Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'current relate guard to have reflection'.
Other Suggestions:
current rate guild to have reflecting
current rate guild to have reflective
current remote guild to have reflecting
current remote guild to have reflective
current relate guild to have reflecting
Magic Items
Dungeon Master’s Guide
’t have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a
location. Absent commands from you, the snake defends itself.
As a Bonus Action, you can command the snake to revert to staff form in its current space, and you can’t use the staff's property again
Spells
Player’s Handbook
at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a
creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature
Spells
Player’s Handbook
guard a particular place. If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. Once given an order, the creature continues to follow the order until its task is
this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell rather than animating new ones
Monsters
The Book of Many Things
willing creature the living portent can see within 30 feet of itself. The target’s hit point maximum and current hit points increase by 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"roll
inhabitants of the world.
Living portents seek out beings who will play a part in the prophecies they serve, and as the living portents search, they relate fragments of the prophecies to those they
Magic Items
Quests from the Infinite Staircase
don’t have the incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a
location.
If you use a bonus action to speak the command word again, or if the snake is reduced to 0 hit points, the snake reverts to staff form in its current space.
Thunderclap. You point the
Monsters
Fizban's Treasury of Dragons
out of arrow range, so they know I am watching.
8
I am fascinated by the politics of surface realms and talk endlessly with sailors and adventurers to stay current on the latest happenings on
serves as a mobile rookery for a flock of pteranodon;pteranodons and eats fish they drop.
4
A young dragon turtle has been enslaved by an aboleth and forced to guard the creature’s lair
Create Undead
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to
hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather
Animate Dead
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you
for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24
spells
to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you
current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell rather than animating a new creature. Additionally, casting this
spells
, such as to guard a particular chamber or corridor. If you issue no commands, the creature takes the Dodge Action. Once given an order, the creature continues to follow it until its task is complete. The
creature again before the current 24-hour period ends. This use of the spell reasserts your control over 1 creature you have animated with this spell, rather than animating a new one. Any creature you
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Adolescence Most elves experience their First Reflection in their second or third decade. It marks the beginning of the period when an elf must focus on acquiring the knowledge and skills needed for
frequently. The Drawing of the Veil is the name that elves give to the occasion when a young elf no longer experiences primal memories during trance but instead recalls only the events of its current mortal existence.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Adolescence Most elves experience their First Reflection in their second or third decade. It marks the beginning of the period when an elf must focus on acquiring the knowledge and skills needed for
frequently. The Drawing of the Veil is the name that elves give to the occasion when a young elf no longer experiences primal memories during trance but instead recalls only the events of its current mortal existence.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Patrol Die. Roll a die based on the current suspicion level when characters enter the patrol route to see if they encounter a guard patrol (see “Patrol Routes”). DC. The DC of Charisma checks made against prison staff and of ability checks made to avoid patrols is set by the current suspicion level.
sight of a guard Conversing with a prisoner about anything other than prison business (such as giving them instructions for tasks) For suspicion to increase, prison staff members must witness the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Patrol Die. Roll a die based on the current suspicion level when characters enter the patrol route to see if they encounter a guard patrol (see “Patrol Routes”). DC. The DC of Charisma checks made against prison staff and of ability checks made to avoid patrols is set by the current suspicion level.
sight of a guard Conversing with a prisoner about anything other than prison business (such as giving them instructions for tasks) For suspicion to increase, prison staff members must witness the
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
. Patrol Die. Roll a die based on the current suspicion level when characters enter the patrol route to see if they encounter a guard patrol (see “Patrol Routes”). DC. The DC of Charisma checks made against prison staff and of ability checks made to avoid patrols is set by the current suspicion level.
sight of a guard Conversing with a prisoner about anything other than prison business (such as giving them instructions for tasks) For suspicion to increase, prison staff members must witness the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
learn the name Dae Won-Ha or Young-Gi, but they might not discover who these individuals are or how they relate to the city’s past. At any point, the characters might visit Kun Ahn-Jun at the Seat of
District. He’s the brother of the last queen, Young-Soo, and the uncle of the current queen, Jin-Mi. Ahn-Jun can arrange for the characters to speak with him if they please. Ahn-Jun knows nothing
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
. Patrol Die. Roll a die based on the current suspicion level when characters enter the patrol route to see if they encounter a guard patrol (see “Patrol Routes”). DC. The DC of Charisma checks made against prison staff and of ability checks made to avoid patrols is set by the current suspicion level.
sight of a guard Conversing with a prisoner about anything other than prison business (such as giving them instructions for tasks) For suspicion to increase, prison staff members must witness the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
learn the name Dae Won-Ha or Young-Gi, but they might not discover who these individuals are or how they relate to the city’s past. At any point, the characters might visit Kun Ahn-Jun at the Seat of
District. He’s the brother of the last queen, Young-Soo, and the uncle of the current queen, Jin-Mi. Ahn-Jun can arrange for the characters to speak with him if they please. Ahn-Jun knows nothing
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Watch. These guards are under orders from the town’s leader, Baron Villigus Bazengar, to prevent anyone from leaving. Two neutral evil veterans and a maelephant (see Morte’s Planar Parade) guard Curst’s
currently in the gate-town, though, so even attempting to get his permission to leave is impossible. The farastu demodands (see Morte’s Planar Parade) who serve as the baron’s guards stiffly relate this to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Patrol Routes Guards regularly patrol in pairs from the guard rooms (area R3, alternating which room for each patrol) around the hexagon (area R15), with short checks into the courtyard (area R11
characters enter an area marked on the patrol route, roll a die. The size of the die rolled is determined by the current suspicion level of the prison, as indicated on the Suspicion table. On a 1, the
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
Patrol Routes Guards regularly patrol in pairs from the guard rooms (area R3, alternating which room for each patrol) around the hexagon (area R15), with short checks into the courtyard (area R11
characters enter an area marked on the patrol route, roll a die. The size of the die rolled is determined by the current suspicion level of the prison, as indicated on the Suspicion table. On a 1, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
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
, Goldenfields, and Daggerford. City Guard Private, Captain, and Griffon Cavalry Rider Ranks in the City Guard Members of the City Guard have ranks. From lowest to highest, they are: Private Sergeant (armar
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Patrol Routes Guards regularly patrol in pairs from the guard rooms (area R3, alternating which room for each patrol) around the hexagon (area R15), with short checks into the courtyard (area R11
characters enter an area marked on the patrol route, roll a die. The size of the die rolled is determined by the current suspicion level of the prison, as indicated on the Suspicion table. On a 1, the
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
Patrol Routes Guards regularly patrol in pairs from the guard rooms (area R3, alternating which room for each patrol) around the hexagon (area R15), with short checks into the courtyard (area R11
characters enter an area marked on the patrol route, roll a die. The size of the die rolled is determined by the current suspicion level of the prison, as indicated on the Suspicion table. On a 1, the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Watch. These guards are under orders from the town’s leader, Baron Villigus Bazengar, to prevent anyone from leaving. Two neutral evil veterans and a maelephant (see Morte’s Planar Parade) guard Curst’s
currently in the gate-town, though, so even attempting to get his permission to leave is impossible. The farastu demodands (see Morte’s Planar Parade) who serve as the baron’s guards stiffly relate this to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
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
, Goldenfields, and Daggerford. City Guard Private, Captain, and Griffon Cavalry Rider Ranks in the City Guard Members of the City Guard have ranks. From lowest to highest, they are: Private Sergeant (armar
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Mahaxara Khal Mahaxara, the current captain of the Royal Guard, is tall and athletic. She has snake tattoos adorning her arms. She is unflinchingly loyal to House Cozar, though she has no appetite for courtly politics.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
30 feet of the mirror that sees its reflection must succeed on a DC 15 Charisma saving throw or be imprisoned within one of the mirror’s twelve extradimensional cells, along with anything it is wearing
one trapped creature at random to accommodate the new prisoner. The Prisoners of the Mirror table lists the mirror’s current prisoners and summarizes how they react if set free or spoken to. Otherwise
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Mahaxara Khal Mahaxara, the current captain of the Royal Guard, is tall and athletic. She has snake tattoos adorning her arms. She is unflinchingly loyal to House Cozar, though she has no appetite for courtly politics.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
30 feet of the mirror that sees its reflection must succeed on a DC 15 Charisma saving throw or be imprisoned within one of the mirror’s twelve extradimensional cells, along with anything it is wearing
one trapped creature at random to accommodate the new prisoner. The Prisoners of the Mirror table lists the mirror’s current prisoners and summarizes how they react if set free or spoken to. Otherwise
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
tell if a guard is present by listening at the door and succeeding on a DC 15 Wisdom (Perception) check. The party can make a DC 14 group Dexterity (Stealth) check to hide in their current room until the
vault, and if the characters do something particularly loud, a guard might investigate at your discretion. Exterior Security Characters who learned the guard rotation in the “Preparation” section know two
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
raiding, handing down less-desirable opportunities to Fourth Ship Taerl. Fifth Ship Rethnor acts as the city’s guard — an unprofitable enough duty that many of its members look for other ways to earn
maintains its original name as a reflection of its past power — and as a sign that it seeks to restore that power once again. If you want to make Luskan a bigger part of your campaign, more information about the city can be found in the Sword Coast Adventurer’s Guide.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
raiding, handing down less-desirable opportunities to Fourth Ship Taerl. Fifth Ship Rethnor acts as the city’s guard — an unprofitable enough duty that many of its members look for other ways to earn
maintains its original name as a reflection of its past power — and as a sign that it seeks to restore that power once again. If you want to make Luskan a bigger part of your campaign, more information about the city can be found in the Sword Coast Adventurer’s Guide.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
tell if a guard is present by listening at the door and succeeding on a DC 15 Wisdom (Perception) check. The party can make a DC 14 group Dexterity (Stealth) check to hide in their current room until the
vault, and if the characters do something particularly loud, a guard might investigate at your discretion. Exterior Security Characters who learned the guard rotation in the “Preparation” section know two
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
against all forms of magical detection and intrusion. Its current protector is an adult gold dragon named Aurinax, who is also the current wielder and guardian of the dragonstaff of Ahghairon, which has the
power to prevent other dragons from entering the city. In exchange for the staff, Aurinax promised to guard the gold until such time as Neverember or his appointed vassals removed it.