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Returning 35 results for 'conquer runes grasping to her respectively'.
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conquered rules granting to her respectively
conquer rules granting to her respectively
conquest rites grasping to her respectively
conquest rules grabbing to her respectively
conquest rules grasping to her respectively
monsters
total Grasping Tendril and Stomping Hoff attacks.
Grasping Tendril. Melee Attack Roll: +17;{"diceNotation":"1d20+17", "rollType":"to hit", "rollAction":"Grasping Tendril"}, reach 30 ft. Hit: 21 (2d10
+ 10);{"diceNotation":"2d10+10", "rollType":"damage", "rollAction":"Grasping Tendril", "rollDamageType":"Bludgeoning"} Bludgeoning damage and the target is moved to the open space closest to Shub
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
said to be a splinter from the World Tree. Off the field, she loves a strong drink and a good laugh with her comrades. Invaders from far and wide seek to conquer Glorium. Surtur and Thrym—the mighty
patron deities of fire and frost giants, respectively—regularly send hulking subjects to pillage the wintry camp, darkening its skies with ash and snow. Meanwhile, nomadic groups of mountain bariaurs hold
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
said to be a splinter from the World Tree. Off the field, she loves a strong drink and a good laugh with her comrades. Invaders from far and wide seek to conquer Glorium. Surtur and Thrym—the mighty
patron deities of fire and frost giants, respectively—regularly send hulking subjects to pillage the wintry camp, darkening its skies with ash and snow. Meanwhile, nomadic groups of mountain bariaurs hold
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
stretching toward the stern segment and the starboard segment, respectively. These tethers indicate the links between the wards and the runes in these respective locations. Z19: Safe Room An
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->Vecna: Eve of Ruin
stretching toward the stern segment and the starboard segment, respectively. These tethers indicate the links between the wards and the runes in these respective locations. Z19: Safe Room An
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->Waterdeep: Dungeon of the Mad Mage
found on level 15.) Characters must be 13th 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
even commit forces to a joint operation to conquer the mind flayer colony. If Yaveklar is neutralized, Lashiir readily fills the power vacuum and behaves much like her predecessor. The illithid head
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
arranges storm giants, cloud giants, fire giants, frost giants, stone giants, and hill giants by connecting them to Stronmaus, Memnor, Surtur, Thrym, Skoraeus, and Grolantor, respectively. That neat
throughout this book typically refer to “the Giant language” or “Giant runes,” so there should be no confusion between the language and the creature type.
Other Giants The other creatures of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
alcoves: The two southernmost alcoves contain secret doors to areas 20b and 20d, respectively. The alcove to the north has an arch embedded in its back wall. Carved into the arch’s keystone is an image of
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 appears in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
alcoves: The two southernmost alcoves contain secret doors to areas 20b and 20d, respectively. The alcove to the north has an arch embedded in its back wall. Carved into the arch’s keystone is an image of
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 appears in
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
arranges storm giants, cloud giants, fire giants, frost giants, stone giants, and hill giants by connecting them to Stronmaus, Memnor, Surtur, Thrym, Skoraeus, and Grolantor, respectively. That neat
throughout this book typically refer to “the Giant language” or “Giant runes,” so there should be no confusion between the language and the creature type.
Other Giants The other creatures of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
found on level 15.) Characters must be 13th 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
even commit forces to a joint operation to conquer the mind flayer colony. If Yaveklar is neutralized, Lashiir readily fills the power vacuum and behaves much like her predecessor. The illithid head
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Bargra Yefkos (human) Land of the Wolf Nomads—horse riders engaged in war against Iuz Baklunish Nomads The Chakyik and Wegwiur—called Tiger Nomads and Wolf Nomads, respectively, by their neighbors—are
Horned Society and the Shield Lands in the Central Flanaess, and the Duchy of Tenh in the east. No single bandit lord is powerful enough to conquer the whole territory, and the combined strength of all
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Bargra Yefkos (human) Land of the Wolf Nomads—horse riders engaged in war against Iuz Baklunish Nomads The Chakyik and Wegwiur—called Tiger Nomads and Wolf Nomads, respectively, by their neighbors—are
Horned Society and the Shield Lands in the Central Flanaess, and the Duchy of Tenh in the east. No single bandit lord is powerful enough to conquer the whole territory, and the combined strength of all
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Stone shelves bearing books and ornamental ceramic jars line the walls alongside dust-covered banners embroidered with Dwarven runes. In one corner stands an elegant mahogany desk, on top of which is a
elemental gem. Secret Door. Any character who examines the north wall and succeeds on a DC 16 Wisdom (Perception) check notices a small section of wall engraved with four Dwarvish runes. The runes are
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Stone shelves bearing books and ornamental ceramic jars line the walls alongside dust-covered banners embroidered with Dwarven runes. In one corner stands an elegant mahogany desk, on top of which is a
elemental gem. Secret Door. Any character who examines the north wall and succeeds on a DC 16 Wisdom (Perception) check notices a small section of wall engraved with four Dwarvish runes. The runes are
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->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->Phandelver and Below: The Shattered Obelisk
planned to conquer. The stronghold fell into obscurity and infighting before the illithids could prepare their invasion, but the massive orrery still functions. The slaadi haven’t figured out how to
shallow alcove on this room’s north wall contains only bare stone. Faintly glowing runes surround the alcove, each of them sputtering and slowly fading. A table of jars and bowls stands against the west
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
one day emerge to conquer the surrounding area. Sahuagin Fortress This rocky outcropping sits atop a submerged fortress occupied by the fearsome sahuagin. This place is fully detailed in The Final
with strange symbols and wrapped in silver chains. An explorer tried to open the door, but a jolt of lightning from the door’s runes nearly killed her. Shortly afterward, strange spirits and capering
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->Phandelver and Below: The Shattered Obelisk
planned to conquer. The stronghold fell into obscurity and infighting before the illithids could prepare their invasion, but the massive orrery still functions. The slaadi haven’t figured out how to
shallow alcove on this room’s north wall contains only bare stone. Faintly glowing runes surround the alcove, each of them sputtering and slowly fading. A table of jars and bowls stands against the west
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
characters in Draconic, calling them weaklings and false heroes who will never defeat him. The wyrmling insists he is a mighty dragon who will conquer everything the characters hold dear. Sickening Miasma
Elvish runes.
Sunset-Is-Nigh keeps the treasure he accumulated through theft and tributes here. Treasure. The hoard contains the following treasure: 210 GP, 3,150 SP, 6,300 CP Twelve moonstones (worth 50
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
characters in Draconic, calling them weaklings and false heroes who will never defeat him. The wyrmling insists he is a mighty dragon who will conquer everything the characters hold dear. Sickening Miasma
Elvish runes.
Sunset-Is-Nigh keeps the treasure he accumulated through theft and tributes here. Treasure. The hoard contains the following treasure: 210 GP, 3,150 SP, 6,300 CP Twelve moonstones (worth 50
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
one day emerge to conquer the surrounding area. Sahuagin Fortress This rocky outcropping sits atop a submerged fortress occupied by the fearsome sahuagin. This place is fully detailed in The Final
with strange symbols and wrapped in silver chains. An explorer tried to open the door, but a jolt of lightning from the door’s runes nearly killed her. Shortly afterward, strange spirits and capering
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->Icewind Dale: Rime of the Frostmaiden
appendix C) is here, he is kneeling before the statue and calling on Deep Duerra (speaking in Dwarvish) to grant him the power to conquer his foes. Describe him as a soot-stained, gray-bearded duergar
, is in fact a barbed devil. The devil’s miter is a hat of disguise that it uses to conceal its true form. Klondorn is a fiendish emissary sent by Asmodeus to help Xardorok conquer Icewind Dale
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
appendix C) is here, he is kneeling before the statue and calling on Deep Duerra (speaking in Dwarvish) to grant him the power to conquer his foes. Describe him as a soot-stained, gray-bearded duergar
, is in fact a barbed devil. The devil’s miter is a hat of disguise that it uses to conceal its true form. Klondorn is a fiendish emissary sent by Asmodeus to help Xardorok conquer Icewind Dale
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
-year old human prefers the company of animals to people and often speaks of her desire to help beasts conquer Faerûn.
Zuri Kimyak. Zuri is a short woman in her twenties with wild black hair dyed
depicts a city map, and the south wall displays a map of the Sword Coast. Both maps are dotted with Draconic runes.
Claugiyliamatar’s magical connection to her lair allows her to control the moss in this
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
anything short of a wish spell. Opening the door requires fitting the three key runes carried by the haven’s stone golems (see below) into the three indentations on the door. Any character who has
haven as its guardians are released. Guardian Battle. Three stone golems (carved to resemble an 8-foot-tall crowned dwarf, a 10-foot-tall crowned elf, and a 12-foot-tall crowned human, respectively
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->Sleeping Dragon’s Wake
-year old human prefers the company of animals to people and often speaks of her desire to help beasts conquer Faerûn.
Zuri Kimyak. Zuri is a short woman in her twenties with wild black hair dyed
depicts a city map, and the south wall displays a map of the Sword Coast. Both maps are dotted with Draconic runes.
Claugiyliamatar’s magical connection to her lair allows her to control the moss in this
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
anything short of a wish spell. Opening the door requires fitting the three key runes carried by the haven’s stone golems (see below) into the three indentations on the door. Any character who has
haven as its guardians are released. Guardian Battle. Three stone golems (carved to resemble an 8-foot-tall crowned dwarf, a 10-foot-tall crowned elf, and a 12-foot-tall crowned human, respectively
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
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