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Returning 35 results for 'commune rune guardians to her returner'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
/day: commune with nature (as an action)The wise and ancient treefolk thrive in the depths of Eldraine’s forested wilds. Though many treefolk rival members of the high fae in age, they rarely
interfere with the goings-on of the faerie court. Instead, treefolk serve as guardians and shepherds of their wild groves, dispensing wisdom and blessings to travelers who wander under their branches
monsters
the Dying, Thaumaturgy
2/Day Each: Aid, Augury, Darkness, Divination, Faerie Fire, Guardian of Faith, Locate Object, Prayer of Healing, Spirit Guardians, Stone Shape
1/Day Each: Commune
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
carved in Lhammaruntosz’s likeness and includes quarters for the rest of the Scaly Eye and a magic statue of Bahamut, which the dragon can use to commune with the deity. In recent decades
. Members of the Scaly Eye still live within the Bronze Shrine, as Lhammaruntosz has ordered them to stay on as her guardians.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
carved in Lhammaruntosz’s likeness and includes quarters for the rest of the Scaly Eye and a magic statue of Bahamut, which the dragon can use to commune with the deity. In recent decades
. Members of the Scaly Eye still live within the Bronze Shrine, as Lhammaruntosz has ordered them to stay on as her guardians.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
roll was 3 or higher, the creature can query the archive as by a commune spell. Once a creature uses the archive successfully, that creature can’t do so again for 24 hours. Planar Crossing. The trench
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->Bigby Presents: Glory of the Giants
roll was 3 or higher, the creature can query the archive as by a commune spell. Once a creature uses the archive successfully, that creature can’t do so again for 24 hours. Planar Crossing. The trench
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->Player's Handbook (2014)
Speak with Dead
Spirit Guardians
Tongues
Water Walk
4th Level Banishment
Control Water
Death Ward
Divination
Freedom of Movement
Guardian of Faith
Locate Creature
Stone
Shape
5th Level Commune
Contagion
Dispel Evil and Good
Flame Strike
Geas
Greater Restoration
Hallow
Insect Plague
Legend Lore
Mass Cure Wounds
Planar Binding
Raise
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Speak with Dead
Spirit Guardians
Tongues
Water Walk
4th Level Banishment
Control Water
Death Ward
Divination
Freedom of Movement
Guardian of Faith
Locate Creature
Stone
Shape
5th Level Commune
Contagion
Dispel Evil and Good
Flame Strike
Geas
Greater Restoration
Hallow
Insect Plague
Legend Lore
Mass Cure Wounds
Planar Binding
Raise
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dispel Magic
Glyph of Warding
Magic Circle
Mass Healing Word
Meld into Stone
Protection from Energy
Remove Curse
Revivify
Sending
Speak with Dead
Spirit Guardians
Tongues
Water
Walk
4th Level
Banishment
Control Water
Death Ward
Divination
Freedom of Movement
Guardian of Faith
Locate Creature
Stone Shape
5th Level
Commune
Contagion
Dispel Evil and Good
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dispel Magic
Glyph of Warding
Magic Circle
Mass Healing Word
Meld into Stone
Protection from Energy
Remove Curse
Revivify
Sending
Speak with Dead
Spirit Guardians
Tongues
Water
Walk
4th Level
Banishment
Control Water
Death Ward
Divination
Freedom of Movement
Guardian of Faith
Locate Creature
Stone Shape
5th Level
Commune
Contagion
Dispel Evil and Good
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the characters’ faces. These Cynidiceans mimic the characters as best they can for 10 minutes, even if it costs the Cynidiceans their lives. 9 1d4 guardians of Gorm (see appendix B) try to escort the
the characters to their leader in area B25. 12 1d6 cultists of Zargon declare that the characters must be sacrificed to the Returner and attempt to capture them alive.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the characters’ faces. These Cynidiceans mimic the characters as best they can for 10 minutes, even if it costs the Cynidiceans their lives. 9 1d4 guardians of Gorm (see appendix B) try to escort the
the characters to their leader in area B25. 12 1d6 cultists of Zargon declare that the characters must be sacrificed to the Returner and attempt to capture them alive.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
manifestations of the gods. The more religious members of the Stoneheart Enclave cast augury and commune spells within the circle, interpreting the responses to their entreaties through subtle changes
them. They must defeat these servants until the gem awakens three temple guardians, at which point the temple will be cleansed and the characters can leave. Once the characters accomplish this task
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
manifestations of the gods. The more religious members of the Stoneheart Enclave cast augury and commune spells within the circle, interpreting the responses to their entreaties through subtle changes
them. They must defeat these servants until the gem awakens three temple guardians, at which point the temple will be cleansed and the characters can leave. Once the characters accomplish this task
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
forested wilds. Though many treefolk rival members of the high fae in age, they rarely interfere with the goings-on of the faerie court. Instead, treefolk serve as guardians and shepherds of their wild
/day each: enlarge/reduce, speak with plants
1/day: commune with nature (as an action)
Bonus Actions
Oaken Boon. The treefolk blesses one creature other than itself that it can see within 60 feet
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
forested wilds. Though many treefolk rival members of the high fae in age, they rarely interfere with the goings-on of the faerie court. Instead, treefolk serve as guardians and shepherds of their wild
/day each: enlarge/reduce, speak with plants
1/day: commune with nature (as an action)
Bonus Actions
Oaken Boon. The treefolk blesses one creature other than itself that it can see within 60 feet
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
47. Halls of the Faithful Devotees of Dumathoin once walked these halls to get from their quarters to the temple. Now, Halaster’s guardians and magic haunt these areas. 47a. Arch Gates to Levels 13
level or 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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
47. Halls of the Faithful Devotees of Dumathoin once walked these halls to get from their quarters to the temple. Now, Halaster’s guardians and magic haunt these areas. 47a. Arch Gates to Levels 13
level or 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
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
— Meld into Stone Transmutation R Protection from Energy Abjuration C Remove Curse Abjuration — Revivify Necromancy M Sending Divination — Speak with Dead Necromancy — Spirit Guardians Conjuration C
Spells Spell School Special Circle of Power Abjuration C Commune Divination R Contagion Necromancy — Dispel Evil and Good Abjuration C Flame Strike Evocation — Geas Enchantment — Greater Restoration
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
— Meld into Stone Transmutation R Protection from Energy Abjuration C Remove Curse Abjuration — Revivify Necromancy M Sending Divination — Speak with Dead Necromancy — Spirit Guardians Conjuration C
Spells Spell School Special Circle of Power Abjuration C Commune Divination R Contagion Necromancy — Dispel Evil and Good Abjuration C Flame Strike Evocation — Geas Enchantment — Greater Restoration
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Necromancy M Sending Divination — Speak with Dead Necromancy — Spirit Guardians Conjuration C Tongues Divination — Water Walk Transmutation R Level 4 Cleric Spells Spell School Special Aura of Life
Divination C Stone Shape Transmutation — Level 5 Cleric Spells Spell School Special Commune Divination R Contagion Necromancy — Dispel Evil and Good Abjuration C Flame Strike Evocation — Geas
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Necromancy M Sending Divination — Speak with Dead Necromancy — Spirit Guardians Conjuration C Tongues Divination — Water Walk Transmutation R Level 4 Cleric Spells Spell School Special Aura of Life
Divination C Stone Shape Transmutation — Level 5 Cleric Spells Spell School Special Commune Divination R Contagion Necromancy — Dispel Evil and Good Abjuration C Flame Strike Evocation — Geas
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
allows the characters to claim its key rune. The guardians pursue characters who move from area to area, but they move no farther than area H2 if the characters ascend the stairs and flee out of sight
the haven’s guardians without knowing what’s going on, but the ghost of Zyrian the scrivener can fill them in during the battle.) The spectral elf initially ignores the characters and wanders around
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
allows the characters to claim its key rune. The guardians pursue characters who move from area to area, but they move no farther than area H2 if the characters ascend the stairs and flee out of sight
the haven’s guardians without knowing what’s going on, but the ghost of Zyrian the scrivener can fill them in during the battle.) The spectral elf initially ignores the characters and wanders around
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
can force it open from this side. Nat, Jenks, and Squiddly make the best of Waterdeep’s harsh winter. K18. Arcane Rune This unlit hall is choked with dust and cobwebs. It contains the following
features: An elaborate rune is inscribed on the back wall at the southernmost end of the hall. (The rune isn’t visible from the doorway to area K17.) A secret door is set into the innermost wall. Arcane Rune
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
can force it open from this side. Nat, Jenks, and Squiddly make the best of Waterdeep’s harsh winter. K18. Arcane Rune This unlit hall is choked with dust and cobwebs. It contains the following
features: An elaborate rune is inscribed on the back wall at the southernmost end of the hall. (The rune isn’t visible from the doorway to area K17.) A secret door is set into the innermost wall. Arcane Rune
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
monument to commune with his goddess, leaving Krull behind. Dragons tore the obsidian rocks of Arkhan’s tower from the fiery volcanoes of Avernus. Fifty skeletons and thirty zombies stand ready to
slots): blindness/deafness, gentle repose, hold person, ray of enfeeblement, spiritual weapon
3rd level (3 slots): animate dead, magic circle, speak with dead, spirit guardians, vampiric touch
4th
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
damage and appears out of the midst of the explosion. Kayalithica’s Questions Like her ancestors before her, Kayalithica believes that the stalactite allows her to commune with Skoraeus Stonebones, the
advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. He has the create food and water spell prepared instead of spirit guardians. He speaks Common and Gnomish. A devout
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
damage and appears out of the midst of the explosion. Kayalithica’s Questions Like her ancestors before her, Kayalithica believes that the stalactite allows her to commune with Skoraeus Stonebones, the
advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. He has the create food and water spell prepared instead of spirit guardians. He speaks Common and Gnomish. A devout
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
monument to commune with his goddess, leaving Krull behind. Dragons tore the obsidian rocks of Arkhan’s tower from the fiery volcanoes of Avernus. Fifty skeletons and thirty zombies stand ready to
slots): blindness/deafness, gentle repose, hold person, ray of enfeeblement, spiritual weapon
3rd level (3 slots): animate dead, magic circle, speak with dead, spirit guardians, vampiric touch
4th
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a D note on a musical instrument. Characters must be at least 9th level to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see
sketches of metal contraptions (including the Simulacrux in area 2).
Rex the shield guardian accompanies Zox wherever he goes. Unlike most shield guardians, Rex doesn’t have an amulet and thus can’t be
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. 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
guardians can then more easily dispose of the sleepers. Trigger. Stepping on the pressure plate triggers this trap. Effect. When activated, this trap casts a sleep spell centered on the pressure plate
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. 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
guardians can then more easily dispose of the sleepers. Trigger. Stepping on the pressure plate triggers this trap. Effect. When activated, this trap casts a sleep spell centered on the pressure plate
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a D note on a musical instrument. Characters must be at least 9th level to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see
sketches of metal contraptions (including the Simulacrux in area 2).
Rex the shield guardian accompanies Zox wherever he goes. Unlike most shield guardians, Rex doesn’t have an amulet and thus can’t be
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the creature, the creature falls as normal. T17: Jade Serpent Guardians’ Chamber A jade statue stands between this room’s two exits. The statue depicts an armored, feminine figure from the waist up
toward the characters and cease attacking. The statues served as island guardians for centuries before Acererak abducted them. If informed about Laysa, the statues are thrilled to learn about her efforts