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                        Returning 35 results for 'guardian charges lying'.
                    
                
                        
                            
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                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                    ":"1d8+2","rollType":"damage","rollAction":"Longbow","rollDamageType":"piercing"} piercing damage.
Ring of Winter. The Ring of Winter has 12 charges and regains all its expended charges daily at dawn
                                                
                                            
                                                
                                                    . While attuned to and wearing the ring, Artus can expend the necessary number of charges to activate one of the following properties:
Artus can expend 1 charge and use the ring to lower the
                                                
                                            
                                        
                                                     Magic Items
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     cast one of the following spells from it (save DC 18): create food and water (1 charge), warding bond (2 charges), guardian of faith (3 charges).
                                                
                                            
                                                
                                                     instant after it hits or misses a target.
The bow has 8 charges for the following properties, which you can use while wielding the bow. The bow regains 1d4 + 1 charges daily at dawn.
Curative Arrow
                                                
                                            
                                        
                                                     Magic Items
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     Throne, as well as the properties of the scepter itself. The scepter has 10 charges, and it regains 1d6 + 4 expended charges at dawn. Its properties are as follows:
If you are underground or
                                                
                                            
                                                
                                                     underwater, you can use an action to expend 1 charge to determine the distance to the surface.
As an action, you can expend 2 charges to cast the sending spell from the scepter.
As an action, you can
                                                
                                            
                                        
                                                     Magic Items
                                                    Keys from the Golden Vault
                                                    
                                                
                                            
                                                     of existence. The painting can’t telepathically contact you, however. Maintaining telepathic contact with the painting requires your concentration (as if concentrating on a spell).
Guardian
                                                
                                            
                                                
                                                     until you command it to stop or until your attunement to the painting ends.
The painting has 3 charges. When a creature the painting identifies as its enemy starts its turn in a space the painting
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    Guardian Emblem Wondrous item (holy symbol), uncommon (requires attunement by a cleric or paladin) This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the
                                                
                                            
                                                
                                                     emblem to a suit of armor or a shield or remove it. The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    1. Into the Maze These caves have 20-foot-high ceilings. Their floors are covered by a 2-foot-thick layer of fog. 1a. Rusty Head The rusted, severed head of a shield guardian lies on its side in the
                                                
                                            
                                                
                                                     of a duergar lying on the floor near the back wall of this alcove. The duergar was impaled through the back with a broken-off stalactite by one of his kin and the body hidden here. The stalactite is still lodged in the duergar’s skeleton, which has been picked clean by vermin.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     club. You can use the properties of the Wyrmskull Throne, as well as the properties of the scepter itself. The scepter has 10 charges, and it regains 1d6 + 4 expended charges at dawn. Its properties
                                                
                                            
                                                
                                                     are as follows: If you are underground or underwater, you can use an action to expend 1 charge to determine the distance to the surface. As an action, you can expend 2 charges to cast the sending spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Guardian Naga Enduring Serpentine Lore Keeper Habitat: Desert, Forest, Planar (Upper Planes); Treasure: Relics Alejandro Pacheco  Guardian nagas are immortal, serpentine scholars that possess perfect
                                                
                                            
                                                
                                                     memories. They collect the histories and lore of those they live among, guarding cultures’ stories and passing them on to new generations with infallible accuracy. Guardian nagas that outlive their
                                                
                                            
                                        
                                                     Magic Items
                                                    Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                    . It is found with one energy cell attached, containing 2d10 charges.
POWERED ARMOR OPTIONS
Depending on where and how it appears in the adventure, you might wish to modify the features of Kwalish
                                                
                                            
                                                
                                                     armor as a shield guardian that has stored a magic missile spell cast using a 4th-level spell slot. When the armor is reduced to 0 hit points, its defenses are rendered inert and it can be safely
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     Mezro to return on their own, Artus has been seeking the means to bring them back. He believes that Saja N’baza, an ancient guardian naga, can help him. As such, his search has been focused on locating
                                                
                                            
                                                
                                                    ) piercing damage.
 Ring of Winter. The Ring of Winter has 12 charges and regains all its expended charges daily at dawn. While attuned to and wearing the ring, Artus can expend the necessary number of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . Between the chairs stand alabaster busts of Halaster atop wooden pedestals.
 Wand. Lying on the floor in the middle of the room is a 20-foot-diameter, frayed circular rug adorned with Halaster’s
                                                
                                            
                                                
                                                     spirit inside it. The spirit can do nothing other than animate and discharge the wand, which currently has 7 charges. The animated wand has the statistics of a Tiny animated object (see the animate
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     contested by the character’s Charisma (Deception) check to see through the deception. A character who is caught lying to the dragon can never win back its trust. If the dragon is incapacitated, a
                                                
                                            
                                                
                                                    . The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. A creature attuned to the sword can use an action and expend 1 or more charges to cast one of the following spells from it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     creatures as their charges. They ward off monsters that threaten them, rebuke hunters who kill more prey than necessary, and prevent civilization from encroaching on rare animal habitats and on sites
                                                
                                            
                                                
                                                     adventurers to oppose forces that threaten their charges or to seek knowledge and power that will help them safeguard their charges better. Wherever these druids go, the spirits of the wilderness are with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     owlbears 57–58 1d8 + 1 berserkers 59–60 1d3 green hags 61–65 A clear pool of water with 1d6 sleeping animals lying around its edge 66–67 1d4 werewolves 68–69 1 werebear 70–71 1d8 + 1 ettercaps 72–73
                                                
                                            
                                                
                                                     gnoll fangs of Yeenoghu 95 1 treant 96 1d4 revenants 97 1 grick alpha with 1d6 + 1 gricks 98 1d4 giant apes 99 1 guardian naga 00 1 adult gold dragon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     another creature to a different plane (such as casting Astral Projection, Banishment, Etherealness, or Plane Shift), the spell slot and components, item charges, or other resources are expended as normal
                                                
                                            
                                                
                                                    , but nothing happens. The Rod Piece and Its Guardian The sixth piece of the rod can be found in area T27. The piece is guarded by Rerak, an empowered simulacrum of Acererak designed to harvest souls
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     farther down into a well-lit room shaped like a cylinder tipped on its side.
 The helmed figure is a tomb guardian: a flesh golem clad in plate armor (AC 17). Its task is to pull the lever when it sees
                                                
                                            
                                                
                                                     adventurers enter area 38C. The tomb guardian fights only in self-defense and has orders from Withers to not leave the control room. If it goes berserk, it ignores these orders. Window. The window in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     functional office. A table stands in the middle of the room, surrounded by small stacks of books. Lying on the table is a whirring amulet on a chain.
 Two figures stand behind the table. One is an undead
                                                
                                            
                                                
                                                     cross the tundra without fear of freezing to death. guardian amulet Amulet. The object on the table is the amulet for a shield guardian. Dzaan retrieved it from area P15 and brought it here for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    . The goblin riding the worg is Snubsuk, the courtyard warden. His job is to lock and unlock the main gate at area K2. The worg charges toward intruders, causing Snubsuk to tumble off the worg’s back and
                                                
                                            
                                                
                                                     hatches built into it that can be lifted away to get at the rigging underneath. Dangling Construct. The construct dangling beneath the platform is a shield guardian that survived the fall of Ythryn
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    , sheltering it as best they can with their leafless boughs. Guardian Treant The largest tree growing in front of the entrance is a treant. It awakens when one or more creatures approach the entrance and
                                                
                                            
                                                
                                                     shoved aside. Treasure. Lying amid the bones is Uld’s headband of intellect, which the characters can retrieve once the crawling claws are dealt with. Path to the Vault The collapsed eastern end of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     cellar or dungeon under one of the city’s oldest estates. She uses teleport spells to enter and leave her home, and she’s never seen without her shield guardian close by. A little known fact is that
                                                
                                            
                                                
                                                     through the North Ward, Ulkoria stops by the tavern for a drink and to check out the place while her shield guardian waits outside. If she doesn’t like what the characters have done with the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     in the walls begin to stir. As the ruby begins to glow against the menhir, the walls begin to rumble. Part of one wall shifts, detaches, and charges toward you.
 An earth elemental materializes out
                                                
                                            
                                                
                                                     succeeded, he knows they’re lying, and the deep gnomes’ attitude toward the party worsens. If the characters accomplish Gurnik’s task, they can make a DC 15 group Charisma check to improve the gnomes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     was in life, lying nude on a bed of tentacles.)
 Zalthar. Seated in a chair, facing the northern and western doors, is Zalthar Shadowdusk — a death knight in black armor. In his withered hands, he
                                                
                                            
                                                
                                                     considers their presence an affront. He is a death knight, with these changes: Zalthar wields a nine lives stealer longsword with 5 charges remaining. He has a +13 bonus to hit with the weapon. On a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    Orolunga All that remains of the ancient city of Orolunga is a crumbling ziggurat watched over by a guardian naga. The naga is thousands of years old and a font of useful information — perhaps the
                                                
                                            
                                                
                                                     purple orchid. After a moment, it charges up the steps; the thorns part before it and close immediately behind it. To ascend the steps, characters must find more of the orange and purple orchids
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    , they gently nudge the characters toward the tunnel leading to area L4. L2. Flensing Chamber A sour stench of decay fills your nostrils. Lying on the ice-packed ground is the frozen corpse of a whale
                                                
                                            
                                                
                                                     frozen corpse or leaving a gift, but otherwise expects the characters to withdraw from its presence so it can mourn in private. If the characters fail to calm Norsu or flee from it, the mammoth charges
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     wife, Tiarshe, shortly before the accusations came to light did little to help her reputation, or the impression of her innocence. When she was finally cleared of the charges, Waterbaron Ruthiol made
                                                
                                            
                                                
                                                     fortified structure on the west bank of the Surbrin (the town sits primarily on the east), whose outer wall has frequently been torn down and rebuilt. It’s rumored that guardian skeletons rise when
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     wind. When the attuned wielder uses an action to say the correct words of power, which are engraved in Olman on the axe blade, one of these spells can be cast. The axe has 12 charges and regains 1d6
                                                
                                            
                                                
                                                     + 4 expended charges daily at dawn. Casting a spell from it takes a number of charges equal to the level at which the spell is cast (5th for passwall, 2nd for gust of wind, and 1st or higher for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     dusty, lusterless gemstone lying in a corner. This is an id crystal, which the graymatter engine’s consciousness can be transferred into (see the “Crystal Companion” section later in this chapter). L7
                                                
                                            
                                                
                                                     Dragonshard Pool Effects table to determine what happens to the item. An item can be affected by the pool only once; subsequent exposures have no effect. The pool has 4 charges. It expends 1 charge each time an
                                                
                                            
                                        
                                                     Magic Items
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     guardian appears next to you, functioning as if you had cast the Mordenkainen's faithful hound spell. The guardian disappears if you die, regain hit points, or regain consciousness.
No one takes you
                                                
                                            
                                                
                                                     green, and you must drink a half gallon of fresh water every 4 hours or take 1d4 necrotic damage.
32
You know whether creatures within 15 feet of you are lying, as if you were the center of a zone
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     Glass is a continual presence in their minds, moving telepathically from character to character to frantically warn them that the ghost is lying, and that it and its guardian creatures must be
                                                
                                            
                                                
                                                     of any previous interaction with the characters. Zyrian can be permanently destroyed by reducing his ghost to 0 hit points after the haven’s guardian creatures have been dispatched and the door
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     lies on the top floor of Van Richten’s Tower (chapter 11, area V7). Coins (Diamonds) 1 of Coins—Swashbuckler I see the skeleton of a deadly warrior, lying on a bed of stone flanked by gargoyles.
 The
                                                
                                            
                                                
                                                     I see a garden dusted with snow, watched over by a scarecrow with a sackcloth grin. Look not to the garden but to the guardian.
 The treasure is hidden inside one of the scarecrows in the garden of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     staff’s charges to accomplish. If a creature attuned to the staff uses an action to expend 10 or more of its charges while touching the staff to the obelisk, power surges from the staff and triggers
                                                
                                            
                                                
                                                     climb to the tower’s peak find the statue of Metaltra lying in a corner. The statue depicts a woman in a wizard’s robe, posed as if she is completing a spell. As her statue was being thrown about
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     barely make out a circular ledge 50 feet down, while the bottom of the sinkhole is hidden in the gloom 100 feet below. Lying around the mouth of the sinkhole are more wrecked ships, and looming above
                                                
                                            
                                                
                                                     a roper, which Nym uses as a guardian. The roper attacks any creature other than Nym that crosses the room. A character can harvest 2d4 pounds of coral in an hour. The coral here is worth 100 gp per
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     disappointment and depart without another word. If the characters disrespect the githyanki or are caught lying about the mind flayers, the githyanki attack. S33d: West Cargo Hold. Ten gas spores grow
                                                
                                            
                                                
                                                     southeast corner of the room. Amid the remains are a blue key card, a red key card, and a needler pistol with 0 charges remaining, as well as three gem-encrusted bracelets worth 600 gp each. S38: Invasive
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     with a small window to allow guards to check in on their charges. A side passage holds six individual cells with higher-quality locks (each requiring a successful DC 25 Dexterity check with thieves
                                                
                                            
                                                
                                                     evidence lying about. His eidetic memory allows him to burn any notices and reports he receives after reading them, though at times he can be careless and leave partially burned scraps of paper in his
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     symbol of fire; show it to the players. Each furnished cell to the north houses an Eternal Flame guardian, and each of the furnished cells to the south houses a flamewrath (see chapter 7 for both
                                                
                                            
                                                
                                                     the forges. As soon as any disturbance happens here, the slaves turn on the efreeti. The efreeti then focuses his attention on corralling his charges, leaving the cultists to deal with the characters
                                                
                                            
                                        





