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Returning 33 results for 'guarding conflicts leaves'.
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Tortle
Legacy
This doesn't reflect the latest rules and lore.
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Species
The Tortle Package
and its siblings inherit whatever tools, weapons, and gifts their parents left behind. Each young tortle is expected to fend for itself. It leaves the place of its birth and finds its own corner of the
dozen) in a fortified compound enclosed by stone walls that are easily defensible. If no such compound exists, they build one. The parents spend the remainder of their lives guarding the compound
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Unwanted Attention The day after the caravan leaves Daggerford, have each character make a Wisdom (Insight) check. (Alternatively, you can allow a Charisma (Deception) check here, permitting
hovering near the cult wagons when the cultists are busy with tasks other than guarding the wagons closely. 13â15: The character notices that the gnome shows an interest in the characters. She has
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Unwanted Attention The day after the caravan leaves Daggerford, have each character make a Wisdom (Insight) check. (Alternatively, you can allow a Charisma (Deception) check here, permitting
hovering near the cult wagons when the cultists are busy with tasks other than guarding the wagons closely. 13â15: The character notices that the gnome shows an interest in the characters. She has
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Mount Celestia or contracts originating in the Nine Hells, and itâs never a battleground for the conflicts of Material Plane worlds. On rare occasions, the Lady of Pain drifts through the streets
mystery. Residents of Sigil view the Lady of Pain with fearful awe. A distant guardian, she leaves the cityâs daily governance to the many factions that call it home. She has no residence, and no temples
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
control of any investigation and to command the service of any guard or sentinel. Typically the Citadel leaves the daily chores of law enforcement (including the conflicts between the criminal
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
tools, weapons, and gifts their parents left behind. Each young tortle is expected to fend for itself. It leaves the place of its birth and finds its own corner of the wilderness in which to hunt, catch
by stone walls that are easily defensible. If no such compound exists, they build one. The parents spend the remainder of their lives guarding the compound, defending their offspring, and sharing a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
god might reward such a follower with everlasting service in the protection of a holy site. An eidolon has no purpose beyond guarding the place it was assigned to and never leaves. Animated Statues. An
relics it is charged with guarding. Sacred Guardians. Creating an eidolon requires a spirit of fanatical devotion â that of an individual who, in life, served with unwavering faithfulness. Upon death, a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
necessary for trade. Given that such trade is now a rare occurrence, most of the human realms see Sundabar as jealously guarding its wealth and cravenly hiding beneath the surface, while the rest of the
region does what it can to recover from the recent conflicts. Sundabarâs losses in buildings and in population have done nothing to diminish the contents of its overflowing coffers, and despite its current
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
, and can eat just about anything, including meat, fruit, tree bark, bone, leather, and eggshells (a newly hatched koboldâs first meal is usually its own shell). A hungry tribe leaves nothing
resources or territory. Such conflicts arenât common, because two tribes will always prefer to expand in different directions if they come into contact, but they do happen.
For example, two
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
displaying magic. The poor eat grains and roots served on palm leaves spread upon straw floors. Faith and Ancestors Though Zinda welcomes the practices of all citizens, the cityâs one common faith involves
caravans, performing exorcisms, and guarding sacred reaches of the forest. Others are hired to escort mourners to the sites of rare silk cotton trees, where the bereaved hang tokens for their recently
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
creatures. Cruel Servants. Gargoyles are easily inspired by the cunning of an intelligent master. They enjoy simple tasks such as guarding a masterâs home, torturing and killing interlopers, and anything
ELEMENTAL EVIL
As Ogrémoch, the evil Prince of Elemental Earth, treads his stony realm, it leaves shards of broken rock in his wake. Imbued with slivers of sentience, these shards thrum with the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
chairs. The bosses use this elegant meeting room to plan future heists and to meet with guests they wish to impress. 6: Guard Post Two wereboars stand before the northern doors, guarding the vault
bosses spread their wealth across similar vaults in the five cities they can access. A young white dragon named Rahaskardon prowls this room. The dragon obeys the bosses and Wanewort, guarding the
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
character succeeds on the check, the spectators refuse to accept the charactersâ proposal, although characters can make a different one. If one spectator ends up guarding the meteorite, the other
spectator takes the gazers and leaves via one of the other tunnels, disappearing into the mountainâs depths. The ogre stays behind. If the ogre ends up as the meteoriteâs guardian, both spectators leave
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Yuan-ti Rituals Once every ten days, the yuan-ti gather in the fane for a depraved ritual. The ceremony takes place over the course of one night, with a skeleton crew guarding the rest of the temple
transformation leaves each prisoner with 1d6 levels of exhaustion. Once theyâve shed their old skin, those who survive the process are taken to their new home in the yuan-ti nests (area 18) to
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
(detailed later in this adventure) Some may think our maze is a pest,
But it shelters a haven of rest.
And ere anyone leaves,
They must leave more than leaves,
And then honor our masterâs request
.
Hedge Maze (area G21) and Palace of Spires (detailed later in this adventure) There are leaves in the garden to trace,
And a maze with a clear central space.
With a leaf in your hand,
You
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
a series of conflicts that came to be known as the Manshoon Wars.
A Flying Snake of the Zhentarim
Now the original Manshoon is dead, and itâs widely believed that all his clones were destroyed
years ago by the two wizards who built it. The edifice is surrounded by a magical barrier that has the properties of a wall of force. Manshoon rarely leaves the towers and uses a teleportation circle
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
questions: Why does my campaign need the race to be playable? What does the race look like? Where do the members of this race live? Are there interesting conflicts built into the raceâs history that make
misty step is a 2nd-level spell, this ability is potent enough that the subrace doesnât need additional traits. This leaves us with the following features for the eladrin subrace: Ability Score
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
hungry tribe leaves nothing behind from a kill, eating everything thatâs edible and using the rest to make tools or adornments. Kobolds shed teeth as they wear out and grow new ones their entire lives
it desperately tries to defend its life. Likewise, kinship to their own tribe can prompt kobolds to battle another kobold tribe for resources or territory. Such conflicts arenât common, because two
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
travelers stand in queue, seeking to pass through the gate to Mechanus. Amid the line, modron overseers orchestrate the orderly, sluggish procession to the gate.
Guarding the Gate The gate to Mechanus is
drains lead to the underground. Beltha has previously met contacts at the Divine Machine tavern. Once their conversation is over, Aristimus wishes the party luck and leaves them to their business
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
maintaining the community, tending to agriculture, and educating children. Others patrol the wilderness surrounding the enclave, guarding against threats to the community. Iallanis Born about the same
as the stronger and braver of the two, and he often comes out on top in contests and conflicts where those qualities outweigh Surturâs cleverness. Thrym is often described as a bully, frustrated that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
that the stone hammer being wielded by the smith in the fresco on the south wall can be taken away from where it rests. When removed, it leaves a hammer-shaped indentation in the wall. Etched into the
the dragonstaff of Ahghairon willingly, since they are his payment for guarding the gold. If need be, however, the dragon is willing to use the staffâs power on behalf of the city in exchange for more gemstones.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
loft, supposedly guarding against horse thieves. He has nodded off but wakes if characters disturb the horses, make too much noise in the barn, or start a fire. In the event of trouble, Needly bangs a
read it. Gwish plans to deliver the message to Dusk once her guest leaves (see area G26). A comprehend languages spell can decipher the note, as can a character who succeeds on a DC 20 Intelligence
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
temple. Those seeking entrance must make signs like those described in E1. If the characters instead ask to speak with the templeâs leaders, one ogre leaves and returns with a razerblast from area E2
7), second in command of the fire cult. He is responsible for guarding the northern half of the complex. Roleplaying Bastian. Bastian is suspicious of anyone he doesnât already know and assumes any
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Valinâs service, but she recalls no details of the transfer. The ritual likewise leaves no physical signs behind.
Personality Trait. âI serve my masters in faith willingly, and I let fate and faith
concentration on these spells for as long as possible while attacking with their mauls on later turns. When a dao dies, its body disintegrates into crystalline powder. A slain dao leaves behind its maul and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
as Waterdeep seduced by the air cultâs promises of power. From the backs of hippogriffs or giant vultures, they survey the land around Feathergale Spire, guarding the entrance to the air cultâs hidden
as light as leaves. Gaunt and sallow faced, with concave bellies, bulging eyes, and taut skin that enunciates every bone, these living skeletons sustain themselves on nothing more than air and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
alerted by the skum guarding the crane or by a noisy opening of the grate above, theyâre prepared for trouble and canât be surprised. Otherwise, theyâre napping or loafing in the water, so theyâre
might stay hidden in the murky water if the skum are dispatched quickly. Then after everyone else leaves the ship, heâll eventually make his way back to the temple of Tharizdun to rejoin his master
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
survivors rebuild from the ruins. The Great Chicago Fire, for instance, provided an opportunity to rebuild the city according to a modern plan. Most of the time the disaster leaves only ruins
randomly determine a disaster that conflicts with your setting, you can reroll, but the challenge of justifying the catastrophe can produce interesting results. With two exceptions, the disasters on the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
leaves the tavern before the characters can confront her. She slips down an alley and turns into a giant rat if anyone attempts to follow her. Moguhl quickly gathers five bandits to assist her in
lairing in that cave. Moreover, any number of traps, hazards, and monsters might be guarding the passage leading from the cavern to the holes. The characters might also try to keep things entirely legal
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
place in the ordning not to their crafting ability but to their extraordinary physical prowess. They take on a lot of the work of guarding the forges and keeping them stoked â effort without which
unsurpassed skill at creating and building things.
In the fire giantsâ world, fire is strength. It burns away impurities and leaves behind only what is strong enough to withstand the heat, such as
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(see chapter 7) named Kaz Hanar and his wyvern mount perch atop the pyramid, guarding the plaza. They swoop down to attack anyone who isnât dressed as an air cultist. If the characters are disguised as
, attacking any creatures that fall into it. When the moat is full, the golem is hidden under dark waters. As the moat drains, the golem is revealed. The golem never leaves the moat. The Besilmer dwarves
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
crypt, and six skeletons in rusty mail are propped against the walls as if guarding the place. False columns along the walls are carved in the image of spreading oak trees. The double door in the
secret door in the northeast corner of the room. In his haste, Glasstaff leaves behind a letter from the Spider (see âDevelopmentâ below) and neglects to properly close the secret door. Characters gain
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
hands made of shimmering force hover in the center of the room, guarding a tiny ornamental tower perched on a pedestal.
The hovering hands are four living Bigbyâs hands (see appendix C) that attack
feet wide. Occupying this extradimensional den are three night hags named Auntie Pinch, Auntie Pillage, and Auntie Plunder. This coven frequently leaves its den to roam the Ethereal Plane in search of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
determine whether his clan has an easier or harder time calming down once chaos erupts. A good battle tale leaves them eager to fight! As the challenge is being resolved, Thoman returns from checking the
characters to explore their NPCsâ personalities and backstories as things get heated. By focusing on the humor of potential conflicts, you can avoid having the guards rush in as a first response. The






