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Returning 35 results for 'building barriers diffusing coming read'.
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Doppelganger
Legacy
This doesn't reflect the latest rules and lore.
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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
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
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
aid in creating disguises. If the characters venture within 30 feet of the south side of the building, they hear animal noises coming from the zoo (area T8), and a character who succeeds on a DC 15
Casing the Joint If the characters scout the vault before the heist, read or paraphrase the following: The vault stands in a rundown neighborhood, but the street and alleyways around the vault are
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
aid in creating disguises. If the characters venture within 30 feet of the south side of the building, they hear animal noises coming from the zoo (area T8), and a character who succeeds on a DC 15
Casing the Joint If the characters scout the vault before the heist, read or paraphrase the following: The vault stands in a rundown neighborhood, but the street and alleyways around the vault are
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
aid in creating disguises. If the characters venture within 30 feet of the south side of the building, they hear animal noises coming from the zoo (area T8), and a character who succeeds on a DC 15
Casing the Joint If the characters scout the vault before the heist, read or paraphrase the following: The vault stands in a rundown neighborhood, but the street and alleyways around the vault are
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Journey In good weather, the journey to Firewatch Island takes an hour. As the characters approach, they can hear the faint sound of a large bell being rung, seemingly coming from the island. But the sound
information.) When the characters come within sight of the island, read: The sun makes the waves sparkle as Firewatch Island comes fully into view. Three barren hills are its most noticeable landmarks, rising
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Silver Tapir Monastery The Silver Tapir Monastery is approximately 15 miles from the Basket, a journey that takes 5 hours at a normal pace. As the characters approach, read the following description
building, many wearing distinctive green sashes.
An elder Green Doctor named Melecio (neutral good, elf archmage) steps from the crowd, with Nene perched on her shoulder. Melecio explains that the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Journey In good weather, the journey to Firewatch Island takes an hour. As the characters approach, they can hear the faint sound of a large bell being rung, seemingly coming from the island. But the sound
information.) When the characters come within sight of the island, read: The sun makes the waves sparkle as Firewatch Island comes fully into view. Three barren hills are its most noticeable landmarks, rising
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Journey In good weather, the journey to Firewatch Island takes an hour. As the characters approach, they can hear the faint sound of a large bell being rung, seemingly coming from the island. But the sound
information.) When the characters come within sight of the island, read: The sun makes the waves sparkle as Firewatch Island comes fully into view. Three barren hills are its most noticeable landmarks, rising
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Silver Tapir Monastery The Silver Tapir Monastery is approximately 15 miles from the Basket, a journey that takes 5 hours at a normal pace. As the characters approach, read the following description
building, many wearing distinctive green sashes.
An elder Green Doctor named Melecio (neutral good, elf archmage) steps from the crowd, with Nene perched on her shoulder. Melecio explains that the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
too. The dragon speaks Dwarvish to its servants as the characters approach. Read the following: As the duergar priests lead you to a building carved from the stone just outside a huge cave entrance, the
glowing in the shadows of the cave before coming into the light. “You didn’t say I was having surfacers for dinner today.”
The dragon chuckles at his own wit. His massive body gives the distinct
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Silver Tapir Monastery The Silver Tapir Monastery is approximately 15 miles from the Basket, a journey that takes 5 hours at a normal pace. As the characters approach, read the following description
building, many wearing distinctive green sashes.
An elder Green Doctor named Melecio (neutral good, elf archmage) steps from the crowd, with Nene perched on her shoulder. Melecio explains that the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
too. The dragon speaks Dwarvish to its servants as the characters approach. Read the following: As the duergar priests lead you to a building carved from the stone just outside a huge cave entrance, the
glowing in the shadows of the cave before coming into the light. “You didn’t say I was having surfacers for dinner today.”
The dragon chuckles at his own wit. His massive body gives the distinct
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
too. The dragon speaks Dwarvish to its servants as the characters approach. Read the following: As the duergar priests lead you to a building carved from the stone just outside a huge cave entrance, the
glowing in the shadows of the cave before coming into the light. “You didn’t say I was having surfacers for dinner today.”
The dragon chuckles at his own wit. His massive body gives the distinct
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->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->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->Eberron: Rising from the Last War
they influence and are influenced by the Material Plane. The intensity of this influence waxes and wanes; scholars often depict the planes as orbiting Eberron — sometimes coming close, other times far
not a plane is remote or coterminous at a given time depends entirely on the needs of your story. Manifest Zones At certain places in the Material Plane, the barriers between worlds are thin, and
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->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->Eberron: Rising from the Last War
they influence and are influenced by the Material Plane. The intensity of this influence waxes and wanes; scholars often depict the planes as orbiting Eberron — sometimes coming close, other times far
not a plane is remote or coterminous at a given time depends entirely on the needs of your story. Manifest Zones At certain places in the Material Plane, the barriers between worlds are thin, and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
they influence and are influenced by the Material Plane. The intensity of this influence waxes and wanes; scholars often depict the planes as orbiting Eberron — sometimes coming close, other times far
not a plane is remote or coterminous at a given time depends entirely on the needs of your story. Manifest Zones At certain places in the Material Plane, the barriers between worlds are thin, and
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->Storm Lord’s Wrath
Arrival When the characters arrive at the inn, use the following read-aloud text to describe the situation outside the inn: The buffeting winds and violent precipitation grow more intense the closer
you get to the inn. Your vision is hampered to the point you can only see clearly within thirty feet.
Lights coming from the inn reveal a strange scene. Six humanoid creatures stand at the main
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Arrival When the characters arrive at the inn, use the following read-aloud text to describe the situation outside the inn: The buffeting winds and violent precipitation grow more intense the closer
you get to the inn. Your vision is hampered to the point you can only see clearly within thirty feet.
Lights coming from the inn reveal a strange scene. Six humanoid creatures stand at the main
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Arrival When the characters arrive at the inn, use the following read-aloud text to describe the situation outside the inn: The buffeting winds and violent precipitation grow more intense the closer
you get to the inn. Your vision is hampered to the point you can only see clearly within thirty feet.
Lights coming from the inn reveal a strange scene. Six humanoid creatures stand at the main
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
14: Fortress The castellan governs the keep from its fortress, a stone stronghold solidly built to withstand assault. Multiple towers rise above the main building, which is 30 feet tall. The fortress
fortress, read the following boxed text aloud: Two round towers with pointed roofs flank this tiered stronghold. Archers march along its stone parapets, watching for signs of trouble. Two guards stand outside the fortress’s iron doors; they acknowledge passersby with stern nods.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
14: Fortress The castellan governs the keep from its fortress, a stone stronghold solidly built to withstand assault. Multiple towers rise above the main building, which is 30 feet tall. The fortress
fortress, read the following boxed text aloud: Two round towers with pointed roofs flank this tiered stronghold. Archers march along its stone parapets, watching for signs of trouble. Two guards stand outside the fortress’s iron doors; they acknowledge passersby with stern nods.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
14: Fortress The castellan governs the keep from its fortress, a stone stronghold solidly built to withstand assault. Multiple towers rise above the main building, which is 30 feet tall. The fortress
fortress, read the following boxed text aloud: Two round towers with pointed roofs flank this tiered stronghold. Archers march along its stone parapets, watching for signs of trouble. Two guards stand outside the fortress’s iron doors; they acknowledge passersby with stern nods.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
businesses that the gnolls have set ablaze. The buildings’ supplies were taken by fleeing townsfolk or ransacked by Yeenoghu’s horde. Each building is one or two stories tall (DM’s choice) and 10 feet
high per story. The interior rooms of the buildings have 9-foot-high ceilings with 8-foot-high doorways connecting them. A character can climb the walls of a building without equipment by succeeding on
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
businesses that the gnolls have set ablaze. The buildings’ supplies were taken by fleeing townsfolk or ransacked by Yeenoghu’s horde. Each building is one or two stories tall (DM’s choice) and 10 feet
high per story. The interior rooms of the buildings have 9-foot-high ceilings with 8-foot-high doorways connecting them. A character can climb the walls of a building without equipment by succeeding on
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
businesses that the gnolls have set ablaze. The buildings’ supplies were taken by fleeing townsfolk or ransacked by Yeenoghu’s horde. Each building is one or two stories tall (DM’s choice) and 10 feet
high per story. The interior rooms of the buildings have 9-foot-high ceilings with 8-foot-high doorways connecting them. A character can climb the walls of a building without equipment by succeeding on
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
open pits.
This area is noisy with the sounds of hammering and stone cutting coming from the west (areas 8 and 10). If the umber hulks are digging, a rumbling can also be heard to the east. But even
over all that, the characters can hear a rhythmic chanting coming from the south (carried from the chapel of area 14 by the magic of Phenex’s ceremony). Creatures Twelve neutral tiefling muralists work
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
open pits.
This area is noisy with the sounds of hammering and stone cutting coming from the west (areas 8 and 10). If the umber hulks are digging, a rumbling can also be heard to the east. But even
over all that, the characters can hear a rhythmic chanting coming from the south (carried from the chapel of area 14 by the magic of Phenex’s ceremony). Creatures Twelve neutral tiefling muralists work
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
open pits.
This area is noisy with the sounds of hammering and stone cutting coming from the west (areas 8 and 10). If the umber hulks are digging, a rumbling can also be heard to the east. But even
over all that, the characters can hear a rhythmic chanting coming from the south (carried from the chapel of area 14 by the magic of Phenex’s ceremony). Creatures Twelve neutral tiefling muralists work






