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Returning 35 results for 'crushing resolve guardians to have required'.
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Magic Items
Dungeon Master’s Guide
effect at the start of your turn. The spell lasts for 1 minute (no Concentration required) or until Blackrazor decides to end it, which it can do at the end of any of your turns.
Sentience
Blackrazor. Blackrazor can be destroyed by crushing it in the great gears of Mechanus. Primus, the creator of the modrons, also knows a series of musical tones that Blackrazor can’t stand to hear, causing the sword to shatter.
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
. Both trees must be at least as large as the treefolk.Multiattack. The treefolk makes two Crushing Vine attacks, two Nightshade Bolt attacks, or one of each.
Crushing Vine. Melee Weapon Attack: +10
;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Crushing Vine"} to hit, reach 10 ft., one target. Hit: 25 (3d12 + 6);{"diceNotation":"3d12+6", "rollType":"damage", "rollAction":"Crushing
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
Crushing Hug. Melee Weapon Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Crushing Hug"} to hit, reach 5 ft., one target. Hit: 36 (9d6 + 5);{"diceNotation":"9d6+5", "rollType
":"damage", "rollAction":"Crushing Hug", "rollDamageType":"bludgeoning"} bludgeoning damage, and the target is grappled (escape DC 15 if it is a Large or smaller creature. Until the grapple ends, the target
Spells
Xanathar's Guide to Everything
required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can’t leave the warded
this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.
Grove Guardians. You can animate up to four trees in the area, causing them to uproot themselves
Monsters
Quests from the Infinite Staircase
underside. Maschin-i-bozorgs typically act as guardians and sentries, tirelessly patrolling the sites they’re assigned to protect. Each machine obeys the commands of its creator.
A machin-i-bozorg
unoccupied space out of the maschin-i-bozorg’s path. On a failed save, the creature takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage", "rollAction":"Crushing Stride", "rollDamageType
Soulknife
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Tasha’s Cauldron of Everything
the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the
gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe.
As a Soulknife, your psionic abilities might have haunted you since you were a child, only
Backgrounds
Baldur’s Gate: Descent into Avernus
your responsibilities for a month.
Flaming Fist. If you serve in the Flaming Fist, once every ten days, you must report to the Seatower of Balduran for training, and you’re required to take a
;re always welcome at the Three Old Kegs, where the Three Old Toads are glad to greet you with a smile and a mug of ale.
The Watch. If you serve in the Watch, you’re required to conduct a
monsters
uses of Crushing Grip or Throw Victim.
Bludgeoning Pseudopod. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Bludgeoning Pseudopod"}, reach 10 ft. Hit: 17 (2d10 + 6
);{"diceNotation":"2d10+6", "rollType":"damage", "rollAction":"Bludgeoning Pseudopod", "rollDamageType":"Bludgeoning"} Bludgeoning damage.
Crushing Grip. Strength Saving Throw: DC 18, one creature
monsters
-filling front that bore down upon us, crushing the frantic penguins and slithering over the glistening floor that it and its kind had swept so evilly free of all litter. Still came that eldritch, mocking
intelligent with age. When first created or called to serve, they are simple brutes that make excellent guardians, servitors, and laborers. As the years pass and they observe the world, they absorb
monsters
bubbles, faintly self-luminous, and with myriads of temporary eyes forming and un-forming as pustules of greenish light all over the tunnel-filling front that bore down upon us, crushing the frantic
serve, they are simple brutes that make excellent guardians, servitors, and laborers. As the years pass and they observe the world, they absorb this knowledge and become as cunning as they are strong
Triton
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
elemental planes, and other dangerous spots far from the eyes of land-bound folk. Long-established guardians of the deep ocean floor, in recent years the noble tritons have become increasingly active in
, driving them into the Darkened Depths where they escaped into the crushing pressure and utter darkness. In time, the tritons noticed that their ancient elemental foes had grown quiet. Expeditions to
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Resolving Activities The description of each activity tells you how to resolve it. Many activities require an ability check, so be sure to note the character’s relevant ability modifiers. Follow the
over a longer period of time than is required for the activity. But that period of time should be no more than twice as long as the required time; otherwise you should introduce extra complications (see
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Resolving Activities The description of each activity tells you how to resolve it. Many activities require an ability check, so be sure to note the character’s relevant ability modifiers. Follow the
over a longer period of time than is required for the activity. But that period of time should be no more than twice as long as the required time; otherwise you should introduce extra complications (see
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
action required) to create a shade of yourself in an unoccupied space you can see within 10 feet of yourself. The shade is intangible and doesn’t occupy its space. It lasts until the end of your next
turn, but it ends early if you dismiss it (no action required) or have the Incapacitated condition. While it persists, you gain the following benefits.
Daniel Alessi
Shade Strike. When
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
anger of another, they’ll have the chance to explore whether peace between the feuding dragon families is possible—or if they must resort to violence to resolve the conflict on this isle. This adventure
describes additional encounters you can use in the course of the adventure, including a magical hot spring with mysterious guardians at the site of a brass dragon’s death. Chapter 2, “Seagrow Caves
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
or masters to be obeyed. The Sign of the Crushing Wave. Water cultists use a simple hand sign to identify one another when a token of recognition is required: crossing the forefingers and overlapping
Cult of the Crushing Wave Cultists of the Crushing Wave worship the awesome power of water, from the surging tides and deadly maelstroms of the sea to the raging torrents of rivers in flood and the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
devastation orb of air One Black Earth priest, two Black Earth guards, and four Sacred Stone monks armed with a devastation orb of earth One Eternal Flame priest, three Eternal Flame guardians, and one
flamewrath armed with a devastation orb of fire One Crushing Wave priest and six Crushing Wave reavers armed with a devastation orb of water
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
forested wilds. Though many treefolk rival members of the high fae in age, they rarely interfere with the goings-on of the faerie court. Instead, treefolk serve as guardians and shepherds of their wild
. Both trees must be at least as large as the treefolk.
Actions
Multiattack. The treefolk makes two Crushing Vine attacks, two Nightshade Bolt attacks, or one of each.
Crushing Vine. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
devastation orb of air One Black Earth priest, two Black Earth guards, and four Sacred Stone monks armed with a devastation orb of earth One Eternal Flame priest, three Eternal Flame guardians, and one
flamewrath armed with a devastation orb of fire One Crushing Wave priest and six Crushing Wave reavers armed with a devastation orb of water
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
anger of another, they’ll have the chance to explore whether peace between the feuding dragon families is possible—or if they must resort to violence to resolve the conflict on this isle. This adventure
describes additional encounters you can use in the course of the adventure, including a magical hot spring with mysterious guardians at the site of a brass dragon’s death. Chapter 2, “Seagrow Caves
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
or masters to be obeyed. The Sign of the Crushing Wave. Water cultists use a simple hand sign to identify one another when a token of recognition is required: crossing the forefingers and overlapping
Cult of the Crushing Wave Cultists of the Crushing Wave worship the awesome power of water, from the surging tides and deadly maelstroms of the sea to the raging torrents of rivers in flood and the
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
forested wilds. Though many treefolk rival members of the high fae in age, they rarely interfere with the goings-on of the faerie court. Instead, treefolk serve as guardians and shepherds of their wild
. Both trees must be at least as large as the treefolk.
Actions
Multiattack. The treefolk makes two Crushing Vine attacks, two Nightshade Bolt attacks, or one of each.
Crushing Vine. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
road, or a situation the characters are asked to resolve. You decide the scope of the decision the characters must make. You can ask them to make a simple choice (“Do you want to take the path along
small dungeon or an encounter (which might involve multiple ability checks or even combat). Let the character of the player who flipped the card be the focus of the day’s events and make any required
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can’t leave the warded area. When the
to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds. Grove Guardians. You can animate up to four trees in the area, causing them to uproot
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
road, or a situation the characters are asked to resolve. You decide the scope of the decision the characters must make. You can ask them to make a simple choice (“Do you want to take the path along
small dungeon or an encounter (which might involve multiple ability checks or even combat). Let the character of the player who flipped the card be the focus of the day’s events and make any required
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the grove guardians do nothing. The grove guardians can’t leave the warded area. When the
to this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds. Grove Guardians. You can animate up to four trees in the area, causing them to uproot
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
to the rest of the pharaoh’s soul. The ritual is enacted and watched over by the Darklord’s servants, living priests, Children of Ankhtepot, and other deathless guardians. The Darklord and any required
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, and unyielding resolve. They are deliberate and slow to act, careful to consider their plans and gather their strength before beginning any new enterprise. Once earth cultists resolve to act, they
of entertainment through the years. The Urnrayle estate became known as a place of outrageous masquerades, bizarre banquets, and grotesque orgies. Marlos required his guests to don ugly or monstrous
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, and unyielding resolve. They are deliberate and slow to act, careful to consider their plans and gather their strength before beginning any new enterprise. Once earth cultists resolve to act, they
of entertainment through the years. The Urnrayle estate became known as a place of outrageous masquerades, bizarre banquets, and grotesque orgies. Marlos required his guests to don ugly or monstrous
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
to the rest of the pharaoh’s soul. The ritual is enacted and watched over by the Darklord’s servants, living priests, Children of Ankhtepot, and other deathless guardians. The Darklord and any required
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
at the end of this chapter). Fire Cult Raiders. The fire cult sends out raiders that include 2d6 Eternal Flame guardians and an Eternal Flame priest. See chapter 7 for the cultists’ statistics. Fire
Cult War Band. A war band of the fire cult consists of 1d6 Eternal Flame guardians, an Eternal Flame priest, and 1d3 hell hounds. See chapter 7 for the cultists’ statistics. Homestead. The party
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
at the end of this chapter). Fire Cult Raiders. The fire cult sends out raiders that include 2d6 Eternal Flame guardians and an Eternal Flame priest. See chapter 7 for the cultists’ statistics. Fire
Cult War Band. A war band of the fire cult consists of 1d6 Eternal Flame guardians, an Eternal Flame priest, and 1d3 hell hounds. See chapter 7 for the cultists’ statistics. Homestead. The party
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
situation, ask the players what their characters want to do. Note what the players say, and identify how to resolve their actions. Ask them for more information if you need it. Sometimes the players
characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s actions. In combat, everyone takes
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Once you’re done describing the situation, ask the players what their characters want to do. Note what the players say, and identify how to resolve their actions. Ask them for more information if you
bookshelf. Outside combat, the characters don’t need to take turns, but you need to give each player a chance to tell you what their character is doing so you can decide how to resolve everyone’s
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
hippogriffs, one skyweaver, one hurricane, and five bugbears One Dark Tide knight mounted on a giant crocodile, one fathomer, one Crushing Wave priest, and six bandits One burrowshark mounted on a bulette
, and two Black Earth guards Three Eternal Flame guardians, two minotaurs, and four hell hounds These cultists are willing to annihilate themselves in the process of carrying out their mission. The