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Returning 35 results for 'score of rune decayed vital'.
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Magic Items
Bigby Presents: Glory of the Giants
The handle of this dark leather whip bears the fire rune, and embers dance around the whip’s tail.
You gain a +1 bonus to attack and damage rolls made with this weapon, and on a hit, the whip
deals an extra 1d6 fire damage. When you score a critical hit with an attack using this whip, the target also has the restrained condition until the start of your next turn, as fiery bands lash around
Elder Brain
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
Creature Sense. The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as
well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Creature Sense. The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as
well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in
Dhampir
Legacy
This doesn't reflect the latest rules and lore.
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Species
Van Richten’s Guide to Ravenloft
experiment changed your body, making you reliant on others for vital fluids.
Dhampirs in the Domains of Dread
When creating a dhampir, ask your DM if it makes sense for your character to have ties
lineage option, follow these additional rules during character creation.
Ability Score Increases
When determining your ability scores, you increase one of those scores by 2 and increase a different
Book of Vile Darkness
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
reading and studying the book, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can’t adjust your
darkness. An evil rune might appear on your face, your eyes might become glossy black, or horns might sprout from your forehead. Or you might become wizened and hideous, lose all facial features, gain a
Eye and Hand of Vecna
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable
neutral evil, and you gain the following benefits:
Your Strength score becomes 20, unless it is already 20 or higher.
Any melee spell attack you make with the hand, and any melee weapon attack made
Magic Items
Keys from the Golden Vault
, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can’t adjust your ability scores again
.
Mark of Darkness. After you spend the requisite amount of time reading and studying the book, you acquire a physical disfigurement as a hideous sign of your devotion to vile darkness. An evil rune might
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Constitution Constitution measures health, stamina, and vital force. Constitution Checks Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this
your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of ability scores you choose individually. You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs
7 points. Using this method, 15 is the highest ability score you can end up with, before applying racial increases. You can’t have a score lower than 8. This method of determining ability scores
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
their bolstering rune here. Bashudu is irate at the betrayal but has lost too much of its vital essence to Naruv’s ritual. Bashudu dies a few minutes after meeting the characters. If the characters
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Constitution Constitution measures health, stamina, and vital force. Constitution Checks Constitution checks are uncommon, and no skills apply to Constitution checks, because the endurance this
your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if you raise your Constitution score when you reach 4th level
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
score, which is a number you record on your character sheet.
The six abilities and their use in the game are described in the Using Ability Scores section. The Ability Score Summary table provides
from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores.
BUILDING BRUENOR, STEP 3
Bob decides to use the standard set of scores (15, 14
Compendium
- Sources->Dungeons & Dragons->Monster Manual
shambling mound’s origins and features. Shambling Mound Cultivation 1d6 The Shambling Mound Is... 1 Covered in vibrant alien or Feywild blooms. 2 Hauling a rune-etched menhir in its torso. 3 Infested
AC 15 Initiative −1 (9)
HP 110 (13d10 + 39)
Speed 30 ft., Swim 20 ft.
Ability Score Mod Save Str 18 +4 +4 Dex 8 −1 −1 Con 16 +3 +3 Ability Score Mod Save Int 5 −3 −3 Wis 10 +0 +0 Cha
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, creature type, Intelligence score, and ability to speak. At the end of each Long Rest, the shape-shifted creature repeats the save. On a successful save, the creature returns to its true form. After three
invigorated and more vital—their minds more alert, their reflexes sharpened, and their strides quickened. Hunger pangs are acute, but food and drink taste better than ever before. Sleep is always deep and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. 26c. Ooze Your Janitor? Just around this corner is a gelatinous cube. The first character to walk around the corner is surprised by the cube unless that character has a passive Wisdom (Perception) score
. 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
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
covers the floor.
A character who has a passive Wisdom (Perception) score of 18 or higher notices a conjuration rune peeking from under the rug. After discovering it, a character can use an action to try
uniforms. Guards. Two off-duty guards are playing cards at the table. They aren’t expecting to be interrupted, and each has a passive Wisdom (Perception) score of 7. If the characters try a nonviolent
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Sepulchers This corner of the dungeon holds a pair of dusty crypts. 14a. Southern Crypt The door to this room is engraved with a large rune, while the door frame is carved with leering dwarven
skulls. A character who understands Dwarvish recognizes the rune on the door as a dwarven symbol of death (identical to the one in area 27). Behind the door is a dusty, 10-foot-high crypt that contains
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
waiting for the order to go out and remove vital organs from another CEO. Corporate barbarians are the muscle behind the civil face of a franchise. It’s not that they enjoy losing their composure and
5 A gold belt buckle depicting the Dwarvish rune for chaos
6 A specially tailored belt pouch that you wear at the small of your back
7 Stylish mirrored spectacles
8 A specially
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed
. Your alignment changes to neutral evil, and you gain the following benefits: Your Strength score becomes 20, unless it is already 20 or higher. Any melee spell attack you make with the hand, and any
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the requisite amount of time reading and studying the book, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3
your devotion to vile darkness. An evil rune might appear on your face, your eyes might become glossy black, or horns might sprout from your forehead. Or you might become wizened and hideous, lose all
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
wearer has a Strength score equal to or higher than the listed score. Stealth. If the Armor table shows "Disadvantage" in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks
with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer’s vital organs while leaving the wearer relatively unencumbered
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
ship power the wards. Kycera knows one rune was placed in the ship’s stateroom, but she doesn’t remember the second rune’s location. She believes that magic or a pass phrase can deactivate the runes
survivors long ago burned the deceased’s bodies on the ship’s decks. Z7: Storage Unused rigging and dusty old sails fill this old storage closet.
Characters who have a passive Wisdom (Perception) score
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Intelligence score of 10 and an alignment of lawful good. It speaks Common, and its face looks more humanoid than gargoyle. Manshoon is amused by the creature, so he keeps it alive but locked in the cell. If
can force it open from this side. Nat, Jenks, and Squiddly make the best of Waterdeep’s harsh winter. K18. Arcane Rune This unlit hall is choked with dust and cobwebs. It contains the following
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
sparsely populated, the area is so vital to the city’s survival that drow patrols are common here. Roll for random encounters as the characters cross this district. You can roll a d20 and consult the
to attack the party as it passes by. Party members with a passive Wisdom (Perception) score of 17 or higher aren’t surprised by the spiders. Orc Slave Farmers The drow use orc slaves to farm their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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 10 on level 6, in the closest unoccupied
(Perception) score to detect the approach of intruders by scent and sound. The dragon feeds mostly on blind fish and prefers to be left alone. If attacked, it lets out a roar loud enough to be heard throughout
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
her poison vials hidden in a 1-foot-deep, 1-foot-diameter hole in the ground covered by her sleeping mat. Creatures with a passive Wisdom (Perception) score of 14 or higher notice that the mat dips
scattered across this cavern, torn to pieces by Claugiyliamatar. A creature with a passive Wisdom (Perception) score of 17 of higher notices that the surfaces of the chamber are covered with a very fine
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
rolls made with this hammer. The rune circle disappears after 1 minute, when you create another rune circle, or when you dismiss the rune circle as a bonus action. This hammer regains 1d3 expended
can’t be used again until the next dawn. Petrification. The war pick has 1d6 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, you can expend 1 charge
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Bonus +5
Creature Sense. The elder brain is aware of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each
one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner.
Legendary
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
any creature that isn’t a drow.
Drow. Four male drow elite warriors hide in the dead-end tunnels to the south. Any character who has a passive Wisdom (Perception) score of 20 or higher spots these
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 2d on level 14
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Cinderhild is unarmored (AC 9). She has Intelligence and Wisdom scores of 12 (+1), and has a passive Perception score of 11. She doesn’t have darkvision, but has immunity to fire damage. Cinderhild
rune-carved iron ingot embedded in its forehead (see “Treasure”). Although golems normally have elemental spirits of earth trapped within them, this golem holds an elemental spirit of fire. The golem
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 “Far Realm Rifts” section later in this chapter.) Hated Lieutenant. The fanatics
its private chamber, the infected elder brain fights to the death. The elder brain formerly floated in a pool brimming with vital fluids, but the briny fluid is at a dangerously low level. The elder
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Sansuri for a few months. She had him hurled from the battlements for joking about her quick temper and kept his harp as a memento. Banner of the Krig Rune. This magical war banner (see appendix B
neutral alignment. Each child has a Strength score of 14 (+2). They speak Giant, though their vocabulary is limited. They wield wooden toys as clubs, gaining a +4 bonus to hit on their melee weapon
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
chapter, dropped his journal while exploring this chasm centuries ago. His journal was well-made and bears a silver bookplate. Some of the pages have decayed, but a few are still legible. Sarah
Dahlinger Thorgran Ironquill’s Journal A character who has a passive Wisdom (Perception) score of 14 or greater who crosses the top of the chasm notices silver glittering at the chasm’s bottom. Anyone who
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
statistics, with the following changes: The young cloud giants have an Intelligence score of 10 (+0) and Wisdom and Charisma scores of 12 (+1). They have the following skills: Insight +4, Perception +4. They
have a passive Wisdom (Perception) score of 14. They speak Common and Giant. These cloud giants are cartographers engaged in remapping the Sword Coast while searching for ancient battlegrounds and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Any character who has a passive Wisdom (Perception) score of 12 or higher notices the book. A thorough search of the shelf also yields the book. Swarm of Animated Books Swarm of Animated Books
15 Intelligence (Arcana) check knows two vital facts about the homunculi in area M6. The first is that a master can have only one homunculus at a time. The second is that a homunculus dies when its