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Returning 35 results for 'barriers broken diffusing chained removes'.
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Doppelganger
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead
blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
skin, and its long fingers end in broken and dirty nails. Grues are the weakest of the star spawn. A host of writhing, scrambling grues typically accompanies more powerful star spawn. Their constant
normal.
Cult of Tharizdun, the Chained God
Tharizdun’s Spark (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Tharizdun's Spark"}. As a bonus action, the cultist touches
Monsters
Waterdeep: Dungeon of the Mad Mage
, or its concentration is broken (as if concentrating on a spell). Any equipment the mummy lord wears or carries is invisible with it.The mummy lord can take 3 legendary actions, choosing from the
Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Lost Spire Overview In addition to showing the four levels of the spire, map 2.10 depicts a side view of the spire in its original state and a cross-section showing its current state: broken, mostly
and passageways are 12 feet high, with flat ceilings and floors unless the text says otherwise. All doorways are 8 feet high and arched; being upside down turns them into concave, 4-foot-high barriers
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Lost Spire Overview In addition to showing the four levels of the spire, map 2.10 depicts a side view of the spire in its original state and a cross-section showing its current state: broken, mostly
and passageways are 12 feet high, with flat ceilings and floors unless the text says otherwise. All doorways are 8 feet high and arched; being upside down turns them into concave, 4-foot-high barriers
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Guards Corroded, broken weapons litter this hall, as if a battle had been fought here long ago. Clinging to the ceiling above the eastern door are three vampire spawn named Darvanos, Hekella, and Tozu
, and the air is heavy with the scent of rot.
Prisoner. A human adventurer named Portia Dzuth is chained up to the north. Her armor and equipment lie in a heap to the south.
Portia Dzuth hails from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
31. Halaster’s Secretary A nothic is chained to the floor of this otherwise empty room. The nothic’s chain is short enough to prevent the creature from reaching the doors but long enough to let it
attack anything that enters the room. The chain can be broken with a strike from a magic weapon or an adamantine weapon, or with a successful DC 25 Strength (Athletics) check. Strapped to the nothic’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Guards Corroded, broken weapons litter this hall, as if a battle had been fought here long ago. Clinging to the ceiling above the eastern door are three vampire spawn named Darvanos, Hekella, and Tozu
, and the air is heavy with the scent of rot.
Prisoner. A human adventurer named Portia Dzuth is chained up to the north. Her armor and equipment lie in a heap to the south.
Portia Dzuth hails from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Guards Corroded, broken weapons litter this hall, as if a battle had been fought here long ago. Clinging to the ceiling above the eastern door are three vampire spawn named Darvanos, Hekella, and Tozu
, and the air is heavy with the scent of rot.
Prisoner. A human adventurer named Portia Dzuth is chained up to the north. Her armor and equipment lie in a heap to the south.
Portia Dzuth hails from
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Lost Spire Overview In addition to showing the four levels of the spire, map 2.10 depicts a side view of the spire in its original state and a cross-section showing its current state: broken, mostly
and passageways are 12 feet high, with flat ceilings and floors unless the text says otherwise. All doorways are 8 feet high and arched; being upside down turns them into concave, 4-foot-high barriers
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
light over huge anvils. Chained giants with coal-black skin and fiery orange hair hammer out weapons under the malignant gaze of a pit fiend seated in a flying throne. Throughout the forge, sparks
containing oily water, coils of greasy chain, mounds of iron filings, and more. The fire giants’ names are Drumra, Jalt, Rosska, and Zrakorn. While chained, the giants have a walking speed of 10 feet. The
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
light over huge anvils. Chained giants with coal-black skin and fiery orange hair hammer out weapons under the malignant gaze of a pit fiend seated in a flying throne. Throughout the forge, sparks
containing oily water, coils of greasy chain, mounds of iron filings, and more. The fire giants’ names are Drumra, Jalt, Rosska, and Zrakorn. While chained, the giants have a walking speed of 10 feet. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
31. Halaster’s Secretary A nothic is chained to the floor of this otherwise empty room. The nothic’s chain is short enough to prevent the creature from reaching the doors but long enough to let it
attack anything that enters the room. The chain can be broken with a strike from a magic weapon or an adamantine weapon, or with a successful DC 25 Strength (Athletics) check. Strapped to the nothic’s
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
light over huge anvils. Chained giants with coal-black skin and fiery orange hair hammer out weapons under the malignant gaze of a pit fiend seated in a flying throne. Throughout the forge, sparks
containing oily water, coils of greasy chain, mounds of iron filings, and more. The fire giants’ names are Drumra, Jalt, Rosska, and Zrakorn. While chained, the giants have a walking speed of 10 feet. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
31. Halaster’s Secretary A nothic is chained to the floor of this otherwise empty room. The nothic’s chain is short enough to prevent the creature from reaching the doors but long enough to let it
attack anything that enters the room. The chain can be broken with a strike from a magic weapon or an adamantine weapon, or with a successful DC 25 Strength (Athletics) check. Strapped to the nothic’s
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
shallow alcoves that contain wooden troughs. Two wooden posts pounded into the rocky earth have iron rings bolted to them, and chained to one of them is a short humanoid with bat wings and spider
. Tethering Posts Iron rings bolted to these wooden posts were once used to secure horses. Chained to one post is a chaotic neutral mongrelfolk (see appendix D) named Marzena Belview, the older sister of Mishka
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
shallow alcoves that contain wooden troughs. Two wooden posts pounded into the rocky earth have iron rings bolted to them, and chained to one of them is a short humanoid with bat wings and spider
. Tethering Posts Iron rings bolted to these wooden posts were once used to secure horses. Chained to one post is a chaotic neutral mongrelfolk (see appendix D) named Marzena Belview, the older sister of Mishka
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
shallow alcoves that contain wooden troughs. Two wooden posts pounded into the rocky earth have iron rings bolted to them, and chained to one of them is a short humanoid with bat wings and spider
. Tethering Posts Iron rings bolted to these wooden posts were once used to secure horses. Chained to one post is a chaotic neutral mongrelfolk (see appendix D) named Marzena Belview, the older sister of Mishka
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
floorboards can be broken through with a successful DC 15 Strength (Athletics) check to allow access to the room below. M11. Laboratory Most of this room is taken up by long wooden tables that are
only by solving the planetarium puzzle. From inside area M13, however, the door is plainly visible. M13. The Chained Library To reach this room, the characters must solve the telescope puzzle in area
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
floorboards can be broken through with a successful DC 15 Strength (Athletics) check to allow access to the room below. M11. Laboratory Most of this room is taken up by long wooden tables that are
only by solving the planetarium puzzle. From inside area M13, however, the door is plainly visible. M13. The Chained Library To reach this room, the characters must solve the telescope puzzle in area
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
floorboards can be broken through with a successful DC 15 Strength (Athletics) check to allow access to the room below. M11. Laboratory Most of this room is taken up by long wooden tables that are
only by solving the planetarium puzzle. From inside area M13, however, the door is plainly visible. M13. The Chained Library To reach this room, the characters must solve the telescope puzzle in area
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Magical healing removes the limp. 5–7 Internal Injury. Whenever you
receive magical healing or if you spend ten days doing nothing but resting. 8–10 Broken Ribs. This has the same effect as Internal Injury above, except that the save DC is 10. 11–13 Horrible Scar. You
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is within range, the doppelganger can
continue reading its thoughts as long as the doppelganger’s concentration isn’t broken. While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is within range, the doppelganger can
continue reading its thoughts as long as the doppelganger’s concentration isn’t broken. While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
(a broken portal key, which the spell consumes) Duration: 24 hours You fortify the fabric of the planes in a 30-foot cube you can see within range. Within that area, portals close and can’t be opened
. On a failed check, you learn nothing and can’t study that portal again using this spell until you cast it again. The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the
doppelganger can continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
(a broken portal key, which the spell consumes) Duration: 24 hours You fortify the fabric of the planes in a 30-foot cube you can see within range. Within that area, portals close and can’t be opened
. On a failed check, you learn nothing and can’t study that portal again using this spell until you cast it again. The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Magical healing removes the limp. 5–7 Internal Injury. Whenever you
receive magical healing or if you spend ten days doing nothing but resting. 8–10 Broken Ribs. This has the same effect as Internal Injury above, except that the save DC is 10. 11–13 Horrible Scar. You
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
(a broken portal key, which the spell consumes) Duration: 24 hours You fortify the fabric of the planes in a 30-foot cube you can see within range. Within that area, portals close and can’t be opened
. On a failed check, you learn nothing and can’t study that portal again using this spell until you cast it again. The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Magical healing removes the limp. 5–7 Internal Injury. Whenever you
receive magical healing or if you spend ten days doing nothing but resting. 8–10 Broken Ribs. This has the same effect as Internal Injury above, except that the save DC is 10. 11–13 Horrible Scar. You
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is within range, the doppelganger can
continue reading its thoughts as long as the doppelganger’s concentration isn’t broken. While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the
doppelganger can continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the
doppelganger can continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
healthy, but their wills have been broken by mental trauma and tranquilizing drugs. Their emotions surface only during rest, when the dreams of the Night Serpent wrench them screaming from their troubled
sleep. The captives are not chained. Presented with an opportunity to escape, most become paralyzed with indecision. Breaking their fugue requires strong words and a successful DC 17 Charisma
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
healthy, but their wills have been broken by mental trauma and tranquilizing drugs. Their emotions surface only during rest, when the dreams of the Night Serpent wrench them screaming from their troubled
sleep. The captives are not chained. Presented with an opportunity to escape, most become paralyzed with indecision. Breaking their fugue requires strong words and a successful DC 17 Charisma






