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Returning 35 results for 'some of runes deep views'.
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Podling
Legacy
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monsters
Van Richten’s Guide to Ravenloft
The podling abandons the habits and hobbies of the creature it’s mimicking.
2
The podling lavishes affection on plants and views houseplants with excessive sympathy.
3
The podling
podling often communicates to other podlings using Deep Speech.
6
The podling no longer understands the nuances of a relationship, system, or instrument.
Monsters
Bigby Presents: Glory of the Giants
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
colossus is lost to modern giants, but many tales suggest the instructions might be buried deep in ruins from ancient giants’ empires.Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksAcid, Cold, Fire, Lightning
Monsters
Guildmasters’ Guide to Ravnica
":"Claws","rollDamageType":"slashing"} slashing damage.In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific
thick scales, increasing its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving
Monsters
Guildmasters’ Guide to Ravnica
"} slashing damage.
In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific method to create novel life
its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other
Monsters
Guildmasters’ Guide to Ravnica
succeed on a DC 19 Strength saving throw or be knocked prone.In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific
or thick scales, increasing its Armor Class by 4.
3
Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving
Magic Items
Waterdeep: Dragon Heist
weapon is searching for a new owner.
Azuredge has a solid steel handle etched with tiny runes, wrapped in blue dragon hide with a star sapphire set into the pommel. The axe head is forged from silver
, electrum, and steel alloys whose edges constantly shimmer with a deep blue luminescence.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. The shield spell provides no
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
10. Mad Mage’s Puzzle Indentation. A 4-inch-deep, 8-foot-wide, 10-foot-long rectangular indentation is carved into the floor of this 20-foot-high cavern.
Jigsaw Pieces. A loose pile of carved
creature in the cave (see “Elder Runes”). Draw a card from the Elder Runes Deck (appendix B) to determine which rune appears.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Rockslide originates from the Elemental Plane of Earth, emerging from a planar portal near the mountain peak and plunging through a second portal deep in the crevice, ending in a different area of the
bridges spanning the fissure it pours into. The Giant runes these folk carved into the bridges still glimmer with crystalline light as they harness elemental earth magic.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
nation than a vast magical laboratory, whose wizard overlord Hazlik views every being as either an apprentice or a test subject. He conscripts those he acknowledges as lesser wizards into performing
strange experiments prowl openly. He watches as ravenous worms from deep within the poisoned land crawl to the surface in search of food. And he watches every new magical innovation, eager to claim it and add the discovery to his list of glorious achievements.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Forsaken Deep Features Dyson Logos Map 4.6: Forsaken Deep View Player Version Map 4.6 shows the ruins of the storm giant retreat and the trench, including the following features: Library. The
spirits of the slain storm giants congregate in this chamber, harmlessly but mournfully wailing their sorrow. A circle of Giant runes on the floor hums softly (see “Storm Call” below). Trench. The oceanic trench dives into darkness (see “Planar Crossing” below).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Standing Gate to Level 17 Rising out of a 2-foot-deep pool of ooze is a pair of 15-foot-tall standing stones topped with a lintel, carved into which is a symbol of an arrow. The standing stones
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 passes through the gate appears in area 8b on level 17, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
one of the corpses. (The gnome is really a troll named Xlorp, transformed by the runes in area 11b.)
In its current form, the troll has the statistics of an unarmored (AC 12), chaotic evil deep gnome
3. Hungry Gnome Corpses. Eight drow corpses are splayed like rag dolls across the floor of this 10-foot-high cavern.
Troll in Gnome Form. A naked, hairless, gray-skinned deep gnome is gnawing on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Trap In front of the double door, situated between the Dwarvish runes carved into the floor, is a hidden 20-foot-deep pit that opens if the lock on the doors is successfully picked. The cover of the
9. Mustering Hall Decor. Blunted picks hang with shields every 10 feet along the walls.
Double Door. Dwarvish runes for strength and safety are etched in the floor in front of the double doors to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Open Pit. In the middle of the floor is a 10-foot-wide, 30-foot-long, 20-foot-deep pit with a fine layer of dust and rubble on its floor.
Levers. Two stone levers protrude from the wall opposite the
door to area 36c. Dwarvish runes are inscribed above each lever.
The pit is a trash compactor designed to flatten garbage into sheets that can be easily carted away and disposed of. The first lever
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
teleportation gate. The hole bored into the top of the pedestal is 1 inch wide and 6 inches deep. When a Stardock rod (see “Stardock Rods”) is inserted into the hole, the solid wall inside the arch disappears
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 “Elder Runes”). Determine the elder
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
choice. Waves of invaders appear throughout the night, unless the characters can activate the proper sequences of runes and star carvings to sever the invaders’ connection to the circle. Missing
Coordinates Characters in search of a crucial secret at the circle find the sequence of star charts they need is damaged. The only place the charts still exist is in the Forsaken Deep (in this chapter), in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. In the Grip of Ghaunadaur A 15-foot-high tunnel containing an open pit connects two caves with 20-foot-high ceilings. 5a. Pudding Pit This naturally formed pit is 20 feet across and 20 feet deep
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 8b on level 12, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Endless Rockslide Adventures Here are sample adventure hooks to bring characters to the Endless Rockslide or to give them missions to pursue there. Constructive Endeavors Runes harnessing the
Annam’s Cradle (in this chapter). Opening the path frees beasts from the Megafauna World Encounters table (see chapter 3), which then threaten a settlement of deep gnomes and duergar. Hungry Earth Hungry
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
west and east walls hold battleaxes and war picks.
Arch. Set into the back of a deep alcove to the south is a stone arch engraved with images of dancing dwarves.
Arch Gate to Level 5 The arch in
gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 9 on level 5, in the closest unoccupied space next to the identical gate located there. Armor and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
) and places where characters confront the Elemental Evil cults directly. Feathergale Spire Home to the flamboyant Feathergale Society, this tall stone tower stands on a height commanding splendid views
functions as the guarded entrance to the Temple of the Black Earth beneath it. All of the monks are earth cultists who are well aware of the true nature of the monastery. Scarlet Moon Hall Deep in the wild
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
there. Covered Pit This 40-foot-deep hidden pit (see “Covered Pits”) is located between the two northernmost statues. Halaster has cast a glyph of warding spell at the bottom of the pit, set to trigger a
trap, an elder rune (see “Elder Runes”) appears in the air between the two southern statues a split second after the creature disappears, and at the same moment a booming voice shouts, “Teleported
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
threads can be cut only by a magic sword. Cutting a thread causes it to disappear but also causes an elder rune (see “Elder Runes”) to momentarily appear between the statue’s hands. This elder rune
specifically targets the creature that cut the thread. To determine which rune appears, draw a card from the Elder Runes Deck (see appendix B). The shadow curtain disappears when both silver threads are
Compendium
- Sources->Dungeons & Dragons->Divine Contention
feet deep and counts as difficult terrain. A creature that enters the stream or starts its turn in it must succeed on a DC 10 Strength saving throw or fall prone due to the current. Moonstone The
threat has passed. MOON WRITING
The moon writing is magical Dwarven rune script left by ancient worshippers of Dumathoin. The runes writhe and wriggle until a living creature gets within 5 feet of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
bodytaker plant roots deep, spreading near-invisible filaments through the soil. Should any of these fibers survive the plant’s destruction, the bodytaker plant regrows after a matter of months. Salting or
Condition Immunities blinded, charmed, frightened, prone
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 12
Languages Deep Speech, telepathy 120 ft.
Challenge 7 (2,900 XP
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
blends in well amid the floating meat and has advantage on its Dexterity (Stealth) checks. If Ozk notices any non-Aberration, it stops meditating on its own decay and attacks, shouting in Deep Speech that
runes is etched into the ground. The symbols move, crawling in a circle. Above them hovers a mass of insectile limbs encompassing an alien light. Beyond it, a narrow passage opens into the vast void
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Battlefield Cavern This 30-foot-high cavern was the main front of the battle between the yuan-ti and the nagas. 17a. Bones in the Mud The water here is 2 feet deep, and the cavern floor beneath
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 25b on level 10, in the closest unoccupied space next to the identical gate located there.
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
to get some fresh meat. The whirlpool is about 5 feet across and 5 feet deep, with very salty water. The whirlpool is the origin of the warty flesh that moves throughout Spawn Hollow and ultimately
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
“Elder Runes”). A creature that passes through the gate appears in area 2b on level 11, in the closest unoccupied space next to the identical gate located there. Instruments Any inspection of the room
deep, distinctive sound. The tuba is worth 30 gp and weighs 30 pounds. Kettle Drums. When struck, these two copper drums make a thunderous booming sound. Each drum is worth 50 gp and weighs 100
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Great Chasm The Great Chasm gapes in Sithicus like a wound. None can say how deep it goes, as light fails to pierce more than a few dozen feet into the ravine. Those who descend deeper vanish into
with strange runes and weeping tar-like sap. Stone giant hermits tend these groves and set deadly traps against trespassers. Har-Thelen Har-Thelen is largely abandoned. Its gates stand open, and only a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
edge. Pit. The pit is 20 feet deep. Operatives of the Six spread shards of broken glass over the bottom of the pit, so that a creature falling in takes 2 (1d4) slashing damage in addition to 7 (2d6
desiccated and skeletal humanoid corpses litter the floor of this small chamber. The stone of the north wall has been etched with intricate runes, but the pattern ends abruptly.
Bodies and Runes. A closer
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
defiant, and the exploitative, then Klothys will have restored the natural order and ensured the world’s survival. Divine Relationships Klothys views many of the gods with disdain, considering them to
borders between the realms, as she draws horrors into the mortal realm with her and thereby raises Athreos’s ire. Of course, Klothys trusts no other god as much as she does Kruphix, who also recalls Theros’s earliest hours. The two have a deep respect for one another.
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->Tomb of Annihilation
descended in half that time. As the characters climb ever higher above the tree line, they are treated to stunning views of the surrounding wilderness. Across the Aldani Basin to the southeast, they can see
humanoid’s spirit. When the ritual is complete, the dead humanoid awakens as if from a deep slumber, though it is not alive. A character transformed by this ritual into the walking dead regains all its hit
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
: The walls of this chamber are crudely dug and covered with scratches—particularly around seams of glistening ore. A half dozen deep alcoves circle a broad, open space. Two bodies lie in the center of
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->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
to climb the stone wall to the 10-foot-wide, 25-foot-deep crag above. The space within is cramped, with a 6-foot-high ceiling. This forces the baernaloth (see Morte’s Planar Parade) inside to contort
cleft surrounded by foul, bleeding runes. Inside is the Book of Vile Darkness. Secrets of Eternity If a character agrees to let the Scholar share a forbidden secret, the baernaloth requests that the