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                        Returning 35 results for 'guard clipping locations'.
                    
                
                        
                            
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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 askedânever 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
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible
                                                
                                            
                                                
                                                     Constructs, Elementals, Oozes, and Undead, and they use such creatures to help guard their hive. They are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnelsâevidence that is often the first clue to
                                                
                                            
                                                
                                                     a single foe, they become frenzied and even more lethal.
Kruthiks abide the presence of Constructs, Elementals, Oozes, and Undead, and they use such creatures to help guard their hive. They are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnelsâevidence that is often the first clue to the nearby presence of a kruthik hive
                                                
                                            
                                                
                                                     more lethal.
Kruthiks abide the presence of Constructs, Elementals, Oozes, and Undead, and they use such creatures to help guard their hive. They are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs.
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     moonstone dragon has partnered with an androsphinx to guard a precious treasure, taking the place of the sphinxâs slain gynosphinx partner.
3
An ancient moonstone dragon is summoned to mediate a
                                                
                                            
                                                
                                                     the Ethereal Plane. Moonstone dragons often use locations in the Feywild as their primary residences, locations on the Material Plane for entertaining guests, and locations on the Ethereal Plane for
                                                
                                            
                                        
                                                    Triton
                                                    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     and worse, so you know you can count on them in a fight.
â Brego Stoneheart, sea captain
Tritons guard the ocean depths, building small settlements beside deep trenches, portals to the
                                                
                                            
                                                
                                                     spread across the worldâs oceans and established protectorates to watch over deep sea trenches, portals, undersea caves, and other locations where their enemies might lurk. They defeated their
                                                
                                            
                                        
                                                     Backgrounds
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    , working for someone who has more than they deserve. But the Guild offered you a way to fix that. You keep doing what youâve always done â guard work, dock labor, business accounting &mdash
                                                
                                            
                                                
                                                     matter what the situation. I never raise my voice or let my emotions control me.
3
The first thing I do in a new place is note the locations of everything valuableâor where such things
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Chapter 3: Avernus - Other Locations  Some locations marked on the playersâ map of Avernus lie outside the two quest paths. Others, like the Wandering Emporium and Zarielâs Flying Fortress, move
                                                
                                            
                                                
                                                     around. These locations are summarized below and described in the sections that follow. Stygian Dock. A river dock where flying fortresses can undergo repairs while siphoning souls from the Styx. Styx
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    , they learn the general exterior layout, including the locations of the main door, balcony door, and windows. They also get a good look at the guard uniformsâdark blue with gold stitchingâwhich can
                                                
                                            
                                                
                                                     unobstructed. Small windows glint from high on the vaultâs stone walls. Two guards keep watch on the second-floor balcony, while another guard patrols around the structure at ground level.
 Vidorantâs
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     âAttending the Galaâ section). Guards. After hours, Maryam Bikram is stationed at the entrance to the gala. Eleven other museum guards watch the areas indicated in the Guard Locations After Hours table. Guards
                                                
                                            
                                                
                                                     the nearby city watch headquarters. If all the characters are caught, their mission is unsuccessful and the adventure ends. Guard Locations After Hours   Area Guards   V1 2 V3 1 V4 1 V8 1     Area
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Booâs 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->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
                                                
                                            
                                                
                                                     the sewers below Sharn, a mad genius puts the final touches on a device that will turn the people of the city into undead monstrosities. All of these are eldritch machines. They are wondrous locations
                                                
                                            
                                        
                                                     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 askedânever 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->Heroes of the Borderlands
                                                    
                                                
                                            
                                                     Guard
 Stat Block: Guard
 This gullible recruit spends more time dreaming than patrolling.
 Distractable. Bartho is easily distracted from his post because heâd rather be doing anything else.
 Sleepy
                                                
                                            
                                                
                                                     arenât real. Theyâre just a myth told to scare little children from wandering into caves.â (False)
Jane Katsubo    Gala
 Human Gate Guard
 Stat Block: Guard
 Though sheâs memorized all the keepâs
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    Upper-Level Locations The following locations are keyed to map 6.4. Dyson Logos  Map 6.4: Three Moons Vault - Upper Level View Player Version U1: White Lunarium White moonlight glows around this
                                                
                                            
                                                
                                                     characters, the deathwolf attacks viciously and stops at nothing to destroy its opponents. U3: Black Lunarium Two desiccated, undead creatures, each holding a bell jar containing a black rose, stand guard
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     to as one. The Watch doesnât patrol this area, however, and many crimes go uninvestigated. The City Guard oversees the Field Ward from the walls around it, but its members get involved only when folk
                                                
                                            
                                                
                                                    -duty members of the City Guard, situated on the corner of Endshift Street and the Breezeway. Though the guards might not be inclined to assist you, your status as a visitor to Waterdeep technically
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     acquire and hide small items, including makeshift weapons or tools, or even lift a key to the slave pen from a guard. What they can acquire depends on the work they do and where they go. Use the
                                                
                                            
                                                
                                                     description of the different locations throughout the outpost as a guide to opportunities. Taking something without being noticed requires a successful Dexterity (Sleight of Hand) check contested by the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    Cliffside Redoubt Locations The following locations are keyed to map 10.4. Dyson Logos  Map 10.4: Cliffside Redoubt View Player Version F1: Upper Bunker A squat stone and metal bunker protrudes from
                                                
                                            
                                                
                                                     guard here. Kalzak uses Disguise Self to maintain the form of a white-haired and bearded human ascetic leaning against a pillar. The phisarazus are disguised as crabs scuttling around the rubble
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     the empress, who needs support to stabilize her empire. Travelers arrive and depart through the Hall of Doors, which houses teleportation circles linked to locations across the empire. Bijabad Bijabad
                                                
                                            
                                                
                                                     own hands. Churapoor A natural harbor shelters the port of Churapoor from seasonal monsoons. Despite the devastation of war, the city boasts a healthy economy, but it always needs adventurers to guard its shipments of alchemical concoctions, spices, and rich textiles.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     the first time. Prior to the start of the siege, determine where the characters will be positioned among the cityâs fortifications or on the streets. The specifics of these locations donât matterâno
                                                
                                            
                                                
                                                     towers grant access to the 30-foot-high walls. Parapets guard both, providing defenders with three-quarters cover from those outside the walls. Fortifications around the gates hold controls for massive
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Revelâs End Locations (R1-R8) The following locations are keyed to map 2.12. R1. Pier Ships dock here to offload prisoners and supplies. R2. Elevator A sturdy wooden scaffold clings to the 160-foot
                                                
                                            
                                                
                                                     wooden gate on the side opposite the crane. The elevator car is a hollow wooden cube measuring 10 feet on a side. It takes 1 minute for the car to travel all the way up or down the scaffold. R3. Guard
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    Denizens Despite its grandeur and immense proportions, the castle is fairly self-contained, and loud sounds in one area can easily be heard in other locations. Any adult giant who yells really loud
                                                
                                            
                                                
                                                     can be heard throughout the castle. The Lyn Armaal Roster table summarizes the locations of the inhabitants when the characters approach and indicates how those creatures react when intruders are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    Assault Encounters Level 1 of the fortress teems with defenders. While most sahuagin are clustered as described in âThe Defense,â a few locations prove central to the fortressâs security. 1. North
                                                
                                            
                                                
                                                     Entrance and Guard Post The sahuagin have tightened their defenses at the north entrance. Expecting an attack, they no longer use the causeway and keep this gate sealed at all times of day. As the gate
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     stayed behind to guard the white dragon eggs and watch over the Northlanders and yetis. Also present in Svardborg are Isendraug, a female adult white dragon who desperately wants her eggs back, and
                                                
                                            
                                                
                                                     gather the Northlanders and the yetis and search Svardborg for intruders to kill. The Svardborg Roster table specifies the locations of the occupants and indicates how those creatures behave when the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Prisoner 13
                                                    
                                                
                                            
                                                     spaces are magically heated. The temperature in these areas is a constant 68 degrees Fahrenheit (20 degrees Celsius). The exterior of the prison, including the guard towers, is 0 degrees Fahrenheit
                                                
                                            
                                                
                                                     brightly lit with continual flame spells cast on wall sconces. (The unlit cells in area R17 are exceptions.) In some locations, the magical lights can be dimmed or suppressed, as noted in the text
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     spaces are magically heated. The temperature in these areas is a constant 68 degrees Fahrenheit (20 degrees Celsius). The exterior of the prison, including the guard towers, is 0 degrees Fahrenheit
                                                
                                            
                                                
                                                     brightly lit with continual flame spells cast on wall sconces. (The unlit cells in area R17 are exceptions.) In some locations, the magical lights can be dimmed or suppressed, as noted in the text
                                                
                                            
                                        
                                                     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 â 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->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     long and fifteen feet wide. Crumpled on the floor before an iron door on the far side of the room, the body of a guard lies in a pool of blood. Standing closed between you and the body, six other oval
                                                
                                            
                                                
                                                     and colored glowing stone is set.
 The characters can examine the dead guard or investigate the doors and stones. However, the amount of time they have to do so depends on whether they had other
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    Wheelwatch Locations The following locations are keyed to map 4.2.  Map 4.2: wheelhouse outpost View Player Version W1: Courtyard The fortâs courtyard holds several small structures with wooden roofs
                                                
                                            
                                                
                                                    , and area W4. W2: South Guard Towers Two soldiers stand at this stone roomâs narrow windows. A horn hangs on the wall between the doors.
 The south guard towers are identical. In each, two Dragon Army
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                    Locations on the Upper Level The following locations are identified on map 6.3. 1. Guardroom Ice Cavern One frost giant keeps watch here at all times to prevent any unauthorized use of the long
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    , and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels â evidence that is often the first clue to the nearby presence of a kruthik hive
                                                
                                            
                                                
                                                     foe, they become frenzied and even more lethal. Shared Lair. Kruthiks abide the presence of constructs, elementals, oozes, and undead, and use such creatures to help guard their hive. Kruthiks are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    , corridors, rooms, and staircases are brightly lit by continual flame spells cast on wall sconces. (The cells in area R17 are exceptions.) In some locations, the magical lights can be dimmed or suppressed, as
                                                
                                            
                                                
                                                     given time. While on duty, each guard wears a tunic that bears the Lordsâ Alliance emblem: a gold crown on a red field. Prisoners. All prisoners in Revelâs End are identified by a number. This simple
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    City Encounters The City of Lost Names is full of Dragon Army troops and other threats. As the characters travel between locations, or whenever you please, roll on the Random City Encounters table
                                                
                                            
                                                
                                                     Hunters (see below) 7 Two cyclopesâa mother and her adult sonâlive in a library, burning its books for warmth. 8 Patrol (see below)  Bridge Checkpoint Three sivak draconians (see appendix B) stand guard on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    City Overview The city is yours to make your own. A few important features and locations are described in the sections that follow, but otherwise flesh out the city as you and your players see fit
                                                
                                            
                                                
                                                     Locationsâ). City Walls A 30-foot-high stone wall winds like a snake around the city. Two other walls, identical in height to the outer wall, separate the city into its three great sections. Access to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
                                                    
                                                
                                            
                                                    Island Locations The following locations are keyed to map 1. Ahoyhoy The tortle fort of Ahoyhoy (see map 2) is situated on the northwest coast of the island. Tortles come here to socialize, lay eggs
                                                
                                            
                                                
                                                     mountains east of Ahoyhoy is an old shrine that belonged to some kind of snake cult. Itâs a place of mystery and secrets. 6 Tortles mate and lay eggs when they grow old. The parents guard the eggs until
                                                
                                            
                                        






