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                                                     Monsters
                                                    Monstrous Compendium Vol. 1: Spelljammer Creatures
                                                    
                                                
                                            
                                                     full-grown specimen has a body 30 feet in diameter and legs that are at least 30 feet long. When it wraps its legs tightly around its body and closes its eyes, the asteroid spider resembles nothing so
                                                
                                            
                                                
                                                     web around a spelljamming ship it can see within 120 feet of itself. The web lasts for 1 minute and suppresses the magic of any spelljamming helm aboard the ship. Decks and other surfaces of the
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Magic Items
                                                    Divine Contention
                                                    
                                                
                                            
                                                    This small metallic object is comprised of rune-covered parts made from different metals, linked together with a variety of gears, bands, bits, and bobs. The metals are all different colors, making
                                                
                                            
                                                
                                                     saving throw. On a failed save, it takes 28 (8d6) thunder damage and is stunned until the end of its next turn. On a successful save, it takes half as much thunder damage and is not stunned
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     Belashyrra. One random eye ray of Belashyrraâs shoots from that eye at a target of Belashyrraâs choice that it can see. The eye then closes and disappears.
Belashyrra creates a wave of
                                                
                                            
                                                
                                                     Dungeon Masterâs Guide has more information on madness.
Madness of Belashyrra
d6
Flaw (lasts until cured)
1
âI constantly see shapes moving in the shadows.â
2
                                                
                                            
                                        
                                                    True Resurrection
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     its hit points.
This spell closes all wounds, neutralizes any poison, cures all diseases, and lifts any curses affecting the creature when it died. The spell replaces damaged or missing organs and
                                                
                                            
                                                
                                                     limbs. If the creature was undead, it is restored to its non-undead form.
The spell can even provide a new body if the original no longer exists, in which case you must speak the creature's name. The creature then appears in an unoccupied space you choose within 10 feet of you.
                                                
                                            
                                        
                                                    Antimagic Field
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    , a longsword, +1 in the sphere functions as a nonmagical longsword.
A magic weapon's properties and powers are suppressed if it is used against a target in the sphere or wielded by an attacker in
                                                
                                            
                                                
                                                     magical travel. A portal to another location, world, or plane of existence, as well as an opening to an extradimensional space such as that created by the rope trick spell, temporarily closes while in the
                                                
                                            
                                        
                                                    Apparatus of the Crab
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     radius and dim light for an additional 30 feet.
The light turns off.
9
The apparatus sinks as much as 20 feet in liquid.
The apparatus rises up to 20 feet in liquid.
10
The rear hatch unseals and opens.
The rear hatch closes and seals.
 
                                                
                                            
                                                
                                                     making it unable to benefit from bonuses to speed.
2
Forward window shutter opens.
Forward window shutter closes.
3
Side window shutters open (two per side).
Side window shutters close (two
                                                
                                            
                                        
                                                     Magic Items
                                                    Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                    A number of Kwalishâs experiments were attempts to research the works of the legendary mage Heward, who first crafted what he named hireling armor. While wearing this armor, you gain a +1
                                                
                                            
                                                
                                                     the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and canât be reopened.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Giant Runes (Area J2)  Dod (Death Rune) 
  Fjell (Mountain Rune) 
  Krig (War Rune) 
  Liv (Life Rune) 
  Vind (Wind Rune) 
  Wyrm (Dragon Rune) 
 J3. Curved Tunnel There is nothing remarkable
                                                
                                            
                                                
                                                     and attacks it. Enough ravens are circling Jarlmoot to create four such swarms. The portal is one-way only; it canât be seen or entered from area J1. The portal closes automatically after 10 minutes
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                     cast ensnaring strike, for example, the vines created by the spell might appear as rune-inscribed glowing bands that wrap around the target and hold it in place.
Suggested Characteristics
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     the stone key from area 14a on level 2 is inserted into the keyhole, the bas-relief and the key vanish as the gate opens for 1 minute. When the gate closes, the bas-relief reappears, and the key is
                                                
                                            
                                                
                                                     successful one. Characters must be 9th level or higher to pass through this gate (see âJhesiyra Kestellharpâ). The first creature to pass through the gate triggers an elder rune (see âElder Runesâ). A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     for 1 minute, replaced by an open doorway to area 12a. This magic gate remains open while the rod is in place and closes 1 minute after the rod is removed from the pedestal. While the gate is open
                                                
                                            
                                                
                                                     creature tries to pry a crystal from the arch, a random elder rune appears above the pedestal, targets a random creature within 60 feet of it, then disappears (see âElder Runesâ). Determine the elder
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     piece is removed from the arch, it disappears, and the gate opens for 1 minute. When the gate closes, the piece removed from the arch magically reappears in its proper place, and a different piece
                                                
                                            
                                                
                                                    . Characters must be at least 16th level or higher to pass through this gate (see âJhesiyra Kestellharpâ). The first creature to pass through the gate triggers an elder rune (see âElder Runesâ). A creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     to the third level. Characters are safe from falling as long as they stay on the landing or the steps. A trapdoor closes off the top of the stairs at the ceiling. The door is latched with a simple
                                                
                                            
                                                
                                                     (Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     weight of each weapon and the archway rune associated with each weapon (see âArchway and Runesâ). Each statue has AC 20, a damage threshold of 10, and immunity to poison and psychic damage. The statue of
                                                
                                            
                                                
                                                     Iymrithâ section later in this chapter.  Giant Statues and Their Weapons   Son of Annam God of⊠Weapon Weight Matching Rune   Grolantor Hill giants Bone greatclub 500 lb. Haug Skoraeus Stonebones Stone
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     to the third level. Characters are safe from falling as long as they stay on the landing or the steps. A trapdoor closes off the top of the stairs at the ceiling. The door is latched with a simple
                                                
                                            
                                                
                                                     (Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     oculorb. With Golcuus less dangerous, the fanatics secured access to the mazeâs farthest chamber and inscribed their bolstering rune. The characters can access the Labyrinth of Eyes from area X10 in
                                                
                                            
                                                
                                                     creature accusingly for a moment. This effect is unnerving but harmless. An eye closes and disappears if it takes any damage. L2: Views of Madness Ten stone rods protrude from the back wall of this dead
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     through this gate (see âJhesiyra Kestellharpâ). The first creature to pass through the gate triggers an elder rune (see âElder Runesâ). A creature that passes through the gate appears in area 9d on level
                                                
                                            
                                                
                                                     gate closes, the bas-relief reappears, and the key is ejected from its keyhole. A character can open the gate without the stone key by using an action to pick the lock, requiring a successful DC 20
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . Casting an arcane lock spell on the statue closes the eyelids on all the robeâs eyes and deactivates the statue. Encompassing the statue in a darkness spell suppresses the trap for the duration. Arch Gate
                                                
                                            
                                                
                                                     must be 13th level or higher to pass through this gate (see âJhesiyra Kestellharpâ). The first creature to pass through the gate triggers an elder rune (see âElder Runesâ). A creature that passes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     1 minute. When the gate closes, a different random gear pops out slightly, causing all the gears to lock again. Characters must be 11th level or higher to pass through this gate (see âJhesiyra
                                                
                                            
                                                
                                                     Kestellharpâ). The first creature to pass through the gate triggers an elder rune (see âElder Runesâ). 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
                                                    
                                                
                                            
                                                     the gate closes, the piece removed from the arch magically reappears in its proper place, and a different piece becomes magical and must be removed to reopen the gate. If a wrong piece is removed from
                                                
                                            
                                                
                                                     first creature to pass through the gate triggers an elder rune (see âElder Runesâ). A creature that passes through the gate appears in area 15 on level 15, in the closest unoccupied space next to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     popped out slightly. If it is pressed, the gear locks in place, causing all the gears to turn and the gate to open for 1 minute. When the gate closes, a different random gear pops out slightly
                                                
                                            
                                                
                                                    , causing all the gears to lock again. Characters must be 10th level or higher to pass through this gate (see âJhesiyra Kestellharpâ). The first creature to pass through the gate triggers an elder rune (see
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     the dungeon, the portcullis closes off the dungeon entrance, which is hundreds of feet away, meaning that adventurers donât know they are trapped until they decide to head for the exit. Trigger. A
                                                
                                            
                                                
                                                    . A successful DC 15 Intelligence (Religion) check enables a creature to destroy the trap by defacing a key rune on the perimeter of the mosaic that is within reach; failing this check causes the trap
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     the reliefâs eyes to glow green. Once the relief has absorbed 6 or more charges, the door opens. The door closes on its own after 10 minutes unless it is held or wedged open. When the door closes
                                                
                                            
                                                
                                                     throw, taking 26 (4d12) lightning damage on a failed save or half as much damage on a successful one. A Detect Magic spell or similar effect unveils the source of this trap: a tiny rune inscribed in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     magic rune in each rift to bolster a larger gateway to the Far Realm in their private ritual chambers. (See the âFar Realm Riftsâ section later in this chapter.) Hated Lieutenant. The fanatics
                                                
                                            
                                                
                                                     next to them is clearer. The sketch shows this roomâs rune-ringed alcove connected to three larger runes. One rune is surrounded by tentacles, another by jagged lumps that look like warts, and another
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes damage that varies depending on the last rune the creature tapped: Death. 13 (3d8) necrotic damage Light. 13 (3d8
                                                
                                            
                                                
                                                     is plagued by a piercing headache, and whenever the character closes or opens their eyes, they briefly see a flash of shadowy, alien tendrils creeping at the edge of their vision. Additionally, the
                                                
                                            
                                        






