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Returning 31 results for 'continual warriors roiling'.
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Monsters
Planescape: Adventures in the Multiverse
, continual flame
Teleport. The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself.Hound archons are the foot soldiers of
Mount Celestia, tasked with protecting the innocent and helpless. Loyal defenders, these bipedal warriors wield blades of shining radiance and can assume canine forms, allowing them to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
glass lanterns with continual flame spells cast on them.
Wounded Githyanki. Four githyanki warriors are recovering from wounds inflicted on them by the mind flayers’ thralls. Each has 30 hit points
7. Githyanki Stronghold Two githyanki knights and eight githyanki warriors are stationed here. These githyanki are alert and won’t give up their stronghold without a fight. Yaveklar, the knight in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
glass lanterns with continual flame spells cast on them.
Wounded Githyanki. Four githyanki warriors are recovering from wounds inflicted on them by the mind flayers’ thralls. Each has 30 hit points
7. Githyanki Stronghold Two githyanki knights and eight githyanki warriors are stationed here. These githyanki are alert and won’t give up their stronghold without a fight. Yaveklar, the knight in
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
jewelry and holds a leash. The leash leads to a giant centipede. As you enter, the decorated goblin shouts, “Kill the intruders!” and lets go of the leash.
The five Goblin Warriors include one
“magic stick.” She’s bluffed the others into believing she’s a spellcaster, but the glowing staff just has a magical glow and functions as though it has the spell Continual Flame cast upon it. During the
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
jewelry and holds a leash. The leash leads to a giant centipede. As you enter, the decorated goblin shouts, “Kill the intruders!” and lets go of the leash.
The five Goblin Warriors include one
“magic stick.” She’s bluffed the others into believing she’s a spellcaster, but the glowing staff just has a magical glow and functions as though it has the spell Continual Flame cast upon it. During the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Hound Archon Hound archons are the foot soldiers of Mount Celestia, tasked with protecting the innocent and helpless. Loyal defenders, these bipedal warriors wield blades of shining radiance and can
ability:
At will: detect evil and good
1/day each: aid, continual flame
Teleport. The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Hound Archon Hound archons are the foot soldiers of Mount Celestia, tasked with protecting the innocent and helpless. Loyal defenders, these bipedal warriors wield blades of shining radiance and can
ability:
At will: detect evil and good
1/day each: aid, continual flame
Teleport. The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
sarcophagi rise above the waterline, their lids depicting armored warriors whose faces have been scoured away by acid. Each sarcophagus holds a few coins and shiny baubles mixed with junk that appears to
be treasure at first glance. In the tower basement, a fully submerged tunnel leads to the lake where the dragon sleeps. Chapel Tower. A swollen oak door, flanked by worn carvings of noble warriors
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
sarcophagi rise above the waterline, their lids depicting armored warriors whose faces have been scoured away by acid. Each sarcophagus holds a few coins and shiny baubles mixed with junk that appears to
be treasure at first glance. In the tower basement, a fully submerged tunnel leads to the lake where the dragon sleeps. Chapel Tower. A swollen oak door, flanked by worn carvings of noble warriors
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
on a successful one. Light. This area is brightly lit by continual flame spells cast on wall sconces. Smoke. The smoke is from a smoke bomb dropped by the giff when the extraction force moved to
break Miken out of his makeshift brig. The smoke makes the hallway lightly obscured. Creatures Two wounded githyanki warriors (each with 30 hit points remaining) have Miken (an apprentice wizard with 2
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
on a successful one. Light. This area is brightly lit by continual flame spells cast on wall sconces. Smoke. The smoke is from a smoke bomb dropped by the giff when the extraction force moved to
break Miken out of his makeshift brig. The smoke makes the hallway lightly obscured. Creatures Two wounded githyanki warriors (each with 30 hit points remaining) have Miken (an apprentice wizard with 2
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
low to challenge the firenewts. If characters travel within 10 miles (1 hex) of the forge, four albino dwarf warriors (see appendix D) spot and approach them. Their spokesperson is blunt-talking Sithi
machines. So far, they haven’t noticed you.
The hammering sound comes from the east. Eight firenewt warriors (see appendix D) work here. They’re involved in their tasks and not expecting intruders, and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
masonry of the shrine gives way to the natural formation of the volcano’s caldera. A blast of heat and gas billows off the lake of magma roiling here. At the magma’s edge stands a pair of ornate altars
the wall are the missing warriors from Etizalan. Izel. Izel emerges from the lava and speaks in Ignan, demanding the characters leave. If the characters don’t respond, he attacks. If they do, he’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
low to challenge the firenewts. If characters travel within 10 miles (1 hex) of the forge, four albino dwarf warriors (see appendix D) spot and approach them. Their spokesperson is blunt-talking Sithi
machines. So far, they haven’t noticed you.
The hammering sound comes from the east. Eight firenewt warriors (see appendix D) work here. They’re involved in their tasks and not expecting intruders, and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
masonry of the shrine gives way to the natural formation of the volcano’s caldera. A blast of heat and gas billows off the lake of magma roiling here. At the magma’s edge stands a pair of ornate altars
the wall are the missing warriors from Etizalan. Izel. Izel emerges from the lava and speaks in Ignan, demanding the characters leave. If the characters don’t respond, he attacks. If they do, he’s
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
gladiatorial games to begin. Seven githyanki warriors (see “Tattooed Guards” below) keep the crews from fighting one another. The guards and the crews are indifferent toward new arrivals. The docks are
starhorrors, and one aartuk elder (see Boo’s Astral Menagerie for their stat blocks). Dock 4. The Tarrasque, a space galleon, is crewed by four hadozee explorers, fifteen hadozee warriors (see Boo’s Astral
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
gladiatorial games to begin. Seven githyanki warriors (see “Tattooed Guards” below) keep the crews from fighting one another. The guards and the crews are indifferent toward new arrivals. The docks are
starhorrors, and one aartuk elder (see Boo’s Astral Menagerie for their stat blocks). Dock 4. The Tarrasque, a space galleon, is crewed by four hadozee explorers, fifteen hadozee warriors (see Boo’s Astral
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Glass is a continual presence in their minds, moving telepathically from character to character to frantically warn them that the ghost is lying, and that it and its guardian creatures must be
intention to destroy her, and she tells the characters that their betrayal will be their undoing. As a bonus action in the first round of combat, Nintra summons six shadow glass warriors. Each one steps
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Glass is a continual presence in their minds, moving telepathically from character to character to frantically warn them that the ghost is lying, and that it and its guardian creatures must be
intention to destroy her, and she tells the characters that their betrayal will be their undoing. As a bonus action in the first round of combat, Nintra summons six shadow glass warriors. Each one steps
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
characters near the ruined tower, read the following text: Ahead, a pale stone tower juts from the rust-colored landscape. Carved with the likenesses of a thousand elven warriors, the tower has
high. Doors. All doors are made of rusty iron. They are unlocked and open easily, though noisily. Lighting. Areas E1 and area E2 are brightly lit by continual flame spells cast on wall sconces. In
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
pillars, all carved of black jet. Glowing arcane runes surround the top edge of this shrine. Between the pillars, an unconscious humanoid is suspended in a roiling field of golden light.
Thereafter, you
chamber, as if someone is whipping the air and it is bleeding.
Mennek, Red Wizard Enchanter Creatures. A Red Wizard enchanter and a Thayan apprentice work here, guarded by two dread warriors (see
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
pillars, all carved of black jet. Glowing arcane runes surround the top edge of this shrine. Between the pillars, an unconscious humanoid is suspended in a roiling field of golden light.
Thereafter, you
chamber, as if someone is whipping the air and it is bleeding.
Mennek, Red Wizard Enchanter Creatures. A Red Wizard enchanter and a Thayan apprentice work here, guarded by two dread warriors (see
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. This state of battle readiness is maintained until Rilna Freth tells occupants of the fortress that it is secure. 19a. Elite Barracks Four off-duty female drow elite warriors are stationed here
lantern with a continual flame spell cast on it hangs above the bed.
Maleen and Tendra have come from Shadowdusk Hold (level 22) on the orders of Halaster Blackcloak. Under the guise of seeking an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. This state of battle readiness is maintained until Rilna Freth tells occupants of the fortress that it is secure. 19a. Elite Barracks Four off-duty female drow elite warriors are stationed here
lantern with a continual flame spell cast on it hangs above the bed.
Maleen and Tendra have come from Shadowdusk Hold (level 22) on the orders of Halaster Blackcloak. Under the guise of seeking an
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
characters near the ruined tower, read the following text: Ahead, a pale stone tower juts from the rust-colored landscape. Carved with the likenesses of a thousand elven warriors, the tower has
high. Doors. All doors are made of rusty iron. They are unlocked and open easily, though noisily. Lighting. Areas E1 and area E2 are brightly lit by continual flame spells cast on wall sconces. In
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
forced open with a successful DC 20 Strength (Athletics) check.
Illumination. Areas within the cathedral are brightly lit by continual flame spells cast on wall sconces.
Walls. Climbing the
outside courtyard below. H10. Recessed Mausoleums These areas are the final resting places of esteemed priests, warriors, and other dedicated servants of Elturel. For each of these areas the characters
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
forced open with a successful DC 20 Strength (Athletics) check.
Illumination. Areas within the cathedral are brightly lit by continual flame spells cast on wall sconces.
Walls. Climbing the
outside courtyard below. H10. Recessed Mausoleums These areas are the final resting places of esteemed priests, warriors, and other dedicated servants of Elturel. For each of these areas the characters
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Preeta Kreepa Dug out of a mostly collapsed section of Stromkuhldur is a stone hovel in a cave lit by continual flame spells cast in several old cauldrons lying among the rubble. The door to the hovel is
call upon to bolster his defenses. She keeps these undead warriors locked in area 21q. Preeta is a mage, with these changes: Preeta is chaotic neutral. She has darkvision out to a range of 120 feet, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Preeta Kreepa Dug out of a mostly collapsed section of Stromkuhldur is a stone hovel in a cave lit by continual flame spells cast in several old cauldrons lying among the rubble. The door to the hovel is
call upon to bolster his defenses. She keeps these undead warriors locked in area 21q. Preeta is a mage, with these changes: Preeta is chaotic neutral. She has darkvision out to a range of 120 feet, and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
sarcophagus resembles a dragon’s head. Rusting iron clasps firmly lock down the lid.
Torch. The greenish fire is a continual flame spell. Sarcophagus. Six rusted iron latches hold down the sarcophagus lid
kobold tribe’s warriors. Three kobolds stand guard inside, unless they have already come forth to reinforce other kobolds. If the characters try to talk and the interaction is successful, the kobolds
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
sarcophagus resembles a dragon’s head. Rusting iron clasps firmly lock down the lid.
Torch. The greenish fire is a continual flame spell. Sarcophagus. Six rusted iron latches hold down the sarcophagus lid
kobold tribe’s warriors. Three kobolds stand guard inside, unless they have already come forth to reinforce other kobolds. If the characters try to talk and the interaction is successful, the kobolds