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Returning 35 results for 'conditions realized guardians to have rune'.
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Spells
Player’s Handbook
glyph could be set to affect Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
Explosive Rune. When triggered, the
its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
besting the cave’s guardians, the characters find a waterfall frozen in time and unravel its mysteries to discover a fey crossing into the Eternal Garden in the Feywild. As the characters explore the
families are no longer enemies. When they all arrive back on the Material Plane, they might discover they’ve been gone longer than they realized, thanks to the divergent flow of time within the garden.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
besting the cave’s guardians, the characters find a waterfall frozen in time and unravel its mysteries to discover a fey crossing into the Eternal Garden in the Feywild. As the characters explore the
families are no longer enemies. When they all arrive back on the Material Plane, they might discover they’ve been gone longer than they realized, thanks to the divergent flow of time within the garden.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
rudimentary cunning. Such conditions include strikes from magical lightning, nature defending itself, or druidic curses. Roll on or choose a result from the Shambling Mound Cultivation table to inspire a
shambling mound’s origins and features. Shambling Mound Cultivation 1d6 The Shambling Mound Is... 1 Covered in vibrant alien or Feywild blooms. 2 Hauling a rune-etched menhir in its torso. 3 Infested
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. Explosive Rune. When triggered
the glyph, you set its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs
Compendium
- Sources->Dungeons & Dragons->Monster Manual
rudimentary cunning. Such conditions include strikes from magical lightning, nature defending itself, or druidic curses. Roll on or choose a result from the Shambling Mound Cultivation table to inspire a
shambling mound’s origins and features. Shambling Mound Cultivation 1d6 The Shambling Mound Is... 1 Covered in vibrant alien or Feywild blooms. 2 Hauling a rune-etched menhir in its torso. 3 Infested
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. Explosive Rune. When triggered
the glyph, you set its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. Explosive Rune. When triggered
the glyph, you set its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below. Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs
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->Monster Manual (2014)
Shield Guardian Wizards and other spellcasters create shield guardians for protection. A shield guardian treads beside its master, absorbing damage to keep its master alive as long as possible
store a single spell within a shield guardian, which can then cast the spell on command or under specific conditions. Many a wizard has been rendered helpless by enemies, only to surprise those foes when
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Shield Guardian Wizards and other spellcasters create shield guardians for protection. A shield guardian treads beside its master, absorbing damage to keep its master alive as long as possible
store a single spell within a shield guardian, which can then cast the spell on command or under specific conditions. Many a wizard has been rendered helpless by enemies, only to surprise those foes when
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
statue is a shapechanged roper.)
Tridents. Four tridents hang on the north and east walls between the arrow slits. They fly off the walls and attack if certain conditions are met.
The tridents animate
creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 14d on level 10, in the closest unoccupied space next to the identical
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
statue is a shapechanged roper.)
Tridents. Four tridents hang on the north and east walls between the arrow slits. They fly off the walls and attack if certain conditions are met.
The tridents animate
creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 14d on level 10, in the closest unoccupied space next to the identical
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
inscribed with necromantic markings before the burial ritual concludes with an invocation to darkness. As a mummy endures in undeath, it animates in response to conditions specified by the ritual. Most
who committed crimes of treason, adultery, or murder. As punishment, they were cursed with eternal undeath, embalmed, mummified, and sealed away. Other times, mummies acting as tomb guardians are
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
inscribed with necromantic markings before the burial ritual concludes with an invocation to darkness. As a mummy endures in undeath, it animates in response to conditions specified by the ritual. Most
who committed crimes of treason, adultery, or murder. As punishment, they were cursed with eternal undeath, embalmed, mummified, and sealed away. Other times, mummies acting as tomb guardians are
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->Princes of the Apocalypse
it is an ancient rune that stands for the elemental lord Yan-C-Bin. Whatever their interpretations, the air cultists use the symbol as a secret password of sorts. By touching the thumbs and little
her to the hidden city of Evereska. Her parents then realized their grave mistake. In pampering and sheltering their daughter, they had raised not a young lady but a spoiled child. Accustomed to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
it is an ancient rune that stands for the elemental lord Yan-C-Bin. Whatever their interpretations, the air cultists use the symbol as a secret password of sorts. By touching the thumbs and little
her to the hidden city of Evereska. Her parents then realized their grave mistake. In pampering and sheltering their daughter, they had raised not a young lady but a spoiled child. Accustomed to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
gear or a rope providing advantage on the check. Twisting Steps and Rune Traps. The steps leading up the mesa shift underfoot as a result of Far Realm energy flooding through them, making them
difficult terrain. Additionally, each flight of steps is trapped at its midpoint with a magical rune that can be detected only with a successful DC 13 Intelligence (Investigation) or Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
gear or a rope providing advantage on the check. Twisting Steps and Rune Traps. The steps leading up the mesa shift underfoot as a result of Far Realm energy flooding through them, making them
difficult terrain. Additionally, each flight of steps is trapped at its midpoint with a magical rune that can be detected only with a successful DC 13 Intelligence (Investigation) or Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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
until the item is washed. The stench is not as potent as a troglodyte’s Stench trait and imposes no conditions on those who catch a whiff of it.
The drow mage is deciding whether to kill the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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
until the item is washed. The stench is not as potent as a troglodyte’s Stench trait and imposes no conditions on those who catch a whiff of it.
The drow mage is deciding whether to kill the
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->Monster Manual
encourage mortals to act callously and abuse their power, inflating their egos and inspiring petty tyrannies. Villains aligned with the Nine Hells call on bearded devils to serve as guardians, enforce their
: The behir swallows the target, which is no longer Grappled. While swallowed, a creature has the Blinded and Restrained conditions, has Total Cover against attacks and other effects outside the behir
Compendium
- Sources->Dungeons & Dragons->Monster Manual
encourage mortals to act callously and abuse their power, inflating their egos and inspiring petty tyrannies. Villains aligned with the Nine Hells call on bearded devils to serve as guardians, enforce their
: The behir swallows the target, which is no longer Grappled. While swallowed, a creature has the Blinded and Restrained conditions, has Total Cover against attacks and other effects outside the behir
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->Icewind Dale: Rime of the Frostmaiden
chamber discover an unfinished letter that details the acquisition of an artifact dating back to the empire of Ostoria. This rune-carved stone spindle is described as having an unknown purpose. The
frightened and poisoned conditions. Y19g. Den This chamber is affected by the same illusion that conceals the true nature of the ballroom (area Y19b). If that illusion hasn’t been dispelled, read: Courtiers
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
chamber discover an unfinished letter that details the acquisition of an artifact dating back to the empire of Ostoria. This rune-carved stone spindle is described as having an unknown purpose. The
frightened and poisoned conditions. Y19g. Den This chamber is affected by the same illusion that conceals the true nature of the ballroom (area Y19b). If that illusion hasn’t been dispelled, read: Courtiers
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