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Returning 35 results for 'doors see'.
Magic Items
Dungeon Master’s Guide
ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers.
Button 6. The rod assumes or remains in its normal form and indicates
to force each creature you can see within 30 feet of yourself to make a DC 17 Wisdom saving throw. On a failed save, a target has the Frightened condition for 1 minute. A Frightened target repeats the
True Seeing
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Spells
Basic Rules (2014)
This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
"} force damage.
Phantasmal Terror. Fraz-Urb’luu targets one creature he can see within 120 feet of him. The target must succeed on a DC 23 Wisdom saving throw, or it takes 16 (3d10);{"diceNotation
’t use the same effect two rounds in a row:
Conjure Walls and Doors. Fraz-Urb’luu causes up to five doors within the lair to become walls and an equal number of doors to appear on walls where
Monsters
Waterdeep: Dragon Heist
damage.Uncanny Dodge. The Black Viper halves the damage that she takes from an attack that hits her. She must be able to see the attacker.The Black Viper was a notorious burglar, pickpocket, mugger, and assassin
of her station.
In her younger days, Esvele openly rebelled, but that behavior led to locked doors at night and house guards watching her every move during the day. So she taught herself how to pick
Monsters
Planescape: Adventures in the Multiverse
pictures that float in the air in front of itself and disappear a few seconds later. A creature that can see such a message can decipher it with a successful DC 10 Intelligence (Investigation) check
);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Grasping Ground"}. The dabus causes a 20-foot-square area of ground it can see within 60 feet of itself to sprout clutching appendages made of
Monsters
Adventure Atlas: The Mortuary
boxes with simple fittings to elaborate, gilded sarcophagi and reverent, fabric-lined caskets.
Beyond the City of Doors, animated coffins serve similar—albeit less industrial—roles
sardines
3
A groaning mummy
4
A patch of yellow mold (see the Dungeon Master’s Guide)
5
A slumbering vampire spawn
6
A portal to the Path of Graves (detailed in Adventure Atlas: The Mortuary)
Poison, Psychic
Fraz-Urb'luu
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Monsters
Out of the Abyss
’t use the same effect two rounds in a row:
Fraz-Urb’luu causes up to 5 doors within the lair to become walls, and an equal number of doors to appear on walls where there previously were
’s commands and is destroyed on the next initiative count 20.
Fraz-Urb’luu creates a wave of anguish. Each creature he can see within the lair must succeed on a DC 23 Wisdom saving throw or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
pathways through the stone for miles around. Secret doors set into stone are as obvious as windows to a korred.
Korreds have hair all over their bodies, but the hair that grows on their heads is
creature that the korred can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends, the target is restrained. The korred can
Spells
Xanathar's Guide to Everything
A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it
tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall.
A small keep stands inside the enclosed
Strahd von Zarovich
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monsters
Curse of Strahd
, Strahd can pass through solid walls, doors, ceilings, and floors as if they weren’t there.
Strahd targets any number of doors and windows that he can see, causing each one to either open or
vampire spawn under Strahd’s control.
Charm. Strahd targets one humanoid he can see within 30 feet of him. If the target can see Strahd, the target must succeed on a DC 17 Wisdom saving throw
Monsters
Icewind Dale: Rime of the Frostmaiden
half as much damage on a successful one.This construct is fashioned from pieces of chardalyn (see the sidebar on Chardalyn) that have been assembled in the form of a dragon. The only parts of the
doors and other structures. Against enemies it can’t reach, it fires a beam of destructive radiance from its grill-like maw.Cold, PoisonRadiant; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature it can see within 60 feet of it. If it uses the latter option, the targeted creature must succeed on a DC 20 Charisma saving throw or be banished to a teleportation circle in the Hall of
Concordance is an embassy of pure law in Sigil, the City of Doors. In the hall, parties who agree to mutual terms—and who pay the requisite gold to the Kolyarut, a mechanical engine of absolute
Monsters
Adventure Atlas: The Mortuary
if the target is a creature, it can’t regain hit points until the start of Skall’s next turn.
Death Knell. Skall points his finger at a creature he can see within 120 feet of himself
Counterspell. Skall chatters his teeth to interrupt a creature he can see within 60 feet of himself that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell
Backgrounds
Baldur’s Gate: Descent into Avernus
coin flows. As a result, it’s easy for you to hustle a load of cargo ashore or see such a cargo onto a cooperative ship without attracting suspicion or taxation. You also know the movements of
minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
Senses
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Rules
secret doors over and over again, or can be used when the DM wants to secretly determine whether the characters succeed at something without rolling dice, such as noticing a hidden monster.
Special
effect, indicating that the radius of its blindsight defines the maximum range of its perception.
DarkvisionA monster with darkvision can see in the dark within a specific radius. The monster can see in
Rod of Lordly Might
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Magic Items
Basic Rules (2014)
battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.
If you press button 6, the rod assumes or remains in its normal form and
its turns, ending the effect on a success. This property can't be used again until the next dawn.
Terrify. While holding the rod, you can use an action to force each creature you can see within 30 feet
Whelm
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Magic Items
Dungeon Master’s Guide (2014)
throws, and ability checks while you can see the daytime sky.
Thrown Weapon
Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon
you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast
Monsters
Quests from the Infinite Staircase
"} lightning or thunder damage (Nafas’s choice).
Create Vortex. A 10-foot-radius, 60-foot-tall cylinder of swirling cosmic dust forms on a point Nafas can see within 120 feet of him. The vortex
Nafas can see ends its turn, Nafas exhales forceful winds in a 30-foot cone. Large or smaller creatures in that area must succeed on a DC 22 Strength saving throw or be pushed up to 15 feet away from him
Backgrounds
Planescape: Adventures in the Multiverse
.
Skill Proficiencies: Arcana, the skill associated with your faction (see the Sigil Faction Affinities table) or one skill of your choice
Languages: Two of your choice
Equipment: A portal key
Performance
Transcendent Order
Athletics
Factions of Sigil
Twelve factions have risen to prominence in the City of Doors, though many more exist. Your character might belong to one of
Backgrounds
Tomb of Annihilation
Signature Item table to see what you have, or choose an item from the table.
Signature Item
d8
Item
d8
Item
1
10-foot pole
5
Medallion
2
Crowbar
6
museum, or a university.
d6
Flaw
1
I have a secret fear of some common wild animal—and in my work, I see them everywhere.
2
I can’t leave a room without
Ancient Deep Dragon
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Monsters
Fizban's Treasury of Dragons
around a creature within 30 feet of it that it can see. The target must succeed on a DC 19 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If
"} psychic damage.
Tail. The dragon makes one Tail attack.
Spore Salvo (Costs 2 Actions). The dragon releases poisonous spores around a creature within 30 feet of it that it can see. The target must
Adult Deep Dragon
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Monsters
Fizban's Treasury of Dragons
creature within 30 feet of it that it can see. The target must succeed on a DC 16 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no
damage.
Tail. The dragon makes one Tail attack.
Spore Salvo (Costs 2 Actions). The dragon releases poisonous spores around a creature within 30 feet of it that it can see. The target must succeed on
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
wherever the player sees fit. See “Doors” in chapter 3 for kinds of doors to choose from, including locked doors, secret doors, and portcullises. These features are free.
Bastion Map Encourage players to create floor plans of their characters’ Bastions, configuring its facilities as they see fit and using the same techniques you use to create dungeon maps (see
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X11. Northeast Balcony This black marble balcony, thirty feet above the floor, overhangs the northeast corner of the temple. The two amber doors leading from this balcony stand open. Characters can see an arrow slit west of the northern set of doors (see area X13).
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
look like solid walls. These hidden doors are detectable by touch, and creatures with truesight see the doors as if they weren’t hidden. Casting Dispel Magic on a hidden door permanently removes the
Features of the Tomb Unless otherwise stated, the areas of the complex have the following features. Ceilings, Doors, Floors, and Walls The ceilings, floors, and walls of the complex are constructed
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K26. Guards’ Post If the characters enter this hall through either set of double doors, read: The doors open to reveal another set of double doors ten feet ahead. Between these doors, a ten-foot-wide
from pegs on the north and south walls. The skeletons, which were assembled by Cyrus Belview (see area K62), are held together with wire and are harmless. Behind the skeleton on the north wall is a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
force them open. If Harshnag is with the party, he does exactly that if given the chance. Smaller creatures can’t open the doors until the ice on the other side is chipped away or melted (see area 6
4. Giant Doors A 40-foot-long flight of steps leading east ascends 20 feet to a landing, next to which stands a pair of 30-foot-tall granite doors carved with images of giant gods locked in battle
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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
a card from the Elder Runes Deck (see appendix B) to determine which rune waits beyond the doors. This rune targets all creatures in the room with the same effect (bane or boon, determined randomly
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
T2. Plateau Rough-hewn stairs climb the eastern face of the rocky outcropping. The harpies in area T5 accost the characters as they climb these steps. See area T5 for details. At the top of the
stairs, a rocky plateau spreads out some 80 feet above the water. Wooden doors leading to area T3 have rusty iron hinges and handles, as well as decorative lightning bolts carved into them. All other doors in the Tower of Storms are of similar construction and ornamentation. None of the doors are locked.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
eastern end are a pair of arched bronze doors of ornate design. These doors can be pulled open to reveal area K40 beyond. Most of the hall is full of giant spider webs (see “Dungeon Hazards” in chapter 5
doors. The secret door on the west wall can’t be opened from this side, except by magic (such as a knock spell). See area K38 for more information on this secret door. If the characters pass through
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
mosaics that have been chipped away and damaged beyond recognition or repair. The wall to the west is illusory (see area 18).
Trophy Case. Between the doors leading to area 20 stands an empty wooden
19. Ghostly Adventurer Apparition. At the east end of this hall, the faint apparition of a human adventurer appears to be painstakingly searching the walls for secret doors.
Walls. The walls bear
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
23. Main Entrance The svirfneblin installed locked doors to close off this section of the warrens. West of the doors, the wererats have installed a trap (see the “Traps” section in the “Goldwhisker
Warrens: General Features” sidebar). Four svirfneblin wererats (see “Random Encounters in Blingdenstone”) attack when the characters trigger, disarm, or avoid the trap. The wererats avoid biting their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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
deep notches cut into it, which pulse with a shifting rainbow of light.
Behind most of the double doors are blank stone walls. Only the southern set of doors holds a path forward: pulling open these
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
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
doors, the same doors that the undead creatures were attacking the first time you encountered this place. The figures seem to be pounding on the doors, although they are hampered by the weather.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
(area 11) and the kitchen (area 12). Some of these doors have been secured against another assault by the drowned ones, and must be forced open. See each area’s description for details. There are no
Making an Entrance The ground floor of the hermitage can be entered in a number of ways, including through the main doors (between area 2 and area 4), and through the back doors into the hermit cells