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Monsters
Guildmasters’ Guide to Ravnica
Explosive Tank. When the guard dies, or if it rolls a 1 when checking whether its Scorchbringer action recharges, the tank on its back explodes in a 10-foot radius sphere. Each creature in that area
Hammer","rollDamageType":"bludgeoning"} bludgeoning damage.
Scorchbringer (Recharge 4–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Scorchbringer"}. The guard’s scorchbringer
Species
Mythic Odysseys of Theros
The leonin guard the shining lands of Oreskos, a golden plain where even the gods rarely trespass.
Prides of these nomadic, lion-like humanoids rarely interact with other peoples, having all they
.
Noble and Fierce
Leonin tend to be tall compared to humans and move with a boldness that suggests their physical might. Tawny fur covers leonin bodies, and some grow thick manes ranging in shades from
Guard
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Spear. Melee or Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Spear"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1);{"diceNotation":"1d6+1
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.
Moon. You are granted the
apply it.
The Void. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your
races
Mordenkainen Presents: Monsters of the Multiverse
survive with just their wits in situations that would be deadly for other folk. Because of that fact, many lizardfolk myths state that their people were placed by the gods in the Material Plane to guard
level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Retreat! If the adventurers retreat from the sounds of battle, they barely escape from a partial collapse of their local section of Araumycos’s cavern complex. They race ahead of a small horde of
Araumycos’s caverns before returning to Neverlight Grove to root out any remainder of the demon queen’s infestation.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Guard Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles. Guard
Medium humanoid (any race), any alignment
Armor Class 16
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
). The course covers the anatomy, abilities, and dispositions of monsters commonly encountered while adventuring. Students read popular accounts related to Aberrations, Monstrosities, and Oozes, as well
events of the “A Great Frog Race” section and sees students tested on their knowledge of the creatures known as slaadi. The rules for Exams can be found earlier in this chapter.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
race hard, even if it’s in the group’s best interest for a particular dinosaur to win. A race runs a length of 300 feet; this is abstract, as a race actually covers a lot more ground. Every round
harbor and the city’s four hills. Spectators are seldom injured, but it’s a dangerous sport for the dinosaurs and their riders. A typical race day has three races: one for four-legged beasts, one for
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Foundling arrives to give you, Saerthe, and Boatswain Tarto a lift back to the academy. Seasoned staff are left behind to take care of the tyrant ship.
After returning to Spelljammer Academy on the
aren’t allowed to attend the senior staff briefing or see Miken, who is confined to his quarters. Two veterans stand guard outside Miken’s room, the door to which has an arcane lock spell cast on it.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
a heavily armored warforged stands guard Building on the book’s introduction, this chapter reveals how you can create a character shaped by Eberron and its war-filled history. The chapter offers you
the following choices: Race. Choose one of the playable races detailed in this chapter, or pick a race from the Player’s Handbook and learn here how Eberron has affected that species’ development
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, Laeral Silverhand. The Griffon Cavalry is a special branch of the City Guard whose members are veteran soldiers trained to fly griffon mounts. Griffon Cavalry Rider
Medium humanoid (any race), any
City Guard The City Guard is Waterdeep’s army, charged with protecting the city’s walls and gates, government buildings, harbor, and officials. The City Guard also patrols the roads to Amphail
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Upwind, plumes of smoke billow up from the hillsides. Grass is catching fire at a furious rate, and the fire is moving quickly your way. Big creatures made of flame race over the ground, while small
shapes flit in the smoke.
The adventurers detect the fire when it is 500 feet away. It covers a front of about 200 feet. At the start of each round, the fire advances 2d6 × 10 feet. Smoke renders the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
student character. It introduces the owlin race and five backgrounds—one for each college—as well as a collection of feats, spells, and magic items. Chapters 3–6 provide a campaign meant to advance
characters from 1st to 10th level as they progress through their magical studies. Each chapter covers a year’s worth of adventure, so characters begin chapter 3 as 1st-level characters and first-year
Compendium
- Sources->Dungeons & Dragons->Monster Manual
sometimes brought to life by influences from the Feywild, which make them colorful and endlessly blooming, or by Shadowfell energy, which covers them with grotesque burls or makes them look lifeless
in varied environments. Colorfully plumed axe beaks race across tropical plains, while axe beaks with snowy feathers hunt the tundra.
Axe beaks are difficult to train, but those hatched and raised
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Construct. In the center of the room is a Huge scorpion constructed from metal. (This is an incomplete scaladar that is not active.)
11b. Scaladar Guards. Two scaladar (see appendix A) guard this room and
), his body was placed here by the scaladar servants that guard area 11b. The body is in stasis but can be attacked normally. It is unconscious and has AC 12 and 99 hit points. Without its spirit, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
out at 15 feet high.
Desks. Two rows of stone desks and chairs face the entrance. The tops of the desks are angled slightly and have inkwells carved into them.
Caught off guard by the arrival of
visitors, the duergar instinctively enlarge themselves and attack. If two duergar fall in battle, the survivors turn invisible and flee to area 12 while the cloaker covers their escape. The holy texts
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
feet per round. The inhabitants of other nearby areas go about their business. The stone floors and walls are covered with bloody tiles. The ceiling is 10 feet high throughout. 17a. Western Guard
Post Two male duergar, Kalrog and Klang, keep guard here. Klang is Kalrog’s older brother, and the two are highly competitive. 17b. Eastern Guard Post Smoke and heat from the forges billow into this
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Returning to Kalaman As the characters near the gates of Kalaman, read the following text: A crowd mills at the gate ahead, dozens of commoners murmuring and excitedly looking past the closed
portcullis. “There’s nothing to see!” shouts a guard, “Please move along.”
Solamnic knights mysteriously
arrive in Kalaman The characters learn the following from a gate guard or anyone in the crowd: An
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Final Conflict Depending on the characters’ alliances, they might guard the platform or try to free Afsoun. Whether the characters are standing guard, attempting to free Afsoun, or scheming otherwise
, soon after they’re in position or their plan is in motion, they realize they’re no longer alone. Read or paraphrase the following text: Twilight covers the land as the moon fills the sky. The
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
Dungeons & Dragons campaign to explore. A vast, sprawling city that covers the whole of the known world, Ravnica teems with intrigue and adventure, driven by the conflicts among the ten powerful guilds that
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
battlefields, while others use summoned creatures to guard their lairs. Conjurer Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed 30 ft.
STR
9
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
. Hit: 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.
Scorchbringer Guard
Medium humanoid (any race), chaotic neutral
Armor Class 16
devices produce explosions, but all the most interesting ones (from the Izzet perspective) do. Cosmotronic Blastseeker
Medium humanoid (any race), chaotic neutral
Armor Class 15 (chain shirt
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
to keep the living out of the realm of the dead and the dead from returning to the land of the living. Underworld Crossing Adventures Adventures in Underworld crossings usually involve the characters
returning to their mortal home to pass into the Underworld.
11 Seek an audience with Athreos.
12 Capture an Underworld cerberus (see chapter 6).
Underworld Crossing Map The Underworld
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
empty holds where prisoners, slain whales, and stolen goods are kept. Storvald is returning angry from not having caught a single whale, and that anger intensifies when he realizes that Svardborg has
around the iceberg to check on Cryovain’s mate in the temple of Thrym (area 4). Five frost giants remain aboard the Krigvind — four to man the ballistae and one to guard Cryovain (see the “Dragon in Chains” section). Map 7.3: Krigvind View Player Version
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
ill-equipped to handle the situation, the guards race away to get the Flaming Fist. (Roll on the Guard Arrival Times table to determine how long it takes for the Flaming Fist to arrive, and roll on
Guard Reactions Use the following tables each time the party has a run-in with the Flaming Fist or the Watch and you’re not sure how the encounter should play out. Such interactions occur often at
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
it takes to help that person. 6 Believing themselves to be ill-equipped to handle the situation, the guards race away to get the Flaming Fist. (Roll on the Guard Arrival Times table to determine how
Guard Reactions Use the following tables each time the party has a run-in with the Flaming Fist or the Watch and you’re not sure how the encounter should play out. Such interactions occur often at
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
out on the swampland, past the marsh islands, but then she picked up her tools and ran as the soldiers ordered her to evacuate. Another stonemason claims to have seen heard some of the returning
best friends, the son and daughter of two of the fishers who are still out in the water.) This pronouncement sends the collected townsfolk into a panic again, forcing the guard Yorrum to put spear to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
stationed in other rooms. For example, three kobolds from one area 16 could be stationed in area 15 with orders to set an ambush for returning invaders. Or, four goblins from one area 36 could be
redeployed to area 32 to guard against another intrusion. Keep track of such changes, so that the characters don’t encounter the same kobolds or goblins twice.
Random Treasure. Each regular kobold and goblin is likely to have 2d10 sp, perhaps in the form of various coins and crude jewelry.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
to as one. The Watch doesn’t patrol this area, however, and many crimes go uninvestigated. The City Guard oversees the Field Ward from the walls around it, but its members get involved only when folk
-duty members of the City Guard, situated on the corner of Endshift Street and the Breezeway. Though the guards might not be inclined to assist you, your status as a visitor to Waterdeep technically
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
birdlike humanoids guard the windy borders of their home against invaders from the Elemental Plane of Earth, such as gargoyles, their sworn enemies.
Enemies of Elemental Evil. In service to the Wind
it takes to guard against the incursions of Elemental Evil.
Aarakocra have no concept of political borders or property ownership, and the value of gems, gold, and other precious materials means
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, 4-foot-high table in the west side of the room.
Golem. A crystal golem (see “Crystal Golems”) stands guard in the east side of the room, surrounded by shelves stacked with books, spell components
way of the gate in area 11 while the crystal golem covers his escape. Treasure Urlon carries a Stardock rod (see “Stardock Rods”), a set of mason’s tools, and a green crystal wand (his arcane focus
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
cults that reject the oppression of authority by returning to nature. Inductees often mistake these cults for druidic circles or totemic religions whose ceremonies involve entering a labyrinth while
into the minotaurs that echo his own savage form. Although they begin as creations of the Horned King, minotaurs can breed true with one another, giving rise to an independent race of Baphomet’s savage
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
can’t be opened. Two female frost giants stand guard here and watch over the dragon in area 4E. They are eager to spill blood and attack intruders on sight. They have instructions not to harm the
parley with the dragon, she agrees to let them live in exchange for returning her eggs to her. Isendraug doesn’t gain lair actions and can’t cause regional effects in the vicinity of her lair
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Vlaakith’s Dilemma Long gone are the days when the gith race was fully embroiled in conflict. When the githyanki settled Tu’narath and took up residence in the Astral Plane, they no longer had to
smallest pieces of exquisite jewelry. Indolent Dilettantes As a race bred and shaped by the mind flayers for a life of fighting, the githyanki never knew anything else while they were enslaved. Now that they