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Returning 35 results for 'bring barriers diffusing composed rune'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
feet of it and can use an action to pinpoint the location of any creature, object, or area in that range that bears magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler
, hairless warriors stands 15 to 21 feet tall and possesses a lust for magic, an inherited memory (composed of recollections from the souls sacrificed in their creation), and an insane hatred for
Shield Guardian Amulet
Legacy
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magic-items
Icewind Dale: Rime of the Frostmaiden
The amulet is a 4-inch-wide disk composed of silver-framed wood, with a rune carved into its face. A detect magic spell reveals a magical aura of enchantment around the amulet.
Every shield
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
cast ensnaring strike, for example, the vines created by the spell might appear as rune-inscribed glowing bands that wrap around the target and hold it in place.
Suggested Characteristics
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Ashen Grotto Adventures Here are sample adventure hooks to bring characters to the Ashen Grotto or to give them missions to pursue within the cave. Greedy Usurpers Giants who wish to inter their dead
token in one of the most ancient burials is inscribed with the last surviving copy of a key rune. In the ages since its creation, the rune has become corrupted. It still functions, but it creates tears in
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Ashen Grotto Adventures Here are sample adventure hooks to bring characters to the Ashen Grotto or to give them missions to pursue within the cave. Greedy Usurpers Giants who wish to inter their dead
token in one of the most ancient burials is inscribed with the last surviving copy of a key rune. In the ages since its creation, the rune has become corrupted. It still functions, but it creates tears in
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Ashen Grotto Adventures Here are sample adventure hooks to bring characters to the Ashen Grotto or to give them missions to pursue within the cave. Greedy Usurpers Giants who wish to inter their dead
token in one of the most ancient burials is inscribed with the last surviving copy of a key rune. In the ages since its creation, the rune has become corrupted. It still functions, but it creates tears in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Dzaan Lives! If the rune chamber works properly and the simulacrum becomes a true clone of Dzaan, the wizard thanks the characters for their help and asks them not to discuss what has happened with
weakness is her paranoia. She can’t bring herself to trust anyone except maybe her two gargoyle companions, and even they are suspect.” “Nass Lantomir is a human diviner. She likes to pry knowledge from
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Dzaan Lives! If the rune chamber works properly and the simulacrum becomes a true clone of Dzaan, the wizard thanks the characters for their help and asks them not to discuss what has happened with
weakness is her paranoia. She can’t bring herself to trust anyone except maybe her two gargoyle companions, and even they are suspect.” “Nass Lantomir is a human diviner. She likes to pry knowledge from
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
escape. In return, she taught me the rudiments of rune carving.
—Bigby
Intended for the Dungeon Master, this chapter explores key aspects of giants’ life and society. The ideas and tables included
here should inspire you as you prepare to use giants in your D&D game. This material is divided into five main sections: “Roleplaying Giants” discusses how to bring giants to life during your game
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
escape. In return, she taught me the rudiments of rune carving.
—Bigby
Intended for the Dungeon Master, this chapter explores key aspects of giants’ life and society. The ideas and tables included
here should inspire you as you prepare to use giants in your D&D game. This material is divided into five main sections: “Roleplaying Giants” discusses how to bring giants to life during your game
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Dzaan Lives! If the rune chamber works properly and the simulacrum becomes a true clone of Dzaan, the wizard thanks the characters for their help and asks them not to discuss what has happened with
weakness is her paranoia. She can’t bring herself to trust anyone except maybe her two gargoyle companions, and even they are suspect.” “Nass Lantomir is a human diviner. She likes to pry knowledge from
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
escape. In return, she taught me the rudiments of rune carving.
—Bigby
Intended for the Dungeon Master, this chapter explores key aspects of giants’ life and society. The ideas and tables included
here should inspire you as you prepare to use giants in your D&D game. This material is divided into five main sections: “Roleplaying Giants” discusses how to bring giants to life during your game
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is one of Halaster’s gates (see “Gates”). Its frame is composed of an assemblage of hundreds of tiny, interlocking stone gears. This gate’s rules are as follows: Any creature that inspects the frame
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->Waterdeep: Dungeon of the Mad Mage
is one of Halaster’s gates (see “Gates”). Its frame is composed of an assemblage of hundreds of tiny, interlocking stone gears. This gate’s rules are as follows: Any creature that inspects the frame
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->Waterdeep: Dungeon of the Mad Mage
is one of Halaster’s gates (see “Gates”). Its frame is composed of an assemblage of hundreds of tiny, interlocking stone gears. This gate’s rules are as follows: Any creature that inspects the frame
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->Mordenkainen's Tome of Foes
lead them to where the barriers are weakest so they can then slip across planes to their destination. Once at their destination, the shadar-kai watch and wait, looking for the tragedies their queen
wishes them to collect. Sometimes they are small: a spurned lover, a lost item, a betrayal. But some tragedies are much graver: a murder, a war, a diabolical bargain. To bring back a trinket for their
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
lead them to where the barriers are weakest so they can then slip across planes to their destination. Once at their destination, the shadar-kai watch and wait, looking for the tragedies their queen
wishes them to collect. Sometimes they are small: a spurned lover, a lost item, a betrayal. But some tragedies are much graver: a murder, a war, a diabolical bargain. To bring back a trinket for their
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
lead them to where the barriers are weakest so they can then slip across planes to their destination. Once at their destination, the shadar-kai watch and wait, looking for the tragedies their queen
wishes them to collect. Sometimes they are small: a spurned lover, a lost item, a betrayal. But some tragedies are much graver: a murder, a war, a diabolical bargain. To bring back a trinket for their
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Words of the Oracle Etched into the floor of area 11 and hidden under a thin layer of frost is a 20-foot-diameter, mithral-inlaid circle inscribed with the kong (king) rune (see "Giant Runes" in the
Introduction) and the words “Ask Your Question and Know Truth” in Dethek, the Dwarvish script. The kong rune, which is nearly as big as the circle enclosing it, is often associated with Annam the All
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
chamber on the lowest level. A detect magic spell reveals a magical aura of enchantment around the amulet. The amulet is a 4-inch-wide disk composed of silver-framed wood, with a rune carved into its
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->Icewind Dale: Rime of the Frostmaiden
warriors stands 15 to 21 feet tall and possesses a lust for magic, an inherited memory (composed of recollections from the souls sacrificed in their creation), and an insane hatred for nonhuman
magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler. The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
warriors stands 15 to 21 feet tall and possesses a lust for magic, an inherited memory (composed of recollections from the souls sacrificed in their creation), and an insane hatred for nonhuman
magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler. The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Words of the Oracle Etched into the floor of area 11 and hidden under a thin layer of frost is a 20-foot-diameter, mithral-inlaid circle inscribed with the kong (king) rune (see "Giant Runes" in the
Introduction) and the words “Ask Your Question and Know Truth” in Dethek, the Dwarvish script. The kong rune, which is nearly as big as the circle enclosing it, is often associated with Annam the All
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
warriors stands 15 to 21 feet tall and possesses a lust for magic, an inherited memory (composed of recollections from the souls sacrificed in their creation), and an insane hatred for nonhuman
magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler. The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Words of the Oracle Etched into the floor of area 11 and hidden under a thin layer of frost is a 20-foot-diameter, mithral-inlaid circle inscribed with the kong (king) rune (see "Giant Runes" in the
Introduction) and the words “Ask Your Question and Know Truth” in Dethek, the Dwarvish script. The kong rune, which is nearly as big as the circle enclosing it, is often associated with Annam the All
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
chamber on the lowest level. A detect magic spell reveals a magical aura of enchantment around the amulet. The amulet is a 4-inch-wide disk composed of silver-framed wood, with a rune carved into its
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->Icewind Dale: Rime of the Frostmaiden
chamber on the lowest level. A detect magic spell reveals a magical aura of enchantment around the amulet. The amulet is a 4-inch-wide disk composed of silver-framed wood, with a rune carved into its
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->Guildmasters' Guide to Ravnica
spotted amid tended groves and gardens. Any beast described in this source or in the Monster Manual can roam the rubblebelts. The Gruul can bring out the fury in these beasts, turning them into
hill giants, stone giants, cyclopes, ogres, ettins, and fomorians among their number, and one clan — the Bolrac clan — is composed entirely of such brutes. Hydras Once a hydra chooses a lair and
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
spotted amid tended groves and gardens. Any beast described in this source or in the Monster Manual can roam the rubblebelts. The Gruul can bring out the fury in these beasts, turning them into
hill giants, stone giants, cyclopes, ogres, ettins, and fomorians among their number, and one clan — the Bolrac clan — is composed entirely of such brutes. Hydras Once a hydra chooses a lair and
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
spotted amid tended groves and gardens. Any beast described in this source or in the Monster Manual can roam the rubblebelts. The Gruul can bring out the fury in these beasts, turning them into
hill giants, stone giants, cyclopes, ogres, ettins, and fomorians among their number, and one clan — the Bolrac clan — is composed entirely of such brutes. Hydras Once a hydra chooses a lair and
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Annam’s Cradle Adventures Here are sample adventure hooks to bring characters to Annam’s Cradle or to give them missions to pursue within the cavern. Dreams in Stone A great pillar of rock reaching
, leading characters to seek a way to end the cycle by soothing the slumbering titan’s nightmares, which might require climbing its mountainous form and carving the Giant rune for “friend” into its
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Annam’s Cradle Adventures Here are sample adventure hooks to bring characters to Annam’s Cradle or to give them missions to pursue within the cavern. Dreams in Stone A great pillar of rock reaching
, leading characters to seek a way to end the cycle by soothing the slumbering titan’s nightmares, which might require climbing its mountainous form and carving the Giant rune for “friend” into its
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is one of Halaster’s gates (see “Gates”). It is composed of one hundred stone jigsaw pieces, each weighing 10 pounds. The rules of this gate are as follows: Only one piece of the arch can be removed at
first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 15 on level 15, in the closest unoccupied space next to the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is one of Halaster’s gates (see “Gates”). It is composed of one hundred stone jigsaw pieces, each weighing 10 pounds. The rules of this gate are as follows: Only one piece of the arch can be removed at
first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 15 on level 15, in the closest unoccupied space next to the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is one of Halaster’s gates (see “Gates”). It is composed of one hundred stone jigsaw pieces, each weighing 10 pounds. The rules of this gate are as follows: Only one piece of the arch can be removed at
first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 15 on level 15, in the closest unoccupied space next to the






