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Returning 35 results for 'creature rune goblin to have require'.
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Monsters
Monster Manual
. Trigger: A creature the goblin can see hits it with an attack roll. Response—Wisdom Saving Throw: DC 13, the triggering creature. Failure: The attack misses instead.
Multiattack. The goblin makes two Hex Stick attacks. It can replace one attack with a use of Spellcasting.
Hex Stick. Melee or Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit
Monsters
Monster Manual
", "rollType":"damage", "rollAction":"Shortbow", "rollDamageType":"Piercing"} Piercing damage if the attack roll had Advantage.Redirect Attack. Trigger: A creature the goblin can see makes an attack roll
Multiattack. The goblin makes two attacks, using Scimitar or Shortbow in any combination.
Scimitar. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Scimitar
Magic Items
Dungeon Master’s Guide
attack bonus) and doesn’t require Concentration, but you otherwise function as the spell’s caster.
Once the cube summons a creature, the cube can’t do so again until the next dawn
This Tiny cube looks like a jack-in-the-box. When you wind its crank as a Magic action, a merry tune emits from the box, the lid pops open, a creature appears in the nearest unoccupied space, and the
Spells
Player’s Handbook
our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.
Payment can take a variety of forms. A Celestial might require a sizable donation of gold
typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.
After the creature completes the
Spells
Player’s Handbook
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
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
Magic Items
Dungeon Master’s Guide
illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a
real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its
Magic Items
Dungeon Master’s Guide
accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade
functions like a nonmagical weapon of its kind for anyone other than its chosen bearer.
A Moonblade has one rune on it for each bearer it has willingly served (typically 1d6 + 1). The first rune grants a
Magic Items
Dungeon Master’s Guide
Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 20 Constitution saving throw or have the Stunned
condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn
Spells
Player’s Handbook
You touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice:
Choose
spell doesn’t require Concentration, and the duration becomes 8 hours (level 5–6 slot) or 24 hours (level 7–8 slot). If you use a level 9 spell slot, the spell lasts until dispelled.
Magic Items
Bigby Presents: Glory of the Giants
rolled.
Invoking the Rune. As an action, you can invoke the crown’s rune to cast the fear spell (save DC 15) with it; the spell has a duration of 1 minute and doesn’t require concentration. Once the rune has been invoked, it can’t be invoked again until the next dawn.
This jagged iron circlet bears ornaments in the shape of the enemy rune. When worn, the crown glows with pale light as it draws upon the wearer’s fury to strike opponents with vicious terror
Monsters
Bigby Presents: Glory of the Giants
Stone Avalanche (Requires Hill Rune). The giant conjures a hail of rocks in a 20-foot-radius, 40-foot-high cylinder centered on a point on the ground it can see within 120 feet of itself. Each creature
the giant’s next turn, when the rocks vanish.Hill Rebuff (Requires Hill Rune). Immediately after the giant takes damage from a creature it can see within 10 feet of itself, that creature must
Monsters
Monster Manual
, it also casts Confusion centered on itself. The spell uses the creature’s spellcasting ability and doesn’t require Concentration.
If the arch-hag is destroyed or moves its lair elsewhere
Escape"} days. When the hag teleports away, each creature within 60 feet of the space it left is cursed. Until the curse ends, a creature has Disadvantage on ability checks and saving throws, and the
Monsters
Bigby Presents: Glory of the Giants
"}; on a roll of 3 or lower, the giant has no more rocks to throw.
Magma Wave (Requires Fire Rune). The giant emits a wave of magma from its fire rune in a 30-foot cone. Each creature in that area must
has AC 17; 20 hit points; and immunity to fire, poison, and psychic damage. On a successful save, a creature takes half as much damage only.A fire giant who masters traditional rune magic can control
Magic Items
Bigby Presents: Glory of the Giants
the Rune. As an action, you can invoke the armor’s rune to cast the beacon of hope spell with it; the spell has a duration of 1 minute and doesn’t require concentration. Once the rune has been invoked, it can’t be invoked again until the next dawn.
Set in the center of this armor’s chest is a citrine engraved with the shield rune.
While wearing this armor, your hit point maximum increases by an amount equal to 10 + your level.
Invoking
Monsters
Bigby Presents: Glory of the Giants
Rune). The giant creates an elemental vortex that fills a 60-foot-radius sphere centered on itself. Each creature in that area other than the giant must make a DC 21 Dexterity saving throw. On a
saving throw, it can choose to succeed instead.
Scrying (Requires Storm Rune). The giant can use its crystal ball to cast the scrying spell (save DC 17).
Storm Rune. The giant has a storm rune
Monsters
Bigby Presents: Glory of the Giants
(Requires Stone Rune). The giant’s stone rune emits beams of light that form a 60-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw. For each creature in that area, roll
":"force"} force damage and has the incapacitated condition until the end of the giant’s next turn. On a successful save, the creature takes half as much damage only.Stone giants practice rune magic
Monsters
Bigby Presents: Glory of the Giants
giant uses this action again.Ice Armor (Requires Frost Rune). When a creature the giant can see makes an attack roll against it, the giant can form a coat of ice around itself, granting it a +6 bonus to
Frost Rune. The giant has a frost rune inscribed on a chunk of ice or some other object in its possession. While holding or wearing the object bearing the rune, the giant can use its Ice Wolves
Monsters
Bigby Presents: Glory of the Giants
Death Rune). Melee Spell Attack: +11;{"diceNotation":"1d20+11", "rollType":"spell", "rollAction":"Reaping Scythe"} to hit, reach 15 ft., one creature. Hit: 38 (7d10);{"diceNotation":"7d10", "rollType
Death Rune). The giant shrouds itself in a torrent of souls. While the giant is shrouded, each creature that starts its turn within 5 feet of the giant must succeed on a DC 19 Wisdom saving throw or have
Monsters
Bigby Presents: Glory of the Giants
.
Corrupting Hex (Requires Blood Rune). The fomorian targets one creature it can see within 60 feet of itself. The target must succeed on a DC 16 Charisma saving throw or take 27 (6d8);{"diceNotation":"6d8
, suggestion, telekinesisPoisoning Rebuke (Requires Blood Rune). In response to being damaged by a creature the fomorian can see within 60 feet of itself, the fomorian forces that creature to make a DC 16
Magic Items
Waterdeep: Dungeon of the Mad Mage
This shield is made from the scale of an ancient white dragon. It has a rune burned into its outward-facing side. A character who examines the rune and succeeds on a DC 20 Intelligence (History
) check recognizes it as an uven (“enemy” in Giant) rune that confers great power.
While holding the shield, you benefit from the following properties.
Winter’s Friend. You are immune to
Monsters
Phandelver and Below: The Shattered Obelisk
Mental Burst. When the goblin dies, its pent-up mental energy explodes in a psychic blast. Each creature within 5 feet of it must succeed on a DC 13 Intelligence saving throw or take 5 (2d4
Escape. The goblin takes the Disengage or Hide action.
Telekinetic Shove. The goblin targets one creature it can see within 30 feet of itself with a thrust of telekinetic force. The target must succeed on a DC 13 Strength saving throw or have the prone condition.
Monsters
Bigby Presents: Glory of the Giants
area is heavily obscured. The cloud lingers until the start of the giant’s next turn or until a strong wind disperses it.Negate Spell (Requires Cloud Rune). When the giant sees a creature within 60
Cloud Rune. The giant has a cloud rune inscribed on a mask in its possession. While holding or wearing the mask bearing the rune, the giant has truesight within a range of 30 feet and can use its
Monsters
Phandelver and Below: The Shattered Obelisk
./320 ft., one target. Hit: 5 (1d6 + 2);{"diceNotation":"1d6+2", "rollType":"damage", "rollAction":"Shortbow", "rollDamageType":"piercing"} piercing damage.Redirect Attack. When a creature the goblin can
Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns.Multiattack. The goblin makes two attacks with its scimitar. The second attack has disadvantage
Monsters
Phandelver and Below: The Shattered Obelisk
evidenced by the goblin psi commander;goblin psi commanders and goblin psi brawler;goblin psi brawlers (see appendix A for descriptions of both) that make up their ranks. Collectively, the goblins call
themselves the Sawplees: a simplification of the word for “goblin” in the illithids’ dialect of Deep Speech.
In recent weeks, the Sawplee goblins’ leader found a mysterious
Monsters
Phandelver and Below: The Shattered Obelisk
Mental Burst. When the goblin dies, its pent-up mental energy explodes in a psychic blast. Each creature within 5 feet of it must succeed on a DC 13 Intelligence saving throw or take 10 (4d4
", "rollAction":"Synaptic Rend"}. The goblin unleashes a 30-foot-radius sphere of psychic energy, centered on a point the goblin can see within 60 feet of itself. Each creature in that area must make a DC 13
Monsters
Mordenkainen Presents: Monsters of the Multiverse
a chance that a goblin will become possessed by a nilbog, particularly if the goblins have been mistreated by their betters. The possessed goblin turns into a wisecracking, impish creature fearless
Nilbogism. Any creature that attempts to damage the nilbog must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature’s next turn. A creature charmed in
Magic Items
Bigby Presents: Glory of the Giants
This ring is carved from hematite and bears an engraving of the friend rune.
When you first attune to this ring, you can touch one willing creature and form a magical bond between the two of you
the Rune. When the bonded creature hits a target with an attack roll, you can use your reaction to invoke the ring’s rune if you are within 60 feet of the bonded creature. The bonded creature
Monsters
Guildmasters’ Guide to Ravnica
","rollDamageType":"piercing"} piercing damage.Redirect Attack. When a creature Krenko can see targets him with an attack, Krenko chooses another goblin within 5 feet of him. The two goblins swap places, and the chosen goblin becomes the target instead.
Magic Items
Bigby Presents: Glory of the Giants
this paint.
One paint pot contains enough pigment to paint one rune. A creature can spend 10 minutes to paint one of the following runes onto itself or another creature:
Journey Rune. Difficult
terrain doesn’t cost the painted creature extra movement.
Life Rune. The painted creature gains 10 temporary hit points and has advantage on death saving throws.
Light Rune. The painted creature
Magic Items
Bigby Presents: Glory of the Giants
The hill rune is carved into this gnarled wooden staff. The staff magically resizes to match the height of any creature that attunes to it.
The staff can be wielded as a magic quarterstaff that
grants a +1 bonus to attack and damage rolls made with it. The first time you hit any creature with the staff on your turn, the creature must succeed on a DC 12 Strength saving throw or be restrained by
Magic Items
Bigby Presents: Glory of the Giants
. When you target a creature with an attack using this weapon, you can invoke the sword’s rune, causing it to flare with crimson light and infusing your attack with bloodthirsty precision. You
The hilt of this sword bears a carnelian engraved with the blood rune.
You can add your Constitution modifier (minimum of +1) to the damage rolls of attacks made with this weapon.
Invoking the Rune
Magic Items
Bigby Presents: Glory of the Giants
creature that hits you with a melee attack while you have 1 or more of these temporary hit points takes 10 necrotic damage.
Invoking the Rune. As a bonus action, you can invoke the weapon’s rune
The spikes of this iron morningstar glow with sickly, pale light. The death rune is inscribed on its shaft and inlaid with pearl.
You gain a +2 bonus to attack and damage rolls made with this weapon
Monsters
Acquisitions Incorporated
walking back from the next world to this one. Each creature of his choice within 30 feet of him that can hear him must succeed on a DC 12 Wisdom saving throw or be stunned until the end of its next
turn.Absorb Attack. When a creature Splugoth can see hits him with a melee weapon attack, the weapon snags on a pocket of residual resurrectional energy and is caught fast. The attack is negated and
Magic Items
Bigby Presents: Glory of the Giants
. Additionally, you can cast the spare the dying cantrip using either an action or a bonus action.
Invoking the Rune. When a creature you can see within 60 feet of you is reduced to 0 hit points as a result of
taking damage, you can use your reaction to invoke the item’s rune, causing the pendant to flash with pale light. The creature then instead drops to 1 hit point.
Once the rune has been invoked, it can’t be invoked again until the next dawn.
Monsters
The Book of Many Things
Fortune Teller. Oddlewin can cast the Augury spell as a ritual, using cards as the material component.
Nilbogism. Any creature that attempts to damage Oddlewin must first succeed on a DC 12 Charisma
saving throw or have the charmed condition until the end of the creature’s next turn. The creature must use its action praising Oddlewin.
Oddlewin can’t regain hit points, including