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Returning 35 results for 'beyond before double changed respects'.
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bond before double charges repeats
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bond before double charges respect
Monsters
Forgotten Realms: Adventures in Faerûn
dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep dragon lairs beyond treasure hunting; they might contain the only surviving
ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon’s lair is changed by its presence, creating the following effects
Monsters
Forgotten Realms: Adventures in Faerûn
deep dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep dragon lairs beyond treasure hunting; they might contain the only
, forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon’s lair is changed by its presence, creating the following effects
Monsters
Forgotten Realms: Adventures in Faerûn
Underdark societies, such as kuo-toa. Many deep dragons demand tribute from these groups in the form of food or treasure.
Underdark explorers have many reasons to brave deep dragon lairs beyond
-encrusted caverns of the Underdark or old, forgotten ruins, preferring locations near subterranean bodies of water.
The region containing an adult or ancient deep dragon’s lair is changed by its
Monsters
Forgotten Realms: Adventures in Faerûn
dragon lairs beyond treasure hunting; they might contain the only surviving copies of forgotten lore, fungal ingredients for cures or plagues, or maps to lost Underdark locales.Deep Dragon Lairs
Deep
;s lair is changed by its presence, creating the following effects:
Preservation of Knowledge. Books and other written forms of communication with 1 mile of the lair become magically protected and can
Species
Wayfinder's Guide to Eberron
Caerys held her double blade in the falcon guard, level with her shoulders and spreading out like wings. “I came in search of legends. Ten thousand years ago Daealyth of Taeri stood this
his flail flashed in the firelight. The chain wrapped around Caerys’ blade but she twisted away. The flail flew into the darkness. She spun forward, her double blade weaving a circle of fire as
Species
Wayfinder's Guide to Eberron
Caerys held her double blade in the falcon guard, level with her shoulders and spreading out like wings. “I came in search of legends. Ten thousand years ago Daealyth of Taeri stood this
his flail flashed in the firelight. The chain wrapped around Caerys’ blade but she twisted away. The flail flew into the darkness. She spun forward, her double blade weaving a circle of fire as
Species
Wayfinder's Guide to Eberron
Caerys held her double blade in the falcon guard, level with her shoulders and spreading out like wings. “I came in search of legends. Ten thousand years ago Daealyth of Taeri stood this
his flail flashed in the firelight. The chain wrapped around Caerys’ blade but she twisted away. The flail flew into the darkness. She spun forward, her double blade weaving a circle of fire as
Species
Wayfinder's Guide to Eberron
Caerys held her double blade in the falcon guard, level with her shoulders and spreading out like wings. “I came in search of legends. Ten thousand years ago Daealyth of Taeri stood this
his flail flashed in the firelight. The chain wrapped around Caerys’ blade but she twisted away. The flail flew into the darkness. She spun forward, her double blade weaving a circle of fire as
Monsters
Mythic Odysseys of Theros
beyond one, it gets an extra reaction that can be used only to make opportunity attacks.
Siege Monster. Polukranos deals double damage to objects and structures.
Wakeful. While Polukranos sleeps, at
, from the bog-dwelling hydras known across the multiverse to massive ironscale hydra;ironscale hydras that lurk in deep wildernesses. Beyond even these exist serpentine horrors born of the whims of foul
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.
Jester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.
Key. A
Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently
Monsters
Icewind Dale: Rime of the Frostmaiden
Divine Being. Auril can’t be surprised and can’t be changed into another form against her will.
Divine Resurrection. When Auril drops to 0 hit points, her crystalline form shatters and
, 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
Monsters
Icewind Dale: Rime of the Frostmaiden
Divine Being. Auril can’t be surprised and can’t be changed into another form against her will.
Divine Rejuvenation. When Auril drops to 0 hit points, her body turns to slush and melts
form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter solstice, with divine power far beyond what is reflected in the
Magic Items
Lost Laboratory of Kwalish
already been claimed, you gain an equivalent hoard.
Idiot. Reduce your Intelligence by 1d4 + 1 (to a minimum score of 1) for the duration of the adventure. You can draw one additional card beyond
your declared draws.
Jester. You gain proficiency in a skill of your choice for the duration of the adventure, or you can draw two additional cards beyond your declared draws.
Key. A
Monsters
Icewind Dale: Rime of the Frostmaiden
Divine Being. Auril can’t be surprised and can’t be changed into another form against her will.
Divine Rejuvenation. When Auril drops to 0 hit points, her body collapses into shards of
solstice, with divine power far beyond what is reflected in the stat blocks presented here.
After finishing a long rest, Auril regains any of her forms that were destroyed, provided at least one
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
E4. Dusty Foyer Spikes hammered into the floor hold open two sets of double doors. A once-secret door to the north stands open, with a room beyond it holding nothing but rubble.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
doors reveals area 22 beyond. Creatures that pass through the doorway get no sense that they’re leaving Undermountain and entering Halaster’s extradimensional tower. Whenever a double door in this
19. Double Door Roulette Double Doors. Seven sets of double doors, six of them at the end of short hallways, stand closed.
Scintillating Pillar. A pillar at the center of the 20-foot-high room has
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
22. Tower Entrance The double door to the north pushes open to reveal area 19 beyond. Creatures that head north through the doorway get no sense that they’re leaving Halaster’s extradimensional tower
, facing the double door, is a life-size statue of Halaster, his arms raised before him and his face bearing an awkward smile.
Rat. Gnawing on a piece of celery at the foot of the statue is an ordinary
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Using the Poster Map Sigil and the Outlands contains a fold-out, double-sided poster map intended to be shared with the players at certain points in the adventure. One side of the poster map depicts
the city of Sigil, while the reverse side shows the Outlands. These maps and the landmarks they depict aren’t to scale, as both Sigil and the Outlands are vast and ever-changing, making them beyond
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ledge 120 feet away. (For more information on the bridge, see area 16. The far ledge is described in area 17.)
Double Door. At the south end of the room, two pillars carved with scores of eyes
flank a stone double door engraved with a giant letter H.
If their handles are tugged, the double doors fly open, revealing a stone wall with a giant elder rune carved into it (see “Elder Runes”). Draw
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
pillars that leads to a stone double door carved with foamy waves that part in the middle. Sections of the portico’s roof have fallen in, and palm trees and ferns sprout from between the cracked
wave of water where her legs should be. Beyond the west side of the portico, an overgrown garden terrace overlooks the thundering sea.
Slanting beams of sunlight or moonlight shine through the holes in
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Elves Caerys held her double blade in the falcon guard, level with her shoulders and spreading out like wings. “I came in search of legends. Ten thousand years ago Daealyth of Taeri stood this
flail flashed in the firelight. The chain wrapped around Caerys’ blade but she twisted away. The flail flew into the darkness. She spun forward, her double blade weaving a circle of fire as she danced
Magic Items
Tasha’s Cauldron of Everything
dawn. You gain the following flaw: “When I see wickedness in action, I must oppose it.”
8
Beyond the Rock of Bral (silver mind flayer tooth)
2 mind flayer;mind flayers
You gain
)
You deal double damage to objects and structures. If you take 20 or more damage in one turn, you must succeed on a DC 18 Wisdom saving throw or spend your next turn in a murderous fury. During this
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
open to the north and west. A single closed door lies just south of the western set of double doors. The ceiling here is 20 feet high. Beyond the open doors to the north, the characters can see a long
X6. Southeast Annex This room is featureless except for a rough-edged, 10-foot-diameter circular hole in the floor to the east and empty torch sconces along the walls. Double doors of amber stand
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
(Perception) check to find. Both staircases in the north wall lead down to area K19. The eastern double doors can be pulled open to reveal area K26 beyond. The single door in the east wall opens into area
, brooding darkness. Empty iron sconces dot the walls. Hundreds of dust-laden cobwebs drape the hall, hiding the ceiling from view. Directly across from the window stand a set of double doors in the east
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
statues, rippling like black cloth in a light breeze.
Locked Double Door. Beyond the shadowy curtain is a 12-foot-tall arched double door with an ornate carving of a bronze dragon above it, its
wings forming the door frame. Draconic letters are carved into the floor in front of the double door.
A detect magic spell reveals an aura of conjuration magic around each strand of silver thread. The
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
M1. Main Entrance Recessed into the inner wall of the balcony is a 12-foot-high, stone double door with fancy scrollwork along its edges but no visible handles, hinges, or seams. If someone touches
curtain at the end of the entrance hall.”
The visage splits down the middle as the double door swings open, revealing a decorated hallway in which discordant chamber music plays.
The visage can
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, but these works have been defaced and, in some cases, replaced with stony tentacles that protrude from the walls.
Dwarf-Guarded Doors. A 20-foot-tall double door stands closed at the west end of the
hall. Carved into the walls flanking the double door stand armored dwarves, their stony beards flowing out of great helms that conceal their facial features.
Halaster used magic to distort the wall
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
and cultures that no longer exist and geography that has changed beyond recognition.
Still, it is possible to piece these scattered sources together. At the request of the good knights of Maelgoth
struck the gleaming Temple of the Kingpriest. The gods also warned a few chosen mortals, reasoning that if any of them reached Istar and prevented the ritual, the world might not be beyond redemption
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
17. Hallway This arched hallway is reinforced with stone buttresses, between which are painted murals depicting gloomy underwater scenes. A large double door stands to the west, and a flickering orb
is embedded in the wall at the east end of the hall. Along the hall’s length are two more sets of double doors, a single door, and two clay urns covered with dust and cobwebs.
The orb at the east
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
knows about the outside world but feigns ignorance in an attempt to catch the characters in a lie. She respects those who show her respect and treat her people as their equals, rather than as primitive
all the occupants a chance to pass their own judgment. Beyond this point, the only ways the characters can improve their score hereafter are by succeeding on Charisma checks (see “Goodwill Tour” below
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
9. Complex of Secret Doors If someone opens the door on the east wall of area 8, read: The small room beyond the door is empty and appears to have no other exits.
The south wall contains the first
inward (hinged on bottom)
B. Pivot on central hinge
C. Pull inward and up at bottom (hinged on top)
D. Slide up
E. Pull double panels inward (hinged on sides)
F. Slide left
G. Door has seven
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Corrupt Beyond Redemption Darklords aren’t misunderstood souls condemned through no fault of their own. If a person’s potential for evil is particularly great, the Dark Powers might indirectly
to the Darklord and how that relationship changed. Irredeemable. Once the Dark Powers take an evil person, that individual’s fate is sealed. Before the final corruption, a person can atone—but only if
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the east leads to area X6. The double doors to the west open into area X15. Characters who listen at the western doors hear gruff humanoid voices beyond, but can’t discern what’s being said.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
1 (−5)
Damage Immunities fire, poison
Condition Immunities charmed, exhaustion, frightened, petrified, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 10
number of hit points equal to half the fire damage dealt.
Siege Monster. The ruin grinder deals double damage to objects and structures.
Tunneler. The ruin grinder can burrow through solid rock at
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
.
Double bronze doors stand in the eastern end of the south wall. Down the hall to the west is an archway carved in the form of twining serpents. Beyond it, the corridor continues on into shadow
.
The hallway extends only 5 feet beyond the arch. The western wall is a cleverly painted mural designed to give the illusion of depth and reality, and the obscuring effect of the poison gas contributes






