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Returning 35 results for 'guardian closes leading'.
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Monsters
Mythic Odysseys of Theros
all others. Over time, such a resident nymph often becomes connected with their aquatic home through sightings and stories, becoming a guardian of the place and, in effect, a manifestation of its
belief, and certainly numerous reports tell of charmed nymphs leading lost seafarers home. Yet, if tales of naiad-led galleys appearing amid the headwaters of mountain rivers are true, only the nymphs
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Q41. Dragon’s Vault The iron door leading to this room hangs open on a single rusty hinge. It has obviously been forced open and no longer closes properly. The walls of this room are lined with lead
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
dancing and frolicking in water.
There’s nothing outwardly suspicious about the bathhouse, which features one of the most sophisticated plumbing systems in the city. The doors leading to the courtyard
(area D1) are unlocked and unguarded. The bathhouse closes at midnight and reopens at dawn, and city residents come and go here throughout the day and into the evening.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
passages leading to the surface world have recently brought back the terrifying news of the demon lords’ incursion into the Underdark. Word has spread quickly through their network, and the finest mages in
Roaringhorn
Lawful neutral male human wizard
Ideals: Freedom, opportunity, civilization
Personality: Proud, self-assured, fickle, spendthrift
Potential Resources: Shield guardian
Lord
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
as a swirling pool of magma in the heart of a volcano (leading to the Plane of Fire) or a maelstrom in the depths of the ocean (leading to the Plane of Water). Passing through a planar portal can be
located on a mountain peak. Second, portals often have guardians charged with ensuring that certain creatures don’t pass through. A portal’s guardian is typically a powerful magical creature, such as a
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
characters are in the common room at night, Toblen looks up as the door opens. The door closes quickly without anyone entering, and Toblen shakes his head in wonder. He says he thinks it was Argus
) check finds the secret door in the floor leading to the basement, where the undead hide. If the characters find and deal with them here, the undead don’t attack as the characters try to leave town.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
(area V17). The characters have about two hours to prepare for their heist before the museum closes. If the characters don’t immediately go to the Gemstone Wing (area V13), museum guards notice their
human), a city watch veteran who rigidly enforces the rules Investigating Security Measures The museum is protected by several security measures after it closes at 8 p.m. Alarms. Audible alarm spells
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
patrolling the hallway outside (area X8), and Vilnius won’t leave this room until he knows the golem has been destroyed. Vilnius is a greedy, treacherous coward. He curses his dead master for leading them
-down V hidden under his robes. Of exquisite design, the amulet is worth 1,000 gp. It is the control amulet for the shield guardian in area X35. Although he can tell that the amulet is magical, he
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
guardian
11 1d6 entertainers (commoners)
12 1 gladiator leading an ox, which is hauling a prison wagon that contains a medusa wearing a burlap hood over her head and shackles on her wrists
Beyond Baldur’s Gate Use the following tables to determine who or what the characters might encounter on the roads leading to and from Baldur’s Gate. Use these tables as often as desired. Encounters
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
hire (thugs) 8 1d6 religious pilgrims (acolytes) 9 1d6 Guild agents (bandits) 10 1 archmage accompanied by a shield guardian 11 1d6 entertainers (commoners) 12 1 gladiator leading an ox, which is
Beyond Baldur’s Gate Use the following tables to determine who or what the characters might encounter on the roads leading to and from Baldur’s Gate. Use these tables as often as desired. Encounters
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
actual door leading to area 18. Manipulating Time Having a mechanical guide spend 1 charge in this area opens one closed pit at random, or closes one pit at random if all the pits are open.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
15: Metallurgy Lab The doors leading into the northeast and southwest ends of this chamber are both red. Michele Giorgi Some of the creatures imprisoned
in the Donjon Sphere aren’t
content to
remain there
Alien minerals and samples of rare ores line the shelves of this metallurgist’s laboratory. An advanced detention drone (use the shield guardian stat block) stands in the room’s
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
atop the cliffs to the west. Each watchtower stands 20 feet tall and has a rickety wooden ladder leading to the top, where a thick column of smoke issues from a brazier that is kept lit at all times
has a wooden ladder leading up to it. A character who wants to approach the gate undetected must succeed on a DC 9 Dexterity (Stealth) check. If multiple party members are attempting the same thing
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
hewn from the rock leads up along one side of the wall.
The steps leading up to it are barely 5 feet wide and climb 150 feet to a frost-covered shelf that adjoins the main entrance (area X1). Difficult
climbing up a shaft that leads from the forge level to the fortress’s summit. The doors at the top of the shaft remain open until the dragon returns or until someone closes them by using the levers in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spell duels.
Undead Guardian. Floating in the middle of the room, 15 feet above the floor, is a man’s withered left hand and forearm, severed at the elbow.
Responding to the alarm spell, the
. The clone challenged Halaster to a spell duel and lost more than just the contest. Halaster turned the limb into a guardian that attacks all intruders until the Mad Mage or a creature that looks like
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
commoners leading 1d4 mules or 1d4 ponies 10 1 pseudodragon 11 1 spy 12–13 1d8 + 1 acolytes 14 1d6 + 6 flying snakes 15 3d6 kobolds 16 2d4 giant centipedes 17 1d8 + 1 skeletons 18–19 1d6 + 2 swarms of
bandit captain with 3d6 bandits 87 1d4 + 1 cult fanatics 88 1 knight or 1 veteran 89 1 water weird 90 1 wight 91 1 mage 92 1 shield guardian 93 1 gladiator 94 1 revenant 95 2d4 gargoyles 96 1d4 doppelgangers 97 1 oni 98 1 invisible stalker 99 1d8 + 1 phase spiders 00 1 assassin
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of a previous expedition, after they discovered a secret door that they couldn’t get open. The secret door was reduced to rubble, creating a gap in the wall leading to area P13. Dzaan’s simulacrum (see
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->Storm King's Thunder
grill helps keep the deck crew warm on cold days and nights. An iron wheel on the starboard side of the furnace opens and closes a bronze valve at the top of the cylinder, which has the effect of
to reveal stairs leading down to the lower deck. Portholes on the landings look out to port and starboard. The porthole windows are latched shut from the inside, and each porthole is wide enough for
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
34. Refectory Rampage The doors leading to this section of the dungeon have been smashed to pieces, and characters approaching the area can hear large creatures wreaking havoc within. 34a. Temple
gate closes, the bas-relief reappears, and the key is ejected from its keyhole. A character can open the gate without the stone key by using an action to pick the lock, requiring a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Tinny music emanates from the southern doorway (leading to area 7c).
7b. Living Quarters Pet. A giant badger playfully chews on a stuffed toy in the middle of the room. Furnishings. The dingy
playing a tinny tune.
Guardian. Rex, a shield guardian painted with gold stars and crescent moons, stands next to the table.
Loose Pages. The floor is strewn with sheets of parchment bearing
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
beyond. The iron door leading outside can be safely opened from this side. It magically closes after 1 minute unless held open.
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
enter unmolested, and says to Renaer in passing, “Your mother was a lovely person.” Glyph of Warding A glyph of warding spell has been cast on the first step leading down to the underground level
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
successful check, the character recognizes that the statue is a guardian common to Silvanesti burial sites and that the silver coins represent souls shining as stars in the night sky. The character also knows
the south, rubble blocks a staircase leading down, while to the north, another staircase climbs to the level above. Dismal gray-green light shines from flickering wall sconces, eerily illuminating
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. Should the characters free the Bedroll from the ice and search it, within they find a control amulet for a Shield Guardian. The guardian it controls is in the south alcove of the trophy cave (area D16
). A character who takes a Study action and makes a successful DC 16 Intelligence (Arcana) check knows basic information about this guardian: It follows the orders of whoever wears its amulet. The
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
fiendish face grins devilishly in the opening leading to the nave.
The statue guards the temple’s nave (area T3) and uses the game statistics of a Stone Golem, except it speaks and understands Common
. While the characters keep their distance, the guardian doesn’t move. If a creature hasn’t observed the guardian moving or acting, that creature must succeed at a DC 15 Intelligence (Investigation
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
warped Test Market until its identity is discovered. Once caught, the Keymaster can be forced to open the inn’s basement door — revealing the dimensional caverns leading to the ritual site. Advancing to
slightly out of sync with the exterior — almost as if you’ve stepped into somewhere else. But even as you ponder this, the front door closes behind you, and you notice everyone in the inn glance your way
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
for tracks discovers boot prints leading into the tomb. The tracks are not recent and belong to the last group of treasure seekers to enter here. 4A. First Puzzle Door A slab of worked stone blocks
remains open for 1 hour before slowly sinking back into place. Characters who are outside when the door closes must revisit the city to recover the cubes. Diagram 5.1: Sample Puzzle Cube
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
18. Treasury When characters peer into this area from area 17, read: Beyond the double door is a twenty-foot-wide, twenty-foot-long hallway leading to a dark, pillared chamber strewn with chests
). The opening is lined with rows of triangular teeth similar to those of a giant shark, but they are easily avoided. The mouth closes after 1 minute but can be reopened from either side. Treasure. This
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
skin shed by the spirit snake Chimagua. The stone table bears two empty stone candle holders. Tainted Mist. The same tainted mist from area A3 fills this chamber and the tunnel leading back to the
discovers a segment of the stone wall behind the altar easily shifts aside, revealing a passage leading to area C4. Characters who have the Stonecunning trait have advantage on this check. This door is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Plane with a very similar location on the Material Plane, such as the heart of a volcano (leading to the Plane of Fire) or the depths of the ocean (to the Plane of Water). Passing through a planar
destination, “undesirable people” might include evil characters, good characters, cowards, thieves, anyone wearing a robe, or any mortal creature. A portal’s guardian is typically a powerful magical creature
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
lock spell). The topmost level is the crypt itself, which contains a stone sarcophagus watched over by a shield guardian that is trained to lift the lid whenever someone speaks the name Myrna aloud. The
sarcophagus contains a stone staircase leading down to a magically lit room. The circle is on the floor of this chamber, which also includes a small study alcove and a cot for its attending mage, a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
traffic, starts leading caravans away from safe water sources and stranding them in the desert.
Connected Creatures Brass dragons seek out the company of other creatures that can carry on an
lair, and they harass the dragon whenever they can.
5 A guardian naga charged with protecting an ancient artifact has decided that the artifact—as well as the naga—would be safer in an adult brass
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
staring eyes that twitch and blink. Two corridors lead from this room in opposite directions.
When anyone moves toward one of the passages leading from this room, the eyes all shift to stare at that
creature accusingly for a moment. This effect is unnerving but harmless. An eye closes and disappears if it takes any damage. L2: Views of Madness Ten stone rods protrude from the back wall of this dead
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
they would fall apart with a touch.
Each sarcophagus holds a dwarf crypt guardian whose spirit was corrupted by the mind flayers’ magic. When a sarcophagus is disturbed or a living creature attempts
and area P7, but not further. Each sarcophagus contains the brittle bones of a dwarf. As the mind flayers never bypassed the clay golem guardian and these sarcophagi are farthest from the obelisk
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
guardian of Onyari’s gardens. The treant endured both the city’s fall and the Cataclysm here. Recently, invaders have been trying to fell Duskwalker’s trees for wood. The treant has killed—and will
high, and tall windows admit any light from outside. Hidden Pits. The nave’s floor has buckled, creating pits leading to the shattered crypts below. Only creatures that come within 5 feet of a pit and






