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Returning 26 results for 'conversely reflecting guard to have replicas'.
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converse reflection guard to have replicas
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Kenku
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Volo's Guide to Monsters
the area patrolled by the guard did she explain that the noises indicated that the wingless folk had claimed that area, and that to trespass would be to court death.
— Gimble, Notes from a
copy existing items with exceptional skill, allowing them to become excellent artisans and scribes. They can copy books, make replicas of objects, and otherwise thrive in situations where they can
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
hesitate to respond to their aggressiveness with substantial difficulties as a consequence of their acting rashly and without thought. Conversely, reward the characters for careful planning
corridors of their lair routinely. Unless the characters are extremely stealthy and careful, they are bound to encounter a patrol at some point. A guard patrol consists of two lizardfolk, one of which
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->Guildmasters' Guide to Ravnica
, and to exploit those weaknesses for its own gain. Conversely, the house holds its own secrets tightly, because it doesn’t want its enemies to turn the tables. The Dimir lurk in the shadows
by other guilds can destabilize that web. When the Boros take sudden, forceful action inspired by an unexpected burst of zeal, the Dimir can be caught off guard. The Selesnya behave predictably on
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->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->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->Tales from the Yawning Portal->a6
a pile of rocks and ice chunks for hurling. The guard certainly hurls missiles if not immediately forced into melee. His treasure is at area 6. Note that the giant in area 2 will hear sounds of
combat here and rush to aid his comrade (and vice versa). 2. Guardroom Ice Cave One frost giant waits here on standby guard. On the floor of the cave are a pile of sleeping skins and two bags. The guard
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
30 feet into the other plane. Conversely, the Ethereal Plane is usually imperceptible to those on the overlapped planes, except with the aid of magic. Normally, creatures in the Border Ethereal can’t
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
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->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->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->Waterdeep: Dragon Heist
Tavern, on Ship Street in the Dock Ward, at six bells and guard them while they work. Do this every day for a tenday.” Each morning, the characters meet with a team of four dungsweepers (commoners) and
rift between the Zhentarim and Esloon’s gang by sowing rumors of betrayal. They must spend 25 gp in bribes and succeed on a DC 16 Charisma (Deception or Persuasion) check. Conversely, they can
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
reflecting pool dances with the twilight colors of the sky above. Luminous butterflies flit above vivid flower beds that stand to the left and right of the pool.
Just outside the gatehouse stands a
perpetually in full bloom. The reflecting pool is 1 foot deep. Sundial. The sundial here functions identically to the one in the hedge maze (area G21), but the leaves required to operate it don’t grow within
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
E8: Jail Car This soundproof car is two stories tall (30 feet high) and encased in thick iron. Four pentadrones guard the rooftop. These guards are positioned near the corners of the roof, allowing
poison and psychic damage. Conversely, the doors are too strong to be forced open by anything other than knock spells or similar magic. When the characters enter the car, read or paraphrase the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
token’s lingering draconic magic.
2 A secret order of rangers who collect and guard draconic lore taught you their ways.
3 A dragon gave you a geode or gemstone to care for. To your surprise
your drake is summoned, you and the drake gain the following benefits: Drake Mount. The drake grows to Medium size. Reflecting your special bond, you can use the drake as a mount if your size is Medium
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
as seating areas.
The eastern shop sells cheap souvenirs and bears a sign that reads, “The Historian’s Gifts.” The western shop sells books and artifact replicas and is labeled “The Archaeologist’s
about ancient plant life.
One guard patrols this area. Hallways to the north and south connect to area V4. Alarms. The short hallways that connect this area to the grand entrance (area V1) have
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
42 or area 48) will come to investigate within 1d6 rounds. Conversely, any lizardfolk that want to pass into the western part of the lair are accompanied to the gate by a guard patrol, and the gate is
noise, does not attract the attention of the guards in area 2. 2. Guard Room If the party has not alerted the guards here, lizardfolk are lounging on benches and talking among themselves. Modify the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
lower yards.
One erinyes is on guard in each of these towers, occasionally leaving the tower to walk the battlements of the adjoining curtain walls. Each erinyes is hostile to anyone attempting to
between the towers, barring access from the lava river beyond.
Two erinyes guard access to the harbor, one in each tower. These guards are hostile to anyone attempting to enter or leave the hold via the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
frequent in the Hive than elsewhere in Sigil, reflecting the ward’s dismal mood. When it falls, gutters ooze sludge into brackish pools of oil and rainwater, their surfaces disturbed by scurrying
echo with the moans of the Undead. Skeletons and zombies perform menial tasks, such as cleaning or guard duty, while more intelligent Undead—such as wights, vampires, and death knights—serve the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
-placed within the Guild. Unrolling Scroll Built of white marble, with an arched roof of vibrant red edged in gold leaf, the temple of Oghma stands out among the surrounding buildings. A wide reflecting
Upper City’s guard force uses the Watch Citadel as training grounds, barracks, and organizational offices. A stable holds the Watch’s warhorses, while a few jail cells can host ordinary prisoners
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
reflecting pool rests in a deep basin under its roof, which is built with exceptional acoustics so that a speaker’s words project clearly and effortlessly across the assembled audience. This has made the
The Upper City’s guard force uses the Watch Citadel as training grounds, barracks, and organizational offices. A stable holds the Watch’s warhorses, while a few jail cells can host ordinary prisoners
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
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, yellow-robed priest of Savras waiting for you.
As the characters move around in the room, the eyes in the walls turn to follow them. The guard is Alessia Baseer, a lawful good human priest of Savras
be confirmed by a detect evil and good spell or similar magic. Dark swirls of noxious steam fill this circular chamber, whose floor is taken up mostly by a large reflecting pool. Runes carved into the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, preying on caravans and plundering herds and settlements in the verdant lands beyond the desert’s reach. These dragons can also be found in dry steppes, searing badlands, and rocky coasts. They guard
dragon sometimes wracks its minions’ minds with fear to the point of insanity, with the fog that spreads throughout its forest reflecting those minions’ tortured dreams. Living Treasures. A green