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Returning 35 results for 'cure respond guard to have reflections'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
are fiendish trackers and guardians employed by evil powers. They prefer to enter into contracts to guard valuable treasures and important locations. They always do exactly as asked—never any more
, never any less.
With senses sharp enough to pinpoint the locations of nearby invisible creatures, canoloths respond unfailingly to any threat to their charges. Furthermore, they emit a magical
Monsters
Fizban's Treasury of Dragons
watch how they respond.
8
An emerald dragon has been spying for a villainous cabal, ensuring the villains remain one step ahead of the adventurers.
Connected Creatures
Emerald dragons
hunts for buried coins for the dragon’s hoard.
3
A galeb duhr acts as a door guard to a young emerald dragon;young emerald dragon's lair.
4
A young emerald dragon invites repeated
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
, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
hesitate to respond to their aggressiveness with substantial difficulties as a consequence of their acting rashly and without thought. Conversely, reward the characters for careful planning
corridors of their lair routinely. Unless the characters are extremely stealthy and careful, they are bound to encounter a patrol at some point. A guard patrol consists of two lizardfolk, one of which
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
lizardfolk in the outer ward respond at the beginning of the fourth round. At night, two guard drakes (see appendix D for statistics) sleep in the Great Hall while a third guard drake patrols the hall and the
Great Hall, everyone within hearing responds to the hue and cry. Cultists in the southwest tower and guard drakes from the inner ward show up at the start of the third round, and any bullywugs or
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
lizardfolk in the outer ward respond at the beginning of the fourth round. At night, two guard drakes (see appendix D for statistics) sleep in the Great Hall while a third guard drake patrols the hall and the
Great Hall, everyone within hearing responds to the hue and cry. Cultists in the southwest tower and guard drakes from the inner ward show up at the start of the third round, and any bullywugs or
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
festival in hopes of receiving a miraculous cure, and the truly devout imbibe near-lethal doses of poison, trusting Pharika to oversee their recovery. In some tales, a cobra with rainbow scales appears
exhibiting remarkable resistance to illness and poisons.
Dragon Balm. Some texts of Pharika claim that within the chemical makeup of each individual dragon lies the cure to one specific disease or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
noble heroes who respond without hesitation to the pleas of innocent villagers crying for help; other groups are hardened mercenaries who respond only to offers of payment. Some groups are devoted to
thieves to guard their loot.
Relatability. Treat NPCs as real people with real motivations. Put yourself in their shoes. What would you do?
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
river become less obtrusive. Eighteen troglodytes live in these caves and respond quickly to sounds of battle. These enslaved troglodytes can’t take reactions. When an enslaved troglodyte takes damage
can. 24a. West Sentries Three enslaved troglodytes guard this 30-foot-high cave. Shattered shields, broken spears, and torn nets (trophies taken from the kuo-toa) lie heaped against the walls. None
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Canoloth A type of yugoloth, canoloths are fiendish trackers and guardians employed by evil powers. They prefer to enter into contracts to guard valuable treasures and important locations. They
always do exactly as asked—never any more, never any less. With senses sharp enough to pinpoint the locations of nearby invisible creatures, canoloths respond unfailingly to any threat to their charges
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
prides guard their lands implacably, and without a good reason to be there—or a leonin guide to vouch for one’s presence—outsiders are often chased away. Tethmos Tethmos serves as the default capital for
reflects the sunlight so brightly that it’s difficult to look at. Those who approach the lake and gaze into its waters usually see their own reflections, but on rare occasions, they see visions of places
Compendium
- Sources->Dungeons & Dragons->Monster Manual
the following spells, requiring no Somatic or Material components and using Wisdom as the spellcasting ability (spell save DC 16):
At Will: Thaumaturgy
1/Day Each: Clairvoyance, Cure Wounds (level
outright if their compensation doesn’t match the danger they face.
To distinguish between Waterdeep’s different groups of guardians, keep this handy mnemonic in mind: the Guard guards the walls while the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
. He orders the goblins to distribute the midsummer fruit each year, and the goblins obey him out of fear.
Monsters on Alert. The kobolds and the goblins respond similarly if attacked. Intruders who
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->Mordenkainen's Tome of Foes
Canoloth Canoloths prefer to enter into contracts to guard valuable treasures and important locations. They always do exactly as asked — never any more, never any less. With senses sharp enough to
pinpoint the locations of nearby invisible creatures, canoloths respond unfailingly to any threat to their charges. Furthermore, they emit a magical distortion field that prevents creatures close to
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
first arrive at a location or under a specific circumstance, as described in the text.
The guards are Bartho and Gala. The characters must respond to the guards and say whether they mean well or
Guard
Stat Block: Guard
This gullible recruit spends more time dreaming than patrolling.
Distractable. Bartho is easily distracted from his post because he’d rather be doing anything else.
Sleepy
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
leave an offering for the god with her priests before bathing. If Pharika deems an offering worthy, the waters rapidly cure diseases, heal wounds, and sometimes even remove magical curses. If the god
the pools.
4 Capture people and creatures for the priests to use in their experiments.
5 Cure the pools of a contamination.
6 Create a poison based on notes provided to you by one of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
twenty-foot-high cave is polished to a mirror finish, such that you are faced with countless distorted reflections of yourself. Your head spins as you try to keep your bearings.
If Tekeli-li is
in this cave have disadvantage because of the disorienting reflections. If Tekeli-li is here, the gnoll vampire (see appendix C) uses its Frightful Cackle first, then targets enemies with its Sickening
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
a pile of rocks and ice chunks for hurling. The guard certainly hurls missiles if not immediately forced into melee. His treasure is at area 6. Note that the giant in area 2 will hear sounds of
combat here and rush to aid his comrade (and vice versa). 2. Guardroom Ice Cave One frost giant waits here on standby guard. On the floor of the cave are a pile of sleeping skins and two bags. The guard
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
provide comfort for off-duty guards.
The room includes a table and chairs for eating, a couch and several chairs for lounging, and a privy. A trunk on the east wall contains a dozen spare guard
approach (as detailed in the “Evading Guards” section), the DC of those checks decreases by 2 against the off-duty guards. Locked Door. The door to area T3 is locked. Each guard in the vault has a key
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Demilich Lairs Fury Galluzzi
Demiliches jealously guard their deathtrap-laden sanctums. The most notorious of these is the Tomb of Horrors, lair of the infamous Acererak.
The region
from the Deva Messages table to inspire a deva’s charge.
Deva Messages 1d6 The Deva Tasks a Mortal with Delivering...
1 The corpse of a hero in need of redemption.
2 The cure
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
priests, Syndra learned that the affliction was widespread and that no spell could cure it. She spoke to her friends among the Harpers, who determined the source of the affliction: an ungodly necromantic
must deal with the deadly traps and monsters that guard the Soulmonger. Venturing deeper into the tomb, they uncover clues about the dungeon’s evil architect — the archlich Acererak — and learn that the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
pursuing the remaining two elemental prophets into their places of power. The most powerful and dedicated followers of each of the four cults guard these sanctums, which are infused with elemental energy
and warped into strange reflections of the Elemental Planes. At the heart of each elemental node, the characters find a great portal that serves as a conduit from its associated elemental plane. Here
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
failure, the creature is deafened for 1 minute. 73–78 One character in the region gains the ability to cure afflictions for 1 hour. As an action, they can cast lesser restoration or greater restoration
reflections. Creatures, objects, and energy reflect, refract, duplicate, or are transported elsewhere. Such locations arise from the intrusion of a theorized Plane of Mirrors upon the Material Plane, or
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
based on their contents.
A2: Guard Nook Sam Keiser
A small, bipedal reptile stands guard in this nook.
A Kobold Warrior keeps watch in this nook. The guard is initially Indifferent
actively roleplaying it—giving it a voice like an actor in a role.
Ask the Players, “What Do You Do?” If the players aren’t sure what to do, suggest ways they could respond to the kobold, like trying
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
guests, two clockwork dragons are on guard here. If the characters are themselves, they face five of the creatures. The clockwork dragons take no action until a character moves toward the globe of light
the room, though they continue to respond to characters engaging them in conversation even during the fight. (If a character attempts to seize the component, see “The Missing Component,” below
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, the guards respond, “Speaker Crannoc Siever has no need for your heathen rituals!” C2. Snowy Courtyard Footprints in the snow lead to various doors along this courtyard’s perimeter, including a tall
the castle without drawing suspicion. C4. Guard Towers The lower level of each tower contains three cultists at rest. The furnishings on this level include six wooden cots with furs and matching
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
different combatants to maneuver. The giant moves in the characters’ direction and lashes out. Two duergar guards and two duergar xarrorn (see appendix C) respond to the giant’s roaring, racing in to join
BADGES
Working for either the Stone Guard or the Keepers of the Flame grants characters a degree of freedom in Gracklstugh, as they can show the insignia given to them by each faction if they are
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
first mission is to do whatever the Keepers of the Flame ask them to — but to report to Themberchaud before reporting to them. The dragon doesn’t wait for the characters to respond, since his ego can’t
When the characters are done with Themberchaud, they exit the lair to where Gartokkar waits to take them to the guard house where the Keepers of the Flame keep watch. He darkly asks what business the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of
turns. Vigilant Defender Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature’s turn, except your
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stay and fight, and nothing anyone has said has changed his mind. Kerbin’s daughter Dreena sent a message to the elves of the High Forest, but no one knows if or when they might respond. As far as they
(male Tethyrian human guard), is a hothead and has been agitating to confront the orcs before they lay siege to the ranch. Perd and Marka’s children, Livi (female) and Thrade (male), aren’t old enough
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
respond.
8 An emerald dragon has been spying for a villainous cabal, ensuring the villains remain one step ahead of the adventurers.
Connected Creatures Emerald dragons generally go out of
emerald dragon lairs in abandoned bandit caverns also occupied by a friendly earth elemental, which hunts for buried coins for the dragon’s hoard.
3 A galeb duhr acts as a door guard to a young
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
guard outside the mansion: one at the carriage house’s east door, two at the front door, and one at the back patio door. If attacked, the draconians shout to alert the other draconians outside the
house and in the area connected to the door they guard (area O3 or area O4, whichever’s closest). Patrol. Roughly once per hour, a group of eight Dragon Army soldiers (see appendix B) arrives outside
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
, train, and rest in this area when they are not on guard duty. Twenty sleeping mats are stacked neatly in the northeast corner of the room. A roasting spit skewering seven quippers stands over a burning
an alkilith. The characters can alleviate Lhammaruntosz of her madness temporarily by casting calm emotions, which suppresses it. However, a greater restoration spell is required to cure her
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
pipe organ. The music comes from within a spiral staircase that leads up to area 14. The two storm giants who normally stand guard at the foot of this staircase are currently in area 14, keeping an eye
sleeping in area 10 awaken and respond to any loud disturbance here. 9. Sparring Chamber Mirran uses this air-filled room to practice her sparring. A giant-sized dummy made from the mast, sails, and rigging
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
save DC 14, +6 to hit with spell attacks). He has the following bard spells prepared:
Cantrips (at will): mage hand, mending, minor illusion, vicious mockery
1st level (4 slots): cure wounds
, revivify, spirit guardians, water walk
4th level (3 slots): banishment, freedom of movement, guardian of faith, stoneskin
5th level (1 slot): flame strike, mass cure wounds, hold monster
Actions