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Returning 35 results for 'guardians carrying lost'.
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Magic Items
Dungeon Master’s Guide
and become entombed in a state of suspended animation in an extradimensional sphere. Everything you’re wearing and carrying disappears with you except for Artifacts, which stay behind in the space
magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see the Dungeon Master’s
Magic Items
Dungeon Master’s Guide
;typically an assortment of demons.
Ensnarement. While carrying the book, whenever you cast Magic Circle naming only Fiends or cast Planar Binding targeting a Fiend, the spell is cast at level 9
, regardless of what level spell slot you used, if any. Additionally, the Fiend has Disadvantage on its saving throw against the spell.
Fiendish Scourging. While carrying the book, when you make a damage
Monsters
Mythic Odysseys of Theros
":"piercing"} piercing damage.The first bronze sables were presented to Karametra as a gift by Purphoros to serve primarily as guardians in Karametra's temples. But as others have been created, some have
most devoted followers so they could mimic his works and invent new forms at their own forges.
Some anvilwroughts are vigilant guardians at holy shrines, others serve as familiars and messengers, and a
Monsters
Mythic Odysseys of Theros
guardians.
A few extremely rare and valuable anvilwroughts were crafted by the hand of Purphoros himself. A number of these magnificent creations are now heirlooms of monarchs; others are lost to the
the land while carrying or seeking vital information for their masters.The first anvilwroughts were created by the god of the forge, Purphoros. He gave the secret of breathing life into these metal
Monsters
Mythic Odysseys of Theros
stoic guardians.
A few extremely rare and valuable anvilwroughts were crafted by the hand of Purphoros himself. A number of these magnificent creations are now heirlooms of monarchs; others are lost to
metal creatures to his most devoted followers so they could mimic his works and invent new forms at their own forges.
Some anvilwroughts are vigilant guardians at holy shrines, others serve as familiars
Monsters
Mythic Odysseys of Theros
vigilant guardians at holy shrines, others serve as familiars and messengers, and a few were created to emulate beauty found among the animals of the mortal world. Each exhibits abilities suited to its
role, with some behaving like companionable creatures or stoic guardians.
A few extremely rare and valuable anvilwroughts were crafted by the hand of Purphoros himself. A number of these magnificent
Monsters
Mordenkainen Presents: Monsters of the Multiverse
appearance and attraction to ruins lead sages to believe they were created through magic to serve as guardians for some lost empire. When that empire fell ages ago, girallons turned feral and spread
Monsters
Spelljammer: Adventures in Space
lost the will to serve the Lich-Queen Vlaakith; they prefer to live by their own code or revel in their unbridled freedom.
Githyanki
Githyanki descend from an ancient people who were also the
Step"}. The githyanki teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.
Monsters
Van Richten’s Guide to Ravenloft
extinguish their horrific unlife, virtuous faiths and vigilant organizations (like the Order of the Guardians detailed in chapter 3) seal these viscous horrors in magically warded prisons. As ages pass
, though, the knowledge of what these prisons contain and where some lie have been lost. And every imprisoned necrichor understands that its captivity might be lengthy, but time is of little consequence to the ageless.Acid, Necrotic
Monsters
Mythic Odysseys of Theros
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
facets of nature might employ nymphs as messengers, guardians, or scouts.
Immortal Nature. A nymph doesn’t require food, drink, or sleep.
PoisonPsychic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, wall of forceSeekers of forgotten lore and lost relics, blue abishais are the most cunning and learned of their kind. Their research into occult subjects gleaned from tomes plundered from across the
Slashing from Nonmagical Attacks that aren't SilveredTeleport. The abishai teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space that it can see.
Monsters
Bigby Presents: Glory of the Giants
, while others describe a series of increasingly improbable events favoring the Raven Queen in every wager. What is certain is that the giants severely underestimated the Raven Queen. When they lost
equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Each creature within 10 feet of the location the giant left must succeed on a DC 16 Wisdom saving throw or have the frightened condition until the end of that creature’s next turn.
Monsters
Guildmasters’ Guide to Ravnica
teleports, the specter appears astride the gloamwing along with any equipment it is wearing or carrying. While mounted and not incapacitated, the specter can’t be surprised, and both it and its
memory of that hour. The creature regains the memory only if the specter dies within the next 24 hours.The Nightveil specters of Ravnica are hooded, undead guardians that ride flying creatures called
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;s desires. Sometimes a deep scion returns to their former home—unexpectedly found alive when all hope was lost. At other times the deep scion takes on a new identity. In any case, it is the
-piscine) or back into its true form, which is humanlike. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. The deep scion reverts to its true form if it dies.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.Like the thought-stealing waters of the River Styx they inhabit, hydroloths filch the memories
of creatures they attack, stealing away thoughts for delivery to whatever master they happen to serve. Hydroloths also savor finding lost things, especially those that have been swallowed up in the
Monsters
Spelljammer: Adventures in Space
);{"diceNotation":"4d10","rollType":"damage","rollAction":"Forced Teleport","rollDamageType":"force"} force damage, and the zodar teleports it, along with any equipment it’s wearing or carrying
. Another theory is that all zodars are working in concert to achieve some master objective. A third, less ominous idea is that zodars lost their sense of purpose when their creator vanished, and they are
Monsters
Planescape: Adventures in the Multiverse
action)
Teleport. The archon teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself.Warden archons are vigilant, ursine guardians of
Monsters
Mythic Odysseys of Theros
). The archon can innately cast the following spells, requiring no material components:
At will: command, guiding bolt, spare the dying
1/day each: crusader's mantle, spirit guardians
Magic
serving as its mount, provided the archon and its mount are on the same plane of existence. When it teleports, the archon appears astride the mount, along with any equipment it is wearing or carrying
Monsters
Phandelver and Below: The Shattered Obelisk
its AC against that attack roll, potentially causing it to miss. Then the mind flayer, along with any equipment it is wearing or carrying, magically teleports up to 60 feet to an unoccupied space it can
see.In pursuit of reconstructing their lost empire, a few mind flayers have turned to their home plane, the Far Realm, for answers. A mind flayer clairvoyant has peered into that realm’s
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, invisibility, major image
3/day each: dispel magic, fly, suggestion, wall of fire
1/day: dominate monster
Teleport. Bael teleports, along with any equipment he is wearing or carrying, up to 120 feet
his holdings because of Bael’s battle acumen. During a time when so many other archdevils have lost their positions, Mammon has never been ousted, which is a testament to Bael’s skill on
Monsters
The Wild Beyond the Witchlight
with a lost love might be transformed into one of their loved one’s cherished items, such as a favorite bonnet.
Skabatha assumes the guise of an old toymaker. Part toy herself, she has a windup
to her normal size, she attains the maximum size possible in the space available. Anything she is wearing or carrying changes size along with her.
As a Tiny creature, Skabatha deals 2 (1d4
Monsters
Van Richten’s Guide to Ravenloft
wearing or carrying isn’t transformed.The emissary can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another
-shattering revelations and cascading apocalypses. Only when truly threatened, or when their foes have lost all hope, do emissaries reveal their actual, impossible forms.
Forms of the Emissary
Star spawn
Monsters
Adventure Atlas: The Mortuary
being hit by an attack, Skall teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.Skall is the current factol of the Heralds of Dust and the
flesh, Skall often delegates his bureaucratic responsibilities to Undead proxies or—on rare occasions—appears as an illusory duplicate. Subtle social cues are lost on the factol, whose
Monsters
Planescape: Adventures in the Multiverse
, provided it can see the attacker. The dragon can then immediately teleport, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.These sleek dragons
historical records, objects representative of lost cultures, and treasures from long-gone creators. They are fascinated by time-manipulation magic and forgotten knowledge. Those who stumble upon a time
Monsters
Curse of Strahd
than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the Abbot's choice).
In a new form, the
in reuniting Strahd with his lost love and, in so doing, ending Barovia's curse. The Abbot has recently completed work on a flesh golem bride made from the body parts of dead women. While the Belviews
Monsters
Bigby Presents: Glory of the Giants
every wager. What is certain is that the giants severely underestimated the Raven Queen. When they lost their wager, the Shadowfell became their home, and they have grudgingly served the Raven Queen
":"recharge", "rollAction":"Frightening Teleport"}. The giant magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Each creature
Monsters
Eberron: Rising from the Last War
(spell save DC 24). He can innately cast the following spells, requiring no material components:
At will: detect thoughts, dispel magic, spirit guardians
1/day each: banishing smite, blinding smite
is wearing or carrying is absorbed or borne by the new form (his choice).
In a new form, Rak Tulkhesh retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance
Demonomicon of Iggwilv
Legacy
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Magic Items
Tasha’s Cauldron of Everything
do so, you can add double your proficiency bonus to the check.
Fiendish Scourging. Your magic causes pain to fiends. While carrying the book, when you make a damage roll for a spell you cast against
a fiend, you use the maximum possible result instead of rolling.
Ensnarement. While carrying the book, whenever you cast the magic circle spell naming only fiends, or the planar binding spell
Monsters
Planescape: Adventures in the Multiverse
halves the damage it takes from an attack made against it, provided it can see the attacker. The dragon can then immediately teleport, along with any equipment it is wearing or carrying, up to 60 feet
what will be.
Time dragons prize historical records, objects representative of lost cultures, and treasures from long-gone creators. They are fascinated by time-manipulation magic and forgotten
Monsters
Waterdeep: Dungeon of the Mad Mage
is carrying does. She reverts to her true form if she dies.
While in mist form, Keresta can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover
, command, inflict wounds, ray of sickness
2nd level (3 slots): blindness/deafness, ray of enfeeblement, spiritual weapon
3rd level (3 slots): animate dead, bestow curse, dispel magic, spirit guardians
Monsters
Curse of Strahd
size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies.
While in mist form, Strahd can’t take any
(Costs 2 Actions). Strahd makes one bite attack.With his mind sharp and his heart dark, Strahd von Zarovich is a formidable foe. Courage and lives beyond measure have been lost to him. Reread chapter 1
Enhance Ability
Legacy
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Spells
Basic Rules (2014)
Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles
monsters
smaller, has the Prone condition.Nimblewright steeds are clockwork mounts that are tireless whether carrying a rider or pulling a coach. A nimblewright steed can become fixated on routes it frequently
Hauling mundane goods, but it is lost.
Poison, PsychicNimble Movement. The nimblewright takes the Disengage action.
Firbolg
Legacy
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Species
Volo's Guide to Monsters
formidable skills with weapons and druidic magic.
Humble Guardians
Firbolgs love nothing more than a peaceful day spent among the trees of an old forest. They see forests as sacred places, representing the
an unappealing place to explore by temporarily diverting springs, driving away game, stealing critical tools, and altering trails to leave hunting or lumber parties hopelessly lost. The firbolgs
Deck of Many Things
Legacy
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Magic Items
Basic Rules (2014)
entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until
it. Nothing less than a wish spell or divine intervention can end the NPC's hostility toward you.
Ruin. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable






