Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'consists waking runes'.
Other Suggestions:
consists working rules
consists wearing rune
consists wanting rules
consist waking runes
consists warning rules
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
spans the chasm. Holy runes etched into the stonework of the bridge indicate that the structure has been consecrated in the name of Torm, god of courage and self-sacrifice. Six infernal creatures stand
group consists of two bearded devils and four spined devils. Unsubtle brutes, these creatures have parked themselves in the middle of each bridge to maintain a vigilant watch. Taking them on is a tough
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
spans the chasm. Holy runes etched into the stonework of the bridge indicate that the structure has been consecrated in the name of Torm, god of courage and self-sacrifice. Six infernal creatures stand
group consists of two bearded devils and four spined devils. Unsubtle brutes, these creatures have parked themselves in the middle of each bridge to maintain a vigilant watch. Taking them on is a tough
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the gates in Undermountain are arch gates. Mirror Gate. This gate consists of a wall-mounted mirror, ovoid or rectangular, encased in a carved stone frame. The mirror is 10 feet tall and 5 feet wide
. Elder Runes on Gates When a gate opens, a random elder rune appears within its vertical plane. Draw a card from the Elder Runes Deck to determine which rune appears. Halaster usually has the rune
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the gates in Undermountain are arch gates. Mirror Gate. This gate consists of a wall-mounted mirror, ovoid or rectangular, encased in a carved stone frame. The mirror is 10 feet tall and 5 feet wide
. Elder Runes on Gates When a gate opens, a random elder rune appears within its vertical plane. Draw a card from the Elder Runes Deck to determine which rune appears. Halaster usually has the rune
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
battle-helm consists of a sturdy open-faced steel helmet, decorated with a golden circlet above the brow from which seven small gold spikes project upward. You gain the following benefits while
Dwarvish runes for “orc,” but the runes are depicted with a gap or slash through the markings; the word “orc” is literally split in two. You gain the following benefits while holding this magic weapon
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
battle-helm consists of a sturdy open-faced steel helmet, decorated with a golden circlet above the brow from which seven small gold spikes project upward. You gain the following benefits while
Dwarvish runes for “orc,” but the runes are depicted with a gap or slash through the markings; the word “orc” is literally split in two. You gain the following benefits while holding this magic weapon
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Shrine of Luck Built from material scavenged from the surrounding wilds, the Shrine of Luck consists of a strange assemblage of rocks and stones. Unbeknownst to the townspeople, one such stone in the
the glint of an axe embedded in the wall of one of the nearby buildings. The Clue. A character who examines the axe and succeeds on a DC 17 Intelligence (History) check recognizes the runes etched into
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Shrine of Luck Built from material scavenged from the surrounding wilds, the Shrine of Luck consists of a strange assemblage of rocks and stones. Unbeknownst to the townspeople, one such stone in the
the glint of an axe embedded in the wall of one of the nearby buildings. The Clue. A character who examines the axe and succeeds on a DC 17 Intelligence (History) check recognizes the runes etched into
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
weapons within reach. They awaken to sounds of combat in areas 16a or 16b. A creature that succeeds on a DC 10 Dexterity (Stealth) check can sneak about the room without waking the duergar.
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
weapons within reach. They awaken to sounds of combat in areas 16a or 16b. A creature that succeeds on a DC 10 Dexterity (Stealth) check can sneak about the room without waking the duergar.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
in the bunks. Characters who enter the room must succeed on a DC 17 Dexterity (Stealth) check to avoid waking the goblins. If awoken, the goblins in the bunks flee and call for help. However, a
. 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
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
in the bunks. Characters who enter the room must succeed on a DC 17 Dexterity (Stealth) check to avoid waking the goblins. If awoken, the goblins in the bunks flee and call for help. However, a
. 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
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
(level 1–4, dangerous threat) The crossbow trap is a favorite of kobolds and other creatures that rely on traps to defend their lairs. It consists of a trip wire strung across a hallway and connected to a
to activate. A successful dispel magic (DC 15) cast on the runes destroys the trap. Net Trap Simple trap (level 1–4, dangerous threat) Goblins, with their propensity to enslave their enemies, prefer
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
giant gods about magic, wards, banes, hidden treasures, and the secrets of the earth. Skoraeus gave the secret of smelting to Surtur. Skoraeus showed Thrym how to carve runes on his old weapons to
giant’s waking hours are taken up with meeting its responsibilities, whether that is a low-ranking pursuit or an artistic one. A tribe’s chieftain or another leader such as a shaman determines when the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
(level 1–4, dangerous threat) The crossbow trap is a favorite of kobolds and other creatures that rely on traps to defend their lairs. It consists of a trip wire strung across a hallway and connected to a
to activate. A successful dispel magic (DC 15) cast on the runes destroys the trap. Net Trap Simple trap (level 1–4, dangerous threat) Goblins, with their propensity to enslave their enemies, prefer
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
giant gods about magic, wards, banes, hidden treasures, and the secrets of the earth. Skoraeus gave the secret of smelting to Surtur. Skoraeus showed Thrym how to carve runes on his old weapons to
giant’s waking hours are taken up with meeting its responsibilities, whether that is a low-ranking pursuit or an artistic one. A tribe’s chieftain or another leader such as a shaman determines when the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
characters make their way through the tunnels, they might encounter these cultists. A typical encounter consists of two lawful evil human cultists dressed in black robes, each carrying a censer and wearing
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
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
characters make their way through the tunnels, they might encounter these cultists. A typical encounter consists of two lawful evil human cultists dressed in black robes, each carrying a censer and wearing
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
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
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
the characters investigate the tombs at greater length, read: Twenty-three sepulchers stand here. The lids are carved in the likenesses of grim dwarves in armor. Dwarvish runes on the front of each
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
sapphire (worth 5,000 gp) set into the top of the throne, in the middle of a sun-shaped marble fitting engraved with runes. A character can use an action to pry loose a gemstone. Removing the black
sapphire triggers a glyph of warding (explosive runes) spell placed on the throne. The effect deals 36 (8d8) cold damage to all creatures in the spell’s area. 2. Workshop and Meeting Room Sansuri uses this
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
sapphire (worth 5,000 gp) set into the top of the throne, in the middle of a sun-shaped marble fitting engraved with runes. A character can use an action to pry loose a gemstone. Removing the black
sapphire triggers a glyph of warding (explosive runes) spell placed on the throne. The effect deals 36 (8d8) cold damage to all creatures in the spell’s area. 2. Workshop and Meeting Room Sansuri uses this
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
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
the characters investigate the tombs at greater length, read: Twenty-three sepulchers stand here. The lids are carved in the likenesses of grim dwarves in armor. Dwarvish runes on the front of each
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
canyon beyond the monastery walls. Two doors lead from this room to the north, and one to the south.
The cultists spend little time in this common room. They spend most of their waking hours
an escort. Altar. Close inspection of the altar reveals that old runes and emblems in its surface have been recently chiseled out. A character who examines the marks can attempt a DC 15 Intelligence
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
canyon beyond the monastery walls. Two doors lead from this room to the north, and one to the south.
The cultists spend little time in this common room. They spend most of their waking hours
an escort. Altar. Close inspection of the altar reveals that old runes and emblems in its surface have been recently chiseled out. A character who examines the marks can attempt a DC 15 Intelligence
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
outer tower. The bridge and the tower walkway lack railings. Their planks and stones groan and crack underfoot but are safe to walk on. K10. Wizard Statue This level of the outer tower consists of a
succeed on a DC 10 Dexterity saving throw or take 22 (4d10) bludgeoning damage. K11. Laboratory This room consists of a ledge connected to the levels above and below by invisible staircases (see “Kolat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
outer tower. The bridge and the tower walkway lack railings. Their planks and stones groan and crack underfoot but are safe to walk on. K10. Wizard Statue This level of the outer tower consists of a
succeed on a DC 10 Dexterity saving throw or take 22 (4d10) bludgeoning damage. K11. Laboratory This room consists of a ledge connected to the levels above and below by invisible staircases (see “Kolat
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
they recognize is “might makes right.” Priests and Rites. Grolantor’s priests often boast of having experienced a personal interaction with their god—a dream, waking vision, or even an encounter with
treasures, and the secrets of the earth. It is said he gave Surtur the secret of smelting, showed Thrym how to carve magic runes on weapons, and crafted spears for Hiatea so she could complete her tasks of
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
they recognize is “might makes right.” Priests and Rites. Grolantor’s priests often boast of having experienced a personal interaction with their god—a dream, waking vision, or even an encounter with
treasures, and the secrets of the earth. It is said he gave Surtur the secret of smelting, showed Thrym how to carve magic runes on weapons, and crafted spears for Hiatea so she could complete her tasks of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
inside a hollow red triangle.
Patrols. Four bands of hobgoblins patrol Azrok’s Hold. Each patrol consists of three hobgoblins and a hobgoblin captain, who interrogates visitors and demands to see
to telepathically summon its thralls from area 21f to kill anyone who knows its secret. (It hides the bodies in area 22.) The room’s centerpiece consists of two elegant chairs made of petrified wood
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
inside a hollow red triangle.
Patrols. Four bands of hobgoblins patrol Azrok’s Hold. Each patrol consists of three hobgoblins and a hobgoblin captain, who interrogates visitors and demands to see
to telepathically summon its thralls from area 21f to kill anyone who knows its secret. (It hides the bodies in area 22.) The room’s centerpiece consists of two elegant chairs made of petrified wood
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
eyeball (like the one obtained from Delvin) tucked in one pocket. Being Sneaky. To move through these rooms without waking the cultists, a creature must succeed on a DC 14 Dexterity (Stealth) check. On a
flashes with lurid light. As if being extinguished, the glow of the runes dims as shadowy smoke rises from the carvings. The smoke gathers in the center of the chamber, where it coalesces into an
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
eyeball (like the one obtained from Delvin) tucked in one pocket. Being Sneaky. To move through these rooms without waking the cultists, a creature must succeed on a DC 14 Dexterity (Stealth) check. On a
flashes with lurid light. As if being extinguished, the glow of the runes dims as shadowy smoke rises from the carvings. The smoke gathers in the center of the chamber, where it coalesces into an
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
characters rescue Oppal from the holes, she gratefully provides information on the whereabouts of Omin Dran’s treasure cache, which consists of rare black diamonds mined from the rim of Mount Hotenow
wizard to place a glyph of warding (explosive runes) on the false book to keep it from being opened. Also on Omin’s order, she doesn’t know how to bypass the glyph. The doppelganger knows that Omin
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
characters rescue Oppal from the holes, she gratefully provides information on the whereabouts of Omin Dran’s treasure cache, which consists of rare black diamonds mined from the rim of Mount Hotenow
wizard to place a glyph of warding (explosive runes) on the false book to keep it from being opened. Also on Omin’s order, she doesn’t know how to bypass the glyph. The doppelganger knows that Omin
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Three interlocking circles
Alathrien Druanna N Runes, writing, spellcasting Arcana,** Knowledge A quill or glyph
Alobal Lorfiril CG Revelry, mirth Life, Trickery Wine glass
some task that only the god can comprehend. Before this gathering begins, the elves who have been selected start to have powerful dreams and waking visions, urging them to travel to a certain location