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Returning 35 results for 'conviction returner guardians to her radius'.
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Monsters
Quests from the Infinite Staircase
":"1d6+3", "rollType":"damage", "rollAction":"Handaxe", "rollDamageType":"slashing"} slashing damage.Champions are blessed by Gorm to lead their fellow guardians. In battle, they channel auras of ghostly
lightning to protect Gorm’s servants.
Guardians of Gorm
The Guardians of Gorm are stalwart Cynidiceans who worship Gorm, an ancient god of justice, storms, and war. Members of the order wear
Monsters
Guildmasters’ Guide to Ravnica
Body","rollDamageType":"lightning"} lightning damage.
Illumination. The hybrid sheds bright light in a 10-foot radius and dim light for an additional 10 feet.Multiattack. The hybrid makes two attacks
the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name
Monsters
Mordenkainen Presents: Monsters of the Multiverse
groups of sea elves, tritons, and tortles as guardians and friends.
Dolphins
Dolphins are clever, social marine mammals that feed on small fish and squid. An adult specimen is between 5 and 6 feet
long.Delightful Light (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Delightful Light"}. The dolphin magically emanates light in a 10-foot radius for a moment. The dolphin and
Monsters
Eberron: Rising from the Last War
Aura of Radiance. The councilor magically sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The councilor can extinguish or restore this light as a bonus action. If the
level (4 slots): bless, command, create or destroy water
2nd level (3 slots): augury, calm emotions, hold person
3rd level (3 slots): daylight, dispel magic, spirit guardians
4th level (3 slots
Monsters
Fizban's Treasury of Dragons
in a 30-foot-radius sphere centered on the egg hunter must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature can take either an action
contents. They deposit their own eggs into the empty shells, hiding the eggs from unsuspecting dragon parents or guardians.
Monsters
Quests from the Infinite Staircase
);{"diceNotation":"2d8+6", "rollType":"damage", "rollAction":"Gore", "rollDamageType":"force"} force damage, and a 10-foot-radius invisible sphere of antimagic, like that created by an Antimagic Field spell
save, it takes half as much damage.Zargon the Returner is an elder evil—an undying abomination from eons past with an insatiable appetite. A tentacled, slime-covered horror with a cyclopic red
Monsters
Eberron: Rising from the Last War
(spell save DC 24). He can innately cast the following spells, requiring no material components:
At will: detect thoughts, dispel magic, spirit guardians
1/day each: banishing smite, blinding smite
other magical effects.
Whirlwind of Weapons. A magical aura of weapons surrounds Rak Tulkhesh in a 10 foot radius. At the start of each of his turns, any other creature in the aura takes 14 (4d6
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the characters’ faces. These Cynidiceans mimic the characters as best they can for 10 minutes, even if it costs the Cynidiceans their lives. 9 1d4 guardians of Gorm (see appendix B) try to escort the
the characters to their leader in area B25. 12 1d6 cultists of Zargon declare that the characters must be sacrificed to the Returner and attempt to capture them alive.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the characters’ faces. These Cynidiceans mimic the characters as best they can for 10 minutes, even if it costs the Cynidiceans their lives. 9 1d4 guardians of Gorm (see appendix B) try to escort the
the characters to their leader in area B25. 12 1d6 cultists of Zargon declare that the characters must be sacrificed to the Returner and attempt to capture them alive.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Spirit Guardians 3rd-level conjuration Casting Time: 1 action Range: Self (15-foot radius) Components: V, S, M (a holy symbol) Duration: Concentration, up to 10 minutes You call forth spirits to
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Champion of Gorm Champions are blessed by Gorm to lead their fellow guardians. In battle, they channel auras of ghostly lightning to protect Gorm’s servants. Champion of Gorm Medium Humanoid
+ 3) slashing damage.
Bonus Actions
Aura of Resilience (1/Day). The champion exudes an aura of ghostly lightning that fills a 10-foot-radius sphere centered on itself. While this aura is active
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Spirit Guardians 3rd-level conjuration Casting Time: 1 action Range: Self (15-foot radius) Components: V, S, M (a holy symbol) Duration: Concentration, up to 10 minutes You call forth spirits to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spirit Guardians 3rd-level conjuration Casting Time: 1 action Range: Self (15-foot radius) Components: V, S, M (a holy symbol) Duration: Concentration, up to 10 minutes You call forth spirits to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Spirit Guardians 3rd-level conjuration Casting Time: 1 action Range: Self (15-foot radius) Components: V, S, M (a holy symbol) Duration: Concentration, up to 10 minutes You call forth spirits to
Equipment
within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing. Unattended
erupts in a 20-foot radius. Creatures in the area must make a DC 15 Constitution saving throw or take 28 (8d6) radiant damage and become Blinded for 1 round. The smell of ozone fills the area, and nearby
Equipment
breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
energy erupts in a 20-foot radius. Creatures in the area must make a DC 15 Constitution saving throw or take 28 (8d6) radiant damage and become Blinded for 1 round. The smell of ozone fills the area, and
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Champion of Gorm Champions are blessed by Gorm to lead their fellow guardians. In battle, they channel auras of ghostly lightning to protect Gorm’s servants. Champion of Gorm Medium Humanoid
+ 3) slashing damage.
Bonus Actions
Aura of Resilience (1/Day). The champion exudes an aura of ghostly lightning that fills a 10-foot-radius sphere centered on itself. While this aura is active
Equipment
within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
energy erupts in a 20-foot radius. Creatures in the area must make a DC 15 Constitution saving throw or take 28 (8d6) radiant damage and become Blinded for 1 round. The smell of ozone fills the area, and
Equipment
within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
erupts in a 20-foot radius. Creatures in the area must make a DC 15 Constitution saving throw or take 28 (8d6) radiant damage and become Blinded for 1 round. The smell of ozone fills the area, and
Equipment
within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if climbing
erupts in a 20-foot radius. Creatures in the area must make a DC 15 Constitution saving throw or take 28 (8d6) radiant damage and become Blinded for 1 round. The smell of ozone fills the area, and
Equipment
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair and must push or pull against a fixed object or surface within reach (such as a wall or a ceiling) to move as if
burst of energy erupts in a 20-foot radius. Creatures in the area must make a DC 15 Constitution saving throw or take 28 (8d6) radiant damage and become Blinded for 1 round. The smell of ozone fills the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
lower affecting the targets end. Sucking Slime. Zargon creates a 20-foot-radius puddle of slime on the ground centered on a point within the lair. The slime is difficult terrain, and each creature in
the region’s typical climate. If Zargon dies, these effects fade over the course of 1d10 days. Zargon the Returner Huge Aberration, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 253 (22d12
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the Shadowfell. Thriving in that dark realm, they fill an ecological niche similar to bats on the Material Plane. Intelligent creatures of the Shadowfell sometimes train darkmantles as guardians or
as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.
Darkness Aura (1/Day). A 15-foot radius of magical darkness extends out from the darkmantle
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
lower affecting the targets end. Sucking Slime. Zargon creates a 20-foot-radius puddle of slime on the ground centered on a point within the lair. The slime is difficult terrain, and each creature in
the region’s typical climate. If Zargon dies, these effects fade over the course of 1d10 days. Zargon the Returner Huge Aberration, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 253 (22d12
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Brazen Gorgon Followers of the exiled archdevil Moloch altered the process of creating gorgons to craft their own diabolical guardians called brazen gorgons. These gorgons are hollow, bull-like
originating from the gorgon takes 13 (3d8) Fire damage.
Illumination. The gorgon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
Actions
Multiattack. The gorgon
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Brazen Gorgon Followers of the exiled archdevil Moloch altered the process of creating gorgons to craft their own diabolical guardians called brazen gorgons. These gorgons are hollow, bull-like
originating from the gorgon takes 13 (3d8) Fire damage.
Illumination. The gorgon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet.
Actions
Multiattack. The gorgon
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the Shadowfell. Thriving in that dark realm, they fill an ecological niche similar to bats on the Material Plane. Intelligent creatures of the Shadowfell sometimes train darkmantles as guardians or
as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.
Darkness Aura (1/Day). A 15-foot radius of magical darkness extends out from the darkmantle
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
controlled and can regenerate themselves from those creatures’ blood. Unable to extinguish their horrific unlife, virtuous faiths and vigilant organizations (like the Order of the Guardians detailed in chapter
, prone, restrained
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 11
Languages any three languages, telepathy 120 ft.
Challenge 7 (2,900 XP) Proficiency Bonus +3
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
controlled and can regenerate themselves from those creatures’ blood. Unable to extinguish their horrific unlife, virtuous faiths and vigilant organizations (like the Order of the Guardians detailed in chapter
, prone, restrained
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 11
Languages any three languages, telepathy 120 ft.
Challenge 7 (2,900 XP) Proficiency Bonus +3
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
guardians and friends. Dolphin Delighter
Medium Fey, Typically Chaotic Good
Armor Class 14 (natural armor)
Hit Points 27 (5d8 + 5)
Speed 0 ft., swim 60 ft.
STR
14 (+2)
DEX
13 (+1
of the dolphin’s next turn.
Bonus Actions
Delightful Light (Recharge 5–6). The dolphin magically emanates light in a 10-foot radius for a moment. The dolphin and each creature of its choice in
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
controlled and can regenerate themselves from those creatures’ blood. Unable to extinguish their horrific unlife, virtuous faiths and vigilant organizations (like the Order of the Guardians detailed in Van
, restrained
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 11
Languages any three languages, telepathy 120 ft.
Challenge 7 (2,900 XP) Proficiency Bonus +3
Legendary
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
controlled and can regenerate themselves from those creatures’ blood. Unable to extinguish their horrific unlife, virtuous faiths and vigilant organizations (like the Order of the Guardians detailed in Van
, restrained
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 11
Languages any three languages, telepathy 120 ft.
Challenge 7 (2,900 XP) Proficiency Bonus +3
Legendary
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
guardians and friends. Dolphin Delighter
Medium Fey, Typically Chaotic Good
Armor Class 14 (natural armor)
Hit Points 27 (5d8 + 5)
Speed 0 ft., swim 60 ft.
STR
14 (+2)
DEX
13 (+1
of the dolphin’s next turn.
Bonus Actions
Delightful Light (Recharge 5–6). The dolphin magically emanates light in a 10-foot radius for a moment. The dolphin and each creature of its choice in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
magically sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The councilor can extinguish or restore this light as a bonus action. If the bright light overlaps with an area of
person
3rd level (3 slots): daylight, dispel magic, spirit guardians
4th level (3 slots): banishment, divination, guardian of faith
5th level (2 slots): dispel evil and good, flame strike (see
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
magically sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The councilor can extinguish or restore this light as a bonus action. If the bright light overlaps with an area of
person
3rd level (3 slots): daylight, dispel magic, spirit guardians
4th level (3 slots): banishment, divination, guardian of faith
5th level (2 slots): dispel evil and good, flame strike (see