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Returning 35 results for 'both battle diffusing closed read'.
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Monsters
Mythic Odysseys of Theros
throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the
.
Returned Masks. Adventurers who defeat Returned foes might marvel at their fortune in claiming such rich spoils after a battle. The mask of a Returned is worth approximately 100 gp, based on its
Monsters
Mythic Odysseys of Theros
Turn Resistance. The Returned has advantage on saving throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its
shadow plays without weight or substance.
Returned Masks. Adventurers who defeat Returned foes might marvel at their fortune in claiming such rich spoils after a battle. The mask of a Returned is worth
Monsters
Mythic Odysseys of Theros
.
Turn Resistance. The Returned has advantage on saving throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its
.
Returned Masks. Adventurers who defeat Returned foes might marvel at their fortune in claiming such rich spoils after a battle. The mask of a Returned is worth approximately 100 gp, based on its
Whelm
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish, Giant, and Goblin. It shouts battle
Symbol
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
When you cast this spell, you inscribe a harmful glyph either on a surface (such as a section of floor, a wall, or a table) or within an object that can be closed to conceal the glyph (such as a book
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
Mythic Odysseys of Theros
throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the
who defeat Returned foes might marvel at their fortune in claiming such rich spoils after a battle. The mask of a Returned is worth approximately 100 gp, based on its composition and craftsmanship
Monsters
Eberron: Rising from the Last War
Alien Mind. If a creature tries to read Belashyrra’s thoughts or deals psychic damage to it, that creature must succeed on a DC 22 Intelligence saving throw or be stunned for 1 minute. The
close my eyes, I see my past misdeeds.”
5
“I don’t trust my sight. I have no idea what’s real and what’s a hallucination.”
6
“Something watches the world through my eyes. To thwart them, I keep my eyes closed or covered.”
Poison, Psychic
Species
Mordenkainen Presents: Monsters of the Multiverse
carve their horns to sharpen their edges, etch symbols of power into them, or sheathe them in bronze to prevent them from shattering during battle.
Thick hair extends down minotaurs’ necks and
those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Arriving at the Mansion Once the characters are within sight of the mansion, read or paraphrase the following: A three-story mansion stands alone in a clearing. It has alabaster walls, windows on all
three levels, and a closed double door on the ground floor. The area around the mansion seems unnaturally quiet.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Arriving at the Mansion Once the characters are within sight of the mansion, read or paraphrase the following: A three-story mansion stands alone in a clearing. It has alabaster walls, windows on all
three levels, and a closed double door on the ground floor. The area around the mansion seems unnaturally quiet.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Arriving at the Mansion Once the characters are within sight of the mansion, read or paraphrase the following: A three-story mansion stands alone in a clearing. It has alabaster walls, windows on all
three levels, and a closed double door on the ground floor. The area around the mansion seems unnaturally quiet.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
The Battle Begins When the battle begins, read the following boxed text aloud: The night is dark, and torrential rain beats down on the rooftops. An hour before dawn, the bell on the newly erected
south gate begins to toll urgently. A cry goes up from the wall as troops dash to man their positions:
“The dead! The dead are coming!”
The Battle of Leilon has begun.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
The Battle Begins When the battle begins, read the following boxed text aloud: The night is dark, and torrential rain beats down on the rooftops. An hour before dawn, the bell on the newly erected
south gate begins to toll urgently. A cry goes up from the wall as troops dash to man their positions:
“The dead! The dead are coming!”
The Battle of Leilon has begun.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
The Battle Begins When the battle begins, read the following boxed text aloud: The night is dark, and torrential rain beats down on the rooftops. An hour before dawn, the bell on the newly erected
south gate begins to toll urgently. A cry goes up from the wall as troops dash to man their positions:
“The dead! The dead are coming!”
The Battle of Leilon has begun.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Warrior’s Gate on the east wall is unguarded. Vendri urges the characters to quickly find out what happened. When the characters arrive at the gate, read the following text: The Warrior’s Gate stands open
, though its portcullis remains closed. No guards are in sight, and beside the gate, the guardroom’s door is ajar.
On the other side of the portcullis, several figures wearing Dragon Army uniforms pace
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Warrior’s Gate on the east wall is unguarded. Vendri urges the characters to quickly find out what happened. When the characters arrive at the gate, read the following text: The Warrior’s Gate stands open
, though its portcullis remains closed. No guards are in sight, and beside the gate, the guardroom’s door is ajar.
On the other side of the portcullis, several figures wearing Dragon Army uniforms pace
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Warrior’s Gate on the east wall is unguarded. Vendri urges the characters to quickly find out what happened. When the characters arrive at the gate, read the following text: The Warrior’s Gate stands open
, though its portcullis remains closed. No guards are in sight, and beside the gate, the guardroom’s door is ajar.
On the other side of the portcullis, several figures wearing Dragon Army uniforms pace
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Arrival at the Bathhouse When the characters arrive at the bathhouse, read the following boxed text aloud to the players: The bathhouse is a one-story stuccoed building with stained-glass windows and
clay roof tiles. Ten-foot-tall walls enclose a large courtyard outside the southeast corner of the building. The closed wooden doors to the courtyard are engraved with images of smiling nymphs
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Ashen Heir Hideout The Ashen Heir hideout is a crumbling, one-story temple located in the Old City. Captured Ashen Heir agents or Laleh Ghorbani might direct the characters to the location. Read the
tower juts from the temple’s roof; one of its walls bears tall vents to catch the wind.
A padlock holds closed a gate in the temple’s 8-foot-tall fence, but it can be unlocked as an action with a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Ashen Heir Hideout The Ashen Heir hideout is a crumbling, one-story temple located in the Old City. Captured Ashen Heir agents or Laleh Ghorbani might direct the characters to the location. Read the
tower juts from the temple’s roof; one of its walls bears tall vents to catch the wind.
A padlock holds closed a gate in the temple’s 8-foot-tall fence, but it can be unlocked as an action with a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Ashen Heir Hideout The Ashen Heir hideout is a crumbling, one-story temple located in the Old City. Captured Ashen Heir agents or Laleh Ghorbani might direct the characters to the location. Read the
tower juts from the temple’s roof; one of its walls bears tall vents to catch the wind.
A padlock holds closed a gate in the temple’s 8-foot-tall fence, but it can be unlocked as an action with a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Approaching the Village When the characters first approach the village, read: Tall shapes loom out of the dense fog that surrounds everything. The muddy ground underfoot gives way to slick, wet
through the streets from a distance. The sobbing comes from Mad Mary’s townhouse (area E3). With the exception of areas E1 and E2, all the shops in the village are permanently closed, and the unoccupied
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Approaching the Village When the characters first approach the village, read: Tall shapes loom out of the dense fog that surrounds everything. The muddy ground underfoot gives way to slick, wet
through the streets from a distance. The sobbing comes from Mad Mary’s townhouse (area E3). With the exception of areas E1 and E2, all the shops in the village are permanently closed, and the unoccupied
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Arrival at the Bathhouse When the characters arrive at the bathhouse, read the following boxed text aloud to the players: The bathhouse is a one-story stuccoed building with stained-glass windows and
clay roof tiles. Ten-foot-tall walls enclose a large courtyard outside the southeast corner of the building. The closed wooden doors to the courtyard are engraved with images of smiling nymphs
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Arrival at the Bathhouse When the characters arrive at the bathhouse, read the following boxed text aloud to the players: The bathhouse is a one-story stuccoed building with stained-glass windows and
clay roof tiles. Ten-foot-tall walls enclose a large courtyard outside the southeast corner of the building. The closed wooden doors to the courtyard are engraved with images of smiling nymphs
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Approaching the Village When the characters first approach the village, read: Tall shapes loom out of the dense fog that surrounds everything. The muddy ground underfoot gives way to slick, wet
through the streets from a distance. The sobbing comes from Mad Mary’s townhouse (area E3). With the exception of areas E1 and E2, all the shops in the village are permanently closed, and the unoccupied
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Returning to Kalaman As the characters near the gates of Kalaman, read the following text: A crowd mills at the gate ahead, dozens of commoners murmuring and excitedly looking past the closed
city. Castle Kalaman’s Visitors The gates of Castle Kalaman are closed when the characters arrive, but the guards recognize the characters and admit them. The guards confirm a contingent of knights is
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Returning to Kalaman As the characters near the gates of Kalaman, read the following text: A crowd mills at the gate ahead, dozens of commoners murmuring and excitedly looking past the closed
city. Castle Kalaman’s Visitors The gates of Castle Kalaman are closed when the characters arrive, but the guards recognize the characters and admit them. The guards confirm a contingent of knights is
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Returning to Kalaman As the characters near the gates of Kalaman, read the following text: A crowd mills at the gate ahead, dozens of commoners murmuring and excitedly looking past the closed
city. Castle Kalaman’s Visitors The gates of Castle Kalaman are closed when the characters arrive, but the guards recognize the characters and admit them. The guards confirm a contingent of knights is
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
2. What Is Dead May Never Die As the characters descend into the lower decks of this ship, read or paraphrase the following boxed text: As you proceed belowdecks, it becomes much easier to swim as
salted meats that have been cured are salvageable, as is the ale, whose barrels are coated in a thick layer of tar to keep water out. Additionally, there are twenty healer’s kits, closed in small iron
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
2. What Is Dead May Never Die As the characters descend into the lower decks of this ship, read or paraphrase the following boxed text: As you proceed belowdecks, it becomes much easier to swim as
salted meats that have been cured are salvageable, as is the ale, whose barrels are coated in a thick layer of tar to keep water out. Additionally, there are twenty healer’s kits, closed in small iron
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
2. What Is Dead May Never Die As the characters descend into the lower decks of this ship, read or paraphrase the following boxed text: As you proceed belowdecks, it becomes much easier to swim as
salted meats that have been cured are salvageable, as is the ale, whose barrels are coated in a thick layer of tar to keep water out. Additionally, there are twenty healer’s kits, closed in small iron
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
confronted by obviously more numerous or powerful opponents usually try to avoid battle. But brave, desperate, or devoted creatures might never retreat from a battle. If you can’t decide whether a
behalf of the group. When creatures that are already engaged in battle realize they’re likely to lose, they usually try to exit that battle. A monster is likely to flee if either of the following is true
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
confronted by obviously more numerous or powerful opponents usually try to avoid battle. But brave, desperate, or devoted creatures might never retreat from a battle. If you can’t decide whether a
behalf of the group. When creatures that are already engaged in battle realize they’re likely to lose, they usually try to exit that battle. A monster is likely to flee if either of the following is true
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
confronted by obviously more numerous or powerful opponents usually try to avoid battle. But brave, desperate, or devoted creatures might never retreat from a battle. If you can’t decide whether a
behalf of the group. When creatures that are already engaged in battle realize they’re likely to lose, they usually try to exit that battle. A monster is likely to flee if either of the following is true






