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Returning 30 results for 'sleight of runes declare vicious'.
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Monsters
Bigby Presents: Glory of the Giants
combined their efforts to protect their ancient empire from a particularly vicious dragon. Stone and hill giants hewed a mighty form from living stone. Cloud and frost giants gathered rare metals, and
fire giants shaped them into flexible joints and plated armor. Storm giants inscribed runes into the inert form to give it the semblance of life. The fruit of these labors was an everlasting guardian
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
(Sleight of Hand) check. If the crate is opened without deactivating the runes, it explodes. Any creature within 10 feet of the crate must succeed on a DC 15 Constitution saving throw, taking 8d8
runes on the edge of the lid, which can be noticed with a DC 20 Intelligence (Investigation) check. The runes can be deactivated with a dispel magic spell, or carefully filed away with a DC 15 Dexterity
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Simbon. There’s currently little evidence of Kirina and Kedjou’s involvement in the Goldwarren’s collapse, but Kirina carries with him a copy of the runes the high priest uses in experimental summoning
rituals. Prior to the scorpion attack in Anisa, Kirina painted the runes from this paper in a nearby alley, preparing it for the priest’s magic. In the course of the expedition into the Goldwarren, if
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Rune Knight You’re researching ancient arts and drawing runes. It’s okay to just say you want to be a witch!
Tasha
Rune Knights enhance their martial prowess using the supernatural power of runes
you found the giant’s work carved into a hill or cave, learned of the runes from a sage, or met the giant in person, you studied the giant’s craft and learned how to apply magic runes to empower your
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
front of the ship. During the Lambent Zenith’s crash, arcane wards should have sealed the safe room’s doors. The safe room is inaccessible while the wards are active. Ward Runes. Two runes hidden on the
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
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
entrance extend into the cave.
A character who examines the symbols and succeeds on a DC 13 Intelligence (Arcana) check recognizes them as arcane runes designed to ward the cave against magical
scrutiny. The runes are unfinished, so they have no effect. C2: Ritual Chamber Half-melted black candles surround a circle of arcane symbols scribed on the floor in white chalk. Scorch marks mar the floor
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
within the lens. A successful DC 15 Dexterity (Sleight of Hand) check subtly sabotages the runes scribed into the lens. A character can expend one use of Channel Divinity to force divine power into
stairs into the single room of this floor, a snarling and growling greets you. On opposite sides of this room stand two vicious-looking hounds with black fur. The creatures smell of sulfur and rot
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
can attempt a DC 15 Intelligence (Arcana) check to deactivate the runes or a DC 15 Dexterity (Sleight of Hand) check to sabotage them. Any number of characters can attempt these checks, which can be
succeeds on a DC 10 Dexterity (Sleight of Hand) check can safely retrieve the three alchemist’s fire flasks, disarming the trap. The crates and casks contain building supplies (nails, mortar, glue
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
vicious dragon. Stone and hill giants hewed a mighty form from living stone. Cloud and frost giants gathered rare metals, and fire giants shaped them into flexible joints and plated armor. Storm giants
inscribed runes into the inert form to give it the semblance of life. The fruit of these labors was an everlasting guardian: the first runic colossus. A runic colossus stands 30 feet tall. It regards all
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
thieves’ tools. Also, the doors and windows have an AC of 12 and break with 25 points of damage. Magical runes, as per the glyph of warding spell, protect the cloak room and barn doors. If the party
opens the doors without first removing or disabling the runes, they take thunder damage as per the spell. A window at the back of the inn on the second floor is open (see “The Upstairs” below). A
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
— they are so vicious and bloodthirsty as to be unapproachable. The kings and queens of the other tribes would see the Tribe of the Wolf obliterated, but the Wolf King and his followers are adept at
supernatural entity known as the Ice Witch. Her demise also spelled Wolvig’s doom, allowing the sole remaining chieftain, Günvald Halraggson, to declare himself the Bear King. He tries to be honorable
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
: Escape Tunnel This tunnel stretches one hundred feet before ending at a flat wall.
The secret door in the wall is obvious: emblazoned on the masonry is a wide circle of dimly glowing runes. A character
who examines the secret door immediately realizes they can trace the runes to cause that circular section of wall to disappear, revealing the remainder of the tunnel on the other side. The wall re
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
— provided doing so is profitable. Her methods are vicious when necessary, and she is as feared as she is respected. Keene has become increasingly intolerant of the populous tide turning against her
)
Saving Throws Dex +7, Int +4
Skills Acrobatics +10, Deception +5, Insight +6, Intimidation +5, Perception +6, Sleight of Hand +10, Stealth +10
Senses passive Perception 16
Languages Common
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
— provided doing so is profitable. Her methods are vicious when necessary, and she is as feared as she is respected. Keene has become increasingly intolerant of the populous tide turning against her
, Int +4
Skills Acrobatics +10, Deception +5, Insight +6, Intimidation +5, Perception +6, Sleight of Hand +10, Stealth +10
Senses passive Perception 16
Languages Common, thieves’ cant
Challenge
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
that the devilkin’s screeching is a sure sign that easy prey draws near. Opportunistic Alliances. A flock of screaming devilkins can appreciate vicious cruelty in other creatures. If they see signs of
an evil presence in the land, such as a cruel overlord or a vicious necromancer, they may offer an alliance if the villain offers plenty of opportunities for them to engage in wanton destruction and
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
potion from a shelf, someone must steady the shelf with a successful DC 12 Dexterity (Sleight of Hand) check or the shelf collapses, shattering all the potion vials on it. Each creature within 5 feet
and succeeds on a DC 22 Intelligence (Arcana) check finds a page that serves as a spell scroll of sequester. (The thesis is worth 500 gp.) Each item is protected by two separate abjuration runes that
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
beehive.
The locked cage holds what little treasure the Guardians of Gorm have accumulated. As an action, a character can pick the lock with a successful DC 15 Dexterity (Sleight of Hand) check using
declare no allegiances, Artha warmly invites them to join the Guardians of Gorm, then escorts the party to area B12 to meet the faction’s leader, Kanadius. If the characters insult Gorm or claim to
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
attracting Abalahin’s notice by a character who succeeds on a DC 25 Dexterity (Sleight of Hand) check. The wand is one of the treasures Laysa mentioned earlier in this chapter. Abalahin is hostile toward
with a successful a DC 20 Dexterity (Sleight of Hand) check. A Knock spell or similar magic also unlocks the box. A character who inspects the box before opening it can make a DC 15 Intelligence
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
) or Wisdom (Perception)
Genuine Batiri goblin pottery set (not at all genuine) Intelligence (History) or Wisdom (Perception)
Môrgæn never-miss arrow set (always misses) Dexterity (Sleight
the sail can’t be brought down, but its lines are tangled. A successful DC 13 Dexterity (Acrobatics) check is needed to reach the tangled lines, followed by a successful DC 12 Dexterity (Sleight of Hand
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Smiling ones are cloud giants who honor and emulate Memnor’s craftiness and deceit above all else. They are tricksters supreme who use sleight of hand, deception, misdirection, and magic in their
)
INT
15(+2)
WIS
16(+3)
CHA
17(+3)
Saving Throws Con +10, Int +6, Cha +7
Skills Deception +11, Insight +7, Perception +7, Sleight of Hand +9
Senses passive Perception 17
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
pried open with a successful DC 11 Strength (Athletics) check or picked open with a successful DC 10 Dexterity (Sleight of Hand) check using thieves’ tools. Inside is a small portrait of a human woman
box. The box is locked; Zalryr in area N15 has the key. The box can be picked open by a creature that makes a successful DC 13 Dexterity (Sleight of Hand) check using thieves’ tools, or it can be
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, including runes etched in stone or messages in frescoes or other displays. Decipher Treasure Map. This tool proficiency grants you expertise in examining maps. You can make an Intelligence check to
you a better ability to discern their lies from their truths and read their mood. Sleight of Hand. Sleight of Hand is a useful skill for cheating at a game, as it allows you to swap pieces, palm cards
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
one of the faces without first asking the face to open its mouth must make a DC 17 Dexterity (Sleight of Hand) check. On a failed check, the creature takes 11 (2d10) bludgeoning damage as the mouth
stone cage etched with glowing runes confines the genie to the pool. Characters who look into the pool and succeed on a DC 15 Wisdom (Perception) check notice the cage’s faint, glimmering light in the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
tries to retrieve a gem from one of the faces without first asking the face to open its mouth must make a DC 17 Dexterity (Sleight of Hand) check. On a failed check, the creature takes 11 (2d10
Kasdu’ul is trapped at the bottom of the pool, 30 feet below the surface. An unbreakable stone cage etched with glowing runes confines the genie to the pool. Characters who look into the pool and succeed on
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
area if it hears any creature coming up the steps toward its lair. The creature is very vicious, as the king beats it and torments it for fun, and it hopes to take revenge on virtually any other
six bone batons with Dwarvish runes upon them. Each of the batons is a token of free passage whose runes read, in Giant, “Official Business on Behalf of King Snurre the Fearsome.” Any individuals or
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
friends make cruel sport of them until they can escape at daybreak. As yet, none of Nysene’s playthings have suffered any real harm, but her games grow ever bolder and more vicious, and it’s only a
performers, such as puppeteers and sleight-of-hand tricksters, are common. Jedren Hiller, the Bailiff of the Wide, is a lawful evil male human bandit who assigns stall placements to merchants each
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
friends make cruel sport of them until they can escape at daybreak. As yet, none of Nysene’s playthings have suffered any real harm, but her games grow ever bolder and more vicious, and it’s only a
performers, such as puppeteers and sleight-of-hand tricksters, are common. Jedren Hiller, the Bailiff of the Wide, is a lawful evil male human bandit who assigns stall placements to merchants each morning
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
can innately cast the following spells, requiring no material components:
At will: detect thoughts, encode thoughts (see chapter 2), freedom of movement, vicious mockery (4d4 psychic damage)
3/day
, Sleight of Hand +4, Stealth +4
Senses darkvision 30 ft., passive Perception 13
Languages Common plus any one language
Challenge 1 (200 XP)
Cunning Action. On each of its turns, the thought spy
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
double doors set into the other three walls. Every surface of the walls, floor, and ceiling is exquisitely carved with runes and bas reliefs depicting dwarves at war. Grand pillars shaped like stone
(Sleight of Hand) check contested by Gorat’s Wisdom (Perception) check. Gorat has disadvantage on the check from the distraction of the festivities — or, if controlled by a character, he could decide to
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
electrocuted by exposed wiring requires a successful DC 16 Dexterity (Sleight of Hand) check. On a failed check, a character takes 14 (4d6) lightning damage and doesn’t retrieve the gems. S4: Dining Rooms
enter. The androids wield scalpels and can deal piercing damage with their Force Strikes instead of force damage. The androids declare the character with the fewest hit points their new patient and