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Returning 35 results for 'carry revel grasping to have runes'.
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Monsters
Storm King's Thunder
runes. Unbeknown to Storvald, the runes are steering the frost giants not to Artus Cimber but to other, closer individuals who carry the Cimber bloodline — Artus’s living relatives, most of whom know nothing about the Ring of Winter’s whereabouts.Cold
immortality to its wearer, was last seen in the possession of a human adventurer (and former Harper) named Artus Cimber. Guided by magical runes of tracking, Storvald plans to find the ring and bring about the
Giff
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
brighter the flash, and the thicker the smoke it produces, the more giff love a weapon. Their skill with gunpowder is another reason for their popularity as mercenaries. Giff revel in the challenge of
, giff ships and mercenary companies carry spare gunpowder in kegs. In an emergency, or any time a large explosion is needed, a whole keg can be detonated. A giff lights the fuse on the keg and can then
Monsters
Mordenkainen's Fiendish Folio Volume 1
minds a few simple commands to help them with their tasks. She gave them the tenacity and toughness of a crab to augment their strength, grasping claws to help them claim the treasures she loved, and a
spell gave the crab folk an insatiable love for silver. When they see it, all crab folk feel an irresistible urge to seize it and carry it back to their lairs. If necessary, they resort to violence to
Sorcerer
Legacy
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Classes
Basic Rules (2014)
back behind the rock formation with a grin, unaware that her wild magic has turned her skin bright blue. Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some
bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways. The appearance of sorcerous powers is wildly
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
blessed with inherent magic but perhaps scarred as well? How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a
powerful individual in the world — the fey creature that blessed you at birth, the dragon who put a drop of its blood into your veins, the lich who created you as an experiment, or the deity who chose you to carry this power.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
glowing white runes wink into existence, drifting about the room like snowflakes. This is the castle’s steering chamber. When no one is present, the castle is under the control of the spirit of Esclarotta
, who is bound to the fortress by powerful magic that cannot be dispelled. Touching one of the glowing runes issues a specific command to Esclarotta’s spirit. A character who understands Dwarvish or
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
glowing white runes wink into existence, drifting about the room like snowflakes.
This is the castle’s steering chamber. When no one is present, the castle is under the control of the spirit of
Esclarotta, who is bound to the fortress by powerful magic that cannot be dispelled. Touching one of the glowing runes issues a specific command to Esclarotta’s spirit. A character who understands Dwarvish or
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Storm Giant Bags With their disposition toward divination, many storm giants are inclined to be superstitious, constantly searching the world for omens. They often carry a multitude of talismans and
prophetic runes 2 A giant-sized deck of ornately illustrated cards, their edges trimmed with gold foil 3 A drop of crystallized amber from a sacred tree 4 An earthenware jar filled with salt 5 10 pounds of
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
of glory—a finite amount that they might revel in but that allows them to experience a life beyond grasping for greatness. Those who don’t find themselves upon the path to despair, personal harm, and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
empower his runes. Unbeknown to Storvald, the runes are steering the frost giants not to Artus Cimber but to other, closer individuals who carry the Cimber bloodline — Artus’s living relatives, most of whom
Valley. Comfortably housed within her lair, Guh has instructed her husbands to bring her all the food they can carry. Her plan is to consume all that is brought before her and grow to immense size. When
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
to creatures that follow them. Will-o’-wisps lure unwary creatures into quicksand pits, monster lairs, and other dangerous places so that they can feed on the suffering of their prey and revel in their
on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o’-wisp regains 10 (3d6) hit points.
Ephemeral. The will-o’-wisp can’t wear or carry anything
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
blessed with inherent magic but perhaps scarred as well? How do you feel about the magical power coursing through you? Do you embrace it, try to master it, or revel in its unpredictable nature? Is it a
you to carry this power. Quick Build You can make a sorcerer quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
bodies, shrouding their bare arms and legs. They tread lightly when they walk, on talons made for grasping the branches of trees and seizing prey from the lofty skies. Soft as the wind they move, so as
of wood borne as a mark of shame. As a final, tragic reminder of the wings they once had, kenku carry out executions by hurling their condemned from tall buildings or cliffs.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
between eight pillars are six humanoids that have the heads of beasts. Three wear servants’ uniforms and carry feather dusters, and three wear heavy armor and carry swords.
Arcturia Arcturia is a
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
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
skill with gunpowder is another reason for their popularity as mercenaries. Giff revel in the challenge of building a bomb big enough to level a fortification. They gladly accept payment in kegs of
have more varied interests. GUNPOWDER BY THE KEG
Aside from their personal gunpowder weapons, giff ships and mercenary companies carry spare gunpowder in kegs. In an emergency, or any time a large
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
augment their strength, grasping claws to help them claim the treasures she loved, and a deeply embedded magical compulsion to obedience. Treasure Hungry. The hag had a particular love of silver, and was
seize it and carry it back to their lairs. If necessary, they resort to violence to claim the metal. Brutal Raiders. Each year, when the warm summer gives way to the chill of autumn, the crab folk look
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
damages the cauldron, an elder rune materializes above it (see “Elder Runes”). Draw from the Elder Runes Deck (see appendix B) to determine which rune appears. The elder rune targets a random creature
offers to carry their gear for them. Like most goblins, Lerk is a cowardly bully. He’s very hungry and begs characters for food and freedom. 10h. Hags’ Hoard Ceiling. This cave has a jagged, 30-foot
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Dwarvish runes worked into its design. It might be associated with a clan that would like to see it returned to their ancestral halls. 7 Elemental Air. The item is half the normal weight and feels hollow
. 14 Fiend. The item is made of iron or horn, and any cloth or leather components are crafted from the hide of Fiends. Leering faces or vile runes are engraved on its surface. Celestials find it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
is durable and has Dwarven runes worked into its design. It might be associated with a clan that would like to see it returned to their ancestral halls. 10 Elemental Air. The item is half the normal
light in a 5-foot radius. Any metal in the item is silver or mithral, rather than iron or steel. 17 Fiend. The item is made of black iron or horn inscribed with runes, and any cloth or leather
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
snail, and the others carry clubs and slings.
The singing harefolk are six harengon brigands (see appendix C) who delight in thievery but avoid killing. Their marching song is dedicated to their
his cunning;
A flash of his scarf, he’ll take off running.
Quick as a bolt, his long scarf trailing,
Gasping, grasping, you’ll end up flailing.
You’ll pout, you’ll moan, you’ll huff, you’ll sneer
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
, increasing its Armor Class by 4. 3 Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells
DC 13 for category 1, DC 15 for category 2, and DC 19 for category 3) by a specialized grasping appendage on the krasis. It can have only one creature grappled in this way at a time. 6 Hypnotic
Compendium
- Sources->Dungeons & Dragons->Monster Manual
spellcasting ability as Spellcasting.
Death Cultist Death cultists revel in nihilistic forces, embracing them as paths to undeath, multiversal purity, or entropic inevitability. These cultists serve
the Champion of Elemental Evil and am ready to carry out your wishes.
—Rites of the Cult of Elemental Evil
Fiend Cultist Fiend cultists worship fiends or evil deities. They often work to bring
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
runes. The doors have neither handles nor hinges. The writing on them reads, “THE THREE KEYS. BRING THEM FORTH.” The doors part, sliding back into the walls, when the three correct keys are brought
side of the hammer that was facing the wall is the following inscription in Dwarvish runes: “Let hearts be lifted and battles won.” The hammer must be removed from its indentation for the inscription
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
into by winding coils of copper and adamantine throughout the forge like webs and using them as conduits to transfer magical heat to their furnaces. Runes of power carved into the walls and etched
walls to carry water to the magma below, the heat from the pit is ferocious. Gouts of steam billow up through cracks in the stone to fill the chambers above this area, and the earth rumbles in a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
trap’s pressure plate in a dungeon is good. Avoiding an awkward social situation might be even more important. Explosive runes warding a treasure chest go off once, maybe no one spotted them, big
the drama and derring-do. But the tale is so much better for the telling if you can highlight it with visual aids. You carry a trophy from that big score, which you pull out when the occasion demands
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
through. Stone Braziers. Any character who understands Dwarvish or Giant can interpret the runes on the six braziers as follows: dod (death), fjell (mountain), krig (war), liv (life), vind (wind), and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
midnight, the roc takes to the sky with the Frostmaiden on its back and doesn’t return to the fortress until a few hours before sunrise. Without the roc to carry her around Icewind Dale, Auril can’t cast
holding greataxes. Runes are carved into the door’s surface.
The runes on the door, written in the Dwarvish script, read as follows: In ice and blood, our folk are born.
To our great queen, we
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
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
runes on the rod fill the room with acid. All creatures in the room must make a DC 15 Dexterity saving throw, taking 5d8 acid damage on a failed save, or half as much damage on a successful one. Once the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
charges. You can expend a charge to cast the Calm Emotions spell (save DC 15) from the armor. This armor regains 1d3 expended charges daily at dawn. Grasping Whip Weapon (Whip), Rare You gain a +1
, creating a 15-foot-radius circle of glowing runes centered on the point of impact. While you’re inside that area, your hammer glows with matching runes, and you gain a +3 bonus to attack and damage
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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 2d on level 14
carry signal horns that sound an alarm loud enough to be heard in areas 10 through 19. They raise the alarm at the first sign of intruders, bringing reinforcements from areas 12a, 12c, and 12d. The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
top carved to resemble a human hand grasping a snake. Staff 6 is made of chardalyn (see "Chardalyn") and is suffused with Netherese magic. While holding the staff, a creature is immune to the
dispelled, read: Well-dressed revelers mill about, talking loudly to each other while servants carry bottles of wine and spirits around to refill their cups. Behind a rectangular counter, a bald, pale
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
any moderate-sized object in front of the skeletons, as many of them as needed quickly seize the object and carry it into area 42. The otyughs are distracted while the skeletons move through area 42
on the floor of this cavern, the twisted runes around its edge pulsing with sickly purple light.
A successful DC 15 Intelligence (Arcana) check allows a character to recognize the runes as symbols
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
functions that reeves carry out in villages. The council consists of representatives elected by the middle class. Only foolish nobles ignore the wishes of their councils, since the economic power of
government is composed of groups or individuals primarily seeking wealth for themselves, often at the expense of their subjects. The grasping Bandit Kingdoms in the Greyhawk campaign setting are prime
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
"Rite of the Arcane Octad"). Y21. Obelisk A sixty-foot-tall obelisk of black stone, its surface covered in arcane runes, projects from the ground. A thin crack has formed on one side, stretching from
(Arcana) check recognizes that the magic runes inscribed on the obelisk represent all eight schools of magic. If the check result exceeds the DC by 5 or more, the character also identifies runes relating
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Repeat step 2 until one team has eliminated all the players on the other team.
Y4. Tower of Abjuration This tower reaches upward like a talon, its stonework studded in chiseled runes. A blue light
shines from its highest window.
A detect magic spell cast here reveals an aura of abjuration magic. Runes cover every inch of this tower’s exterior. A glyph for the symbol (insanity) spell is hidden