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Returning 35 results for 'crossing release guard to her reduces'.
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Magic Items
Dungeon Master’s Guide
combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don’t choose a foe, this card has no effect.
Donjon. You disappear
guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can’t return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.
Monsters
Mythic Odysseys of Theros
hours. On a failed save, the creature has disadvantage on saving throws and its speed is halved until the start of its next turn.
Undead Fortitude. If damage reduces the phylaskia to 0 hit points, it
necrotic damage, its Strength score is reduced by 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Strength Drain"}. The target dies if this reduces its Strength to 0. Otherwise, the reduction
Monsters
Keys from the Golden Vault
Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the
. Governing from Castle Cinis, Jhaeros was advised by two councilors, Regine LaVerne and Charmayne Daymore, and a guard captain named Naevys Tharesso. Jhaeros’s rule was compassionate, just, and kind
Monsters
Mordenkainen Presents: Monsters of the Multiverse
maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a manes (see the Monster Manual) if this reduces its hit
’s head. Its demon lord can speak and see through the serpent head; this master also uses the molydeus to guard treasures, slay foes, and terrify troops into obedience.
A molydeus’s demon
Monsters
Mordenkainen Presents: Monsters of the Multiverse
maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a manes (see the Monster Manual) if this reduces its hit
bipedal body has a slavering wolf’s head and a fanged serpent’s head. Its demon lord can speak and see through the serpent head; this master also uses the molydeus to guard treasures, slay
Monsters
Vecna: Eve of Ruin
nefarious magical copies of themselves to fool enemies, to guard treasure, or for other inscrutable reasons.
To create a false lich, a lich binds a shred of its life force to a corpse in a profane
much damage on a successful one. The false lich then regains a number of hit points equal to the amount of force damage taken.
If this damage reduces the target to 0 hit points, the target immediately
Monsters
Icewind Dale: Rime of the Frostmaiden
Keen Smell. The vampire has advantage on Wisdom (Perception) checks that rely on smell.
Rampage. When it reduces a creature to 0 hit points with a melee attack on its turn, the vampire can take a
create a passage through the glacier unknowingly release the starving gnoll vampire from its icy sepulcher. For more information about Tekeli-li’s lair, the Caves of Hunger, see chapter 6.
Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Mordenkainen Presents: Monsters of the Multiverse
works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To
carrying. While reduced, the duergar is Tiny, reduces its weapon damage to 1, and makes attack rolls, ability checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all
Backgrounds
Sword Coast Adventurer's Guide
You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their privilege and place in the City of Splendors, Waterdhavian nobles have a reputation across
owe.
This advantage enables you to live a comfortable lifestyle without having to pay 2 gp a day for it, or reduces the cost of a wealthy or aristocratic lifestyle by that amount. You may not
Monsters
Curse of Strahd
the reach of melee combatants and spellcasters, or he flies away (using summoned wolf;wolves or swarm of bats;swarms of bats or swarm of rats;rats to guard his retreat).
Strahd observes the characters
to see who among them are most easily swayed, then tries to charm characters who have low Wisdom scores and use them as thralls. At the very least, he can order a charmed character to guard him
Monsters
Mordenkainen's Fiendish Folio Volume 1
","rollAction":"Poison Stinger","rollDamageType":"poison"} poison damage on a failed save, or half as much on a successful one. If the poison damage reduces the target to 0 hit points, the target is
Kerpatis's followers. Brainwashed by his magic and set to guard his many dungeons, these fanatics are among his most dangerous followers. It is telling that the xills rarely kidnap commoners. Instead, they
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Underworld Crossing The Tartyx River is dotted with ruined temples of Athreos on either side of its banks that serve as crossing points between the mortal world and the Underworld. Souls of the dead
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
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Underworld Crossing The Tartyx River is dotted with ruined temples of Athreos on either side of its banks that serve as crossing points between the mortal world and the Underworld. Souls of the dead
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
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
appropriate ability check, depending on their approach. A character who offers a bribe of 10 gp reduces the DC of this check by 5. On a failed check, the former guard walks away, disinterested in further
Guards table to help you roleplay each guard. Former Guards d6 Ex-Guard 1 Turolga Flathelm (neutral dwarf), a gruff woman who has a soft spot for stray cats 2 Ballidyr Josephon (neutral human), a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
appropriate ability check, depending on their approach. A character who offers a bribe of 10 gp reduces the DC of this check by 5. On a failed check, the former guard walks away, disinterested in further
Guards table to help you roleplay each guard. Former Guards d6 Ex-Guard 1 Turolga Flathelm (neutral dwarf), a gruff woman who has a soft spot for stray cats 2 Ballidyr Josephon (neutral human), a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, gooey, fungal growths before losing their autonomy, acting like zombies. They also release spores that infect other beasts and humanoids. Eventually, the plague reduces all infected creatures and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
favor by using an approach that relies on your best bonuses and skills. If the group needs to trick a guard into letting them into a castle, the rogue who is proficient in Deception is the best bet
to lead the discussion. When negotiating for a hostage’s release, the cleric with Persuasion should do most of the talking.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
favor by using an approach that relies on your best bonuses and skills. If the group needs to trick a guard into letting them into a castle, the rogue who is proficient in Deception is the best bet
to lead the discussion. When negotiating for a hostage’s release, the cleric with Persuasion should do most of the talking.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Moving on the Train To reach the Stranger, the characters must make their way from the Caboose (area E1) to the Jail Car (area E8). Crossing between Cars Creatures can safely move from one car to
and deposit them into an empty cell in the Jail Car (area E8). Guard Patrols Hostile modrons patrol the rooftops of the cars, attacking anyone they see who isn’t supposed to be there. Whenever one or
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Moving on the Train To reach the Stranger, the characters must make their way from the Caboose (area E1) to the Jail Car (area E8). Crossing between Cars Creatures can safely move from one car to
and deposit them into an empty cell in the Jail Car (area E8). Guard Patrols Hostile modrons patrol the rooftops of the cars, attacking anyone they see who isn’t supposed to be there. Whenever one or
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, gooey, fungal growths before losing their autonomy, acting like zombies. They also release spores that infect other beasts and humanoids. Eventually, the plague reduces all infected creatures and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
favor by using an approach that relies on your best bonuses and skills. If the group needs to trick a guard into letting them into a castle, the rogue who is proficient in Deception is the best bet
to lead the discussion. When negotiating for a hostage’s release, the cleric with Persuasion should do most of the talking.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
favor by using an approach that relies on your best bonuses and skills. If the group needs to trick a guard into letting them into a castle, the rogue who is proficient in Deception is the best bet
to lead the discussion. When negotiating for a hostage’s release, the cleric with Persuasion should do most of the talking.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the way takes 132 (24d10) bludgeoning damage and is knocked prone and pinned underneath the block, or crushed to a pulp if the damage reduces its hit points to 0. A creature pinned under a block is
restrained until the block is lifted (by raising the appropriate lever). Knock spells and similar magic have no effect on these gigantic barricades. 2A. Northwest Guard Room This 60-foot-square room is
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
. Add: In the shadows of the ceiling to the north, you can just make out the dim shape of a rickety bridge of wood and rope crossing over the passage ahead of you. Another passage intersects this one
the east to inform its companions in area 7 to release a flood (see the “Flood!” section of area 5). The goblin moves undetected if its Dexterity (Stealth) check exceeds the passive Wisdom
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
5. Overpass Where a high tunnel passes through the larger tunnel cavern below, the goblins have set up a bridge guard post. The stream passage continues up beyond another set of uneven steps ahead
) check contested by the goblin’s Dexterity (Stealth) check. This guard is lazy and inattentive. If no characters are using light sources, each character can attempt a Dexterity (Stealth) check
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the way takes 132 (24d10) bludgeoning damage and is knocked prone and pinned underneath the block, or crushed to a pulp if the damage reduces its hit points to 0. A creature pinned under a block is
restrained until the block is lifted (by raising the appropriate lever). Knock spells and similar magic have no effect on these gigantic barricades. 2A. Northwest Guard Room This 60-foot-square room is
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
. Add: In the shadows of the ceiling to the north, you can just make out the dim shape of a rickety bridge of wood and rope crossing over the passage ahead of you. Another passage intersects this one
the east to inform its companions in area 7 to release a flood (see the “Flood!” section of area 5). The goblin moves undetected if its Dexterity (Stealth) check exceeds the passive Wisdom
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
5. Overpass Where a high tunnel passes through the larger tunnel cavern below, the goblins have set up a bridge guard post. The stream passage continues up beyond another set of uneven steps ahead
) check contested by the goblin’s Dexterity (Stealth) check. This guard is lazy and inattentive. If no characters are using light sources, each character can attempt a Dexterity (Stealth) check
Compendium
- Sources->Dungeons & Dragons->Monster Manual
release their grip and plummet, intent on impaling prey in a single strike. If they’re successful, piercers consume their meals and then slowly climb to a new ambush position. If they miss or fail to
. Failure: 10 (3d6) Piercing damage. Failure or Success: The piercer reduces any damage it takes from the fall by 20.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
release their grip and plummet, intent on impaling prey in a single strike. If they’re successful, piercers consume their meals and then slowly climb to a new ambush position. If they miss or fail to
. Failure: 10 (3d6) Piercing damage. Failure or Success: The piercer reduces any damage it takes from the fall by 20.
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Calishite inhabitants fiercely guard their home from the Guild and the rest of Baldur’s Gate. Little Calimshan is further detailed in "Little Calimshan". Norchapel. The quietest of the Outer City
folk and price out the resident radicals, if not for its odoriferous tanneries. Wyrm’s Crossing. This massive bridge crosses the Chionthar River. Shops and homes gird the bridge’s edges. See "Wyrm’s Crossing" for more information.
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Calishite inhabitants fiercely guard their home from the Guild and the rest of Baldur’s Gate. Little Calimshan is further detailed in "Little Calimshan". Norchapel. The quietest of the Outer City
folk and price out the resident radicals, if not for its odoriferous tanneries. Wyrm’s Crossing. This massive bridge crosses the Chionthar River. Shops and homes gird the bridge’s edges. See "Wyrm’s Crossing" for more information.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Calishite inhabitants fiercely guard their home from the Guild and the rest of Baldur’s Gate. Little Calimshan is further detailed in "Little Calimshan". Norchapel. The quietest of the Outer City
and price out the resident radicals, if not for its odoriferous tanneries. Wyrm’s Crossing. This massive bridge crosses the Chionthar River. Shops and homes gird the bridge’s edges. See "Wyrm’s Crossing" for more information.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Calishite inhabitants fiercely guard their home from the Guild and the rest of Baldur’s Gate. Little Calimshan is further detailed in "Little Calimshan". Norchapel. The quietest of the Outer City
and price out the resident radicals, if not for its odoriferous tanneries. Wyrm’s Crossing. This massive bridge crosses the Chionthar River. Shops and homes gird the bridge’s edges. See "Wyrm’s Crossing" for more information.