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                        Returning 35 results for 'guard channel lifting'.
                    
                
                        
                            
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                                                     Species
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     unforgettable appearance, giff are noticed wherever they go. Giff put their great size to use in all sorts of ways, from lifting heavy loads and tying tight knots to opening stuck doors and seeing over
                                                
                                            
                                                
                                                     own, which giff have learned to channel through their weapons. Most giff have no idea where this so-called astral spark comes from, but they feel its presence most strongly when they are in Wildspace
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
                                                    
                                                
                                            
                                                     and unforgettable appearance, giff are noticed wherever they go. Giff put their great size to use in all sorts of ways, from lifting heavy loads and tying tight knots to opening stuck doors and seeing
                                                
                                            
                                                
                                                     own, which giff have learned to channel through their weapons. Most giff have no idea where this so-called astral spark comes from, but they feel its presence most strongly when they are in Wildspace or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     around the neck of a castle guard. Another one can’t go through a day in the city without lifting a purse or two, just to keep in practice. What’s the one form of temptation that your rogue character
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                    20. Spirit Guard of Ayocuan (A-YO-kwan) A massive bronze door opens into this grand chamber. The place is filled with rubble and life-sized statuary, much of it broken. Standing in ranks is an army
                                                
                                            
                                                
                                                     the north end of the chamber are a group of statues that must have been an honor guard. These warriors wear feathered robes and headdresses and are armed with pitted bronze spears. Each of these figures
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    6. Sacrificial Chamber Unless they are lured to area 5 by sounds of battle, four yuan-ti broodguards (see appendix D) stand guard in this chamber, one in each corner. A bloodstained altar stands in
                                                
                                            
                                                
                                                     entrance to area 8. A bronze lever is set into the wall south of the gate, out of sight of area 8. Lifting the lever raises the portcullis, and pulling the lever down causes the portcullis to drop.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     recently excavated tunnel leads to Xeluan’s tomb and is guarded at all times, as described below: Ten members of the town guard stand watch atop giant blocks of stone that were once part of a great
                                                
                                            
                                                
                                                     might dwell here at your discretion. Once the characters near the fountain, the caverns narrow into a small underwater channel the characters must swim through, as detailed in area X6. If the characters use this route, they enter the tomb soaking wet.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    ), lifting the portcullis or bending its bars far enough apart to pass through them requires a successful Strength check. The DC of the check depends on the size and weight of the portcullis or the
                                                
                                            
                                                
                                                    . Adventurers must bring their own sources of light into dusty tombs where only undead stand guard, abandoned ruins teeming with predatory monsters and oozes, and natural caverns where sightless creatures
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    . Terracotta Warriors Forty-eight terracotta warriors guard the tomb. Use animated armor statistics, with these changes: Each terracotta warrior wields a shortsword. As an action, it can attack twice
                                                
                                            
                                                
                                                     (Perception) check while gently lifting the coffin lid spots the trap’s trigger wire, which can then be cut with thieves’ tools and a successful DC 12 Dexterity check. The music box is activated on a failed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     dragon wyrmling has convinced a lost white dragon wyrmling that the latter is also a moonstone dragon, cursed by an archfey of winter. The two travel together, causing trouble in the name of lifting
                                                
                                            
                                                
                                                     ancient green dragon vie for supremacy in a primeval forest. 
   2  An ancient moonstone dragon has partnered with an androsphinx to guard a precious treasure, taking the place of the sphinx’s slain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     ten-foot-wide channel cut into the floor of the room, but the channel is dry. Passages exit to the west, south, and east. The empty channel exits to the north and east.
 More than a dozen withered
                                                
                                            
                                                
                                                     impressive chamber was the heart of the Wave Echo Cave mining operation. Here, the dwarves melted ore to refine ingots of pure silver, gold, and platinum. The dry channel is where the dwarves diverted the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    . However, the gods sometimes send a unicorn to guard sacred artifacts or protect specific creatures. When the forces of darkness strike against an individual the gods wish to protect, they might send
                                                
                                            
                                                
                                                     wrought in spiraling ivory. Wands of unicorn horn channel powerful magic, while unicorn horn weapons strike with divine force. Wizards can work powdered unicorn horn into potent potions and scroll ink, or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    . Trap. The 5-foot-by-10-foot section of floor immediately north of the museum’s front doors (marked T on map 1.2) contains a pressure plate hidden under a rug. Lifting the rug or pushing it aside
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    ; from just about any point the characters find the canal, they can see one of the bridge torches. The dwarves of Besilmer built the canal to channel the spring in area C26 away from their delvings and
                                                
                                            
                                                
                                                     glimmer of torchlight hints at a channel or canal to the north. To the south, a crumbling stone quay leads to a dark passageway. At the east end of the lake, another torch burns above a larger quay, with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    . Copper rods on the mountaintops of Yon capture lightning and channel it into this device. Game Board An examination of the checkered board reveals that the pieces depict a game in progress. Two sets of
                                                
                                            
                                                
                                                     wicked contraptions. They also hide and guard schematic diagrams for new contraptions in their mine. (The korreds are mistaken. The hag terrorizes the brigganocks and has kidnapped their chief
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     Level 1 View Player Version 1. North Entrance and Guard Post You stand on a rock ledge about thirty feet wide. Ahead, set into the vertical rock surface, is a pair of large stone doors, each ten feet
                                                
                                            
                                                
                                                     below it.
 Several sahuagin glare at you as they move to attack.
 Six sahuagin, two sahuagin coral smashers (see appendix C), and one sahuagin champion (see appendix C) guard the entrance. If the door
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     again makes this “window” go away. When the wall is transparent, creatures in the cabin can see out, but creatures outside the submarine can’t see in. Wooden Trunk. The trunk isn’t locked. Lifting
                                                
                                            
                                                
                                                     Qaz’arrt. The drow guard the control room and keep the gnomes on task. Lorella sits in the pilot’s swivel chair, which is bolted to the floor and can be lowered or raised to accommodate a Small or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     up or down as an action from the first floors of the adjoining towers. Lifting the bars from within the central yard of area B2 requires a successful DC 15 Strength (Athletics) check, while bursting
                                                
                                            
                                                
                                                     lower yards.
 One erinyes is on guard in each of these towers, occasionally leaving the tower to walk the battlements of the adjoining curtain walls. Each erinyes is hostile to anyone attempting to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     this level to devastate the party. If the wave shaper gets away, it returns to join the fight along with a guard patrol (see “Patrols in the Lair”). These forces arrive in this area 3d6 + 6 rounds
                                                
                                            
                                                
                                                     cell door can be opened easily by lifting the bronze bar off its brackets. Borgas had been kept in cell 50e since his capture. 50a. Empty Cell The unfinished stone of this cell is not illuminated in any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    .
 Four hobgoblins and one hobgoblin captain stand guard here, dressed in flame-red tabards with the symbol of elemental fire on the chest. They challenge anyone approaching from the west, but they
                                                
                                            
                                                
                                                     within each niche.
 The shadowy forms are statues of dwarven warriors, carved long ago as an honor guard for those passing through this area. Tripwire Trap. A tripwire stretches across the floor between
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    , died, or for some other reason never reclaimed their belongings. The loft is also the lair of the three manticores and the red slaad that guard the warehouse at night. The manticores have no love for the
                                                
                                            
                                                
                                                     gears and controls are heavily rusted and frozen in place. Three skum (see appendix C and the “Skum” sidebar) hidden inside the crane’s shed stand guard over this area. They confront anyone who tries to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     called the Avowed, guard this place and work tirelessly to ensure the library’s protection and preservation. Though they are friendly enough in a workaday fashion, they are also suspicious of all visitors
                                                
                                            
                                                
                                                     brought. As the first monk examines an offered gift, determining its title and provenance, a second gate guard performs a casting of the message spell. The Waterdhavian sage Waldrop tells me that the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     the keep. The mechanism to lower the portcullis is in area 2. Were the portcullis to be dropped, lifting it manually would require a successful DC 22 Strength (Athletics) check. Scaling the Walls. The
                                                
                                            
                                                
                                                     with a couch, chairs, and cabinets. Two helmed horrors—one in the southeast corner and one in the southwest— stand guard in the throne room. While motionless, they look like ordinary suits of armor, but
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     stand guard around this promontory, which has twisting steps leading up to where Splugoth stands.
 A sandstone pillar rises from the mesa before the goblin. Floating above it is the orrery, its
                                                
                                            
                                                
                                                     creature controlling the orrery components at the heart of the ritual can channel their magic as a bonus action with a successful DC 12 Intelligence (Arcana) check. Splugoth has advantage on this check
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     Forms to Guard the Wilds Druids of the Circle of the Moon draw on lunar magic to transform themselves. Their order gathers under the moon to share news and perform rituals.  Changeable as the moon, a
                                                
                                            
                                                
                                                     the Druid’s blood.
 Level 3: Circle Forms You can channel lunar magic when you assume a Wild Shape form, granting you the benefits below.
 Challenge Rating. The maximum Challenge Rating for the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     succeed on a Wisdom saving throw against your spell save DC or take 2d10 Psychic damage. Level 10: Beguiling Defenses Your patron teaches you how to guard your mind and body. You are immune to the
                                                
                                            
                                                
                                                     of Faith, Wall of Fire 
   9  Greater Restoration, Summon Celestial 
   Level 3: Healing Light You gain the ability to channel celestial energy to heal wounds. You have a pool of d6s to fuel this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     channel the water from the pool. Above the pool, a seven-foot-diameter globe of water hovers in midair.
 A character who has a passive Wisdom (Perception) score of 10 or higher notices the water symbol
                                                
                                            
                                                
                                                     serve as bonded mounts for two Dark Tide knights (see chapter 7) who live in the hut on the island. One knight is standing guard on the island when the characters first arrive; the other one is resting
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     The dungeon’s denizens make frequent use of these lit tunnels. The thick smell of incense hangs in the air (see “Dungeon Features” above). Smooth stone trenches cut into the floors channel water and
                                                
                                            
                                                
                                                     belt.
 The prison guard is a bearded devil named Thoss, which attacks anyone it perceives as an intruder or a threat. Characters disguised as cultists can try to dupe Thoss into allowing them to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     guards to escort the adventurers to the guest quarters (area 3), where they are to remain until summoned. If the characters allow themselves to be taken to area 3, the storm giants stand guard in area 2
                                                
                                            
                                                
                                                    , Serissa views the arrest of her sisters as a sensible precaution. On Serissa’s orders, Uthor has Mirran and Nym confined to their towers (areas 30 and area 31, respectively), with a storm giant guard
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     that lifting a bottle of Baldur’s Gate pinot noir from the rack unlocks the door and allows it to be pushed open. C12. Smoking Room This room contains the following features: One guard in House
                                                
                                            
                                                
                                                     holding flutes of sparkling wine. One is playing the harpsichord. C2. Garden Mudroom This room has the following features: A guard dressed in House Cassalanter livery sits idly on a crate, watching
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     guard outside while the characters rid Hrakhamar of firenewts. If the characters seem underpowered or in need of a guide, Sithi offers to accompany them. She remembers the layout of the forge but
                                                
                                            
                                                
                                                    -foot gap across the magma. The bridge can be re-extended only by lifting the lever in the corridor from area 4. The lever is too far away to be manipulated with mage hand by anyone on the treasury
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     weird gnome named Hoobur approached the group a month ago, asking to join them. When the members of the order let their guard down, the new gnome called forth a horde of undead creatures that
                                                
                                            
                                                
                                                     within the lens. A successful DC 15 Dexterity (Sleight of Hand) check subtly sabotages the runes scribed into the lens. A character can expend one use of Channel Divinity to force divine power into
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     channel the energy of life and undeath. They aid in rituals and spells to create undead. With the proper knowledge, a creature can use the stone tables to transform a soul-bound character back into a normal
                                                
                                            
                                                
                                                     Outpost The Dread Legion, Thay’s army, maintains a full company in the Doomvault. 33. Cavern Guard Post Glowing crystals set into the walls and floors light a rough stone cavern. To the south is a black
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                    . Honor Guard Dust cloaks the contents of this twenty-foot-wide hall. Six alcoves line the walls, three to the north and three to the south. Each alcove except the southwest one holds a humanoid figure
                                                
                                            
                                                
                                                     alcove an age ago to guard the contents of the sarcophagus in area 12. It was in suspended animation until a few decades ago, and it now waits on the other side of the arch just out of sight in area 12
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     Goldenfields. Wagons laden with food make their way south under heavy guard to the city, while empty wagons head north to fetch more bounty. The traffic is heaviest after the harvest. Human and
                                                
                                            
                                                
                                                     on a DC 15 Intelligence (Arcana) check can tell that the engraved lines adorning its outer surface are carefully designed to channel magical energy. Casting an identify spell on the boulder allows one
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                    .
 Creatures. A wight commands eight zombies who guard this chamber while some members of their squad recover in the cages. One deathlock wight (see appendix B) and two wights rest in the cages. Cages
                                                
                                            
                                                
                                                     golem (see “Reduced-Threat Monsters” above). The wizard or the cleric can activate the golem by using an action and succeeding on a DC 15 Intelligence check. Clay Pits. These 3-foot-deep pits channel
                                                
                                            
                                        





