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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
Icewind Dale: Rime of the Frostmaiden
until her concentration is broken (as if concentrating on a spell).Auril can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at
, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of
Magic Items
Infernal Machine Rebuild
surroundings to appear reflected in the blade as if in a state of decay.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with it, the attack
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
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->Waterdeep: Dungeon of the Mad Mage
1. Shattered Mirrors This corridor lies at the bottom of the staircase from level 9. Its features are as follows: Broken Mirrors. The shards of a dozen shattered mirrors cover the floor. (Murial
frame conceals a secret door that swings open into area 2.)
Characters who pass through this hall might catch fleeting glimpses of Halaster reflected in the mirror shards instead of their own reflections — one of the Mad Mage’s harmless regional effects (see “Halaster’s Lair”).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Shattered Mirrors This corridor lies at the bottom of the staircase from level 9. Its features are as follows: Broken Mirrors. The shards of a dozen shattered mirrors cover the floor. (Murial
frame conceals a secret door that swings open into area 2.)
Characters who pass through this hall might catch fleeting glimpses of Halaster reflected in the mirror shards instead of their own reflections — one of the Mad Mage’s harmless regional effects (see “Halaster’s Lair”).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Shattered Mirrors This corridor lies at the bottom of the staircase from level 9. Its features are as follows: Broken Mirrors. The shards of a dozen shattered mirrors cover the floor. (Murial
frame conceals a secret door that swings open into area 2.)
Characters who pass through this hall might catch fleeting glimpses of Halaster reflected in the mirror shards instead of their own reflections — one of the Mad Mage’s harmless regional effects (see “Halaster’s Lair”).
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->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->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->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->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->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->Locathah Rising
) 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
area. Both icy barriers have AC 12, 30 hit points each, vulnerability to fire damage, and immunity to poison and psychic damage.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
) 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
area. Both icy barriers have AC 12, 30 hit points each, vulnerability to fire damage, and immunity to poison and psychic damage.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
) 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
area. Both icy barriers have AC 12, 30 hit points each, vulnerability to fire damage, and immunity to poison and psychic damage.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
their new stronghold to their hearts’ content. Tavern Rooms When the characters first arrive, the tavern’s taproom is filled with broken furniture, tarnished silverware, casks of wine that have turned
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
their new stronghold to their hearts’ content. Tavern Rooms When the characters first arrive, the tavern’s taproom is filled with broken furniture, tarnished silverware, casks of wine that have turned
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
their new stronghold to their hearts’ content. Tavern Rooms When the characters first arrive, the tavern’s taproom is filled with broken furniture, tarnished silverware, casks of wine that have turned
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
seam in the rock. The passage to the east splits, with both routes connecting to area S3. One path enters area S3 through a broken crypt in that room’s wall, while the other descends 15 feet and leads
to stand against him in battle. Hidden somewhere in the chambers ahead is an elven relic known as the mirror of reflected pasts (see appendix A). Those who view the mirror see glimpses of their past
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
seam in the rock. The passage to the east splits, with both routes connecting to area S3. One path enters area S3 through a broken crypt in that room’s wall, while the other descends 15 feet and leads
to stand against him in battle. Hidden somewhere in the chambers ahead is an elven relic known as the mirror of reflected pasts (see appendix A). Those who view the mirror see glimpses of their past
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
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->Monster Manual (2014)
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
blade always appears ruined and rusting, and causes its surroundings to appear reflected in the blade as if in a state of decay. You gain a +2 bonus to attack and damage rolls made with this magic
. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. The weapon must take direct part in the destruction of 1,000 gp worth of materials and
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
moments from the character’s story and how they can be reflected in the events of their final descent. Maybe they see the souls of friends, allies, or loved ones who perished, whether their fates are
good or ill. Perhaps a villain the hero slew now exists as a broken misera, giving mute testament to the hero’s success. Characters who overcame their personal flaws might even be confronted with
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
seam in the rock. The passage to the east splits, with both routes connecting to area S3. One path enters area S3 through a broken crypt in that room’s wall, while the other descends 15 feet and leads
to stand against him in battle. Hidden somewhere in the chambers ahead is an elven relic known as the mirror of reflected pasts (see appendix A). Those who view the mirror see glimpses of their past
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
blade always appears ruined and rusting, and causes its surroundings to appear reflected in the blade as if in a state of decay. You gain a +2 bonus to attack and damage rolls made with this magic
. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. The weapon must take direct part in the destruction of 1,000 gp worth of materials and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
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->Tales from the Yawning Portal->a7
30. False Treasure Room This imposing chamber has a silvered ceiling, just as the foyer has, so it is brightly illuminated by reflected light. The walls are of ivory with gold inlaid. The floor is
inner shell, a few bones, destroyed jewelry (the stones pried out), torn bits of robes and windings, dust, and a broken staff of the magi (evident from the runes upon it). A shattered skull will roll






