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Returning 33 results for 'before barrier devising connected rune'.
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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->Dungeon Master’s Guide (2014)
Blade barrier blocks passage 4–8 Cave-in 9–12 Chasm 1d4 × 10 ft. wide and 2d6 × 10 ft. deep, possibly connected to other levels of the dungeon 13–14 Flooding leaves 2d10 ft. of water in the area; create
barrier to many characters but easily navigated by water-breathing creatures. Obstacles can affect more than one room. A chasm might run through several passages and chambers, or send cracks through
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Barrier Peaks likely shifts dramatically if the Grand Master is defeated, and a new power struggle soon ensues for control of the monastery. If Ctenmiir escapes or is freed, he might return to the
monastery to occupy it as his new lair. Mary Greymalkin joins him there, creating a sanctum of evil magic. If Gearbox has connected with the monastery, he might remain there as the pair’s unwitting servant
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
Throws Str +9, Con +8, Wis +8
Skills Nature +7, Perception +8
Senses passive Perception 18
Languages Common, Giant
Challenge 12 (8,400 XP) Proficiency Bonus +4
Hill Rune. The giant has a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
buildings in their entirety. Nothing can pass through the barrier, including air, fog, rain, and snow. Creatures that don’t realize the field is there bounce off it, with birds especially prone to striking
other. A disintegrate spell or a successful dispel magic (DC 19) spell cast at the field creates a 10-foot-square opening that lasts for 1 minute. Destroying the Force Field A magic rune in area K18 generates the force field. Destroying that rune ends the effect.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
engine and runs into other parts of Landro and the connected caverns. This graymatter fluid is the engine’s sensory appendage. The graymatter engine can’t move or control this liquid, but it has
. Psychic Damage. For each ounce of graymatter fluid consumed, the creature takes 11 (2d10) psychic damage. A creature killed by this damage rises as a zombie 1d4 hours after dying. Invisible Barrier The
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the current’s source and enter the connected plane. Storm Call. A creature that meditates within the Meditation Chamber’s rune circle for 10 minutes and succeeds on a DC 20 Intelligence (Arcana
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
adventurers, the giant promises peace between the giant clan and nearby settlements.
Connected Creatures Savage and territorial by nature, white dragons seldom set out to make alliances, though some
because they lack the power to dominate those companions outright. White Dragon Wyrmling Connections d6 Connected Creatures
1 A pair of ice mephits delight in chasing townsfolk into a white
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a bas-relief of a flaming skull. Next to the sixteenth level is a bas-relief of a comet. Next to the twenty-third (lowest) level is a bas-relief of a tower with a tiny rune engraved above it. Close
, disembodied male voice fills the room and says in Common, “Gate access to Skullport disabled.”
Comet. This carving represents Stardock, the asteroid orbiting Toril that is connected by a gate to level 16
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Cartophile’s hirelings join the expedition. Or, instead of front-loading hirelings at the start, these NPCs can be set up as independent explorers not connected to the Cartophile. You can stagger their
can earn his release from the coffin along the way — by any means possible. Value to the Party. Originally native to an area near the Barrier Peaks, Ctenmiir has much experience with the initial route
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
exploration of the mountains, building an ambulatory craft capable of crawling up and down mountainous slopes to travel farther into the Barrier Peaks, and other tasks of your devising. Completing any such
Barrier Peaks to Daoine Gloine. In addition, the journal provides plentiful evidence of Kwalish’s fascination with extradimensional spaces, and talks about his hope of one day establishing a secure
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Lost Spire Locations (P9-P16) P9. Collapsed Staircase This staircase once connected to area P2 on level 1, but the passage is too choked with rubble and ice to be used. Dead Apprentice. Partially
examination. Neither the simulacrum nor Krintaas know what the amulet does, nor do they care. The simulacrum will happily give it to the characters if one or more of them agrees to accompany it to the rune
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
. Daveras tried to talk to him, but Figaro used a magical device to erect an impenetrable barrier around the room.
Personal History. Daveras wasn’t part of the Lambent Zenith’s crew. When his
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
succeed on a DC 10 Dexterity saving throw or take 22 (4d10) bludgeoning damage. K11. Laboratory This room consists of a ledge connected to the levels above and below by invisible staircases (see “Kolat
Chamber This room is connected to the levels above and below by invisible staircases (see “Kolat Towers Features”), one descending 20 feet to area K11 and the other climbing 20 feet to area K16. This
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Dragon’s Platform Stone Platform. Built atop a natural mound of earth and rock is a 70-foot-long, 50-foot-wide, 10-foot-high stone platform covered with moss and ivy. Connected to the platform are
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 10 on level 6, in the closest unoccupied
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a roof, it has a 5-foot-thick covering of sticky webs. The webs provide an effective barrier, and any creature that enters the webs or starts its turn in them is restrained. A restrained creature can
, causing all the gears to lock again. Characters must be 10th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
— some lost city farther into the Barrier Peaks. The devil has seen Kwalish’s notes (found in the treasury, area M10), which confirm that the inventor was intent on seeking the legendary city of Daoine
are taken to the cells in area M6, where you can create escape scenarios for them of your own devising. Death of the Grand Master. If the Grand Master is slain, the bone devil is revealed to be an
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Connected Creatures The encounter tables in this section include a variety of monsters grouped according to themes that might flavor a giant enclave or encounter. Combined with the encounters from
with the elemental and magical nature of giants or places where the Elemental Planes break into the Material Plane. The creatures on these tables might be connected to the cults of Elemental Evil
Magic Items
Infernal Machine Rebuild
known today. However, its true origins derive from a planar craft that crashed in the Barrier Peaks, for the Infernal Machine once functioned as this craft’s central command console.
Explorers who
.
Silver Wire. The Infernal Machine’s great size makes it largely immobile. To make ongoing use of the machine (such as while adventuring), it can be connected to its attuned user by a silver wire
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Daoine Gloine The city of Daoine Gloine has long been thought of as mere legend — just another strange tale from the already-strange Barrier Peaks. Occasionally, travelers would return from the
, resembling an almost-transparent barrier some thirty feet above the ground, visible only where it catches the light.
Below that strange barrier, the buildings of the city are unnaturally clean
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
(level 1–4, dangerous threat) The crossbow trap is a favorite of kobolds and other creatures that rely on traps to defend their lairs. It consists of a trip wire strung across a hallway and connected to a
. A successful DC 15 Intelligence (Religion) check enables a creature to destroy the trap by defacing a key rune on the perimeter of the mosaic that is within reach; failing this check causes the trap
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, but unless the characters pass the barrier by magical means, it needs to be cleared. For each hour of work, one character can make a DC 15 Strength (Athletics) check or Intelligence check using
) 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->Storm King's Thunder
behind the bed. An iron chandelier hangs from the ceiling over the center of the room, near the foot of the bed. A chain connected to the chandelier is snagged on an iron hook mounted to the east
rune-carved iron ingot embedded in its forehead (see “Treasure”). Although golems normally have elemental spirits of earth trapped within them, this golem holds an elemental spirit of fire. The golem
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
next to them is clearer. The sketch shows this room’s rune-ringed alcove connected to three larger runes. One rune is surrounded by tentacles, another by jagged lumps that look like warts, and another
magic rune in each rift to bolster a larger gateway to the Far Realm in their private ritual chambers. (See the “Far Realm Rifts” section later in this chapter.) Hated Lieutenant. The fanatics
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
. Characters can break through this barrier with some effort; it has AC 16 and 50 hit points per 5-foot segment. 18. Troglodyte Warren Most of the troglodytes dwell in a group of dismal caverns
hatchery first, all the troglodytes from the other chambers come to join the fight. 19. Chieftain’s Cave The door leading north from area 18 is a mud-and-wattle barrier wedged in place; a successful
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Fey Crossing. The fountain contains the fey crossing connected to Loch Wynnis. In addition to the few times when the fey crossing opens on its own, anyone can open the fey crossing from this side by
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
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
successful DC 15 Wisdom (Perception) check notices that the lock of the stone door is connected to wires that run into the tower’s stone walls. This custom-built franchise defense system is rigged to
, and both wear ornate collars of silvery metal. Each stands within a square scribed onto the floor, ten feet on a side and edged with runes. The rune-marked boundaries appear to push the creatures back
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->Princes of the Apocalypse
bas-relief images of sleeping dwarves. An unlit brazier sits in each corner, and a brass censer hangs from a chain connected to the ceiling in the chamber’s center.
No one in the fire cult knows of
east. It is a set of steel pulleys and thick iron chains connected to a hanging barricade of black stone. The wall appears to be some sort of a canal lock.
This mechanism controls the flow of lava into
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
small beach with a dock. Expanded Tavern. The building adjacent to the tavern has been bought out and connected to it, allowing for more guest chambers, a larger common room, a larger kitchen, and
tower might teleport from place to place. Or doors within a tavern could be revealed as a magical portal connected to various locations in far-flung lands. The DM has final approval over the method
compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
cover is a gold rune that resembles a stylized eye with a pupil shaped like a candle flame—the sigil of Iriolarthas, a Netherese lich.
The book contains sixty pages of brittle yellow vellum. Written on
blade up to 30 feet to an unoccupied space you can see and then make up to two melee spell attacks with it again.
The blade can harmlessly pass through any barrier, including a wall of force
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
: Leg Shafts Each of Landro’s 130-foot-tall legs contains two 20-foot-diameter, cylindrical antigravity wells, one in its calf and one in its thigh, connected at the knee by a 20-foot-diameter
magical barrier is active, the view port’s crystal is immune to damage. The ceiling is 30 feet high. Broken Control Helmet. The silver helmet once created a magical link between its wearer and the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
character who approaches the door can smell the stench of what lies beyond. If the door is opened, read: Rats fill the room, trapped among their own waste. A small half-barrier prevents the rats from
rats, and in the meantime the rodents have chewed away the fastenings of the barrier. One round after someone opens the door, the rats knock the barrier over and rush out, attacking as a swarm of rats






