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Returning 35 results for 'borders both diffusing choosing runes'.
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Monsters
Strixhaven: A Curriculum of Chaos
equipment she is wearing or carrying, to an unoccupied space she can see within 60 feet of herself.The Oracle can take 3 legendary actions, choosing from the options below. Only one legendary action option
"} force damage.Somewhere in the lands beyond Strixhaven’s borders lives the Oracle: a wise and accomplished mage, tasked by the Founder Dragons to ensure that the magic of Strixhaven is used to
Monsters
Mordenkainen's Fiendish Folio Volume 1
equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.Ygorl can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a
inscribed across the blade, which can reduce living creatures to ash. The lord of entropy also bears a set of obsidian tablets slung about its waist, upon which it inscribes destructive runes. Living
Monsters
Waterdeep: Dungeon of the Mad Mage
).Halaster can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Halaster regains spent
casting elder runes on them. Halaster’s gates connect the different levels of Undermountain, thus enabling him to bring new monsters into the dungeon to replenish those that die or escape. Even as
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Mists The Mists can always be found at a domain’s borders but can also appear in dense banks that rise wherever adventures demand. Such banks might veil strangers or hidden foes, or they can
wherever these wicked forces desire. The Dark Powers also grant Darklords limited ability to manipulate the Mists surrounding their domains, allowing most to open or close their domains’ borders to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Mists The Mists can always be found at a domain’s borders but can also appear in dense banks that rise wherever adventures demand. Such banks might veil strangers or hidden foes, or they can
wherever these wicked forces desire. The Dark Powers also grant Darklords limited ability to manipulate the Mists surrounding their domains, allowing most to open or close their domains’ borders to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Mists The Mists can always be found at a domain’s borders but can also appear in dense banks that rise wherever adventures demand. Such banks might veil strangers or hidden foes, or they can
wherever these wicked forces desire. The Dark Powers also grant Darklords limited ability to manipulate the Mists surrounding their domains, allowing most to open or close their domains’ borders to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Halaster. The runes grant the behir the ability to use the following legendary actions. Legendary Actions
The behir can take three legendary actions, choosing from the options below. It can take only one
. Behir The behir lies in wait in this 50-foot-high cavern, its muscled, serpentine body woven through the stalagmites. Scars are carved into its hide in the form of arcane runes, placed there by
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Halaster. The runes grant the behir the ability to use the following legendary actions. Legendary Actions
The behir can take three legendary actions, choosing from the options below. It can take only one
. Behir The behir lies in wait in this 50-foot-high cavern, its muscled, serpentine body woven through the stalagmites. Scars are carved into its hide in the form of arcane runes, placed there by
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Halaster. The runes grant the behir the ability to use the following legendary actions. Legendary Actions
The behir can take three legendary actions, choosing from the options below. It can take only one
. Behir The behir lies in wait in this 50-foot-high cavern, its muscled, serpentine body woven through the stalagmites. Scars are carved into its hide in the form of arcane runes, placed there by
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
archway is 40 feet wide and 40 feet tall. Six different runes are carved into it, each one inlaid with mithral, and a glowing mist fills the arch. Niches in the walls on either side of it contain empty
weight of each weapon and the archway rune associated with each weapon (see “Archway and Runes”). Each statue has AC 20, a damage threshold of 10, and immunity to poison and psychic damage. The statue of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
archway is 40 feet wide and 40 feet tall. Six different runes are carved into it, each one inlaid with mithral, and a glowing mist fills the arch. Niches in the walls on either side of it contain empty
weight of each weapon and the archway rune associated with each weapon (see “Archway and Runes”). Each statue has AC 20, a damage threshold of 10, and immunity to poison and psychic damage. The statue of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
archway is 40 feet wide and 40 feet tall. Six different runes are carved into it, each one inlaid with mithral, and a glowing mist fills the arch. Niches in the walls on either side of it contain empty
weight of each weapon and the archway rune associated with each weapon (see “Archway and Runes”). Each statue has AC 20, a damage threshold of 10, and immunity to poison and psychic damage. The statue of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. The King’s Dark Lanterns includes more than 500 agents operating within Breland’s borders and roughly one-fifth that number stationed abroad. They often work in teams, and also work closely with the
must be cautious in choosing their allies, and the King’s Dark Lanterns is no exception. Its most trustworthy allies include the following facets of the Brelish government: King Boranel. The King’s Dark
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. The King’s Dark Lanterns includes more than 500 agents operating within Breland’s borders and roughly one-fifth that number stationed abroad. They often work in teams, and also work closely with the
must be cautious in choosing their allies, and the King’s Dark Lanterns is no exception. Its most trustworthy allies include the following facets of the Brelish government: King Boranel. The King’s Dark
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Oracle of Strixhaven Somewhere in the lands beyond Strixhaven’s borders lives the Oracle: a wise and accomplished mage, tasked by the Founder Dragons to ensure that the magic of Strixhaven is used
can see within 60 feet of herself.
Legendary Actions
The Oracle can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. The King’s Dark Lanterns includes more than 500 agents operating within Breland’s borders and roughly one-fifth that number stationed abroad. They often work in teams, and also work closely with the
must be cautious in choosing their allies, and the King’s Dark Lanterns is no exception. Its most trustworthy allies include the following facets of the Brelish government: King Boranel. The King’s Dark
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Oracle of Strixhaven Somewhere in the lands beyond Strixhaven’s borders lives the Oracle: a wise and accomplished mage, tasked by the Founder Dragons to ensure that the magic of Strixhaven is used
can see within 60 feet of herself.
Legendary Actions
The Oracle can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Oracle of Strixhaven Somewhere in the lands beyond Strixhaven’s borders lives the Oracle: a wise and accomplished mage, tasked by the Founder Dragons to ensure that the magic of Strixhaven is used
can see within 60 feet of herself.
Legendary Actions
The Oracle can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
doesn’t rejoin the battle. It might reappear later to exact its revenge on those who harmed it, in a place and form of your choosing. 9b. Shapes in the Fog As the characters move through this 10-foot
higher to pass through this gate (see “Jhesiyra 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 34a on level 6, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
spells the warlock knows. Does the Eyes of the Rune Keeper invocation work on magical runes? Eyes of the Rune Keeper lets you read any form of writing, including the linguistic meaning of a rune, if any
you create a melee weapon out of nothing. Whenever you do so, you determine the weapon’s form, choosing from the melee weapon options in the Weapons table in the Player’s Handbook. For example, you
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spellbooks that Arcturia has accumulated over the years. They contain most of the wizard spells in the Player’s Handbook, plus any others of your choosing. All the 8th-level and 9th-level spells that
arcane runes and phrases. The book is titled Arcturia’s Arcane Esoterica: Vol. IX, and it contains the following spells: antimagic field, astral projection, dominate monster, feeblemind, gate, incendiary
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
spells the warlock knows. Does the Eyes of the Rune Keeper invocation work on magical runes? Eyes of the Rune Keeper lets you read any form of writing, including the linguistic meaning of a rune, if any
you create a melee weapon out of nothing. Whenever you do so, you determine the weapon’s form, choosing from the melee weapon options in the Weapons table in the Player’s Handbook. For example, you
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
doesn’t rejoin the battle. It might reappear later to exact its revenge on those who harmed it, in a place and form of your choosing. 9b. Shapes in the Fog As the characters move through this 10-foot
higher to pass through this gate (see “Jhesiyra 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 34a on level 6, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
spells the warlock knows. Does the Eyes of the Rune Keeper invocation work on magical runes? Eyes of the Rune Keeper lets you read any form of writing, including the linguistic meaning of a rune, if any
you create a melee weapon out of nothing. Whenever you do so, you determine the weapon’s form, choosing from the melee weapon options in the Weapons table in the Player’s Handbook. For example, you
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spellbooks that Arcturia has accumulated over the years. They contain most of the wizard spells in the Player’s Handbook, plus any others of your choosing. All the 8th-level and 9th-level spells that
arcane runes and phrases. The book is titled Arcturia’s Arcane Esoterica: Vol. IX, and it contains the following spells: antimagic field, astral projection, dominate monster, feeblemind, gate, incendiary
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
doesn’t rejoin the battle. It might reappear later to exact its revenge on those who harmed it, in a place and form of your choosing. 9b. Shapes in the Fog As the characters move through this 10-foot
higher to pass through this gate (see “Jhesiyra 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 34a on level 6, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spellbooks that Arcturia has accumulated over the years. They contain most of the wizard spells in the Player’s Handbook, plus any others of your choosing. All the 8th-level and 9th-level spells that
arcane runes and phrases. The book is titled Arcturia’s Arcane Esoterica: Vol. IX, and it contains the following spells: antimagic field, astral projection, dominate monster, feeblemind, gate, incendiary
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Captured Troglodytes The cracked bones and skulls of small creatures hunted by the troglodytes litter the tunnels leading to this area, marking the borders of territory that once belonged to their
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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Captured Troglodytes The cracked bones and skulls of small creatures hunted by the troglodytes litter the tunnels leading to this area, marking the borders of territory that once belonged to their
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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Captured Troglodytes The cracked bones and skulls of small creatures hunted by the troglodytes litter the tunnels leading to this area, marking the borders of territory that once belonged to their
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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wizards. His expertise with magic gates allows him to travel far and wide to engage in magical research. He spends much of his time creating gates, moving them around, and casting elder runes on them
legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Halaster regains spent legendary actions at the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wizards. His expertise with magic gates allows him to travel far and wide to engage in magical research. He spends much of his time creating gates, moving them around, and casting elder runes on them
legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Halaster regains spent legendary actions at the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wizards. His expertise with magic gates allows him to travel far and wide to engage in magical research. He spends much of his time creating gates, moving them around, and casting elder runes on them
legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Halaster regains spent legendary actions at the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
are keyed to map 15.1. Mike Schley Map 15.1: Harrowhall View Player Version 1: Moat and Walls A 30-foot-high wall borders Harrowhall, surrounded by a 20-foot-wide, 15-foot-deep, dry moat. The
Gremorly. Ritual Rod. Set into a metal tripod in the center of the room is a 3-foot-long metal rod decorated with runes and glowing with necromantic magic. The entire assembly weighs 8 pounds. This is one of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
are keyed to map 15.1. Mike Schley Map 15.1: Harrowhall View Player Version 1: Moat and Walls A 30-foot-high wall borders Harrowhall, surrounded by a 20-foot-wide, 15-foot-deep, dry moat. The
Gremorly. Ritual Rod. Set into a metal tripod in the center of the room is a 3-foot-long metal rod decorated with runes and glowing with necromantic magic. The entire assembly weighs 8 pounds. This is one of






