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                        Returning 35 results for 'guardians contact laughing'.
                    
                
                        
                            
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                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                    
command, illusory script
2nd
enthrall, ray of enfeeblement, zone of truth
3rd
bestow curse, speak with dead, spirit guardians
4th
blight, death ward
                                                
                                            
                                                
                                                    .
Orzhov Contacts
d8
Contact
1
The spirit of an ancestor has taken an interest in me.
2
An older cousin has the ear of a powerful oligarch.
3
I know a knight who is
                                                
                                            
                                        
                                                     Backgrounds
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     comes to us all eventually.
2
I never make eye contact or hold it unflinchingly.
3
I have no sense of humor. Laughing is uncomfortable and embarrassing.
4
I overexert myself
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                    34. Guardians Bar the Way The passage leads toward a set of double bronze doors bearing the engraved face of the jaguar god. Both walls of the corridor are carved to represent two lines of warriors
                                                
                                            
                                                
                                                     it is in contact. A paralyzed creature takes the damage again at the start of each of its turns. There is barely enough room for a Medium humanoid to crawl under the crossed polearms and between the statues. Doing so without touching the blades requires a successful DC 10 Dexterity check.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     monstrous guardians, could be clockwork devices or stuffed toys. This doesn’t change the creatures’ statistics and is revealed only in dramatic moments. Individuals the characters have known for years
                                                
                                            
                                                
                                                     mansion lies at the heart of the estate, and is divided into multiple structures, including the Laughing House, a playhouse where life-sized toys enact brutal operas, and Ivan’s Playroom, a wing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     contact the most prominent or recognizable character in the party. Your sleep is troubled this night. Half-remembered figments and warnings seem to hover in your mind. Then a shadowy figure strides into
                                                
                                            
                                                
                                                    , and two Black Earth guards Three Eternal Flame guardians, two minotaurs, and four hell hounds These cultists are willing to annihilate themselves in the process of carrying out their mission. The
                                                
                                            
                                        
                                                    Delerium Fragment
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     Hazards
When a humanoid creature touches delerium without protective gear (such as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must
                                                
                                            
                                                
                                                     instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3
Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a
                                                
                                            
                                        
                                                    Delerium Chip
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     Hazards
When a humanoid creature touches delerium without protective gear (such as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must
                                                
                                            
                                                
                                                     instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3
Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a
                                                
                                            
                                        
                                                    Delerium Geode
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     Hazards
When a humanoid creature touches delerium without protective gear (such as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must
                                                
                                            
                                                
                                                     instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3
Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a
                                                
                                            
                                        
                                                    Delerium Massive Cluster
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     Hazards
When a humanoid creature touches delerium without protective gear (such as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must
                                                
                                            
                                                
                                                     instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3
Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     tomb (areas 27 and 28). Withers avoids contact with the characters when possible, confident that Acererak’s traps will defeat them. Legendary Monsters Two legendary monsters dwell in Acererak’s tomb
                                                
                                            
                                                
                                                     of night hags nurses the atropal to its apotheosis. See area 71 and “The Sewn Sisters” sidebar near that section for more information on the hags. Tomb Guardians Adventurers who have perished inside
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     consolidating power.  Tireless Guardians. Chuul still guard the ruins of the ancient aboleth empire. They linger in silent observance of eons-old commands. Rumors and ancient maps sometimes lure
                                                
                                            
                                                
                                                     empire fell long ago, the psychic bonds between them and their created servants remain intact. Chuuls that come into contact with aboleths immediately assume their old roles. Such chuuls redirect
                                                
                                            
                                        
                                                    Delerium Crystal
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     Hazards
When a humanoid creature touches delerium without protective gear (such as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must
                                                
                                            
                                                
                                                     instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3
Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a
                                                
                                            
                                        
                                                    Delerium Shard
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     Hazards
When a humanoid creature touches delerium without protective gear (such as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must
                                                
                                            
                                                
                                                     instead of laughing, the creature repeats unfathomable combinations of syllables and words.
3
Time skips a beat. Creatures within 60 feet experience a palpable feeling of vertigo followed by a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     are in the broad field of history. You might dream of using magic to contact great historical figures or your own ancestors or of recreating the mighty magic of a distant age. Skill Proficiencies
                                                
                                            
                                                
                                                    .) Lorehold Spells  Spell Level Spells   1st Comprehend Languages, Identify 2nd Borrowed Knowledge (in this book), Locate Object 3rd Speak with Dead, Spirit Guardians 4th Arcane Eye, Stone Shape 5th Flame
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
                                                    
                                                
                                            
                                                    . 6 I do everything for those who were taken from me.   Faceless Flaws  d6 Flaw   1 I am callous about death. It comes to us all eventually. 2 I never make eye contact or hold it unflinchingly. 3 I have
                                                
                                            
                                                
                                                     no sense of humor. Laughing is uncomfortable and embarrassing. 4 I overexert myself, sometimes needing to recuperate for a day or more. 5 I think far ahead, a detachedness often mistaken for daydreaming. 6 I see morality entirely in black and white.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    .
 Going Mad Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as contact other plane and symbol, can cause insanity, and you can use the madness rules here
                                                
                                            
                                                
                                                     character retreats into his or her mind and becomes paralyzed. The effect ends if the character takes any damage. 21–30 The character becomes incapacitated and spends the duration screaming, laughing, or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     do everything for those who were taken from me. 
   Faceless Flaws    d6 Flaw 
     1  I am callous about death. It comes to us all eventually. 
   2  I never make eye contact or hold it
                                                
                                            
                                                
                                                     unflinchingly. 
   3  I have no sense of humor. Laughing is uncomfortable and embarrassing. 
   4  I overexert myself, sometimes needing to recuperate for a day or more. 
   5  I think far ahead, a detachedness often mistaken for daydreaming. 
   6  I see morality entirely in black and white.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     the haven’s guardians without knowing what’s going on, but the ghost of Zyrian the scrivener can fill them in during the battle.) The spectral elf initially ignores the characters and wanders around
                                                
                                            
                                                
                                                     those masters long gone, the characters must now defeat the combined forces of the library’s guardians to claim the keys. Zyrian knows that the guardians are summoned when any damage-dealing spell is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     not being called upon to take action, they root themselves in the earth and silently take sustenance from it. Steadfast guardians who speak little, wood woads are the perfect neighbors. Unless ye’re
                                                
                                            
                                                
                                                     obscuring plant life.
 Regeneration. The wood woad regains 10 hit points at the start of its turn if it is in contact with the ground. If the wood woad takes fire damage, this trait doesn’t function
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     juggernaut begins combat 240 feet from the party. Once the skeletons are defeated, the Skull Dunes pose no further threat to the characters. Avoiding the Skull Dunes The skeletal guardians of the Skull
                                                
                                            
                                                
                                                     wade around the shore in the area of the dunes might be able to avoid the skeletons, or at least minimize their contact with them. Climbing the Cliffs. If the characters try to circumvent the Skull
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     dragged across the floor, which sounds like it’s coming from whichever area is directly above or below the characters. 5 Vinique mimics a laughing child, which sounds like it’s coming from the attic
                                                
                                            
                                                
                                                     contact with the characters for as long as possible. When they are no longer able to conceal their presence, the wereravens greet the characters in humanoid form, clad in sandals and dusty black robes
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one
                                                
                                            
                                                
                                                    . Unattended objects float around randomly.
05–06
The nearest creature is affected by a Hideous Laughter spell (spell save DC 15) but instead of laughing, they repeat unfathomable syllables and
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one
                                                
                                            
                                                
                                                    . Unattended objects float around randomly.
05–06
The nearest creature is affected by a Hideous Laughter spell (spell save DC 15) but instead of laughing, they repeat unfathomable syllables and words
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one level
                                                
                                            
                                                
                                                     objects float around randomly.
05–06
The nearest creature is affected by a Hideous Laughter spell (spell save DC 15) but instead of laughing, they repeat unfathomable syllables and words
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one
                                                
                                            
                                                
                                                    . Unattended objects float around randomly.
05–06
The nearest creature is affected by a Hideous Laughter spell (spell save DC 15) but instead of laughing, they repeat unfathomable syllables and
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and gain one
                                                
                                            
                                                
                                                    . Unattended objects float around randomly.
05–06
The nearest creature is affected by a Hideous Laughter spell (spell save DC 15) but instead of laughing, they repeat unfathomable syllables and
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     gear (such as gloves or tongs) for the first time on their turn, or ends their turn in bodily contact with delerium, they must succeed on a DC 10 Constitution saving throw or take 1d6 necrotic damage and
                                                
                                            
                                                
                                                     climbing. Unattended objects float around randomly.
05–06
The nearest creature is affected by a Hideous Laughter spell (spell save DC 15) but instead of laughing, they repeat unfathomable
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     13–14 Storage for food, as well as tools used by the maze’s guardians to keep the complex in working order 15–18 Trap to confound or kill those sent into the maze 19 Well that provides drinking water
                                                
                                            
                                                
                                                     guardians 09–10 Audience chamber for receiving visitors 11–19 Barracks used by the portal’s guards 20–23 Bedroom for use by the high-ranking members of the order that guards the portal 24–30 Chapel
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     lute as a spellcasting focus. Davil can put the characters in contact with other leaders of the Black Network’s Waterdeep division, namely Istrid Horn (if they need a loan), Skeemo Weirdbottle (if
                                                
                                            
                                                
                                                    , revivify, spirit guardians, water walk
 4th level (3 slots): banishment, freedom of movement, guardian of faith, stoneskin
 5th level (1 slot): flame strike, mass cure wounds, hold monster
 Actions
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     spanning a firelit chasm.
 The southeast chasm is described in area E12. A dozen fire temple cultists bunk here, but only four Eternal Flame guardians (see chapter 7) are present when the characters
                                                
                                            
                                                
                                                     fighting taking place outside the immediate vicinity. An efreeti aided by one razerblast and two Eternal Flame guardians (see chapter 7 for both) drives a salamander and three azers, forcing them to work
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     opens up in the middle of the room. You hear Splugoth laughing again as a ball of yarn pops through the portal before it vanishes. Onyx sits up, suddenly attentive, her eyes following the ball as it
                                                
                                            
                                                
                                                     Claws attack against a random character if she can. Dealing with Onyx. Onyx cannot be overcome or killed by combat. Any weapon attack against her that hits AC 12 makes contact but deals no lasting damage
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     Viallis’s spellbook and contains the following spells: cone of cold, contact other plane, counterspell, darkness, detect magic, fear, fireball, greater invisibility, fly, ice storm, mage armor, magic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     make contact with a mirror. A creature that makes contact with a mirror for the first time on a turn or starts its turn in contact with one takes 22 (4d10) psychic damage. A creature that passes
                                                
                                            
                                                
                                                     (Perception) check made to observe the dais, spots an ornate sword hilt embedded within it (see “Treasure” below). The hilt can be noted automatically by anyone within 5 feet of the dais. Genie Guardians
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     to do so from Vladimir. If the characters ask the revenant to lead them to Horngaard in Argynvostholt, it does so while avoiding contact with Barovian settlements. Scarecrows If at least one character
                                                
                                            
                                                
                                                     the Barovian wilderness, laughing and telling ghost stories. They are searching for graves to plunder or hunting small game. For a price of 100 gp, they offer to serve as guides. As long as these
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     sorts of meat, cheese, bread, and drinking containers. Singing, talking, laughing, shouting, arguing, wrestling, joking, and the like are going on, so the place is a veritable din of noise. To the
                                                
                                            
                                                
                                                     beds. Still, a valuable reward waits for those who can find it. Treasure. The unlit torch is an illusion, and making physical contact with it reveals it as such. Someone who examines the image without
                                                
                                            
                                        





