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                        Returning 19 results for 'guardians conflicts legs'.
                    
                
                        
                            
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                                                     Monsters
                                                    Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    "} bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone.More than mere waterway guardians, riverines are embodiments of particular
                                                
                                            
                                                
                                                     are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning gouts of water. A riverine’s personality reflects the nature of the river it arises
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Otyugh  An otyugh is a grotesque, bulbous creature borne along on three sturdy legs, its eyes and nose set along a vine-like stalk that snakes from the top of its bloated body. Two rubbery tentacles
                                                
                                            
                                                
                                                     Guardians. Sentient subterranean beings can coexist with otyughs, employing them as garbage disposals. With such plentiful sustenance, otyughs grow fat in their wallows, unmoved by any other drive or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     such trees in secret groves as they draw near the moment of their awakening. During the long process of awakening, a tree acquires face-like features in its bark, a division of the lower trunk into legs
                                                
                                            
                                                
                                                    , and long branches bending downward to serve as its arms. When it is ready, the tree pulls its legs free from the clutching earth and joins its fellows in protecting its woodland home. Legendary
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    Riverine More than mere waterway guardians, riverines are embodiments of particular rivers. These spirits of nature take shape to defend their waters and interact with those who travel along their
                                                
                                            
                                                
                                                     currents. From the waist up, riverines have skin the color of the waters they protect but are otherwise humanlike in appearance. From the waist down, they can manifest either humanlike legs or churning
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Basilisk Reptilian Guardian with a Petrifying Gaze Habitat: Mountain, Underdark; Treasure: Any Brian Valeza  Basilisks are ponderous predators with eight clawed legs, crystalline spines, and mighty
                                                
                                            
                                                
                                                    , many are captured and kept by unscrupulous folk seeking guardians for their treasures. The remains of Petrified creatures litter the area where a basilisk hunts. These might be mundane creatures or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     the orders of diabolical generals as they defend infernal realms, invade Material Plane worlds, and clash against demons in planes-spanning conflicts. Left to their own devices, bearded devils
                                                
                                            
                                                
                                                     encourage mortals to act callously and abuse their power, inflating their egos and inspiring petty tyrannies. Villains aligned with the Nine Hells call on bearded devils to serve as guardians, enforce their
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     wage small-scale wars on humanoids, usually through proxies such as cults and allied creatures, and uses these conflicts to gather riches and slaves until it has enough resources to establish the yuan
                                                
                                            
                                                
                                                     to follow orders. Because their minds are crippled by their transformation, broodguards are less useful than slaves for many tasks, but because of their unwavering loyalty they make capable guardians
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     battle. Thick hair extends down minotaurs’ necks and powerful backs, and some have long patches of hair on their chins and cheeks. Their legs end in heavy, cloven hooves, and they have long, tufted
                                                
                                            
                                                
                                                     crimes, seeking their fates in the future, not the past. While the inhabitants of Akros and other reaches near Phoberos, the homeland of most minotaur herds, have engaged in endless conflicts with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    ’ assault. The tunnels are well made, with smooth walls, floors, and 10-foot ceilings. The Winding Way contains an abundance of traps and guardians meant to protect the abbey’s treasure. Traps in the
                                                
                                            
                                                
                                                     widens into an unfurnished and undecorated thirty-foot-square chamber. Standing next to one another in the center of the room are two enormous skeletal guardians; their heads feature prominent horns
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     stand guard in this chamber. If the characters made any obvious noise as they descended the stairs (including talking), these guardians try to hide along the walls adjacent to the stairs, behind the
                                                
                                            
                                                
                                                     south contains a huge, purple stone statue of a monstrous, otherworldly creature with a large, bulbous head, long arms, tentacles for legs, and multifaceted eyes glowing with aquamarine light. Two
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     spell for 1 minute.
63–64
Wicked spirits flutter around the triggering creature. It is surrounded by the Spirit Guardians spell (spell save DC 15), which deals Necrotic damage and harms all
                                                
                                            
                                                
                                                     within a 30-foot-radius, who becomes Frozen (save DC 15).
93–94
Your arms and legs gain the ability to detach for the next minute and they rejoin at the end of this duration. They gain a
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     Enlarge/Reduce spell for 1 minute.
63–64
Wicked spirits flutter around the triggering creature. It is surrounded by the Spirit Guardians spell (spell save DC 15), which deals Necrotic damage
                                                
                                            
                                                
                                                     random creature within a 30-foot-radius, who becomes Frozen (save DC 15).
93–94
Your arms and legs gain the ability to detach for the next minute and they rejoin at the end of this duration
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     for 1 minute.
63–64
Wicked spirits flutter around the triggering creature. It is surrounded by the Spirit Guardians spell (spell save DC 15), which deals Necrotic damage and harms all
                                                
                                            
                                                
                                                     within a 30-foot-radius, who becomes Frozen (save DC 15).
93–94
Your arms and legs gain the ability to detach for the next minute and they rejoin at the end of this duration. They gain a Flying
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     spell for 1 minute.
63–64
Wicked spirits flutter around the triggering creature. It is surrounded by the Spirit Guardians spell (spell save DC 15), which deals Necrotic damage and harms
                                                
                                            
                                                
                                                     creature within a 30-foot-radius, who becomes Frozen (save DC 15).
93–94
Your arms and legs gain the ability to detach for the next minute and they rejoin at the end of this duration. They gain a
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     spell for 1 minute.
63–64
Wicked spirits flutter around the triggering creature. It is surrounded by the Spirit Guardians spell (spell save DC 15), which deals Necrotic damage and harms
                                                
                                            
                                                
                                                     within a 30-foot-radius, who becomes Frozen (save DC 15).
93–94
Your arms and legs gain the ability to detach for the next minute and they rejoin at the end of this duration. They gain a
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     spell for 1 minute.
63–64
Wicked spirits flutter around the triggering creature. It is surrounded by the Spirit Guardians spell (spell save DC 15), which deals Necrotic damage and harms all
                                                
                                            
                                                
                                                     within a 30-foot-radius, who becomes Frozen (save DC 15).
93–94
Your arms and legs gain the ability to detach for the next minute and they rejoin at the end of this duration. They gain a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     protected against intruders by monstrous guardians. Dory lives in the suspended ship. Reaching the ship without magic requires climbing the crane, which takes a successful DC 20 Strength (Athletics) check
                                                
                                            
                                                
                                                     the ceiling, featuring thick, twisted vines tangled around enormous bulbs and flowers of a sickly yellow hue. A large pool of steaming green water dominates the room.
 A scarred desk with its legs
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Geode Locations G1. Hall of the Guardians This cave lies at the end of a twisting, declining tunnel that began in area F13 of the Fane of the Eye. The rough walls of this cavern rise to a vaulted
                                                
                                            
                                                
                                                    . Keltar and Gorx The walls of this circular chamber are thick with glowing crystals. In the middle of the room is a fat, egg-shaped creature with three arms, three legs, heavy-lidded eyes, and a wide
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     vast swamp, while a red dragon might claim the caldera of an active volcano. In addition to the natural defenses of their lairs, powerful chromatic dragons use magical guardians, traps, and
                                                
                                            
                                                
                                                     surroundings. Its wings have a dappled pattern, darker near the leading edges and lighter toward the trailing edges. A green dragon’s legs are longer in relation to its body than with any other dragon
                                                
                                            
                                        






