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Returning 35 results for 'culture wide read'.
Other Suggestions:
culture with read
cultures with read
culture with reach
culture with rest
culture with real
Monsters
Spelljammer: Adventures in Space
choose to succeed instead.
Nebulous Thoughts. Magical attempts to read the dragon’s mind or glean its thoughts fail automatically.
Siege Monster. The dragon deals double damage to objects and
food is relatively plentiful, while an ancient solar dragon might consider an entire Wildspace system its hunting ground. They tend to give a wide berth to Humanoid folk, whom they find violent and
Monsters
Spelljammer: Adventures in Space
choose to succeed instead.
Nebulous Thoughts. Magical attempts to read the dragon’s mind or glean its thoughts fail automatically.
Siege Monster. The dragon deals double damage to objects and
is relatively plentiful, while an ancient solar dragon might consider an entire Wildspace system its hunting ground. They tend to give a wide berth to Humanoid folk, whom they find violent and
Monsters
The Book of Many Things
Alien Mind. Magic and other features can’t determine the corrupter’s creature type. If a creature tries to read the corrupter’s thoughts, that creature must succeed on a DC 20
spaces at least 1 inch wide without squeezing.A challenge for tier 3 play (levels 11 to 16), the otherworldly corrupter is a horrific Aberration that infects or impersonates a host.The Rogue’s
Monsters
Fizban's Treasury of Dragons
the signs written in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to them in peace
.
The lair has the following features:
Ice Bridge. The crowning glory of this infrastructural marvel is a wide bridge of ice that spans a chasm between a lesser peak and the lair.
Anterior Spires
Monsters
Fizban's Treasury of Dragons
sky and tracking the signs written in starlight. They read these signs as omens, giving them glimpses of what is to come, and they eagerly examine the potential futures of any creatures who come to
that ascends the mountain to encourage travel to and from the lair.
The lair has the following features:
Ice Bridge. The crowning glory of this infrastructural marvel is a wide bridge of ice that
Species
Strixhaven: A Curriculum of Chaos
Distant kin of giant owls from the Feywild, owlin come in many shapes and sizes, from petite and fluffy to wide-winged and majestic. Owlin have arms and legs like other Humanoids, as well as wings
raised above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list
Human
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
sang from every page. Long into the night Liriel read, lighting candle after precious candle.
She’d never given much thought to humans, but these stories fascinated her. In these yellowed
build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves
Goliath
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Mordenkainen Presents: Monsters of the Multiverse
essence of their ancestors’ mountainous home, goliaths stand between 7 and 8 feet tall and have a wide array of skin tones resembling different types of stone.
Creating Your Character
At 1st level
follow 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
Species
Mordenkainen Presents: Monsters of the Multiverse
its natural wonders.
Lizardfolk have colorful scales and exhibit a wide array of scale patterns. Their individual facial features are as varied as those of lizards.
Creating Your Character
At 1st
follow 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
Species
Acquisitions Incorporated
steeped in a culture, the verdan remain on the lookout for oppression and curtailment of freedoms. They understand the need for laws that protect, but they rail against laws that restrict and oppress
, particularly those based on physical characteristics such as gender, race, or appearance.
Wide-Eyed and Curious
Verdan are hungry to undertake new challenges and absorb new experiences. When they meet
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
T7. Western Arch When the characters approach the bridge, read: The snowy pass comes to a gorge spanned by a stone bridge. At each end of the bridge is a thirty-foot-tall, thirty-foot-wide stone arch
empty guard posts, one on each side of the bridge. These 10-foot-wide chambers provide some protection against the howling wind.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
D. River Ivlis When the characters come within sight of this river for the first time, read: This river flows as clear as a blue winter sky through the valley. The river is roughly 50 feet wide, with
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
2. Statue of Umberlee A 10-foot-tall statue of the sea goddess Umberlee stands to the east of the palace’s portico. The statue, described in the read-aloud text for area 1, is harmless. The ground
slopes up to the south, rising 5 feet until it meets a 5-foot-wide, 8-foot-high crack in the palace wall that provides access to area 7. The crack is clearly visible to anyone who enters this area.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Vistani Lore Characters who read the Book of the Raven learn the following information about the Vistani: The Vistani are planar travelers often encountered in the Shadowfell, and they seem to be
believe that ravens carry lost souls within them. Hence, killing a raven is considered bad luck in Vistani culture.
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
Starting the Adventure Read or paraphrase the following text to begin the adventure: You are a member of a group of adventurers, united in weeks past by your pursuit of a common prize: the treasures
cleft in the mountainside. Stalactites and stalagmites growing at the entrance give the cave mouth the impression of fangs waiting to snap together. The opening is forty feet wide, twenty feet high, and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
23A. Triangular Stone If the characters approach from the south, read: You come upon a ten-foot-wide pit that stretches across the corridor. Beyond it is a wedge-shaped stone block or pillar that
can be pivoted to either the left or the right, which will open a passage 2 feet wide that offers access to the north. If the characters move through this opening, they once again see the light of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
mulled wine, hot cider, and strong teas for 2 sp each. In the summer, the sign is repainted to read “Heath’s Cool Drinks” and the stall serves chilled fruit juice and iced tea. Wizards of the Wide, a
Finding the Stall Packed full of vendors eager to make sales and customers clamoring to get good deals, the Wide is not the easiest place to navigate, let alone to find a specific stall in. If the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Approaching the Den When the characters first approach the werewolf den, read: Above the tree line, carved into the side of a rocky mountain spur, is a wide, torchlit cave that looks like the gaping
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the area, then read down until you find its size. Then check the rightmost column to see about how many creatures are caught in the area. If you imagine that the targets are spread out, decrease the
and Size ———————————————— Cone Cube Circular* Line Number of Targets 10-foot 5- to 10-foot 5-foot-radius — 1 15- to 20-foot 15-foot — 30-foot-long, 5-foot-wide 2 25-foot — 10-foot-radius 30-foot-long
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
from dark brown to black. Social Mores Umizu is a matrilineal culture with a preference for succession by women. Most families live in multigenerational homes, and the wealthiest favor polyamorous
battles involving hundreds of ancestor spirits, with tumultuous consequences for their living descendants. Seasonal Misfortune The Demon Festival kicks off the summer monsoon season, marking a city-wide
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
spread fear, suspicion, and deceit better than doppelgangers. Found in every land and culture, they can take on the guise of any individual of any race. Doppelganger
Medium monstrosity
melee attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.
Read Thoughts. The doppelganger magically reads the surface thoughts of one
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the Nether Scroll. When the adventurers arrive at the outer edge of the sandstorm, read: You see a dome-shaped sandstorm, four hundred feet wide, before you. Flashes of purple lightning course through
) slashing damage. Creatures in the sandstorm are blinded. The golem’s dispel magic creates a 20-foot-wide, 20-foot-high tunnel through the sandstorm that lasts for 1 minute. Those who make it through the
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
years.
Alignment. Most locathah are true neutral or have some aspect of neutrality in their alignment. They tend toward good, coming from a culture where compassion for the downtrodden is a commonality
submerged at least once every 4 hours to avoid suffocating.
Size. Locathah stand between 5 and 6 feet tall and average about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet, and you have a swim speed of 30 feet.
Languages. You can speak, read, and write Aquan and Common.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
1. South Gate If the characters approach the fort from the south, read: A multitiered fort stands at the water’s edge, its sturdy stone walls adorned with large tortoise shells. The trail leading to
of wide-bottomed fishing boats are tethered to piers.
See area 9 for more information on the tortle guards. They are friendly toward visitors who show no outward signs of hostility. The double door
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Q16. Dragon’s Mausoleum Tarnished, silver-plated gargoyles shaped like dragon wyrmlings cling to the stone-tiled roof of this mausoleum. An eight-foot-tall, four-foot-wide white marble door set into
mausoleum is dark and dusty. You see four empty alcoves with raised floors. Etched into the far wall is a verse written in Draconic. Characters who can read the Draconic script can decipher the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Arriving in Kalaman By dawn the morning after evacuating from Vogler, the characters and Vogler’s surviving villagers arrive within sight of Kalaman. Read the following text when you’re ready to
start this part of the adventure: The walled city of Kalaman rises in the distance, spreading across the southern shore of a wide bay. Ships sail to and from the city’s walled harbor, their courses lit by
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
sublevels View Player Version S1: Tunnels As Clystran departs and the characters venture into the cave tunnels, read the following: The tunnels leading into the foundations of the flying citadel are
completely dark. Occasional rumbles echo through the passages as the citadel’s foundation shifts in flight.
The tunnels are 10 feet wide, occasionally opening into larger chambers. Switchbacks, dead ends
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
concerning the history of Toril. They made the trip to Candlekeep because they’ve read all the books contained within the Font of Knowledge, a Waterdavian temple to Oghma, god of knowledge. Yalerion
sometimes read books in the Pillars of Pedagogy. As long as the characters are friendly and not confrontational, Yalerion is happy to talk with them. They are surprised to hear that Mazfroth’s Mighty
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
6. Crystal Window Creepers and vines cling to the walls of this corridor, at the end of which is an arched crystal window, six feet wide and ten feet high. Through it, you can see a dark chamber
poison and psychic damage. When any character approaches the crystal window and peers through it, read the boxed text in area 10, omitting the last sentence about the window. If the characters enter
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
arrive, read or paraphrase the following text: For the past two days, you have been ascending the steep crags of the Barrier Peaks. Finally, through a dense stand of trees in a hidden dell, you spot a
strange entrance—a smooth, metallic cave exposed by a recent landslide.
The “cave mouth” is an open hatch in the ship’s hull. This curving, 20-foot-wide metal chamber leads from the hatch to area S1
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
and values, though Janya’s aquatic environment drives some differences. Education and Religion Both realms’ culture is tightly tied to Djaynai’s historical roots as an advanced, influential
civilization. Education and creativity are the foundations of the culture, and its people embrace philosophy, magic, mathematics, and the study of underwater societies. In keeping with these traditions
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K59. High Tower Peak If the characters climb the stairs to reach the tower peak, read: The spiral staircase finally ends at a five-foot-wide stone walkway that circles the shaft. In the center of the
) score that meets or exceeds its Dexterity (Stealth) check. If Pidlwick II is spotted, read: Something lurks among the rafters—a small, spindly man not much larger than a child. A flash of lightning
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
72. Trial of the Triangle The door to this area has a triangle carved into it. When the characters open the door, read: A five-foot-wide, floor-to-ceiling glass cylinder near the back wall of this
, revealing a triangular keyhole behind it. The cylinder is 5 feet in diameter, shaped of glass 2 inches thick. The triangular hole in the glass is 1 inch wide. The cylinder is normally impervious to damage and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
T1. Entry Cavern If the sinkhole opened up, this cavern has a pile of dirt in the center and a gaping, 20-foot-diameter hole in the 30-foot-high ceiling. This wide, irregularly shaped cavern has a
floor of smooth bedrock. Damp dirt and stone, with tree roots protruding here and there, make up the walls. A five-foot-wide tunnel leads off to the north, and a stone slab — a door with a rusty pull
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Arrival at the Island When the characters’ transportation first arrives within sight of the island fortress, read: A rock outcropping thrusts up from the sea to form an island here, just offshore. It
island — always giving it a wide berth — so the characters can disembark somewhere else along the perimeter. After the characters take to their boats, they can decide to come ashore on the mainland and






