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Returning 35 results for 'barriers build diffusing clacking runes'.
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Species
Spelljammer: Adventures in Space
speak by clacking their mandibles and waving their antennae, indicating to other thri-kreen what they are thinking and feeling. Other creatures find this method of communication difficult to interpret and
regardless of the method you use to determine the scores, such as rolling or point buy.
The “Quick Build” section for your character’s class offers suggestions on which scores to
Backgrounds
Guildmasters’ Guide to Ravnica
5th
dominate person
Your magic often takes the form of blue or golden runes floating and glowing in the air in circular patterns or of shimmering azure barriers of magical energy. If you
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
A Note about Size As described in the Dungeon Master's Guide, magic items meant to be worn can fit a creature regardless of size or build. If your campaign features a lot of magic items made by
' techniques. Giant-Crafted Items
Beyond its size, a giant-crafted version of a magic item might look different from its traditional appearance. For example, runes and rune carving are central to the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
A Note about Size As described in the Dungeon Master's Guide, magic items meant to be worn can fit a creature regardless of size or build. If your campaign features a lot of magic items made by
' techniques. Giant-Crafted Items
Beyond its size, a giant-crafted version of a magic item might look different from its traditional appearance. For example, runes and rune carving are central to the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
A Note about Size As described in the Dungeon Master's Guide, magic items meant to be worn can fit a creature regardless of size or build. If your campaign features a lot of magic items made by
' techniques. Giant-Crafted Items
Beyond its size, a giant-crafted version of a magic item might look different from its traditional appearance. For example, runes and rune carving are central to the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
at the touch of a child when they are unlocked. While some other races erect statues or build special structures to honor their heroes or commemorate momentous events, the dwarves live and work within
composed recounting of deeds, events, and important persons. Dwarves combine their runes into patterns, present pictorial histories in seemingly unconnected murals and images, and otherwise leave their
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
at the touch of a child when they are unlocked. While some other races erect statues or build special structures to honor their heroes or commemorate momentous events, the dwarves live and work within
composed recounting of deeds, events, and important persons. Dwarves combine their runes into patterns, present pictorial histories in seemingly unconnected murals and images, and otherwise leave their
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
at the touch of a child when they are unlocked. While some other races erect statues or build special structures to honor their heroes or commemorate momentous events, the dwarves live and work within
composed recounting of deeds, events, and important persons. Dwarves combine their runes into patterns, present pictorial histories in seemingly unconnected murals and images, and otherwise leave their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The fog swirls through this cavern, agitated by the dancing of eleven chanting minotaurs.
Offal Pile. Low stone barriers constrain a massive pile of rotting, dismembered body parts.
Altar. Behind
creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 5b on level 19, in the closest unoccupied space next to the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
, Ooze Grottos, Predator Pools, Golem Laboratories, and Temples of Extraction. Zones are also labeled on the map. Areas are identified by numbers. Map 5.1: The Doomvault Dimensional Barriers Magic
or ethereal creature can’t pass between zones. A detect magic spell can’t penetrate the structure of the Doomvault to sense the dimensional barriers. Magic Gates Two types of magic gates, white and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
, Ooze Grottos, Predator Pools, Golem Laboratories, and Temples of Extraction. Zones are also labeled on the map. Areas are identified by numbers. Map 5.1: The Doomvault Dimensional Barriers Magic
or ethereal creature can’t pass between zones. A detect magic spell can’t penetrate the structure of the Doomvault to sense the dimensional barriers. Magic Gates Two types of magic gates, white and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The fog swirls through this cavern, agitated by the dancing of eleven chanting minotaurs.
Offal Pile. Low stone barriers constrain a massive pile of rotting, dismembered body parts.
Altar. Behind
creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 5b on level 19, in the closest unoccupied space next to the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
, Ooze Grottos, Predator Pools, Golem Laboratories, and Temples of Extraction. Zones are also labeled on the map. Areas are identified by numbers. Map 5.1: The Doomvault Dimensional Barriers Magic
or ethereal creature can’t pass between zones. A detect magic spell can’t penetrate the structure of the Doomvault to sense the dimensional barriers. Magic Gates Two types of magic gates, white and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The fog swirls through this cavern, agitated by the dancing of eleven chanting minotaurs.
Offal Pile. Low stone barriers constrain a massive pile of rotting, dismembered body parts.
Altar. Behind
creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 5b on level 19, in the closest unoccupied space next to the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
dimensional barriers that prevent fiends from teleporting or summoning other demons within the sector. Fiendish Arena In this zone, a vampire named Issem culls the weakest demons using arena combat. When
hall are scorched. Cracks in the panels reveal bare stone. Three mystic circles have been scribed in the floor, each edged with rough runes.
Locked Doors. These steel double doors are locked. Tarul
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
dimensional barriers that prevent fiends from teleporting or summoning other demons within the sector. Fiendish Arena In this zone, a vampire named Issem culls the weakest demons using arena combat. When
hall are scorched. Cracks in the panels reveal bare stone. Three mystic circles have been scribed in the floor, each edged with rough runes.
Locked Doors. These steel double doors are locked. Tarul
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
dimensional barriers that prevent fiends from teleporting or summoning other demons within the sector. Fiendish Arena In this zone, a vampire named Issem culls the weakest demons using arena combat. When
hall are scorched. Cracks in the panels reveal bare stone. Three mystic circles have been scribed in the floor, each edged with rough runes.
Locked Doors. These steel double doors are locked. Tarul
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
feet wide, has no railings, and spans a wide cavern that echoes with strange clacking noises.
The bridge is 40 feet long and sturdy. A creature on the bridge that takes 10 damage or more from a
galeb duhrs wait until intruders are halfway across the bridge before attacking, first by animating the boulders set near them and commanding them to roll across the bridge. The clacking noises are made
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
feet wide, has no railings, and spans a wide cavern that echoes with strange clacking noises.
The bridge is 40 feet long and sturdy. A creature on the bridge that takes 10 damage or more from a
galeb duhrs wait until intruders are halfway across the bridge before attacking, first by animating the boulders set near them and commanding them to roll across the bridge. The clacking noises are made
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
feet wide, has no railings, and spans a wide cavern that echoes with strange clacking noises.
The bridge is 40 feet long and sturdy. A creature on the bridge that takes 10 damage or more from a
galeb duhrs wait until intruders are halfway across the bridge before attacking, first by animating the boulders set near them and commanding them to roll across the bridge. The clacking noises are made
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
amounts of stone became available for building. The laborers also took the time to build a tavern, the Miner’s Respite, and spend their off hours there drinking, swapping tales, and gambling. The game
area. The lizardfolk are not only guarding their territory, they are protecting a young black dragon. It has ordered them to keep its existence secret while it seeks to build an army of followers and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
amounts of stone became available for building. The laborers also took the time to build a tavern, the Miner’s Respite, and spend their off hours there drinking, swapping tales, and gambling. The game
area. The lizardfolk are not only guarding their territory, they are protecting a young black dragon. It has ordered them to keep its existence secret while it seeks to build an army of followers and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
amounts of stone became available for building. The laborers also took the time to build a tavern, the Miner’s Respite, and spend their off hours there drinking, swapping tales, and gambling. The game
area. The lizardfolk are not only guarding their territory, they are protecting a young black dragon. It has ordered them to keep its existence secret while it seeks to build an army of followers and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
faint runes etched among the ornate carvings on the lock. A subsequent DC 16 Intelligence (Arcana) check to study the runes reveals that they can emit a wave of transmutation magic throughout the room
character notices that the floor in this area shows signs of charring that obscures faint runes. A weak fire trap triggers if any creature enters the area, which radiates evocation to a detect magic spell or
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
faint runes etched among the ornate carvings on the lock. A subsequent DC 16 Intelligence (Arcana) check to study the runes reveals that they can emit a wave of transmutation magic throughout the room
character notices that the floor in this area shows signs of charring that obscures faint runes. A weak fire trap triggers if any creature enters the area, which radiates evocation to a detect magic spell or
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
faint runes etched among the ornate carvings on the lock. A subsequent DC 16 Intelligence (Arcana) check to study the runes reveals that they can emit a wave of transmutation magic throughout the room
character notices that the floor in this area shows signs of charring that obscures faint runes. A weak fire trap triggers if any creature enters the area, which radiates evocation to a detect magic spell or
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
barriers to gain access to the tunnel. As with the tunnels between chambers, escape tunnels are usually a steep climb or nearly vertical to make it difficult for non-flying creatures to follow. A tunnel
that doesn’t reach the ceiling and build a trapped door into it. The beholder can fly over the trap, while intruders are forced to deal with the door or waste time trying to climb over the wall. A
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
barriers to gain access to the tunnel. As with the tunnels between chambers, escape tunnels are usually a steep climb or nearly vertical to make it difficult for non-flying creatures to follow. A tunnel
that doesn’t reach the ceiling and build a trapped door into it. The beholder can fly over the trap, while intruders are forced to deal with the door or waste time trying to climb over the wall. A
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
barriers to gain access to the tunnel. As with the tunnels between chambers, escape tunnels are usually a steep climb or nearly vertical to make it difficult for non-flying creatures to follow. A tunnel
that doesn’t reach the ceiling and build a trapped door into it. The beholder can fly over the trap, while intruders are forced to deal with the door or waste time trying to climb over the wall. A
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
triggers the trap. Falling Portcullis Simple trap (level 1–4, moderate threat) Some folk who build dungeons, such as mad wizards in search of new victims, have no intention of allowing their visitors to make
to activate. A successful dispel magic (DC 15) cast on the runes destroys the trap. Net Trap Simple trap (level 1–4, dangerous threat) Goblins, with their propensity to enslave their enemies, prefer
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
triggers the trap. Falling Portcullis Simple trap (level 1–4, moderate threat) Some folk who build dungeons, such as mad wizards in search of new victims, have no intention of allowing their visitors to make
to activate. A successful dispel magic (DC 15) cast on the runes destroys the trap. Net Trap Simple trap (level 1–4, dangerous threat) Goblins, with their propensity to enslave their enemies, prefer
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
“Elder Runes”). A creature that passes through the gate appears in area 47a on level 6, in the closest unoccupied space next to the identical gate located there. Iron Safe. The square iron safe
successful DC 15 Dexterity check, whereupon the music resumes playing. Zox plans to use the Simulacrux (see area 2a) to create enough scaladar to build new things and comfortably control what he now
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
“Elder Runes”). A creature that passes through the gate appears in area 47a on level 6, in the closest unoccupied space next to the identical gate located there. Iron Safe. The square iron safe
successful DC 15 Dexterity check, whereupon the music resumes playing. Zox plans to use the Simulacrux (see area 2a) to create enough scaladar to build new things and comfortably control what he now
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
“Elder Runes”). A creature that passes through the gate appears in area 47a on level 6, in the closest unoccupied space next to the identical gate located there. Iron Safe. The square iron safe
successful DC 15 Dexterity check, whereupon the music resumes playing. Zox plans to use the Simulacrux (see area 2a) to create enough scaladar to build new things and comfortably control what he now
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
triggers the trap. Falling Portcullis Simple trap (level 1–4, moderate threat) Some folk who build dungeons, such as mad wizards in search of new victims, have no intention of allowing their visitors to make
to activate. A successful dispel magic (DC 15) cast on the runes destroys the trap. Net Trap Simple trap (level 1–4, dangerous threat) Goblins, with their propensity to enslave their enemies, prefer






