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Returning 35 results for 'building blade diffusing closed returner'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment, blade barrier, cure wounds, hold person, plane
, providing protection or advice.A Matron Mother’s Lair
The palace of a drow matron mother is her home and fortress. Sigils throughout the building allow the matron mother to use the following
Monsters
Mordenkainen Presents: Monsters of the Multiverse
and using Charisma as the spellcasting ability (spell save DC 20):
At will: command, dancing lights, detect magic, thaumaturgy
2/day each: banishment, blade barrier, cure wounds, hold person, plane
Underdark armies arrayed against the followers of Lolth.
A Matron Mother’s Lair
The palace of a drow matron mother is her home and fortress. Sigils throughout the building allow the matron
Aasimar
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
I saw her, wreathed in wings of pure light, her eyes blazing with the fury of the gods. The bone devils stopped in their tracks, shielding their faces. Her blade, now a brand of light, swept
the chance.
When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Ramshackle Closed inn This aptly named building—which used to be the only inn in town—closed after its last owner, a retired sawyer named DeGrootz, hanged himself in the common room two years ago
. Some locals believe that DeGrootz’s hanging was staged to conceal his murder at the hands of some old “friends” of his. Townsfolk are currently using the vacant building for lumber storage, but anyone
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Ramshackle Closed inn This aptly named building—which used to be the only inn in town—closed after its last owner, a retired sawyer named DeGrootz, hanged himself in the common room two years ago
. Some locals believe that DeGrootz’s hanging was staged to conceal his murder at the hands of some old “friends” of his. Townsfolk are currently using the vacant building for lumber storage, but anyone
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Ramshackle Closed inn This aptly named building—which used to be the only inn in town—closed after its last owner, a retired sawyer named DeGrootz, hanged himself in the common room two years ago
. Some locals believe that DeGrootz’s hanging was staged to conceal his murder at the hands of some old “friends” of his. Townsfolk are currently using the vacant building for lumber storage, but anyone
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Dinev’s Rest Closed inn At the south end of town is Caer-Dineval’s inn, a drafty old building with boarded-up windows and a crooked weathervane shaped like a rearing dragon. The place has been out of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Dinev’s Rest Closed inn At the south end of town is Caer-Dineval’s inn, a drafty old building with boarded-up windows and a crooked weathervane shaped like a rearing dragon. The place has been out of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Dinev’s Rest Closed inn At the south end of town is Caer-Dineval’s inn, a drafty old building with boarded-up windows and a crooked weathervane shaped like a rearing dragon. The place has been out of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
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
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
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
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
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
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
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
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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Encounter 10: Converted Windmill This crumbling, two-story stone building was a windmill long before the city rose up around it. The following features apply unless an area description or encounter
states otherwise: Rooms have 15-foot-high ceilings, with 10-foot-high passages and 7-foot-high doorways connecting them. Doors are wooden, closed, and unlocked. The walls are covered with graffiti, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Encounter 10: Converted Windmill This crumbling, two-story stone building was a windmill long before the city rose up around it. The following features apply unless an area description or encounter
states otherwise: Rooms have 15-foot-high ceilings, with 10-foot-high passages and 7-foot-high doorways connecting them. Doors are wooden, closed, and unlocked. The walls are covered with graffiti, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Encounter 10: Converted Windmill This crumbling, two-story stone building was a windmill long before the city rose up around it. The following features apply unless an area description or encounter
states otherwise: Rooms have 15-foot-high ceilings, with 10-foot-high passages and 7-foot-high doorways connecting them. Doors are wooden, closed, and unlocked. The walls are covered with graffiti, and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ridge it rests on fell away some time ago, leaving the westernmost section of the building hanging over the gorge. All of the cabin’s doors are closed and unlocked, and its windows are big enough for characters to climb through. Map 2.3: black cabin View Player Version
the old building can tell that its wooden floors are in poor condition, perhaps even in danger of collapse in one location (see area B4). It’s clear to anyone surveying the Black Cabin that part of the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Outside the Lodge This ancient building has a wood and plaster upper floor over a fieldstone lower floor: its shuttered windows are all closed. The roof is completely overgrown with moss. A single
door stands slightly open. Smoke pours from one of three large chimneys. The lodge stands in a forest, among tall pines and in excellent hunting territory. The building can be accessed through the front
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Outside the Lodge This ancient building has a wood and plaster upper floor over a fieldstone lower floor: its shuttered windows are all closed. The roof is completely overgrown with moss. A single
door stands slightly open. Smoke pours from one of three large chimneys. The lodge stands in a forest, among tall pines and in excellent hunting territory. The building can be accessed through the front
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Outside the Lodge This ancient building has a wood and plaster upper floor over a fieldstone lower floor. Its shuttered windows are all closed. In places, the roof is overgrown with moss. A single
door stands slightly open. Smoke pours from one of three large chimneys.
The lodge stands in a forest, among tall pines and in excellent hunting territory. The building can be accessed through the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Outside the Lodge This ancient building has a wood and plaster upper floor over a fieldstone lower floor. Its shuttered windows are all closed. In places, the roof is overgrown with moss. A single
door stands slightly open. Smoke pours from one of three large chimneys.
The lodge stands in a forest, among tall pines and in excellent hunting territory. The building can be accessed through the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Outside the Lodge This ancient building has a wood and plaster upper floor over a fieldstone lower floor: its shuttered windows are all closed. The roof is completely overgrown with moss. A single
door stands slightly open. Smoke pours from one of three large chimneys. The lodge stands in a forest, among tall pines and in excellent hunting territory. The building can be accessed through the front
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ridge it rests on fell away some time ago, leaving the westernmost section of the building hanging over the gorge. All of the cabin’s doors are closed and unlocked, and its windows are big enough for characters to climb through. Map 2.3: black cabin View Player Version
the old building can tell that its wooden floors are in poor condition, perhaps even in danger of collapse in one location (see area B4). It’s clear to anyone surveying the Black Cabin that part of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ridge it rests on fell away some time ago, leaving the westernmost section of the building hanging over the gorge. All of the cabin’s doors are closed and unlocked, and its windows are big enough for characters to climb through. Map 2.3: black cabin View Player Version
the old building can tell that its wooden floors are in poor condition, perhaps even in danger of collapse in one location (see area B4). It’s clear to anyone surveying the Black Cabin that part of the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Outside the Lodge This ancient building has a wood and plaster upper floor over a fieldstone lower floor. Its shuttered windows are all closed. In places, the roof is overgrown with moss. A single
door stands slightly open. Smoke pours from one of three large chimneys.
The lodge stands in a forest, among tall pines and in excellent hunting territory. The building can be accessed through the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
two stone walkways raised atop 20-foot-high marble columns.
Bridge. A stone bridge on the platform spans the river to the east. (See area 10 for more information on the bridge.)
Building. A mossy
staircase climbs the south wall to the top of the platform. There stands a 15-foot-high stone building with a commanding view of the river and stone doors set into its north, west, and south walls. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
two stone walkways raised atop 20-foot-high marble columns.
Bridge. A stone bridge on the platform spans the river to the east. (See area 10 for more information on the bridge.)
Building. A mossy
staircase climbs the south wall to the top of the platform. There stands a 15-foot-high stone building with a commanding view of the river and stone doors set into its north, west, and south walls. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
adventurers the deed to a building in the North Ward that looks out onto a wide cul-de-sac hemmed in by old residences and shops. The property used to be a tavern with a residence on the upper floors. The
tavern has been closed for years, and the residence is haunted by a poltergeist that the characters can lay to rest.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
adventurers the deed to a building in the North Ward that looks out onto a wide cul-de-sac hemmed in by old residences and shops. The property used to be a tavern with a residence on the upper floors. The
tavern has been closed for years, and the residence is haunted by a poltergeist that the characters can lay to rest.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
two stone walkways raised atop 20-foot-high marble columns.
Bridge. A stone bridge on the platform spans the river to the east. (See area 10 for more information on the bridge.)
Building. A mossy
staircase climbs the south wall to the top of the platform. There stands a 15-foot-high stone building with a commanding view of the river and stone doors set into its north, west, and south walls. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
adventurers the deed to a building in the North Ward that looks out onto a wide cul-de-sac hemmed in by old residences and shops. The property used to be a tavern with a residence on the upper floors. The
tavern has been closed for years, and the residence is haunted by a poltergeist that the characters can lay to rest.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, exterior office. The long side of the building away from the stream has barn doors and a two-part door, and the two short walls have windows. All these openings are closed, but none are locked or barred
) or Charisma (Performance) checks. If successful, a character realizes that the raiders are making a demonstration of starting a fire, but it’s for show. A few fires are burning around the building
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, exterior office. The long side of the building away from the stream has barn doors and a two-part door, and the two short walls have windows. All these openings are closed, but none are locked or barred
) or Charisma (Performance) checks. If successful, a character realizes that the raiders are making a demonstration of starting a fire, but it’s for show. A few fires are burning around the building
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, exterior office. The long side of the building away from the stream has barn doors and a two-part door, and the two short walls have windows. All these openings are closed, but none are locked or barred
Charisma (Performance) checks. If successful, a character realizes that the raiders are making a demonstration of starting a fire, but it’s for show. A few fires are burning around the building, but
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, exterior office. The long side of the building away from the stream has barn doors and a two-part door, and the two short walls have windows. All these openings are closed, but none are locked or barred
Charisma (Performance) checks. If successful, a character realizes that the raiders are making a demonstration of starting a fire, but it’s for show. A few fires are burning around the building, but
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, exterior office. The long side of the building away from the stream has barn doors and a two-part door, and the two short walls have windows. All these openings are closed, but none are locked or barred
) or Charisma (Performance) checks. If successful, a character realizes that the raiders are making a demonstration of starting a fire, but it’s for show. A few fires are burning around the building






