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                        Returning 35 results for 'combat were runes'.
                    
                
                        
                            
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                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    . Within their communities, they act as leaders and oracles.
Rockspeakers incorporate crystals and stones into their clothing and embed them in their skin. By invoking the power of their stone runes
                                                
                                            
                                                
                                                    , these giants can turn these crystals into scintillating works of art. In combat, rockspeakers can use this same magic to cause their crystals to emit brilliantly colored, intense beams of light than can sear flesh and inhibit enemies.
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                    , however, Halaster is alert and attentive to the activities and preparations of all beings near him. He never willingly enters combat without first casting mage armor and mind blank on himself.As the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    : Creatures. Not every adversary wants to engage in mortal combat. Certain creatures might delight in a battle of wits. The reward for answering a creature’s riddle might be a small treasure, a bit of
                                                
                                            
                                                
                                                     helpful magic, or permission to pass through the monster’s lair unscathed. If combat is inevitable, the answer to a monster’s riddle might reveal useful information like the monster’s secret weapon or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     about his past adventuring missions, downplaying Simbon’s own combat experience. Kirina’s Secret During the expedition, Prince Kirina seeks opportunities to look heroic and undermine his rival, Prince
                                                
                                            
                                                
                                                     Simbon. There’s currently little evidence of Kirina and Kedjou’s involvement in the Goldwarren’s collapse, but Kirina carries with him a copy of the runes the high priest uses in experimental summoning
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     apprentices. They attack intruders on sight, bombarding them with fireball spells in the first round of combat. The flameskulls pursue intruders that flee, using their mage hand spells to open doors
                                                
                                            
                                                
                                                     if needed. Hanging on a stone peg that juts from the wall, the gold-plated shield is etched with arcane runes. A detect magic spell reveals an aura of necromancy magic radiating from the shield. A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     and collect magic items and occult lore. Have you gazed on the Runes of Chaos, held the Death Moon Orb in your trembling hands, entered the Devouring Portal and walked the Paths of the Doomed, or sat
                                                
                                            
                                                
                                                     AC), Mage Hand, Prestidigitation
 2/Day Each: Fly, Lightning Bolt (level 7 version)
 1/Day Each: Cone of Cold (level 9 version), Mind Blank (cast before combat), Scrying, Teleport
 Bonus Actions
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     skull screams, the golem uses its first turn in combat to block the south exit, pushing the door closed and shoving smaller creatures out of the way automatically. By occupying the space north of the
                                                
                                            
                                                
                                                     opens the book triggers an elder rune that targets that individual (see “Elder Runes”). Draw a card from the Elder Runes Deck (see appendix B) to determine which rune appears. Treasure. Most of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     the village square by sounds of combat there, two goblins named Pojo and Tot are in the yard, chasing after a pair of chickens that escaped from one of the coops. The goblins attack characters on
                                                
                                            
                                                
                                                     Agganor, the village’s tiefling midwife, and her adult son, Grin. The cottage has locked shutters over its windows. The door, which is also locked, has row upon row of ornate runes burned into it. Most
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                     demon worshiper.” (Partially true; Xanthe is referring to Ivlis, the former priest)
  
 Occult Ritual Eventually, you come across an eerie statue in a forest clearing. Strange runes are etched into
                                                
                                            
                                                
                                                     obtained in the Caves of Chaos (see “Caves of Chaos”). If a character approaches in this disguise, the cultists solemnly motion for the character to join the ritual, but they begin combat if the character
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     Constitution saving throw or contract the disease. Symptoms strike when a victim starts a long rest or next becomes excited, as during combat. A victim suffers severe cramps, and their bowels make sounds
                                                
                                            
                                                
                                                     desiccated and skeletal humanoid corpses litter the floor of this small chamber. The stone of the north wall has been etched with intricate runes, but the pattern ends abruptly.
 Bodies and Runes. A closer
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     often fights for money above all else, whether focusing on a primary role as a combat specialist or providing martial backup for the franchise as needs be. Mission Accomplished Whether your intention is
                                                
                                            
                                                
                                                     coin you’ve been promised for a job if the job leaves you dead. Keeping them Guessing No combat tactic is too down-and-dirty when your life and the welfare of your franchise are on the line. Smart
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     sailors are Celestials instead of Humanoids) are lounging here. The sailors are indifferent to the characters but jump into combat to protect themselves and their fellows. These sailors were lackeys
                                                
                                            
                                                
                                                     front of the ship. During the Lambent Zenith’s crash, arcane wards should have sealed the safe room’s doors. The safe room is inaccessible while the wards are active. Ward Runes. Two runes hidden on the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                     entrance extend into the cave.
 A character who examines the symbols and succeeds on a DC 13 Intelligence (Arcana) check recognizes them as arcane runes designed to ward the cave against magical
                                                
                                            
                                                
                                                     scrutiny. The runes are unfinished, so they have no effect. C2: Ritual Chamber Half-melted black candles surround a circle of arcane symbols scribed on the floor in white chalk. Scorch marks mar the floor
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     given way. Openings into rough-hewn caves line the northern wall.
 Characters who have a passive Wisdom (Perception) score of 14 or higher notice signs of combat and bloodstains along the tunnel
                                                
                                            
                                                
                                                     commoner stat block. Suspicious Runes. Characters who investigate the area where the survivors were hiding can make a DC 14 Intelligence (Investigation) check. If they succeed, they find a series of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     hoist their greataxes when intruders appear. After the first round of combat, it occurs to one of the giants that she should sound the warning horn. She staggers up a flight of wooden stairs to blow
                                                
                                            
                                                
                                                     looking toward the southeast contains a wooden brace supporting an ancient red dragon’s horn that the frost giants have etched with runes and made into a musical instrument. The horn weighs 450 pounds. Only
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     their skin. By invoking the power of their stone runes, these giants can turn these crystals into scintillating works of art. In combat, rockspeakers can use this same magic to cause their crystals to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     out tremendous heat thanks to a fire elemental magically trapped inside it. Runes carved on the inside walls of the forge prevent the elemental from escaping or harming anyone outside the forge
                                                
                                            
                                                
                                                     feet without it. Despite his age, he is fully armed and armored. He would rather die in combat than succumb to the ravages of age, but he fights only in self-defense. If the characters try to talk to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     without brandishing or wearing the symbol of Xanathar. Combat in this room brings reinforcements from area 20b. 20b. Watch Post Barracks Xanathar Guild. Unless they are drawn to area 20a by sounds of
                                                
                                            
                                                
                                                     combat, the following creatures are training here: a 7-foot-tall, powerfully built woman with shaggy black hair and pale skin named Nadia the Unbent (NE female Illuskan berserker), five human thugs
                                                
                                            
                                        
                                                     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->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     windcatcher’s interior. The first Small or larger creature that descends 10 feet down the shaft activates explosive runes. Any creature within 20 feet of the runes must make a DC 17 Dexterity saving throw
                                                
                                            
                                                
                                                     that succeed on the saving throw against the explosive runes take half damage and don’t fall. In either case, all creatures in area A2 are alerted to the intruders’ presence. A2: Prayer Hall An
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Prisoner 13
                                                    
                                                
                                            
                                                     without being caught by guards. In battle she poses a potent threat, creating blasts of flame and striking with magical force in both melee and ranged combat. She spends her time contemplating the web
                                                
                                            
                                                
                                                     down her left arm, ending in runes on the fingers of her left hand. Knotwork. Purple and blue knotwork and runes run down her right arm, across the back of her right hand, and down the length of each
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    , Infernal, and Primordial. Her quasit familiar, Jezebel, adds just the right amount of mischief and chaos to her life. In the unlikely event that Sylvira becomes embroiled in combat, remember that
                                                
                                            
                                                
                                                     apart. Inside the box is a stack of nine chain-linked plates, each three inches on a side, cast of dark iron, and stamped with Infernal runes. Anyone who understands Infernal can translate the runes as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     without being caught by guards. In battle she poses a potent threat, creating blasts of flame and striking with magical force in both melee and ranged combat. She spends her time contemplating the web
                                                
                                            
                                                
                                                     down her left arm, ending in runes on the fingers of her left hand. Knotwork. Purple and blue knotwork and runes run down her right arm, across the back of her right hand, and down the length of each
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     characters. As soon as the characters venture more than 10 feet into this area, the elves begin combat, screaming at the characters to leave and never return. Helping the Elves. After Armin
                                                
                                            
                                                
                                                     toward the wyrmling, Marilissa and her pet become Hostile and engage them in combat. Marilissa fights to the death to protect the wyrmling.
 
  Dominik Mayer  
 As an Influence action, a character can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     subconscious, the ritual manifests the most terrifying figures the characters can think of — their bosses. At the start of combat, wraithlike Far Realm versions of Omin Dran, Jim Darkmagic, Môrgæn, and Viari
                                                
                                            
                                                
                                                     the thick of combat at a location of your choosing, and lays into the characters. Far Realm Friends    d4 Far Realm Friend 
     1  Omin Dran 
   2  Jim Darkmagic 
   3  Môrgæn 
   4  Viari
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     ingredients and spices. V26. Temple of Zariel The iron double door leading to this room has Infernal runes carved into its arched door frame. A character who understands Infernal can translate these
                                                
                                            
                                                
                                                     runes as follows: “That which falls can rise again.” DISGUISED CHARACTERS
 Characters can disguise themselves using masks and robes taken from defeated cultists. While disguised in this fashion
                                                
                                            
                                        
                                                     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->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     and ready themselves for combat if they detect intruders.
 Arch. A stone arch is embedded in the middle of the south wall. Carved into the arch’s keystone is an image of a six-fingered gauntlet.
 The
                                                
                                            
                                                
                                                     Runes”). A creature that passes through the gate appears in area 7a on level 17, in the closest unoccupied space next to the identical gate located there. The githzerai have correctly deduced that a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     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->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
                                                
                                            
                                                
                                                     activities and preparations of all beings near him. He never willingly enters combat without first casting mage armor and mind blank on himself. Halaster Blackcloak
 Medium humanoid (human), chaotic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     attack. He then casts spells from the balcony, switching to melee combat when one or more enemies move within his reach. 11a. Lower Level Balcony. A 30-foot-high balcony circles the room. Eight stone
                                                
                                            
                                                
                                                     Runes”). A creature that passes through the gate appears in area 6b on level 12, in the closest unoccupied space next to the identical gate located there. Casting speak with dead on one of the skulls
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     clutches a brass horn (see “Treasure” below). The minotaur shaman treats all intruders as enemies to be carved up and added to his pile of dismembered bodies. His first action in combat is to blow his
                                                
                                            
                                                
                                                     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->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     “Elder Runes”). A creature that passes through the gate appears in area 17c on level 8, in the closest unoccupied space next to the identical gate located there. 25c. Entrance Stairs. Stairs carved
                                                
                                            
                                                
                                                     attacks from the east. If combat erupts in area 25a or 25b, Syrrak investigates while Gorthax and the crystal spider remain here. A battle in this hall brings reinforcements from area 30a. The spider golem understands Elvish but can’t speak. It obeys Gorthax’s commands.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     shadow behind the statue’s wide wings. A five-foot-diameter, circular tile of dark stone is set in the floor in front of the dragon statue. Runes are carved around the circular tile’s inner edge
                                                
                                            
                                                
                                                    .
 Investigating. Viewed in white light, the circular tile is red. A detect magic spell can reveal that the tile and statue give off an aura of transmutation. The runes on the tile’s inner edge read, in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     off combat by parleying with the chieftain. For example, the characters might have captured some of the hatchlings in the southwest chamber, intending to ransom them back to the troglodytes in
                                                
                                            
                                                
                                                     Dwarvish runes.
 The upper portion of the great cavern was intended to be the final resting place of Durgeddin’s clan. Durgeddin and his followers feared that their war against the orcs would
                                                
                                            
                                        






