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Returning 9 results for 'some of read devised veils'.
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Monsters
Keys from the Golden Vault
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Shroud Tattoo. Prisoner 13 can’t be targeted by divination spells or any feature that would read her thoughts, and she can’t be perceived through magical scrying sensors. She can&rsquo
her role as an agent, so she devised a plan to take power for herself. Over five years she took careful stock of Clan Axebreaker’s wealth and, in one fell swoop, used her network of lieutenants to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
veils of space, time, and consciousness so that you can see clearly. You work to master spells of discernment, remote viewing, supernatural knowledge, and foresight. Divination Savant Beginning when you
described in chapter 8, “Adventuring.” Ethereal Sight. You can see into the Ethereal Plane within 60 feet of you. Greater Comprehension. You can read any language. See Invisibility. You can see invisible
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
present time and place, and penetrate veils of invisibility and magic. Supplicants who look deep into those eyes might find themselves magically displaced, banished to some far-flung plane where a
Common, Sphinx
Challenge 11 (7,200 XP)
Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
43. Veils of Fear This room lies beyond a double door, the outside of which is carved with leering and laughing skulls. The doors are neither locked nor trapped, and they swing inward on rusty hinges
on a platter, and servants pouring wine.
Two more curtains hang beyond the first, each showing the same image descending into horror. When the second curtain is revealed, read: Another curtain hangs
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Wedding Rehearsal After the confrontation with Yestabrod, the characters can hear sound and movement from the cavern to the northeast. Read the following boxed text if the characters investigate
giant mistress. They croon a strange, soothing song as they weave the substance of the giant figure into delicate lichen veils and a long, mycelium train like a bridal gown.
The vision ends when the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
14 Wisdom (Perception) check. Once the door is spotted, read: Shrubs and tall grasses conceal a large, stout wooden door.
The door is unlocked. Simply opening the door, without making any other
. When the characters open the door, read: Warm air wafts gently through the doorway. At one end of the room is a large firepit in which a bed of coals is burning. Over it are multiple half-cooked
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. To get the message in sequence, it should be read from the south end of the concourse to the tyrannosaurus spout while alternating from the left (west) side to the right (east). Face 1 (lower west) has
on a successful one. Identical doors on the western side of the dome are rusted completely off their hinges. When characters enter the ruined palace, read: An 18-foot-tall stone statue of a Chultan
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
cavern walls. See the “Fungal Observers” section for details. Planar Uncertainty. Gzemnid veils his realm in uncertainty. Only portals and permanent teleportation circles allow reliable transportation
characters come across the same areas multiple times to reinforce the space’s surreal nature. Jared Blando Map 15.1: Tyrant’s Spiral View Player Version T1: Lair of the Eye Read or paraphrase the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
another trap devised to foil would-be plunderers. The demonic idol uses the stone golem stat block but is carved in the likeness of a nalfeshnee. While the idol remains motionless, it’s
eyes, which are worth 250 gp each. G19: Vestibules Six nearly identical areas lead from the tunnels into Iggwilv’s inner sanctum (area G21). When the characters approach one of the outer doors, read