Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'barriers broken diffusing constructed read'.
Other Suggestions:
berries brown diffusing construct read
barriers brown diffusing construct read
berries broken diffusing construct read
barristers broken diffusing construct read
barrier broken diffusing construct reach
Doppelganger
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
"} to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4);{"diceNotation":"1d6+4","rollType":"damage","rollAction":"Slam","rollDamageType":"bludgeoning"} bludgeoning damage.
Read Thoughts. The doppelganger
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
Monsters
Waterdeep: Dragon Heist
”), but in terms of statistics they are similar. The statue known as the Swordmaiden is too broken to be animated, and only the wielder of the Blackstaff can animate the other seven.
Landmarks
little danger — but any structures attached to a walking statue are destroyed the first time it animates.
Constructed Nature. A walking statue doesn’t require air, food, drink, or
Detect Thoughts
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you
creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2
Symbol
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
The glyph is nearly invisible, requiring an Intelligence
Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in
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
of a comet—or perhaps this phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, cultists gather together, read aloud their
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
Magic Items
Infernal Machine Rebuild
property of the weapon can’t be used until dawn seven days later.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse
darkvision out to a range of 120 feet.
The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is a rough, ruined echo. While you are attuned
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Temple of Howling Hatred When the characters follow the tunnel from Knifepoint Gully (see chapter 3), read the following text: An enormous chasm splits the earth as far as the eye can see in the
ruins beneath the glittering cavern vault. Broken statues stand in the midst of empty plazas, staring sightlessly into the darkness. A huge step pyramid rises at the edge of the precipice, and from the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Temple of Howling Hatred When the characters follow the tunnel from Knifepoint Gully (see chapter 3), read the following text: An enormous chasm splits the earth as far as the eye can see in the
ruins beneath the glittering cavern vault. Broken statues stand in the midst of empty plazas, staring sightlessly into the darkness. A huge step pyramid rises at the edge of the precipice, and from the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Temple of Howling Hatred When the characters follow the tunnel from Knifepoint Gully (see chapter 3), read the following text: An enormous chasm splits the earth as far as the eye can see in the
ruins beneath the glittering cavern vault. Broken statues stand in the midst of empty plazas, staring sightlessly into the darkness. A huge step pyramid rises at the edge of the precipice, and from the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Read Thoughts. The doppelganger 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 within range, the doppelganger can
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Read Thoughts. The doppelganger 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 within range, the doppelganger can
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
melee attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Read Thoughts. The doppelganger 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
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
melee attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Read Thoughts. The doppelganger 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
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
melee attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Read Thoughts. The doppelganger 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
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Read Thoughts. The doppelganger 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 within range, the doppelganger can
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
The Grassroads The Grassroads is a network of cleverly constructed wood-and-reed bridges standing 15 to 40 feet above the ground. Approximately every 5 miles along the walkways, collections of 10
characters stop at such a lean-to waypoint, roll on or choose from the Lean-To Items table to see what they find. Lean-To Items d10 Item 1–4 Nothing 5 1d4 cones of panela 6 A guitar with one broken
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
The Grassroads The Grassroads is a network of cleverly constructed wood-and-reed bridges standing 15 to 40 feet above the ground. Approximately every 5 miles along the walkways, collections of 10
characters stop at such a lean-to waypoint, roll on or choose from the Lean-To Items table to see what they find. Lean-To Items d10 Item 1–4 Nothing 5 1d4 cones of panela 6 A guitar with one broken
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
The Grassroads The Grassroads is a network of cleverly constructed wood-and-reed bridges standing 15 to 40 feet above the ground. Approximately every 5 miles along the walkways, collections of 10
characters stop at such a lean-to waypoint, roll on or choose from the Lean-To Items table to see what they find. Lean-To Items d10 Item 1–4 Nothing 5 1d4 cones of panela 6 A guitar with one broken
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->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->Locathah Rising
11. Olhydra’s Canal When the characters look into the wreckage of this small ship, read or paraphrase the following boxed text: You see gently sloping sand, leading up the length of this sunken
) cold damage, and its speed is reduced by 10 feet.
Last, but certainly not least, the openings at either end of the area ice over, and must be broken before characters can either enter or exit the
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
11. Olhydra’s Canal When the characters look into the wreckage of this small ship, read or paraphrase the following boxed text: You see gently sloping sand, leading up the length of this sunken
) cold damage, and its speed is reduced by 10 feet.
Last, but certainly not least, the openings at either end of the area ice over, and must be broken before characters can either enter or exit the
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
11. Olhydra’s Canal When the characters look into the wreckage of this small ship, read or paraphrase the following boxed text: You see gently sloping sand, leading up the length of this sunken
) cold damage, and its speed is reduced by 10 feet.
Last, but certainly not least, the openings at either end of the area ice over, and must be broken before characters can either enter or exit the
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Getting Started To begin, read the following boxed text aloud: Walls of mortared stone and cracked flagstone tiles form the interior of this cave, creating the impression of a subterranean fortress
. Water trickles steadily somewhere in the cave.
Water from the broken fountain in area B7 floods a chamber to the south (area B5). The dribbling fountain can be heard throughout the cave.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Getting Started To begin, read the following boxed text aloud: Walls of mortared stone and cracked flagstone tiles form the interior of this cave, creating the impression of a subterranean fortress
. Water trickles steadily somewhere in the cave.
Water from the broken fountain in area B7 floods a chamber to the south (area B5). The dribbling fountain can be heard throughout the cave.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Getting Started To begin, read the following boxed text aloud: Walls of mortared stone and cracked flagstone tiles form the interior of this cave, creating the impression of a subterranean fortress
. Water trickles steadily somewhere in the cave.
Water from the broken fountain in area B7 floods a chamber to the south (area B5). The dribbling fountain can be heard throughout the cave.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
intend to impersonate, studying them and probing their minds for secrets. A doppelganger can read a creature’s surface thoughts, allowing it to glean that creature’s name, desires, and fears, along with a
attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Read Thoughts. The doppelganger magically reads the surface thoughts of one creature
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
intend to impersonate, studying them and probing their minds for secrets. A doppelganger can read a creature’s surface thoughts, allowing it to glean that creature’s name, desires, and fears, along with a
attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Read Thoughts. The doppelganger magically reads the surface thoughts of one creature
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
intend to impersonate, studying them and probing their minds for secrets. A doppelganger can read a creature’s surface thoughts, allowing it to glean that creature’s name, desires, and fears, along with a
attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Read Thoughts. The doppelganger magically reads the surface thoughts of one creature
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->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->Baldur's Gate: Descent into Avernus
arrive at one of these locations, read the following boxed text to the players: Colossal spiked chains extend across the hellscape, their links partially buried under the ash and large chunks of masonry
. Each broken chain is roughly a mile long.
Long ago, these giant chains tethered an abducted city to Avernus. That city somehow tore free, leaving behind its broken bonds and scattered chunks of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
arrive at one of these locations, read the following boxed text to the players: Colossal spiked chains extend across the hellscape, their links partially buried under the ash and large chunks of masonry
. Each broken chain is roughly a mile long.
Long ago, these giant chains tethered an abducted city to Avernus. That city somehow tore free, leaving behind its broken bonds and scattered chunks of






