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                        Returning 35 results for 'guardian conceals long'.
                    
                
                        
                            
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                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    Immutable Form. The guardian is immune to any spell or other effect that would alter its form.
Magic Resistance. The guardian has advantage on saving throws against spells and other magical effects
                                                
                                            
                                                
                                                    .
Radiant Absorption. Whenever the guardian is subjected to radiant damage, it takes no damage and instead regains a number of hit points equal to the radiant damage.Multiattack. The guardian makes
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    . Members of the order wear brass masks bearing the face of their god, who is depicted as a long-haired, bearded man with a stern gaze. Each fully initiated guardian has a small blue lightning bolt
                                                
                                            
                                                
                                                    Brave. The guardian has advantage on saving throws against the frightened condition.Lightning Mace. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Lightning Mace
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Action Surge (Recharges after a Short or Long Rest). Drannin takes an additional action on his turn.
Brute. A melee weapon deals one extra die of its damage when Drannin hits with it (included in
                                                
                                            
                                                
                                                     the attack).
Dwarven Resilience. Drannin has advantage on saving throws against poison.
Indomitable (Recharges after a Short or Long Rest). Drannin can reroll a saving throw that he fails. He must use
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     brass masks bearing the face of their god, who is depicted as a long-haired, bearded man with a stern gaze. Each fully initiated guardian has a small blue lightning bolt tattooed on their right
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    . Protruding from her feathery owl’s head is a pair of curved goat horns. A cloak and cowl made of pristine white snow conceals much of her tripartite form, which her worshipers refer to as the
                                                
                                            
                                                
                                                     Sundering, most of the gods withdrew from Toril, leaving mortals to govern their own fates without the gods’ meddling, but the Frostmaiden could not stay away for long. Auril returned to her icy
                                                
                                            
                                        
                                                     Monsters
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     and destroy those responsible.
As a guardian of the wild, Walnut has long held an antipathy toward civilization and anything urban. However, understanding that civilization was the source of the evil
                                                
                                            
                                                
                                                     foliage, heavy rain, falling snow, mist, and other natural phenomena.
Wild Shape (Recharges after a Short or Long rest). As a bonus action, Walnut can assume the shape of a dire wolf. She can stay in
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing.
Frigid Aura. So long as Auril has at least 1 hit
                                                
                                            
                                                
                                                     their own fates without the gods’ meddling, but the Frostmaiden could not stay away for long. Auril returned to her icy realm in the far north and, after a time, plunged it into frigid darkness
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , animating the statue and turning it into a useful guardian.
Stone cursed possess a malevolent drive to slay the living, yet they are utterly loyal to whoever performed the ritual to animate them, and
                                                
                                            
                                                
                                                     would be lost.
Cryptic Whispers
Even though a creature transformed into a stone cursed is long dead, a vague whisper of their memories lives on in the obsidian skull embedded within the stone cursed
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    Guardian Aura. Whenever a creature of Asteria’s choice within 30 feet of her makes a saving throw, Asteria can give the creature advantage on the saving throw (no action required). This trait
                                                
                                            
                                                
                                                     the first Deck of Many Things. She doesn’t know why this is but surmises her life is tied to that deck; so long as it continues to exist, so will she. She has no way to prove this hypothesis
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     Short or Long Rest). Auril causes a magical blast of cold air to erupt from her hand. Each creature in a 60-foot cone must make a DC 21 Constitution saving throw, taking 36 (8d8);{"diceNotation":"8d8
                                                
                                            
                                                
                                                     thin cloak of mist forms around her. Blades of ice grow out of her body at odd angles, breaking off before they get too long. When she moves, her body crackles.
In this form, Auril creates weapons of
                                                
                                            
                                        
                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                    ): divination, freedom of movement, guardian of faith
5th level (2 slots): greater restoration, raise dead
6th level (1 slot): find the path, harm, true seeing
7th level (1 slot): fire storm
                                                
                                            
                                                
                                                    ":"1d4","rollType":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.
Curse (Recharges after a Long Rest). Madam Eva targets one creature that she can see within 30 feet of her
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                    Guardian of the Market. Pazrodine can sense when an item is stolen from Seelie Market. She knows the distance and direction to stolen items, as if by the Locate Object spell.
Legendary Resistance (3
                                                
                                            
                                                
                                                     Feywild and the Material Plane. Moonstone dragons are detailed further in Fizban’s Treasury of Dragons.
Pazrodine never stays in one place for long, and she wants to see all the wonders the Feywild
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    , dispel magic
4th level (3 slots): stone shape, guardian of faith
5th level (2 slots): contagion, insect plague
6th level (1 slot): harmMultiattack. The mummy can use its Dreadful Glare and makes one
                                                
                                            
                                                
                                                    .
Enlarge (Recharges after a Short or Long Rest). For 1 minute, the mummy lord magically increases in size, along with anything it is wearing or carrying. While enlarged, the mummy lord is Large, doubles
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     hope to ascend to godhood, perhaps recreating or replacing Sardior.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and
                                                
                                            
                                                
                                                     parent.
3
A faerie dragon (older);violet faerie dragon is the playmate and guardian of an amethyst dragon wyrmling.
4
An amethyst dragon wyrmling lives alone in a lair, cared for by a cadre
                                                
                                            
                                        
                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                     ancient guardian naga, can help him. As such, his search has been focused on locating the ruins of Orolunga, where the naga is said to dwell. Fate has handed Artus a saurial traveling companion named
                                                
                                            
                                                
                                                     presence in the party might put the characters in danger.
Artus Cimber’s Traits
Ideal. “The preservation of knowledge and history is important to me.”
Bond. “I long to be
                                                
                                            
                                        
                                                    Shield Guardian
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Bound. The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to
                                                
                                            
                                                
                                                     travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to
                                                
                                            
                                        
                                                    War Priest
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    , water walk
4th level (3 slots): banishment, freedom of movement, guardian of faith, stoneskin
5th level (1 slot): flame strike, mass cure wounds, hold monsterMultiattack. The priest makes two melee
                                                
                                            
                                                
                                                    ","rollAction":"Maul","rollDamageType":"bludgeoning"} bludgeoning damage.Guided Strike (Recharges after a Short or Long Rest). The priest grants a +10 bonus to an attack roll made by itself or another
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Shield Guardian Wizards and other spellcasters create shield guardians for protection. A shield guardian treads beside its master, absorbing damage to keep its master alive as long as possible
                                                
                                            
                                                
                                                     7 (2,900 XP)
 Bound. The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet’s wearer can telepathically call the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    . Additionally, as long as the chain is intact, damage dealt to either guardian is divided evenly between them. The spiked chain can be attacked separately and has AC 18, a damage threshold of 10, 5 hit
                                                
                                            
                                                
                                                    41. Tomb Guardians Two hulking figures stand in alcoves along this long hall, facing each other. Armor is bolted to their flesh, and they wear bucket helms and spiked gauntlets. Iron collars around
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     walls are immune to any spell or magical effect that would change their shape, such as a Passwall or Stone Shape spell. Hidden Doors Illusion magic conceals many of the complex’s doors, making them
                                                
                                            
                                                
                                                    , 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->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    Moonlight Guardian Moonlight guardians are gleaming bipedal statues made of silver and mithral. They were originally created by a desperate mage on Krynn who drew the Moon card from a Deck of Many
                                                
                                            
                                                
                                                     Things. The mage wished for a retinue of bodyguards ideally suited to fighting lycanthropes and other shapeshifting creatures. In response, the Moon card spawned the first moonlight guardian. A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    1. Entrance Tunnel The worm tunnel the adventurers are traveling through opens up atop a steep slope leading 15 feet down into the open cavern. The slope is difficult terrain. As long as the
                                                
                                            
                                                
                                                     either side of the tunnel. The rubble on the east side of the tunnel conceals a hidden passageway. Any character with a passive Wisdom (Perception) score of 15 or higher notices the hidden passage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     their ranks are researching how to defeat the demon lords and their kind. For long years, the Harpers have sworn to put an end to unbridled evil in all its forms — especially evil that wields dark
                                                
                                            
                                                
                                                     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->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     rolled to the ability check. Guardian’s Shield. You can cast the shield spell once with this trait, and you regain the ability to cast it after you finish a long rest. Wisdom is your spellcasting ability
                                                
                                            
                                                
                                                     for this spell. Vigilant Guardian. When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to swap places with that creature, and you are hit by the attack
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     number rolled to the ability check. Guardian’s Shield. You can cast the shield spell once with this trait, and you regain the ability to cast it after you finish a long rest. Wisdom is your spellcasting
                                                
                                            
                                                
                                                     ability for this spell. Vigilant Guardian. When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to swap places with that creature, and you are hit by the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     is depicted as a long-haired, bearded man with a stern gaze. Each fully initiated guardian has a small blue lightning bolt tattooed on their right shoulder. Guardians follow a strict code of decorum
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                    Guardian Giant Most of the giants in the Boros Legion come from a single clan, the Skorskal, that has long been at odds with the Gruul Clans. These giants are guards and gatekeepers, well represented
                                                
                                            
                                                
                                                     small heads. Guardian Giant
 Huge giant, lawful neutral
 Armor Class 19 (half plate, shield)
 Hit Points 137 (11d12 + 66)
 Speed 40 ft.
   STR
 24(+7)
 
  DEX
 17(+3)
 
  CON
 22(+6
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     settlements, Termalaine and Targos in particular. For as long as Ten-Towns has existed, Lonelywood has attracted the region’s shadiest element, from unrepentant thieves to cold-hearted killers. The
                                                
                                            
                                                
                                                     thick forest looming behind it conceals the dark and sordid dealings that sometimes transpire there. Despite its attraction to criminals and miscreants, Lonelywood is not a place where folk murder each
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    , particularly a large dungeon or a cave network, the DM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map
                                                
                                            
                                                
                                                    , which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch." Sometimes it's important, though, to know how long it takes to get from one spot to another, whether the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     dungeon, particularly a large dungeon or a cave network, the DM can summarize movement between encounters: "After killing the guardian at the entrance to the ancient dwarven stronghold, you consult your map
                                                
                                            
                                                
                                                    , which leads you through miles of echoing corridors to a chasm bridged by a narrow stone arch." Sometimes it's important, though, to know how long it takes to get from one spot to another, whether
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                     tucked behind them. A few moldy books are scattered about.
 Secret Door. One of the bookcases on the balcony conceals a secret door into area W12. Tugging on the bookcase causes it and the secret door
                                                
                                            
                                                
                                                     to swing open. Treasure. The books found here are old texts written in Elvish that describe long-lost elven kingdoms and civilizations. They are too damaged to be worth anything. Additionally, one
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     permanent cloudkill effect that’s 200 feet in diameter and can’t be dispersed by wind. The fog conceals a small nodule made of dirt, only 25 feet across, at its center. A smooth, flat ribbon of metal
                                                
                                            
                                                
                                                     about a foot long is the only thing on the nodule. The metal is bumpy on one side and smooth on the bottom, resembling an oversized human tongue (see below). If a character casts detect magic within 30
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Path of the Ancestral Guardian Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide
                                                
                                            
                                                
                                                     and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid. Barbarians who draw on their ancestral
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     won’t leave it under any circumstances.
 Secret Door. The walls, floor, and ceiling are covered in 5-foot-square steel tiles. One tile conceals a secret door in the east wall at floor level.
 11c
                                                
                                            
                                                
                                                    . Trobriand’s Body  The body of a frail man in dark robes lies atop a stone slab near the south wall. The man has long, wavy hair and a thick beard the color of iron, and he wears a metal ring on the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     Tockworth’s workshop is a shield guardian that lacks the Spell Storing trait. Its creator and control amulet were destroyed long ago. Tockworth found a way to reanimate the shield guardian without having
                                                
                                            
                                                
                                                     the name of an imaginary friend Tockworth invented in her childhood. This long-lost imaginary friend has resurfaced recently in response to Tockworth’s mounting loneliness.) L9: Tockworth’s Workshop
                                                
                                            
                                        





