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Returning 35 results for 'guardian coming 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->Journeys through the Radiant Citadel
magical affliction affects Chimagua, and the guardian will die in the coming weeks if the affliction is allowed to run its course. Yarana knows how to heal the great spirit, though.
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->Xanathar's Guide to Everything
Forest Encounters (Levels 17–20) d100 Encounter 01–05 1 young green dragon 06–10 1 treant 11–13 1 guardian naga 14–16 1d10 revenants 17–19 1d8 + 1 unicorns 20–22 1d3 grick alphas 23–25 For a few
warrior with hand raised, palm out, as if to forbid travelers from coming this way 66–75 1d4 treants 76–80 A cairn set atop a low hill 81–90 1 adult gold dragon 91–96 1 ancient green dragon 97–99 2d4 + 1 treants 00 1 ancient gold dragon
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Bring It to an End The climactic ending of an adventure fulfills the promise of all that came before. The best climax is one the players see coming, so if a dragon is the mastermind behind all the
nefarious activity happening in an adventure, having the dragon’s minions mention the nature of their boss sets up the coming climactic encounter. Although the climax must hinge on the successes and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
-or-flight situation, leading to one or more characters becoming fugitives. If the party includes one or more characters who aren’t lawful, such an outcome is likely. To mitigate this drawback, you
players that one or more characters have been arrested. You can describe the arrest, the subsequent detention, and the events leading up to the trial. The drawback to this approach is that player
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->Vecna: Eve of Ruin
Vecna’s Grasp Features Areas in Vecna’s Grasp have the following features. Ceilings The ceiling is 40 feet high in area E1 and 10 feet high in the tunnels leading away from that cavern. Lighting
, once the characters learn about the existence of Vecna’s Grasp, each of them can use an action to transport themself to or from area E1, provided the location they’re coming from or traveling to isn’t
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->Tyranny of Dragons
10. Dining Hall Two long tables of plain stone stand at the south end of this dining hall, while a long marble table stands to the north. The door up the stairs leading to area 8 has “? DANGER
expedition. When his cultist followers were routed investigating area 11, Varram left the devils here with instructions to guard against any creatures coming out of that area. The devils take their orders
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
aid in creating disguises. If the characters venture within 30 feet of the south side of the building, they hear animal noises coming from the zoo (area T8), and a character who succeeds on a DC 15
Intelligence (Investigation) or Wisdom (Perception) check finds the secret door leading from the exterior to the gem room (area T3). If the characters observe the vault for at least 4 hours, they learn
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
10. Dining Hall Two long tables of plain stone stand at the south end of this dining hall, while a long marble table stands to the north. The door up the stairs leading to area 8 has “? DANGER
expedition. When his cultist followers were routed investigating area 11, Varram left the devils here with instructions to guard against any creatures coming out of that area. The devils take their orders
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
to take any treasure the party pulled out of the tunnels. The group consists of a thug called Stork leading three bandits. Stork believes she has the advantage over the party members, who are probably
coming out of the tunnels bruised and bloodied. Plus, she’s already bribed the two City Watch guards, Orvis Torval and Rosko Bosh, to “take a walk,” so neither is on hand during the attack. Captain
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->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->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->Infernal Machine Rebuild
open pits.
This area is noisy with the sounds of hammering and stone cutting coming from the west (areas 8 and 10). If the umber hulks are digging, a rumbling can also be heard to the east. But even
over all that, the characters can hear a rhythmic chanting coming from the south (carried from the chapel of area 14 by the magic of Phenex’s ceremony). Creatures Twelve neutral tiefling muralists work
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Vistani encampment. The gallows stand atop a rotting platform 5 feet high, with wooden stairs leading up to it. Eleven graves are here with blank gravestones. The forgotten people buried here were hanged
from the gallows. Characters who dig up the graves find rotted coffins containing moldy bones. The Hanged One As the characters leave the area, read: You hear a creaking noise behind you, coming from
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
those coming from the Demon Wastes to the west. 10–11 Crack down on the Order of the Emerald Claw’s activities in Karrnath. 12 Strengthen the ties between the Lhazaar princes while ensuring your
Thrane and abroad. 18 Gain glory for Valenar by leading raids and battling threats from the Mournland. 19–20 On behalf of one member of Zilargo’s Triumvirate, collect information that could be used as leverage against the other two.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
around a large mesa and continues to spiral upward, but the ceiling of the cavern is too dark and high to see. You hear murmurs and whispers coming from atop the mesa, which grow louder as you approach
spiral, rising from the cavern floor to the mesa’s top. The west wall has a noticeable crack leading to a narrow tunnel, which can be used as a shortcut to area 7 if the characters are small enough
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->Mythic Odysseys of Theros
the road from Meletis known as the Guardian Way, the ruins of a round tower lie beside a rushing stream. This marks the greatest extent of ancient Setessa’s reach. A site of rich natural beauty, with
lilacs growing along the riverbank and silver fish darting in startlingly clear water, it is abandoned by Setessa and favored by travelers as a resting point on the road before coming under the eaves of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
occur change depending on the villain you’ve chosen. The chapter concludes with the discovery of Lord Neverember’s treasure vault and a showdown with its gold dragon guardian. The characters’ ultimate
without these chapters coming into play. Be prepared to make adjustments on the fly if the characters find themselves in a villain’s lair prior to completing chapter 4, as the challenges within each
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
comes into being when a metallic dragon gives up mortal life so a fragment of life essence can linger as an eternal guardian of a precious treasure or knowledge. Draconic shards are lingering psychic
circumstances foretold in an ancient prophecy. Now the prophecy is coming to pass, but the dragon won’t let the artifact be used for its intended purpose.
5 A gem dragon from another world is searching for
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->Fizban's Treasury of Dragons
dragon.
4 An item stolen from a white dragon’s hoard has been passed down to an adventurer as a family heirloom—and the dragon is coming to get it back.
5 After driving away a white dragon, a
griffon treats the wyrmling as her offspring and protects the creature fiercely.
3 A clan of warriors has adopted a white dragon wyrmling as the clan’s sacred guardian and brings the wyrmling
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->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->Princes of the Apocalypse
Adventure Start Red Larch is a little town on the Long Road, a few days’ travel north of Waterdeep and south of Yartar. It’s a way station for caravans coming to or from the cities of the North, with
to fall into the wrong hands. Lords’ Alliance. Three important diplomats from cities in the alliance were leading the delegation: a moon elf from Silverymoon named Teresiel, a shield dwarf from
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
crossroads openly see each other coming down different paths toward the intersection. The number of paths that converge here equals the number of characters. First Meeting. Give the characters time to meet
dawns on the characters, the gray light in the cloudy sky begins to dim. As it does, though, a faint light becomes visible through the haze, leading up a wooded hillside. If the characters approach, they’ll soon find the light emanates from a most unusual structure.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
a crackling fireplace.
The Deans’ Repository is a spacious extradimensional library. The only passage leading to or from it is the portal on the wall opposite the fireplace. This portal is the
. In the course of the battle, Tullus speaks mechanically, making threatening declarations such as “You can’t stop what’s coming.” A character who succeeds on a DC 12 Wisdom (Insight) check can tell the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
many hours. Sometimes the sounds get closer or fade away, echoing strangely through the surrounding tunnels. Eventually, the characters enter a smaller tunnel leading upward. As they move forward, they
you to claim.
Leading the gnolls is a figure of fearful countenance, twelve feet tall with the head of a snarling, amber-eyed hyena. He wields a massive triple flail, whose whirling heads smash into






