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Returning 35 results for 'currents relief guard to have require'.
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Monsters
Mythic Odysseys of Theros
lasts until the target finishes a short or long rest.These armored skeletal spirits guard the borders of the Underworld and its various wards. Sleepless and merciless, they scrutinize all who would
pass, and they slay those who defy them.
Undead Nature. A phylaskia doesn't require air, food, drink, or sleep.Necrotic, Poison
Monsters
Mythic Odysseys of Theros
Lampads guard the shadowed paths of the world, depths typically trod by souls destined for the Underworld. These rarely seen nymphs assist Athreos in guiding the dead, moving among the spirits that
of special need, deities tied to facets of nature might employ nymphs as messengers, guardians, or scouts.
Immortal Nature. A nymph doesn't require food, drink, or sleep.
PoisonNecrotic
Monsters
Curse of Strahd
master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall might return as a phantom warrior and continue guarding the
wall, then disappear forever once a new guard assumes its post or the wall is destroyed. The period between the time it died and the time it rises as a phantom warrior is usually 24 hours.
Faded Memories
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
an object.
Unusual Nature. The foresworn doesn’t require air, food, drink, or sleep.Multiattack. The foresworn makes three Spectral Polearm attacks.
Spectral Polearm. Melee Weapon Attack: +8
refuse to abandon their undead state until the duty they had in life is fulfilled. For example, a foresworn might be pledged to protect a family’s bloodline from harm or guard a dangerous artifact
Monsters
Bigby Presents: Glory of the Giants
inside it awakens. Among the mightiest creatures of all giantkind, the scion stands 80 feet tall. It often finds some relief in waking and being freed from its troubling dreams, so it doesn’t
first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See
Monsters
Mythic Odysseys of Theros
hidden system of currents and arteries, a ship might reach any destination in record time, be it across the sea or along a river a hundred miles inland. Naiads do nothing to dissuade sailors from this
facets of nature might employ nymphs as messengers, guardians, or scouts.
Immortal Nature. A nymph doesn’t require food, drink, or sleep.
PoisonPsychic
Monsters
Fizban's Treasury of Dragons
instead.
Unusual Nature. The dragon turtle doesn't require food or drink.Multiattack. The dragon turtle makes one Bite or Tail attack and two Claw attacks.
Bite. Melee Weapon Attack: +16
turtle’s lair can be transformed by its presence, creating one or more of the following effects:
Diverting Currents. Underwater currents push unwanted visitors away from the lair. While
Monsters
Bigby Presents: Glory of the Giants
scion stands 80 feet tall. It often finds some relief in waking and being freed from its troubling dreams, so it doesn’t necessarily lash out in violence when emerging from its cradle. But it
other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See “Giants of Myth” in chapter 3 for additional inspiration
Backgrounds
Sword Coast Adventurer's Guide
, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for
operated openly or secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn’t necessarily require you to relinquish membership
Backgrounds
Guildmasters’ Guide to Ravnica
protection and durability
2
Fin Clade, focused on movement
3
Gyre Clade, focused on cyclical patterns and metamagic
4
Guardian Project, focused on creating guard monsters and super
’t be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Simic Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you
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
spell in this manner doesn’t require spell components with a GP cost.
Using a Higher-Level Spell Slot. You can animate one additional Undead creature for each spell slot level above 5.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, slippery stone that require successful DC 10 Strength (Athletics) checks to climb. Currents. In locations near steep waterfalls, rapid currents exist. Whenever a creature enters a strong current for
of Water Within the Plunging Torrents, any creature that has the symbol of water scratched into their flesh gains a swimming speed equal to its ground speed, is immune to the effects of currents, and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Eldritch Machines In a Cannith enclave, a team of artificers maintain the creation forge that produces the warforged. In the Shadow Marches, druids guard the seals that hold the Daelkyr at bay. In
: magic items of immense power, but so large that they cannot be moved. Eldritch machines always require rare components but creating an eldritch machine could require one or more planes to be
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
require. The boat is large enough to accommodate the entire party plus two. The council also provides the services of two members of the guard to sail the boat for them when needed. They are not
members of the town guard to patrol the potential rendezvous points each night for the next two weeks in case the smugglers return earlier than expected. If the ship is sighted, the council is unwilling
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Astral Elf Honor Guard The safety of important individuals and locations is entrusted to astral elf honor guards, highly trained warriors who are more than capable of holding their own in combat
. Astral Elf Honor Guard
Medium Humanoid, Any Alignment
Armor Class 17 (half plate)
Hit Points 93 (17d8 + 17)
Speed 30 ft.
STR
14 (+2)
DEX
15 (+2)
CON
12 (+1)
INT
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Eldritch Machines In a Cannith enclave, a team of artificers maintain a creation forge that produces warforged. In the Shadow Marches, druids guard the seals that hold the daelkyr at bay. In the
immense power that are too large to be moved easily. Eldritch machines are marvels of magic and engineering that require special components and conditions to function. For example, a particular eldritch
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
relief against the starry sky of Nyx, culminating in a golden orb that can be seen from a great distance. Some speculate that this orb is the source of Nyx’s vibrant colors and lights, and that without
fully formed. Thassa’s palace floats underwater, its buildings suspended in giant bubbles that drift with the currents. At its edge, in a city of divine copper and marbleized hopes, Ephara makes her
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for
secretly, depending on the faction and its goals, as well as how those goals mesh with your own. Becoming an adventurer doesn’t necessarily require you to relinquish membership in your faction
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
–34 Passenger 35–51 Fishing 52–68 Military 69–85 Piracy 86–95 Mercenary 96–00 Ghost Cargo Cargo ships haul mercantile goods, emergency relief supplies, traveling carnivals, and any other materials
with valuable cargo may carry 2d10 guards with a veteran guard captain. Cargo ships that transport livestock may have goats, camels, draft horses, mules, and other beasts, in addition to their crews
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
quaggoths guard this entryway. If any quaggoths fled from area 4a, they are waiting here, along with a male drow mage named Ilnor Telenna, who has come to investigate.
Webs. Thick cobwebs stretch
area 6 is emblazoned with a bronze relief of a mountain with a fist-sized depression in its center. The door is locked.
Bronze Relief Door. A successful DC 13 Intelligence (Religion) check reveals
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
serve as mounts or guardians, relying on their speed, keen senses, and ability to fit in kobold-sized tunnels. Other tribes use giant bats as mounts and guard animals, but the bats require a lot of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
behaviors of their former living selves. The skeleton of a miner might lift a pick and start chipping away at stone walls. The skeleton of a guard might strike up a post at a random doorway. The skeleton
and fight until destroyed, for skeletons possess little sense of self and even less sense of self-preservation. Undead Nature. A skeleton doesn’t require air, food, drink, or sleep. Minotaur Skeleton
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Cult of Zariel Goals: Conquest, glory in battle, fame and fortune derived from military victory Typical Cultist: Berserker, cult fanatic, cultist, gladiator, guard, knight, veteran Signature Spells
their might, most devils are effectively trapped in the Nine Hells. While other planar creatures use magic to move between planes, devils require either a portal they can physically walk through or a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
controlled by the Lords of Waterdeep long before you see its walls. If you’ve come from the south by the Trade Way, you’ll have met the City Guard at their post at Zundbridge. From the north by way of
spotted them. Worry not. Waterdeep is a welcoming city, and you have nothing to fear from these guardians unless you lead a rampaging army of orcs, a horde of gnolls, or similar. They don’t even require
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
feet tall and hewn from solid rock. C1. Sealed Gates When the characters descend into the catacombs, read: A pair of basalt doors block the passage ahead, their surfaces engraved with a relief of a
carved relief shows a column of mounted knights charging through a portal into a fiery hellscape.
Zariel’s warlocks helped build the Crypt of the Hellriders to gain infernal power in their mortal world
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
time. Its spirit lingers willingly, either out of loyalty to its former master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies
defending a wall might return as a phantom warrior and continue guarding the wall, then disappear forever once a new guard assumes its post or the wall is destroyed. The period between the time it died and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
21. Drow Statues This cave is filled with thirty statues of drow warriors, all standing as if on guard. In her madness, Neheedra turned these warriors of her house to stone. Over long years
and doesn’t require a successful attack roll; however, the caster must be in contact with the cloud. Creatures native to the Elemental Plane of Earth (including earth elementals, galeb duhr, gargoyles
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Phylaskia These armored skeletal spirits guard the borders of the Underworld and its various wards. Sleepless and merciless, they scrutinize all who would pass, and they slay those who defy them
. Undead Nature. A phylaskia doesn’t require air, food, drink, or sleep. Phylaskia
Large undead, lawful neutral
Armor Class 18 (plate)
Hit Points 104 (11d10 + 44)
Speed 40 ft.
STR
20 (+5
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
fulfilled. For example, a foresworn might be pledged to protect a family’s bloodline from harm or guard a dangerous artifact against thieves. If a foresworn is destroyed before it can complete its duty
doesn’t require air, food, drink, or sleep.
Actions
Multiattack. The foresworn makes three Spectral Polearm attacks.
Spectral Polearm. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Nimblewright A nimblewright is a magical construct created to serve as a guard or assassin. Composed predominantly of lightweight wood and powered by magic, it can pass for humanoid while wearing
. A nimblewright moves like a dancer and fights like a swashbuckler, using dodges and parries to avoid damage while deftly skewering its foes. Constructed Nature. A nimblewright doesn’t require air
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Ageless Guardians. Golems can guard sacred sites, tombs, and treasure vaults long after the deaths of their creators, carrying out their appointed tasks for all eternity while brushing off physical
can’t be reasoned with or tricked with words. Constructed Nature. A golem doesn’t require air, food, drink, or sleep.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
(see the sidebar) and teleported into one of these locked cells. Creatures. Five monks led by an elder monk guard the prisoners here. The elder monk carries keys to all the cells. The ten prisoners are
humanoid commoners, most of which require healing in order to speak coherently or walk on their own. If the monks are dealt with, freed prisoners can fill the characters in on the layout of the
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->Vecna: Nest of the Eldritch Eye
kill any creature that enters the tunnel. Upon entering the tunnel for the first time, a character who has a passive Wisdom (Perception) score of 15 or higher notices odd waves and currents that suggest
tomb. Bookshelves carrying various tomes and scholarly implements stand against the walls. At the center is a stone, gold-painted sarcophagus, the sides of which bear a beautiful relief carving of two
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
about ancient plant life.
One guard patrols this area. Hallways to the north and south connect to area V4. Alarms. The short hallways that connect this area to the grand entrance (area V1) have
of the hallway is another secret door that doesn’t require an ability check to spot from inside the hall. This secret door pulls open to reveal a similarly sized exhibit room in area V4. V4: Ancient