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Returning 35 results for 'conviction rebuke guardians to her rise'.
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Monsters
Mythic Odysseys of Theros
can innately cast the following spells, requiring no material components:
At will: fire bolt (see “Actions” below)
3/day: burning hands
1/day each: hellish rebuke (see “Reactions” below), scorching
Rebuke (2nd-Level Spell; 1/Day). When the oread is damaged by a creature within 60 feet of the oread that it can see, the creature that damaged the oread must make a DC 14 Dexterity saving throw, taking 16
Monsters
Mordenkainen's Fiendish Folio Volume 1
","rollAction":"Mace"} to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1","rollType":"damage","rollAction":"Mace","rollDamageType":"bludgeoning"} bludgeoning damage.Defensive Rebuke. If a
, as hobgoblins place the norkers at the bottom of the goblinoid ranks, yet the norkers' ferocity, tough hides, and sharp fangs allow them to rise up and defeat goblinoids that underestimate the norkers
Monsters
Mordenkainen's Fiendish Folio Volume 1
make a single melee attack.Defensive Rebuke. If a creature within 5 feet of the norker makes a melee attack against it, the norker can use its reaction to cause 6 piercing damage to it.Cruel, vicious
, and Short. Even goblins bully and harass norkers, as hobgoblins place the norkers at the bottom of the goblinoid ranks, yet the norkers' ferocity, tough hides, and sharp fangs allow them to rise up and
Halfling
Legacy
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Species
Basic Rules (2014)
despite the rise and fall of empires.
Many halflings live among other races, where the halflings’ hard work and loyal outlook offer them abundant rewards and creature comforts. Some halfling
, go talk to the farmers and herders and you’ll find good, solid folk. Not that there’s anything wrong with the barons and soldiers—you have to admire their conviction. And by
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Rise of the Tomb After Acererak murdered Omu’s gods, he enslaved the Omuans and forced them to carve a grand tomb under one of the cliffs surrounding the city. The archlich devised brutal trials for
archlich turned some of his victims into undead and flesh golems, then locked them inside the tomb to serve as guardians. Acererak then resumed his wanderings. In Acererak’s absence, the tomb snared
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
skeletal guardians hold together for only a short time before disassembling into a gang of individual undead. Skeletal Juggernaut
Large undead, lawful evil
Armor Class 13 (armor scraps)
Hit
0 hit points, twelve skeletons rise from its remains.
Falling Apart. If the juggernaut does not have all of its hit points at the start of its turn, it loses 10 hit points.
Actions
Multiattack
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Skeletons Ossified Evil Habitat: Planar (Shadowfell), Underdark, Urban; Treasure: None Andrey Kuzinskiy Adventurers face an onslaught from all manner of skeletons Skeletons rise at the summons of
guardians, soldiers, or laborers. In rare cases, skeletons are reanimated but given no particular direction. Roll on or choose a result from the Skeleton Pantomimes table to inspire how undirected
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Skeletal Juggernaut A skeletal juggernaut is an oversized, bipedal assembly of bones that loses a portion of its mass with each step. These skeletal guardians hold together for only a short time
Senses darkvision 60 ft., passive Perception 9
Languages —
Challenge 5 (1,800 XP)
Disassemble. If the juggernaut is reduced to 0 hit points, twelve skeletons rise from its remains.
Falling
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
allow them to rise up and defeat goblinoids that underestimate the norkers’ strength and ferocity.. For this reason, norkers are likely encountered away from their brethren. Their natural armor and
hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Reactions
Defensive Rebuke. If a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
nobility or royalty, instead looking to family elders to guide them. Families preserve their traditional ways despite the rise and fall of empires. Many halflings live among other races, where the
with the barons and soldiers — you have to admire their conviction. And by protecting their own lands, they protect us as well.”
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
monstrous guardians, could be clockwork devices or stuffed toys. This doesn’t change the creatures’ statistics and is revealed only in dramatic moments. Individuals the characters have known for years
once per day. He closes them to prevent those he’s obsessing over from escaping. When he closes Borca’s borders, the Mists rise as detailed in “The Mists” section at the start of this chapter. Additionally, the fog is filled with Ivan’s taunting voice and patrolled by grim clockwork toys.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
formulating a plan to get past the undead guardians in this area. A blast furnace and a mechanical bellows powered by a waterwheel dominate this large chamber. The furnace is cold and dark, but heaps of coal
. Floating above them is a skull engulfed in green flame.
Eight of the fallen dwarf warriors are zombies. They rise and pursue any living creatures that enter the room, but they do not pursue creatures
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Frost Giant Giant of the Ice and Snow Habitat: Arctic, Mountain; Treasure: Armaments Robson Michel From glacial mountain heights and vast tundras rise the homes of frost giants. These giants have
, serving as guardians to their realms in exchange for treasure, weapons, and crafts. The small folk have barely anything worth looting, so they shouldn’t much mind when we take it from them.
—Jarl Grugnur
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
commonly, a transgression against its tomb, treasures, lands, or former loved ones will cause a mummy to rise.
“Before opening a sarcophagus, light a torch.”
— X the Mystic’s 7th rule of dungeon
who committed crimes of treason, adultery, or murder. As punishment, they were cursed with eternal undeath, embalmed, mummified, and sealed away. Other times, mummies acting as tomb guardians are
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
best known in Solamnia. Deities of Krynn Gods of Good
Alignment
Province
Symbol
Paladine LG Good dragons, guardians, rulers Silver triangle Branchala NG Music Bard’s harp Habbakuk
we remember. Worship of the true gods is ever waning, and false religions rise in their place. I pray every day that we’ve learned our lesson—that the gods will return, and that I may cede this chair
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
crumbled with the rise of the gods, the chuuls were cast adrift. However, these creatures continue to do what they did for the aboleths, slowly collecting humanoids, gathering treasure, amassing magic, and
consolidating power. Tireless Guardians. Chuul still guard the ruins of the ancient aboleth empire. They linger in silent observance of eons-old commands. Rumors and ancient maps sometimes lure
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
projects, so the Free get involved to stop this practice and punish the perpetrators for their crimes. The Emerald Enclave Druid circles Athasian druids see themselves as guardians of the land and enemies
bureaucracy of a specific city-state can serve a similar role in a Dark Sun conversion of this adventure. The city-state most immediately concerned with the rise of a dangerous magical cult in the Great
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
fertile breeding ground called Whitemarsh: a primordial soup that gives rise to all manner of monsters. The weakest specimens are gobbled up by hungry demons fresh from the Scabbery. Sometimes, powerful
behemoths with freakish powers emerge from Whitemarsh. Most such beings flee Xulregg or are captured and sacrificed to Aurnozci, though a few have been allowed to live and serve the Caged Worm as honored guardians.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
enter a square marked with a number, they are immediately attacked by that number of skeletons. To begin an encounter, the skeletons rise from the sand, expending half of their movement on their first
turn. They are encrusted with sand but unhindered by it, so they retain their normal speed while in the dunes. For example: The characters enter a numbered square marked “7.” Seven skeletons rise and
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
might employ nymphs as messengers, guardians, or scouts. The nymphs of Theros include the following mysterious beings, as well as dryads (presented in the Monster Manual). Immortal Nature. A nymph doesn’t
bolt (see “Actions” below)
3/day: burning hands
1/day each: hellish rebuke (see “Reactions” below), scorching ray
Invisible in Fire. The oread is invisible while fully immersed in fire.
Magic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
slippery and rise to meet the floor of a 20-foot-high antechamber, the floor of which is submerged under 1 foot of murky water. Decorative columns carved to look like intertwined snakes line the chamber’s
abominations. These temple guardians attack any creature that is not a yuan-ti. When reduced to 0 hit points, they revert to clouds of green mist and disappear without a trace. If the yuan-ti abominations are not killed, they rid the temple of enemies and turn it into their lair.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
fire and the half-remembered arcana of dead spellcasters. They rise from the remains of dead magic-users who were reanimated by sinister necromancers or whose magical pursuits drive them beyond death
. Flameskulls might serve as guardians for their creators or pursue ambitions left unfulfilled in life. They lash out at foes with destructive spells and bursts of fire, wielding magic without the need
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
to leave through the doorway to the west, all four crypt guardians burst out to fight until destroyed. The crypt guardians use the revenant stat block with the following changes: They speak Dwarvish
levers, he’s honored to do so, but the crypt guardians may attack him, as described in area P15.) P10: Founder’s Tomb Images of the temple of Talhundereth adorn the walls of this crypt. A sarcophagus
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
spanning a firelit chasm.
The southeast chasm is described in area E12. A dozen fire temple cultists bunk here, but only four Eternal Flame guardians (see chapter 7) are present when the characters
shimmers, smoke, and steam rise toward the domed ceiling, escaping through vents. Staircases rise at opposite ends of the room, and a smaller passage exits to the east. An efreeti drives azers and
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
entryway to the inner sanctum delivers a fiery rebuke to intruders. Trigger. Anyone who steps on the mosaic causes fire to erupt from it. Those who openly wear holy symbols of Pyremius don’t trigger this
guardians can then more easily dispose of the sleepers. Trigger. Stepping on the pressure plate triggers this trap. Effect. When activated, this trap casts a sleep spell centered on the pressure plate
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Bronze Shrine Locations The following locations are keyed to the map of the Bronze Shrine. B1. Jetty This stone jetty and rocky rise lead to a tunnel with a 10-foot-high entrance carved into the tip
of the dragon relief’s tail. During high tide the jetty, the rise, and the tunnel entrance are submerged in ocean water. High tide begins at midnight and noon each day and lasts for six hours.
Map
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
with dew. Beasts are returning to Faunel, but who among them will rise to the top of the food chain? Three factions of awakened Beasts vie for control of the animal kingdom. The following leaders, all
tongues capable of speech, and saplings weaned on the reservoir eventually uproot as wooden guardians that defend the town. Creatures that submerge themselves in the pond emerge in the untamed wilds of the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
themselves with the water there before proceeding deeper into the shrine. Altar Guardians. If a character comes within 10 feet of the altar without having washed themself in area C3 within the last 24
hours, three water weirds rise from the water between the pillars. They are hostile toward any Humanoid who doesn’t openly bear the symbol of Habbakuk. The water weirds cease attacking and vanish if a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
supposed subtleties and ruses. Often it’s better put the target to the torch, then sift through the ashes afterward. Eternal Flame Guardian Eternal Flame guardians are dullards fascinated by the power
rebuke, shield
2nd level (3 slots): darkness, detect thoughts, misty step, scorching ray
3rd level (3 slots): counterspell, fireball, hypnotic pattern
4th level (3 slots): wall of fire
5th
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
runes as follows: “That which falls can rise again.” DISGUISED CHARACTERS
Characters can disguise themselves using masks and robes taken from defeated cultists. While disguised in this fashion
Hellish Rebuke reaction, which she can use twice per day (but only once before her next turn). If she is reduced to fewer than half her hit points, Thalamra tries to escape through the nearest secret door
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
.
The kingpriest insisted the Threshold was a holy place, but little besides the holy water fonts here remains of its religious trappings. Guardians. A bone devil named Guelfost and his handler, a
windows, the city’s towers shudder, and the ruins begin to rise into the air.
Belephaion has activated the throne’s magic, with dire ramifications for the city (see “Helm” below). Belephaion
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, waiting patiently for tasty fairies to get stuck in their webs. If one or more characters enter the rose garden, the ettercaps rise from their earthy cysts and assume threatening postures, hoping to
Iron Lion The iron lion, Envy, is one of two guardians that Zybilna created to watch over her garden in her absence. When Zybilna became frozen in time, her guardians appeared from their respective
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
and flags of its two groups of guardians, the Hellriders and the Companions. It might be fairly said that the only reason Elturgard can exist as a nation is because of these knights, for it faces
, it has given rise in other parts of Elturgard to the expression “as holy as a Berduskan priest” — which is to say, not very. Scornubel. Known far and wide as the City of Caravans, Scornubel is the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
protected against intruders by monstrous guardians. Dory lives in the suspended ship. Reaching the ship without magic requires climbing the crane, which takes a successful DC 20 Strength (Athletics) check
“HANDLE WITH CARE.” A closed door offers a way into a walled-in area to the northwest. A mechanical lift stands along the south wall to the east, and two iron spiral staircases rise from the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. To them all magic is “booyahg,” and the word is part of the name they give to any of its practitioners. A goblin with access to booyahg becomes a member of the lashers and can often rise to the role of
goblin in the host is given the title of jester. This goblin lounges in a hobgoblin warlord’s command center, free to behave as it wishes without risk of punishment or rebuke. For more information on nilbogs, see chapter 3 of this book.