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                        Returning 13 results for 'guardians contacts 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
                                                
                                            
                                                
                                                    .
Contacts
The Orzhov Syndicate operates according to a strict hierarchy built on a network of connections among old, wealthy families. Your family might provide important contacts, while your family’s
                                                
                                            
                                        
                                                     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->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Adult Copper Dragon Svetlin Velinov  Surrounded by guardians of the forest, an adult copper 
dragon bequeaths a magic sword to a worthy hero Adult copper dragons use their influence to better the
                                                
                                            
                                                
                                                     on their family of contacts to offer support, right wrongs, and rebuild stronger than before. Adult Copper Dragon Huge Dragon (Metallic), Chaotic Good
 AC 18 Initiative +11 (21)
 HP 184 (16d12 + 80
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    . 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
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    . 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
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    . 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
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    . 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
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     the first person to talk to them in private. Laughing off his claims as “political rhetoric,” he offers to buy drinks and asks to hear the group’s stories. Harbin Wester is intended to be a political
                                                
                                            
                                                
                                                     never puts himself in a position where his foes can kill him without severe consequences. Several bodyguards (use the thug stat block) always watch over him. He also has extensive contacts and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     secret evil order whose members call themselves the Knights of the Shield, and who are the self-appointed guardians of the Shield of the Hidden Lord. Satiir doesn’t speak of the shield. Instead, she
                                                
                                            
                                                
                                                     it needs the characters’ help to get there. Gargauth senses the presence of the characters when they enter the room and telepathically contacts one of them at random. Referring to itself as the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     otherwise engaged, laughing and mocking as it does so. Secret Door. Finding the door on the southern wall requires a successful DC 20 Wisdom (Perception) check. The door opens with a simple push inward
                                                
                                            
                                                
                                                     as hunters and guardians of the tunnel. They react as described in area 16. 24. Trapped Access The doors on both ends of the corridor are locked and can be opened by a character who succeeds on a DC
                                                
                                            
                                        





