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Returning 35 results for 'conquer runes guild to her removal'.
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Monsters
Guildmasters’ Guide to Ravnica
creatures that can’t reproduce. A few multiply and become part of the guild’s standard menagerie.
Creating a Krasis
To create a krasis, choose the appropriate stat block: category 1
thick scales, 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
Backgrounds
Guildmasters’ Guide to Ravnica
member of the Azorius guild, which both enacts and enforces the laws that make Ravnican society function smoothly and safely.
Skill Proficiencies: Insight, Intimidation
Languages: Two of your
even be stripped of your position.
Azorius Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Azorius Guild Spells table are added to the spell list of
Monsters
Guildmasters’ Guide to Ravnica
reproduce. A few multiply and become part of the guild’s standard menagerie.
Creating a Krasis
To create a krasis, choose the appropriate stat block: category 1 (Medium), category 2 (Large), or
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 and other
Monsters
Guildmasters’ Guide to Ravnica
creatures that can’t reproduce. A few multiply and become part of the guild’s standard menagerie.
Creating a Krasis
To create a krasis, choose the appropriate stat block: category 1
or thick scales, 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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
fragments can’t be pried from the walls, since the same magic that protects the stalagmite tower from damage prevents their removal. Phylactery Ezzat’s phylactery is a box 6 inches long, 3 inches wide, and 4
inches tall that weighs 2 pounds. It is made of adamantine with gold trim, and its interior is inscribed with tiny silver runes. A detect magic spell reveals a powerful aura of necromancy magic around
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
fragments can’t be pried from the walls, since the same magic that protects the stalagmite tower from damage prevents their removal. Phylactery Ezzat’s phylactery is a box 6 inches long, 3 inches wide, and 4
inches tall that weighs 2 pounds. It is made of adamantine with gold trim, and its interior is inscribed with tiny silver runes. A detect magic spell reveals a powerful aura of necromancy magic around
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
, obtained from Morencia’s Navigator’s Guild, can do the same. Morencia’s original settlers—whose culture, beliefs, magical prowess, and ways of life were challenged by the strictures of the Bürachers
, Castinella attempted to conquer or destroy Morencia’s people, militarily and politically. Morencian citizens hear stories of the cruelty and depravities of the Arcanist Inquisition, and they vow to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
without the dagger, the invading drow and the Xanathar Guild might conquer Stromkuhldur and become immensely more powerful. She reminds the adventurers that the Legion of Azrok has never once threatened
loyal to him, but many of the goblins and bugbears have fled to Skullport to join the Xanathar Guild. Compounding Azrok’s and Lurkana’s woes is the likelihood that House Auvryndar is planning another
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
without the dagger, the invading drow and the Xanathar Guild might conquer Stromkuhldur and become immensely more powerful. She reminds the adventurers that the Legion of Azrok has never once threatened
loyal to him, but many of the goblins and bugbears have fled to Skullport to join the Xanathar Guild. Compounding Azrok’s and Lurkana’s woes is the likelihood that House Auvryndar is planning another
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Zariel Keep wasting my time with your pointless words and die, or join my war band and live. Choose swiftly. I have a plane to conquer.
— Zariel addressing emissaries from Dis
Zariel was once an
a defeat that leads to her removal. For now, though, the devils are fighting with a berserker fury under her charge. Zariel leads their offensives herself, and her unyielding resolve coupled with the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Zariel Keep wasting my time with your pointless words and die, or join my war band and live. Choose swiftly. I have a plane to conquer.
— Zariel addressing emissaries from Dis
Zariel was once an
a defeat that leads to her removal. For now, though, the devils are fighting with a berserker fury under her charge. Zariel leads their offensives herself, and her unyielding resolve coupled with the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Dead Eyes Watch Post The Xanathar Guild forces stationed here include five human thugs, eight bugbears, and their leader, Nadia the Unbent. A beholder zombie provides added security. 20a
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
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
in towns and cities throughout the land. As an Acquisitions Incorporated rogue, you definitely left your guild in order to join a franchise, for no rogue can serve two masters. At least not
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Dead Eyes Watch Post The Xanathar Guild forces stationed here include five human thugs, eight bugbears, and their leader, Nadia the Unbent. A beholder zombie provides added security. 20a
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
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
in towns and cities throughout the land. As an Acquisitions Incorporated rogue, you definitely left your guild in order to join a franchise, for no rogue can serve two masters. At least not
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
39. Big Ears Watch Post These chambers house the level’s main Xanathar Guild watch post, called “Big Ears” by the bugbears that command it. Instead of posting lookouts, the watch post’s defenders
one side of its stone head are the Dwarvish runes for earth and water; the other side is carved with similar runes for air and fire.
Trophies. A 10-foot-wide, 20-foot-long, 2-foot-high slab of stone
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
39. Big Ears Watch Post These chambers house the level’s main Xanathar Guild watch post, called “Big Ears” by the bugbears that command it. Instead of posting lookouts, the watch post’s defenders
one side of its stone head are the Dwarvish runes for earth and water; the other side is carved with similar runes for air and fire.
Trophies. A 10-foot-wide, 20-foot-long, 2-foot-high slab of stone
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->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->Storm King's Thunder
, obscured by frost (see the “Words of the Divine Oracle” section). The teleportation archway looks much the same as it does when viewed from area 6, except it bears no runes, and it can’t be activated
appears on few maps, and few folk know of it. Characters who consult with a member of the Surveyors’, Map & Chartmakers’ Guild in Waterdeep or any learned sage in Everlund or Silverymoon can procure a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, obscured by frost (see the “Words of the Divine Oracle” section). The teleportation archway looks much the same as it does when viewed from area 6, except it bears no runes, and it can’t be activated
appears on few maps, and few folk know of it. Characters who consult with a member of the Surveyors’, Map & Chartmakers’ Guild in Waterdeep or any learned sage in Everlund or Silverymoon can procure a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
prepared. Elan Tanor’thal Elan is a drow mage from a house that ran a lucrative slave trade operation in Skullport until it was driven out by the Xanathar Guild. He hopes to learn enough magic to one day
conquer Skullport for his family. Like most drow, he is predictably treacherous. His silken words are pleasant enough, but any alliance forged with him is doomed to end badly — and most likely in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
prepared. Elan Tanor’thal Elan is a drow mage from a house that ran a lucrative slave trade operation in Skullport until it was driven out by the Xanathar Guild. He hopes to learn enough magic to one day
conquer Skullport for his family. Like most drow, he is predictably treacherous. His silken words are pleasant enough, but any alliance forged with him is doomed to end badly — and most likely in
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->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->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->Waterdeep: Dragon Heist
releases arena combatants from area X7. Ten human bandits and five bugbears (all members of the Xanathar Guild) guzzle ale and heckle combatants from the bleachers, while two goblins serve up salted rat
Common, Halfling, and Undercommon. X8. Hall of Statues This 20-foot-wide, magically lit hallway connects various areas controlled by the Xanathar Guild. It has the following features: Lifelike humanoid
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
releases arena combatants from area X7. Ten human bandits and five bugbears (all members of the Xanathar Guild) guzzle ale and heckle combatants from the bleachers, while two goblins serve up salted rat
Common, Halfling, and Undercommon. X8. Hall of Statues This 20-foot-wide, magically lit hallway connects various areas controlled by the Xanathar Guild. It has the following features: Lifelike humanoid
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