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Returning 17 results for 'demons survivor runes'.
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Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
hair and colorful robes in the mines before the collapse. The stranger was drawing the runes in the cavern where the survivors were hiding—the survivor points them out if the characters haven’t already
Beyond the Goldwarren Once the characters have found them, any survivors are eager to leave the mine. Before they do, Zihaya or another survivor whispers that they saw a stranger with long braided
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Mad Wizard’s Retreat A human wizard, the lone survivor of an expedition to the Underdark, has taken refuge in this 30-foot-high cave. The cave contains the following: Light. Phosphorescent moss
insane by contact with demons in the Underdark. A greater restoration spell or similar magic is needed to restore her sanity, without which Darribeth suffers from hallucinations and paranoia. If the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Abyssal Prisons Originally an area containing summoning traps, this sector has been changed into a place for confining demons. Thayans break the will of imprisoned fiends and bind them into service
dimensional barriers that prevent fiends from teleporting or summoning other demons within the sector. Fiendish Arena In this zone, a vampire named Issem culls the weakest demons using arena combat. When
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
lock himself in his quarters, where one of the safe room’s ward runes is located. Characters approaching this wreck segment can land on either the sterncastle deck (area Z1a) or in the companionway
blink dog companion Ikasa, and a treant named Redbud. Daveras escaped the wreckage and joined the survivor camp on the stern segment. Unknown to Daveras, Ikasa and Redbud also survived and are on the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Suggested Characteristics You have learned to live with the terror that haunts you. You are a survivor, who can be very protective of those who bring light into your darkened life. Personality Traits
what the personal cost. (Good) 2 I’ll stop the spirits that haunt me or die trying. (Any) 3 I kill monsters to make the world a safer place, and to exorcise my own demons. (Good) 4 I have a dark
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
uses its Charm Ray to make the worm release it. 81–00 The beholder falls into a sinkhole as it succumbs to Halaster’s finger of death spell (see area 8). Nalfeshnees The sleeping demons can’t be
menhir with a hard object or targeting it with a shatter spell deals no damage but causes the standing stone to ring loudly, awakening the demon inside. Nothing else causes these demons to awaken. While
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
are beautiful, gold-inlaid runes. Three goat-headed demons with barbed tails throw themselves against the door as a corpulent, ape-like fiend with tusks and tiny wings kicks at them, roaring commands
: A circular gaping wound near the top of the scab forms a tunnel that descends into darkness.
The tunnel tapers as it descends toward area S2. S2. Angelic Window Demons digging in this tunnel
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
explosive runes variety in each passage. The explosive runes deal thunder damage. If the glyph activates, Chalaag casts invisibility on itself and investigates. S2: Crystal Pit The floor of this funnel-shaped
implanting both slaad tadpoles and warty flesh into the survivor to replicate this region’s strange effect. Chalaag explains its plan in grisly detail while it fights. Into the Vortex. The vortex is about 4
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
mother, Zihaya—are holed up in an alcove to the west. They have blocked the alcove entrance with crates and mining gear. The aurumvoraxes ignore them while they remain out of sight. Each survivor uses the
commoner stat block. Suspicious Runes. Characters who investigate the area where the survivors were hiding can make a DC 14 Intelligence (Investigation) check. If they succeed, they find a series of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, monoliths, and stelae fitting neatly in niches carved into the walls of every room. Thanks to the library’s comprehend languages effect, anyone can easily decipher and understand the runes and glyphs
doorway in runes that anyone who knows Dwarvish or Giant understands: The past is a crystal, for it can be seen from many facets yet it always remains the same.
These rooms contain crystals of many
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Gremorly. Ritual Rod. Set into a metal tripod in the center of the room is a 3-foot-long metal rod decorated with runes and glowing with necromantic magic. The entire assembly weighs 8 pounds. This is one of
runes on the rod fill the room with acid. All creatures in the room must make a DC 15 Dexterity saving throw, taking 5d8 acid damage on a failed save, or half as much damage on a successful one. Once the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
(Perception) check notices that they occasionally shudder and twitch in a way not caused by the motion of the Emperor. Within are four maw demons (see appendix C), servitors drawn from the Abyss by
scuttle for cover. These areas contain nothing of interest. 10. Unholy Shrine The floor of this chamber is covered with runes written in blood. A circle has been carved into the floor’s wooden planks
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the marilith demon inside. Nothing else causes these demons to awaken. The first thing an awakened marilith does is free itself using its Teleport action option. The mariliths are hostile toward all
creatures that aren’t demons, and they despise angels most of all. If a marilith is released in Fazrian’s presence, the demon and the angel fight until only one is left standing. If the planetar is
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
demons with crablike bodies and wolflike heads flank the door.
Two phisarazu spyder-fiends (see appendix A) flank the open door that leads to area Y3. The phisarazus don’t leave this chamber, but they
this chamber has a three-dimensional map of the cliff that shows the tower above and the citadel below. Glowing dots are scattered across the map. Three monstrous spider demons, two human-sized and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
side of the plateau. She is the only survivor — too stringy or too wily for the predators. She lives on the roots in her garden and the few birds and lizards she catches in snares. If asked her name, she
, and ten adamantine ingots (10 gp each) stamped with dwarven runes. These are identical to the ingots found in Hrakhamar (see “Hrakhamar”). If characters miss the hole in the wall as they’re
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
just beneath their boots.
Eaerlann. The elven kingdom of Eaerlann, a survivor of the ancient Crown Wars, stretched from the High Forest to the Delimbiyr Vale. Weakened by the retreat of much of its
populace to Evermeet and by orc attacks, Eaerlann finally fell six hundred years ago to the demons that burst forth from Ascalhorn (once known as Hellgate Keep and now as Hellgate Dell).
Illefarn
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
slippery, never-say-die dark elf named Draac Xorlarrin. Taal, his younger cousin, accompanies him. Both are drow mages. Their escort consists of six male drow elite warriors and two shadow demons (one
demons follow the mages, serving as personal bodyguards. Once inside the secret tunnel, the mages use web spells to obstruct the passageway behind their party, hoping to ensnare or slow down their