Rune-Snatcher
Dwarven patrol records call this creature a rune-snatcher, though older miners believed it was once a guard who survived too long beneath the mountain. It learned to recognize the difference between dead runes, warning runes, and execution wards. The rune-snatcher avoids the deepest guardian, scavenging the remains of creatures that guardian drives upward. It also competes with the upper wildlife predator, stealing its kills and occasionally luring it into dormant dwarven traps.
Rune-Snatcher
Combat
AC 16 · HP 85 · Mid-tier threat, approximately CR 5Rune-Snatcher
Actions
Reactions
- Role
- Ambusher and corridor controller
- Built for
- Level 5 party, four characters
Gear
- Stolen Metal Cache (Utility, 25 gp)A bundle of stolen keys, buckles, lockpicks, and small ward-plates. The bundle can open one ruined guard-station lock or provide advantage on one check to identify dwarven mechanisms.
- Ward-Sense Chain (Wondrous object, 75 gp)A jagged length of blackened chain etched with incomplete dwarven warning runes. It functions as a mundane chain but hums within 30 feet of an active ward.
- Ruined Guard Badge (Treasure, 10 gp)A copper badge bearing the crest of a long-disbanded guard company. It is worth little as coin but may identify the owner of the ruined station.
Feats
Notes for the game master
Tactics
Opening
It begins hidden near a disabled guard mechanism, imitates distant mining sounds, and waits for the party to approach the ruined station. It targets the rear-most or already injured character, then uses Chain Lash to disarm a weapon, shield, key, or lantern.
Mid-fight
It marks wounded characters, separates them with Chain Lash, and uses Echoing Mine to draw explorers across hazardous tiles or into overlapping lines of fire. It focuses on characters carrying obvious metal gear and avoids attacking creatures that appear healthy and heavily armored until it has stolen their tools.
End of the fight
It seizes a key, shield, or other metal object and retreats through a warded passage, using the dungeon controls to close doors behind it. If cornered, it attempts to drop a ceiling brace or trigger a disabled defense rather than fight to the death.
Retreat
The rune-snatcher retreats when reduced below 25 hit points, when two of its stolen objects are destroyed, or when the party restores a major defense. It knows several crawlspaces and ward-safe routes unavailable to larger creatures.
How it fights
Who it attacks first
Works well with
How to beat it
Ways to avoid a fight
Ecology
A lean, gray-skinned humanoid predator with elongated arms, chipped iron teeth, and one polished copper eye set into a socket scarred by old runes. Black mineral plates cover its shoulders and spine. Thin chains, key rings, broken spearheads, and stolen buckles hang from its belt and twitch when dwarven wards activate.
Behavior
It stalks wounded creatures, steals metal objects, and imitates distant mining sounds to lure explorers toward broken defenses. It recognizes doors, traps, ward patterns, and guard-post layouts, but cannot repair dwarven mechanisms. It tests intruders before committing, often observing from ceilings, cracks, or behind inactive portcullises.
How it lives
Rune-snatchers are solitary or loosely cooperative scavengers that colonize abandoned dwarven tunnels. They eat cave vermin, carrion, and the mineral-rich marrow of creatures slain near old ward engines. They prefer metal because its taste carries traces of enchantment, allowing them to sense which objects have recently interacted with dwarven defenses.
Lair
The rune-snatcher nests beneath a collapsed guard station overlooking three intersecting corridors. Its lair contains a dry crawlspace, a disabled alarm plate, a half-functional portcullis control, and a wall covered in stolen metal objects arranged according to the patterns of nearby wards.
- Habitat
- Middle corridors of Orebender Caverns, especially broken guard stations, ore chutes, abandoned patrol routes, and passages where dwarven ward lines intersect natural cavern tunnels.
Signs that it is near
Tags
Lore
Dwarven patrol records call this creature a rune-snatcher, though older miners believed it was once a guard who survived too long beneath the mountain. It learned to recognize the difference between dead runes, warning runes, and execution wards. The rune-snatcher avoids the deepest guardian, scavenging the remains of creatures that guardian drives upward. It also competes with the upper wildlife predator, stealing its kills and occasionally luring it into dormant dwarven traps.
What drives it
It seeks enchanted or recently warded metal, safe territory, and wounded prey. It wants to map the remaining dwarven defenses well enough to reach the deepest sealed vault without being detected.
After the fight
If defeated, the rune-snatcher's stolen metal cache can reveal which dwarven defenses remain active. If bypassed or driven away, it retreats toward the deepest corridors, warning the deeper guardian through imitated mining signals. The upper wildlife predator may later claim the abandoned lair, creating a second danger or an opportunity to track the party's rival.
“It learned to recognize the difference between dead runes, warning runes, and execution wards.”
Variants
Hooks
Plot hooks
How to use it
Treasure
Connections
Ancestry
Humanoid
Media
0 imagesNo images yet.
Turn Rune-Snatcher into a sheet
A high-res, share-ready sheet you can post or print.