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Returning 35 results for 'convert remaining guardian to have rune'.
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Magic Items
Dungeon Master’s Guide
existence and how many levels of spell energy it currently has stored.
If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or
as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot.
A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
Magic Items
Icewind Dale: Rime of the Frostmaiden
The amulet is a 4-inch-wide disk composed of silver-framed wood, with a rune carved into its face. A detect magic spell reveals a magical aura of enchantment around the amulet.
Every shield
guardian has an amulet magically linked to it. A shield guardian can have only one corresponding amulet, and if that amulet is destroyed, the shield guardian is incapacitated until a replacement amulet
Monsters
Icewind Dale: Rime of the Frostmaiden
serves as a guardian, attacking creatures that cross its path while remaining loyal to its caster.
Areas of wild magic and sites that have been ravaged by powerful eldritch forces can give rise to spell
Magic Items
Bigby Presents: Glory of the Giants
target has no unspent Hit Dice remaining, nothing happens. You can use a curative arrow only once per turn.
Spellcasting. While holding the bow, you can use an action to expend 1 or more of its charges to
cast one of the following spells from it (save DC 18): create food and water (1 charge), warding bond (2 charges), guardian of faith (3 charges).
Magic Items
Storm King's Thunder
This blue pennant is crafted from silk and is five feet long and whips about as if buffeted by a wind. The vind (wind) rune appears on its surface, looking almost like a cloud. The pennant has the
property, you can’t use it again until you finish a short or long rest.
Wind Walker. While you are attuned to this rune, you can cast levitate as a bonus action. Once you use this property, you can
Magic Items
Tomb of Annihilation
This crooked staff is carved from bone and topped with the skull of a forgotten archmage whom Acererak destroyed long ago. Etched into the skull’s forehead is Acererak’s rune, which is
, remove curse, or similar spell ends the curse on the target.
The Forgotten One. The bodiless life force of a dead archmage empowers the staff and is imprisoned within it. The rune carved into the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Pennant of the Vind Rune Wondrous item, very rare (requires attunement) This blue pennant is crafted from silk and is five feet long and whips about as if buffeted by a wind. The vind (wind) rune
damage from the fall. Once you use this property, you can’t use it again until you finish a short or long rest. Wind Walker. While you are attuned to this rune, you can cast levitate as a bonus action
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Pennant of the Vind Rune Wondrous item, very rare (requires attunement) This blue pennant is crafted from silk and is five feet long and whips about as if buffeted by a wind. The vind (wind) rune
damage from the fall. Once you use this property, you can’t use it again until you finish a short or long rest. Wind Walker. While you are attuned to this rune, you can cast levitate as a bonus action
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(level 4, area 16a). A rune on the shield guardian’s head matches a rune inscribed on the back of its amulet. When the shield guardian sees the characters, it wastes its actions on feeble
the comings and goings of the guild’s goblinoids for some time. Shield Guardian The Dungeon Level is home to a meandering, defective shield guardian operating under the delusion that it’s a wizard’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(level 4, area 16a). A rune on the shield guardian’s head matches a rune inscribed on the back of its amulet. When the shield guardian sees the characters, it wastes its actions on feeble
the comings and goings of the guild’s goblinoids for some time. Shield Guardian The Dungeon Level is home to a meandering, defective shield guardian operating under the delusion that it’s a wizard’s
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
rounds. After 30 feet the corridor gives way to an oval-shaped, domed area enclosed by the protective skin. Here lives the guardian of the treasure, a Huge giant crab that has the following changes
, which increase its challenge rating to 8 (3,900 XP): It has 161 (14d12 + 70) hit points. Its Strength and Constitution are 20 (+5). On one of its claws it wears a rune-covered copper band that makes it
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
face. (This rune matches the one on the shield guardian’s forearms and is the personal sigil of the wizard who created both.) This particular shield guardian amulet is a rare magic item that requires
cross the tundra without fear of freezing to death. guardian amulet Amulet. The object on the table is the amulet for a shield guardian. Dzaan retrieved it from area P15 and brought it here for
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
rounds. After 30 feet the corridor gives way to an oval-shaped, domed area enclosed by the protective skin. Here lives the guardian of the treasure, a Huge giant crab that has the following changes
, which increase its challenge rating to 8 (3,900 XP): It has 161 (14d12 + 70) hit points. Its Strength and Constitution are 20 (+5). On one of its claws it wears a rune-covered copper band that makes it
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
face. (This rune matches the one on the shield guardian’s forearms and is the personal sigil of the wizard who created both.) This particular shield guardian amulet is a rare magic item that requires
cross the tundra without fear of freezing to death. guardian amulet Amulet. The object on the table is the amulet for a shield guardian. Dzaan retrieved it from area P15 and brought it here for
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
rod has absorbed over the course of its existence and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell
of your slots but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot. A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
rod has absorbed over the course of its existence and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell
of your slots but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot. A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own
spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own
spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own
spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
of its existence and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have
the spell as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot. A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own
spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
of its existence and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have
the spell as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot. A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
flayer fanatics traded some of their most degenerate mind flayers to Naruv in exchange for a well-guarded place to scribe their bolstering rune. The characters can access the Feeder Trenches from area X4
. Channels draining away from the pools are filled with a sweet-smelling, purple sludge. A ball the size and shape of a coconut hangs from a faint rune drawn in an alcove.
Naruv’s recent feast derives
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
flayer fanatics traded some of their most degenerate mind flayers to Naruv in exchange for a well-guarded place to scribe their bolstering rune. The characters can access the Feeder Trenches from area X4
. Channels draining away from the pools are filled with a sweet-smelling, purple sludge. A ball the size and shape of a coconut hangs from a faint rune drawn in an alcove.
Naruv’s recent feast derives
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Guardian”). A rune on the back of the amulet matches a similar rune on the construct. 16b. Lake of the Aboleth Monsters. Illuun the aboleth and two chuuls lurk in the water, which is dark, slimy, and
companion. The matching boot was swept downriver and eventually found by a goblin werebat named Vool (see level 5, area 17). The amulet controls the wandering shield guardian on level 1 (see “Shield
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Guardian”). A rune on the back of the amulet matches a similar rune on the construct. 16b. Lake of the Aboleth Monsters. Illuun the aboleth and two chuuls lurk in the water, which is dark, slimy, and
companion. The matching boot was swept downriver and eventually found by a goblin werebat named Vool (see level 5, area 17). The amulet controls the wandering shield guardian on level 1 (see “Shield
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
thunder. The gargantuan heads of five dragons begin to tear and gnash their way out of the rune-lined pit of fire that forms there. Tiamat the Dragon Queen is about to burst bodily from her confinement
servants five at a time—Rath Modar, any remaining Red Wizards, then Severin (or his corpse, as long as it is wearing the Mask of the Dragon Queen). The following round, she turns her wrath on the adventurers.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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 area 12
shortsword in one hand and a burnt torch stub in the other. A search of the corpse yields a dungeoneer’s pack with spoiled rations and 5 torches remaining, and a small pouch containing 4 gp.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
portable wealth aboard Emperor of the Waves, the foremost ship in his fleet. Aubreck’s plan was to convert these notes back into cash when the ship reached its destination in the south, but fate introduced
, orcs, and goblins, ruled by cruel druids who worshiped Lolth in her aspect as the Queen of Spiders. The druids promptly had the few remaining sailors dispatched by their underlings and claimed the ship
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
follows: The gate opens for 1 minute when the mirror is touched with a magic wand that has at least 1 charge remaining. Characters must be 11th 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 appears in area 26d on level 1, in the closest
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
follows: The gate opens for 1 minute when the mirror is touched with a magic wand that has at least 1 charge remaining. Characters must be 11th 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 appears in area 26d on level 1, in the closest
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
statistics of a yuan-ti pureblood with 2d20 hit points remaining. Hexacali, a spirit naga with 35 hit points, is trapped on the island and fights yuan-ti characters to the death. Yuan-ti characters who drop
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 area 25b on level 10, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
thunder. The gargantuan heads of five dragons begin to tear and gnash their way out of the rune-lined pit of fire that forms there. Tiamat the Dragon Queen is about to burst bodily from her confinement
servants five at a time—Rath Modar, any remaining Red Wizards, then Severin (or his corpse, as long as it is wearing the Mask of the Dragon Queen). The following round, she turns her wrath on the adventurers.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
statistics of a yuan-ti pureblood with 2d20 hit points remaining. Hexacali, a spirit naga with 35 hit points, is trapped on the island and fights yuan-ti characters to the death. Yuan-ti characters who drop
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 area 25b on level 10, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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 area 12
shortsword in one hand and a burnt torch stub in the other. A search of the corpse yields a dungeoneer’s pack with spoiled rations and 5 torches remaining, and a small pouch containing 4 gp.