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Returning 25 results for 'bards before defeat conferred rune'.
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bards before defeat concerned rage
Monsters
Bigby Presents: Glory of the Giants
Hill Rune. The giant has a hill rune inscribed on a rock or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Stone Avalanche action and
Hill Rebuff reaction.
The object bearing the rune has AC 15; 20 hit points; and immunity to necrotic, poison, and psychic damage. The object regains all its hit points at the end of every turn, but
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
48. Shagambi’s Tomb Each character who teleports into this tomb from area 47C appears atop a randomly determined teleportation rune (see “Teleportation Runes” below). Characters can also enter the
this area: Nervous Unkh suggests that her host leave the tomb at once using one of the teleportation runes, though she can’t decide which rune is best. Impulsive Wongo thinks it’s a good idea to shatter
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Hill Giant Avalancher Hill giants who master rune magic discover a close connection to the natural forces of earth and stone. Their magic, combined with their size and strength, helps them quickly
with their ability to defeat and devour their prey as quickly as a torrent of boulders cascades down a mountain, leads other giants to call them avalanchers. Hill Giant Avalancher Huge Giant (Druid
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, or druids. Their focus is on martial excellence, and their spiritual leaders are bards, who tell tales of past glory. Among the Dhakaan, goblinoids work together. Hobgoblins are the strategists and
commanders, typically having the skills of fighters, bards, or rangers. Bugbears cultivate a focused battle rage and are typically barbarians. Goblins are largely artisans and laborers, but
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
otherwise avoid combat. Southeast Door This door has a stone wall behind it, inscribed upon which is an elder rune (see “Elder Runes”). Determine the rune randomly by drawing a card from the Elder Rune Deck
(see appendix B). The rune targets the creature closest to the open door. It then vanishes until the door is closed, whereupon another elder rune appears in its place. Treasure The harp played by the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
natures are then confirmed by the agents themselves. Any injury dealt to Lynx Creatlach shows the unnatural construction of her undead flesh and the rune-scribed skeleton beneath it. Any injury dealt to Sir
Ursas causes him to shout out in rage, swearing vengeance “in the name of my unholy patron, Bel!” If either agent gains control of the Infernal Machine, they immediately use it to attempt to defeat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
damage is real. A character free of the vision can free another character from it by using an action to shake or slap them. If the characters defeat Hexacali, their last collective memory is of pinning
Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 25b on level 10, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
stalkers to carry on the fight. Each creature summoned in this manner appears in an unoccupied space of Reggaryarva’s choice within the circle of thrones. If the characters defeat the frost giant skeleton
. Carved into each urn is a rune. Above the alcoves looms a stone archway, into which some words are inscribed.
The inscription carved into the arch above the alcoves is a poem written in the Dwarvish
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Dhakaani. The Heirs of Dhakaan are an agnostic society and don’t have clerics, paladins, or druids. Their focus is on martial excellence, and their spiritual leaders are bards, who inspire their warriors
fighters, bards, or rangers. Bugbears cultivate a focused battle rage and are typically barbarians, serving as shock troops. Goblins are largely artisans and laborers, but exceptional goblins join the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
found on level 15.) Characters must be 13th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes
containing it. Yaveklar is not convinced that her forces are strong enough to defeat the neothelid and still maintain a foothold on this level. If the characters can communicate with the knights, they can
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
ship power the wards. Kycera knows one rune was placed in the ship’s stateroom, but she doesn’t remember the second rune’s location. She believes that magic or a pass phrase can deactivate the runes
Figaro and defeat Ilren, Kycera is grateful and provides all the information above willingly. Treasure. Within the pantry are 2d4 unopened casks of aged wine, each worth 500 gp. Kycera happily allows
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 40 on level 6, in the closest unoccupied space next to the
, killing all the creatures it encounters. If the characters defeat the behir — and eliminate any drow of House Freth they encounter along the way — Tsabdrar promises that House Auvryndar will let them keep
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Despite their best efforts, the firenewts have been unable to force the door or defeat the locks. Locked Door. The door’s upper lock is embedded in an adamantine frame resembling a stylized form of
the dwarven rune for “beginnings.” The rune can be interpreted correctly by a character who reads Dwarvish. The lower lock was originally embedded in a golden frame in the shape of a stylized dwarven
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
a small arcane rune engraved above the keyhole on the journal’s lock. A character who casts the detect magic spell also sees a faint aura around the keyhole. This rune is a magical trap that triggers
carefully scratching over the rune with a dagger, a sharp piece of wire, or a similar implement. Once this is done, the journal can safely be opened either by picking the lock with thieves’ tools and making
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Two magic items are displayed here as well. Anstruth Harp. An exquisitely crafted harp sized for a human rests on a shelf. This instrument of the bards was acquired from a human bard who counseled
Sansuri for a few months. She had him hurled from the battlements for joking about her quick temper and kept his harp as a memento. Banner of the Krig Rune. This magical war banner (see appendix B
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
-headed, rune-covered staff, which is taller than her. She is the current Blackstaff and Archmage of Waterdeep. Lady Aribeth de Tylmarande is a half-elf depicted wearing plate armor emblazoned with
the spiders to push the characters into the webs. If the characters defeat Sajia and Zuri and the phase spiders are not in the presence of Claugiyliamatar or other Gnawbones druids, a character who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
summon other yugoloths (as described in the “Variant: Yugoloth Summoning” sidebar in the “Yugoloths” entry in the Monster Manual) and tries to do so if reinforcements are needed. Characters who defeat
within 10 feet of it. Characters must be 15th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
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
) guard the haven. Each golem has a key rune set into its chest that fits one of the indentations on the door to area H8. The golems are joined by an effectively unlimited number of undead scholars, all
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Although some of the dancing is wanton and performed for show, large-scale ring dances in the street for all ages are also popular. All the dancing ends at dusk, after which bards and minstrels perform at
well. These proceedings symbolize the defeat of Kistarianth first by the paladin Athar, and again decades later by his son, Piergeiron. Tradition dictates that the winners of the races run during the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
answered truthfully or not at all. Rune Tile. The Elvish rune for “winter” is inscribed on the wall opposite the stairs. A character who examines that wall and succeeds on a DC 20 Wisdom (Perception) check
spots the rune, which can also be found with a detect magic spell. Pressing the rune’s tile opens hidden pipes at the bottom of the pool and drains it completely in 1 minute. The pool remains empty
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
is confronted, Urstul feigns anger toward the wizard and offers to help the characters defeat him, but this ruse can be seen through by someone who makes a successful DC 14 Wisdom (Insight) check
gold amulet inset with a red crystal rune (worth 250 gp). A successful DC 15 Intelligence (Arcana) check reveals that the rune is a symbol of evocation, though the amulet is nonmagical. Vevette’s chest
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
throw, taking 26 (4d12) lightning damage on a failed save or half as much damage on a successful one. A Detect Magic spell or similar effect unveils the source of this trap: a tiny rune inscribed in the
drawer. The trap can be disarmed by dispelling the rune with a Dispel Magic spell (DC 17). Treasure. Within the hidden desk compartment is a rose quartz Crystal Ball and a stack of notes written in
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, with shouting and cheering patrons clustered around it. Numbered rats scurry along their respective lanes. As the rats cross the finish line, cries of victory and groans of defeat erupt from the
linked to the cashier stations in the casino. The interior of each chest’s lid is scribed with a rune that enables the cashiers to remotely deposit coins into and withdraw coins from the chests. The
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Dexterity saving throw or take 3 (1d6) bludgeoning damage. The Big Foot ceases attacking if all the stomping feet are slain. The rune-graven footprints on the north and south walls power the magic of
, a character who places their own bare foot on the wall inside the rune-marked footprint automatically succeeds at deactivating those runes. Deactivating both footprints halts the Big Foot’s attacks
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
finishing off its enemies. A black dragon strikes at its weakest enemies first, ensuring a quick and brutal victory, which bolsters its ego as it terrifies its remaining foes. On the verge of defeat
an avalanche as it attacks. Overlords and Minions. Blue dragons covet valuable and talented creatures whose service reinforces their sense of superiority. Bards, sages, artists, wizards, and assassins






