believes that the gods help those who help themselves, and that
Monsters
The Book of Many Things
under the DM’s control and remains so until the night ends. A Remove Curse spell or similar magic ends this curse.
Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +8
more complex challenges the guild can take on as it grows in power. His only real fear is exposure; the bigger and more active the Moonstalkers become, the more likely they are to attract the attention
Magic Items
Dragonlance: Shadow of the Dragon Queen
in the air, and it can be destroyed but not moved. It remains activated until you use an action to speak the command word again or your attunement to the mirror ends, at which point the mirror
memories aren’t real, but rather idealized versions of those occurrences. Nearby observers can glimpse flashes of these memories if looking indirectly at the mirror.
Monsters
Tales from the Yawning Portal
can choose to succeed instead.
Rejuvenation. If Var is destroyed but his phylactery remains intact, Var gains a new body in 1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Rejuvenation
. Interlopers who discover his quarters are set upon by the lich and his dread warrior guards, but if Var is brought to the brink of death, he might bargain for a chance to escape the dungeon.
Undead Nature. A
Backgrounds
Baldur’s Gate: Descent into Avernus
contradictions, fills your hours.
4
You tend to some part of the city’s forgotten history: the unmarked graves in Cliffside Cemetery, the crumbling remains of dead patriar families’ manors, or
determine the details of your discovery and its impact on the campaign.
Buldur’s Gate Feature: The Real City
You know the Baldur’s Gate most Baldurians ignore, the dog-eat-dog world of the
Monsters
Fizban's Treasury of Dragons
tactics do. (Lawful)
6
Companionship. Sure, my hoard brings me great joy. But the real treasures are the guests who stop by to see it. (Good)
Sapphire Dragon Adventures
The Sapphire
their army in battle centuries ago.
3
An ancient sapphire dragon guards the phylactery of a lich who helped the dragon establish a lair centuries before becoming Undead.
4
Lolth the Spider
Monsters
Eberron: Rising from the Last War
places where such creatures are willing to live side by side.
Some beholderkin serve Belashyrra as guards and agents, while others spend their lives in deep meditation, pursuing inner visions known only
close my eyes, I see my past misdeeds.”
5
“I don’t trust my sight. I have no idea what’s real and what’s a hallucination.”
6
“Something watches the world through my eyes. To thwart them, I keep my eyes closed or covered.”
Poison, Psychic
Magic Items
Waterdeep: Dragon Heist
Aurinax inhabits the vault and guards its treasures.
Failed Memory. When your attunement to the Stone of Golorr ends, you must make a DC 16 Wisdom saving throw. On a failed save, you lose all memory of
transforms into mucus and is destroyed, and Golorr the aboleth appears in an unoccupied space within 30 feet of the stone’s remains. The aboleth is incensed by the stone’s destruction, and it attacks all other creatures it can see.
Monsters
Fizban's Treasury of Dragons
, my hoard brings me great joy. But the real treasures are the guests who stop by to see it. (Good)
Sapphire Dragon Adventures
The Sapphire Dragon Adventure Hooks table offers suggestions for
existing abundance of crystals and sapphires remains, but new ones form at a normal rate.Lightning, ThunderChange Shape. The dragon magically transforms into any creature that is Medium or Small, while
Deck of Illusions
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except
disappears, and that card can't be used again.
Playing Card
Illusion
Ace of hearts
Red dragon
King of hearts
Knight and four guards
Queen of hearts
Succubus or incubus
Jack
Zone of Truth
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for
succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
Cloaker
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Damage Transfer. While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down), and that creature takes the other half.
False Appearance. While the cloaker remains
itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in
backgrounds
;Dagger (shiv), Thieves' Tools, Traveler's Clothes, 8 GP; or (B) 50 GP
Something from your past landed you in prison. Your transgressions might be real or imagined, against a just society or a corrupt
one. Regardless of how you became a prisoner, you have learned to survive within your environment.
As a prisoner, you’ve had to learn to deal with guards, other prisoners, and the unpleasant
Monsters
Mordenkainen's Fiendish Folio Volume 1
of druids (possibly in service to Malar or Talos) who cultivated the first of these creatures. However, it remains unknown whether their intent was to create a benign means of breaking down monstrous
infested areas, guards patrol with burning brands and flaming swords, ready to set suspect dwellings ablaze. Fire is an effective destroyer of assassin bug maggots, and wild creatures observed running
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if
it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if
it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if
it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if
it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
19. Outpost These chambers guard the stairs to level 22. The ceilings are 20 feet high throughout. 19a. Way to Level 22 Debris. In the west side of the room lie the crumbling remains of a stone table
to extract the mithral from the pillars proves futile.)
Xindulus. An invisible ultroloth named Xindulus guards a secret door leading to a 10-foot-wide spiral staircase that descends to level 22 (see
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
19. Outpost These chambers guard the stairs to level 22. The ceilings are 20 feet high throughout. 19a. Way to Level 22 Debris. In the west side of the room lie the crumbling remains of a stone table
to extract the mithral from the pillars proves futile.)
Xindulus. An invisible ultroloth named Xindulus guards a secret door leading to a 10-foot-wide spiral staircase that descends to level 22 (see
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
contain rotting cots, rags, and the skeletal remains of castle guards. A deathly silence fills the hall. The yellow lichen is harmless. When one or more characters reach the midpoint of the hall, ten human skeletons leap from the alcoves and attack.
K69. Guards’ Quarters Sickly, yellow lichen covers the ceiling of this cold, damp, ten-foot-wide passage running east and west. Opening off both sides of this passage are ten-foot-square alcoves that
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
contain rotting cots, rags, and the skeletal remains of castle guards. A deathly silence fills the hall. The yellow lichen is harmless. When one or more characters reach the midpoint of the hall, ten human skeletons leap from the alcoves and attack.
K69. Guards’ Quarters Sickly, yellow lichen covers the ceiling of this cold, damp, ten-foot-wide passage running east and west. Opening off both sides of this passage are ten-foot-square alcoves that
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Telekinesis
Teleportation Circle
Wall of Force
Wall of Stone
6th Level
Chain Lightning
Circle of Death
Contingency
Create Undead
Disintegrate
Eyebite
Flesh to Stone
Globe of
Invulnerability
Guards and Wards
Magic Jar
Mass Suggestion
Move Earth
Otto’s Irresistible Dance
Programmed Illusion
Sunbeam
True Seeing
Wall of Ice
7th Level
Delayed Blast Fireball
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
having too easy of a time finding the MacGuffin, consider shifting its location to another place that makes sense. Or consider revealing that the MacGuffin is a fake, and the real prize is still nearby
the museum’s attic overnight. The characters could learn this detail by reading notes they discover in the curator’s office or by questioning one of the museum guards. If you use the moving MacGuffin
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
having too easy of a time finding the MacGuffin, consider shifting its location to another place that makes sense. Or consider revealing that the MacGuffin is a fake, and the real prize is still nearby
the museum’s attic overnight. The characters could learn this detail by reading notes they discover in the curator’s office or by questioning one of the museum guards. If you use the moving MacGuffin
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X3. Empty Barracks Shattered bits of wood cover the floor of this frigid, twenty-foot-square room. The ceiling in each of these rooms is 10 feet high. The wood is all that remains of guards’ bunks. A secret door set in one wall of each room can be pulled open to reveal area X2a or X2b beyond.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
1: Outer Gatehouse This gatehouse is the first stop for those seeking to enter the Keep on the Borderlands. The guards here greet outsiders, watch for potential threats, and permit entrance to
. A wooden drawbridge allows passage over a steep ditch surrounding the keep. The bridge is currently drawn shut.
Two guards stand before the raised bridge. As you approach, one of the guards shouts
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X3. Empty Barracks Shattered bits of wood cover the floor of this frigid, twenty-foot-square room. The ceiling in each of these rooms is 10 feet high. The wood is all that remains of guards’ bunks. A secret door set in one wall of each room can be pulled open to reveal area X2a or X2b beyond.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Telekinesis
Teleportation Circle
Wall of Force
Wall of Stone
6th Level
Chain Lightning
Circle of Death
Contingency
Create Undead
Disintegrate
Eyebite
Flesh to Stone
Globe of
Invulnerability
Guards and Wards
Magic Jar
Mass Suggestion
Move Earth
Otto’s Irresistible Dance
Programmed Illusion
Sunbeam
True Seeing
Wall of Ice
7th Level
Delayed Blast Fireball
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can’t deal damage or otherwise directly harm anyone.
the impossible seem real. Some illusionists — including many gnome wizards — are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
do this on your turn as a bonus action while the spell is ongoing. The object remains real for 1 minute. For example, you can create an illusion of a bridge over a chasm and then make it real long enough for your allies to cross. The object can’t deal damage or otherwise directly harm anyone.
the impossible seem real. Some illusionists — including many gnome wizards — are benign tricksters who use their spells to entertain. Others are more sinister masters of deception, using their
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
read at the Tower of the Heavens. Whether the prophecies are real remains to be seen, but the characters are curious or desperate enough to pay a visit. The characters might also be researching
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Guests of the Stone Guard Whenever circumstances see the Stone Guards develop an interest in the party (including being arrested or witnessing the giant’s rampage without taking part), the characters
Lair”). The characters can continue to Overlake Hold and meet with Captain Errde Blackskull (see “Overlake Hold”). The drow scout Xalith approaches the Stone Guards, claiming the characters as escaped
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
lock with a successful DC 20 Dexterity check. A character using makeshift tools can attempt the same check but has disadvantage. A lock-picking attempt might draw the attention of the guards, requiring
a Dexterity (Stealth) check contested by the guards’ passive Wisdom (Perception) score to carry it off without notice. Each of the guards on duty in the other areas of the outpost has a key to the