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Returning 35 results for 'barrel blade diffusing check retract'.
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barrier blade diffusing check retract
Equipment
Ability: Strength Utilize: Seal or pry open a door or container (DC 20) Craft: Club, Greatclub, Quarterstaff, Barrel, Chest, Ladder, Pole, Portable Ram, Torch
If you have proficiency with a tool
, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that’s used with that check, you have Advantage on the check too.
Magic Items
Dungeon Master’s Guide
This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the
catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down
Apparatus of Kwalish
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing
the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either
Apparatus of the Crab
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing
the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either
Equipment
A Concealed Blade is a dagger built into a mechanism hidden within a bracer or gauntlet. When you roll Initiative, you can make a Dexterity (Deception) check opposed by others’ Wisdom
(Perception) checks. You have Advantage on the first attack made in the first round of combat against any enemy who failed their check.
Monsters
Lost Laboratory of Kwalish
Special Equipment. Garret wears a ring of warmth (included in his statistics) and wields a gambler's blade longsword (see appendix D).
Bardic Inspiration (3/day). As a bonus action, Garret can give
add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can use the inspiration die after the roll is made but before the DM says whether it succeeds or fails
Monsters
Quests from the Infinite Staircase
can roll over its enemies to crush them with its immense weight. It can also fire poison darts with deadly precision, jab creatures with similar darts attached to extendable arms that retract inside
the same space as the maschin-i-bozorg. While restrained in this way, the creature, or another creature within 5 feet of it, can use its action to make a DC 15 Strength (Athletics) check. On a
Monsters
Bigby Presents: Glory of the Giants
.
Siege Monster. The scion deals double damage to objects and structures.Multiattack. The scion makes one attack using Lava Blade or Lava Ball, as well as two Slam attacks.
Lava Blade. Melee Weapon
Attack: +18;{"diceNotation":"1d20+18", "rollType":"to hit", "rollAction":"Lava Blade"} to hit, reach 30 ft., one target. Hit: 32 (4d10 + 10);{"diceNotation":"4d10+10", "rollType":"damage", "rollAction
Monsters
The Book of Many Things
Legendary Resistance (3/Day). If the champion fails a saving throw, it can choose to succeed instead.Multiattack. The champion makes two Leeching Blade attacks and uses Hollow Void.
Leeching Blade
. Melee Weapon Attack: +14;{"diceNotation":"1d20+14", "rollType":"to hit", "rollAction":"Leeching Blade"} to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6);{"diceNotation":"2d6+6", "rollType":"damage
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Claw"} to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3);{"diceNotation":"2d6+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Retract Filament. One Large or
stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament deals no damage to the cave fisher. The filament crumbles away if the cave fisher takes this bonus action again.
Zaratan
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
Movement","rollDamageType":"bludgeoning"} bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an
action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check
Monsters
Mordenkainen Presents: Monsters of the Multiverse
attack.
Retract (Costs 2 Actions). The zaratan retracts into its shell. Until it takes its Emerge action, it has resistance to all damage, and it is restrained. The next time it takes a legendary
successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three
Monsters
The Book of Many Things
attacks with Blade Storm, if available.
Blazing Morningstar. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Blazing Morningstar"} to hit, reach 5 ft., one target
", "rollAction":"Blazing Morningstar", "rollDamageType":"fire"} fire damage.
Blade Storm (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Blade Storm"}. The champion
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in
Apparatus of Kwalish Wondrous Item, Legendary This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in
Apparatus of Kwalish Wondrous Item, Legendary This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in
Apparatus of Kwalish Wondrous Item, Legendary This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in
Apparatus of Kwalish Wondrous Item, Legendary This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end
Apparatus of the Crab Wondrous item, legendary This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in
Apparatus of Kwalish Wondrous Item, Legendary This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end
Apparatus of the Crab Wondrous item, legendary This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end
Apparatus of Kwalish Wondrous item, legendary This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20
Monsters
Locathah Rising
can take an action on their turn to make a DC 18 Strength (Athletics) or Dexterity (Acrobatics) check to free themselves. This effect lasts for 1 minute unless dispelled (it counts as a 6th level spell
), and doesn’t require Gar to maintain concentration. Gar Shatterkeel and any creatures he designates are immune to this effect.
Up to five corpses that Gar can see within 60 feet rise up as drowned blade;drowned blades and attack anyone Gar directs them to on his turn.
Cold
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end
Apparatus of the Crab Wondrous item, legendary This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end
Apparatus of Kwalish Wondrous item, legendary This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end
Apparatus of Kwalish Wondrous item, legendary This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in
Apparatus of Kwalish Wondrous Item, Legendary This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20
Monsters
Mordenkainen Presents: Monsters of the Multiverse
feet of him. If the spell is 3rd level or lower, the spell fails and has no effect. If the spell is 4th level or higher, Graz’zt makes a Charisma check against a DC of 10 + the spell’s
provoked. He wields the greatsword Angdrelve, also called Wave of Sorrow, whose wavy, razor-edged blade drips acid at his command.Graz’zt’s Lair
Graz’zt’s principal lair is his
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
trying to roll the barrel at the merrow, a Dexterity check to fling a sail over it, or a Charisma (Intimidation) check to convince it that the crew is about to attack.
Shenanigans The players might think of creative ideas for dealing with the merrow: Can I roll a barrel to push the merrow overboard? Can I drop a sail on it so it can't see? Can I persuade the crew
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
trying to roll the barrel at the merrow, a Dexterity check to fling a sail over it, or a Charisma (Intimidation) check to convince it that the crew is about to attack.
Shenanigans The players might think of creative ideas for dealing with the merrow: Can I roll a barrel to push the merrow overboard? Can I drop a sail on it so it can't see? Can I persuade the crew
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
reveals that a treasure is here, it’s buried in the barrel of sand. Emptying the barrel or digging through the sand reveals the treasure without the need for a check.
freshly blown glass bottles along the south wall, the hearth built into the southwest corner, and the barrel of sand standing next to it. A staircase descends underground, and between it and the rack of
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
trying to roll the barrel at the merrow, a Dexterity check to fling a sail over it, or a Charisma (Intimidation) check to convince it that the crew is about to attack.
Shenanigans The players might think of creative ideas for dealing with the merrow: Can I roll a barrel to push the merrow overboard? Can I drop a sail on it so it can't see? Can I persuade the crew
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
reveals that a treasure is here, it’s buried in the barrel of sand. Emptying the barrel or digging through the sand reveals the treasure without the need for a check.
freshly blown glass bottles along the south wall, the hearth built into the southwest corner, and the barrel of sand standing next to it. A staircase descends underground, and between it and the rack of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
reveals that a treasure is here, it’s buried in the barrel of sand. Emptying the barrel or digging through the sand reveals the treasure without the need for a check.
freshly blown glass bottles along the south wall, the hearth built into the southwest corner, and the barrel of sand standing next to it. A staircase descends underground, and between it and the rack of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and balancing atop it as it rolls down the hall. Balancing atop a barrel as it careens down the hall requires a successful DC 20 Dexterity (Acrobatics) check. 22e. North Ale Storage This chamber is
characters can use them to safely avoid the pit traps in area 22d. 22d. Barrel Run Beyond a 10-foot landing, this hall gradually slopes down toward the west. Secret doors at the west end of the hall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and balancing atop it as it rolls down the hall. Balancing atop a barrel as it careens down the hall requires a successful DC 20 Dexterity (Acrobatics) check. 22e. North Ale Storage This chamber is
characters can use them to safely avoid the pit traps in area 22d. 22d. Barrel Run Beyond a 10-foot landing, this hall gradually slopes down toward the west. Secret doors at the west end of the hall






