Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'barriers being diffusing checks replaced'.
Other Suggestions:
barrier being diffusing checks replaced
barriers being diffusing checks related
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
Doppelganger
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead
target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.Doppelgangers are devious shapeshifters that take on
Monsters
Storm King's Thunder
Keen Smell. The giant has advantage on Wisdom (Perception) checks that rely on smell.
Innate Spellcasting. The giant's innate spellcasting ability is Charisma. It can innately cast the following
gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical.Some adult cloud giants have the magical ability to create barriers
Monsters
Waterdeep: Dragon Heist
advantage on saving throws against poison.
Missing Arm. He has disadvantage on Strength checks made to climb, due to his disability.Multiattack. The thug makes two melee attacks.
Mace. Melee Weapon
Undermountain dissolved his left hand and forearm, and the lost appendage has been replaced with a heavy crossbow that attaches to the stump.Poison
Monsters
Out of the Abyss
Stone Camouflage. The Pudding King has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Gnome Cunning. The Pudding King has advantage on Intelligence, Wisdom, and Charisma
this action. His statistics and capabilities are otherwise replaced by those of the new form.
Create Green Slime (Recharges after a Long Rest). The Pudding King creates a patch of green slime. The slime appears on a section of wall, ceiling, or floor within 30 feet of the Pudding King.Acid, Poison
Adult Gold Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
.
Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks
Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that
Ancient Gold Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Change Shape. The dragon magically
Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of
Rod of Lordly Might
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
drow to sleep.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes three Shadow
Sword attacks. One of the attacks can be replaced by a Hand Crossbow attack. The drow can also use Spellcasting to cast darkness.
Shadow Sword. Melee or Ranged Weapon Attack: +9;{"diceNotation":"1d20+9
Monsters
Mordenkainen Presents: Monsters of the Multiverse
drow to sleep.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes three Shadow
Sword attacks. One of the attacks can be replaced by a Hand Crossbow attack. The drow can also use Spellcasting to cast darkness.
Shadow Sword. Melee or Ranged Weapon Attack: +9;{"diceNotation":"1d20+9
monsters
’argon has Disadvantage on Strength checks made using its tentacles.
Devoted Priests. Only the greatest spiritual leaders of the sahuagin are nominated for the ritual that produces a Claw of Sha
the wild. A Claw of Sha’argon casts spells as an 11th- level spellcaster, and those spells listed are typical for a Claw of Sha’argon, but can be replaced with any spell available to a Tempest Cleric (from the 2014 Player’s Handbook).
Monsters
Mordenkainen Presents: Monsters of the Multiverse
on ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight
.
Web Walker. The drow ignores movement restrictions caused by webbing.Multiattack. The drow makes three attacks, using Bite, Poisonous Touch, Web, or a combination of them. One attack can be replaced
Monsters
Mordenkainen's Fiendish Folio Volume 1
Vexing Presence. While within 30 feet of a mite that can see it, a non-fey creature has disadvantage on Dexterity checks and Dexterity saving throws.Dagger. Melee or Ranged weapon attack: +4
might be set at the top of a flight of stairs to send creatures crashing down. Locks might be jammed with debris, gems replaced with fakes, and prized treasures stolen away. Mites aim to kill only if
Monsters
Locathah Rising
blocks the sphere.
While within the sphere, Amble and their allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere isn’t
their new form. Amble reverts to their true form if they die or fall unconscious. Amble can revert to their true form using a bonus action on their turn.
Amble's game statistics are replaced by the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that path is long and fraught with barriers. Alhoons are mind flayers who have used a shortcut to attain a lichlike state.
Elder brains forbid mind flayers from pursuing magic power aside from psionics
trapping, but this is a dangerous proposition. Anyone who holds the periapt gains advantage on attacks, saving throws, and checks against the alhoons associated with its creation, and those alhoons in turn
Monsters
Waterdeep: Dungeon of the Mad Mage
Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The dragon can use its Frightful Presence. It then
replaced by those of the new form, except any class features or legendary actions of that form.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can
Monsters
Waterdeep: Dungeon of the Mad Mage
its damage dice with its Rotting Fist attack, and makes Strength checks and Strength saving throws with advantage. If the mummy lord lacks the room to become Large, it attains the maximum size
Negative Energy (Costs 2 Actions). The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit
Monsters
Waterdeep: Dungeon of the Mad Mage
Special Equipment. Halaster wears a robe of eyes that lets him see in all directions, gives him darkvision out to a range of 120 feet, grants advantage on Wisdom (Perception) checks that rely on
feet of him, turning the open space to solid, worked stone or vice versa.
Halaster causes one door or archway within 30 feet of him to disappear and be replaced by a blank wall, or he restores a door
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
N9c. Vistani Tent (p. 121) In the paragraph immediately following the boxed text, “Luvash is so drunk that he has disadvantage on his attack rolls and ability checks,” has been replaced with the following text: “Luvash is the older of the two and the brother whom the other Vistani fear most.”
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
N9c. Vistani Tent (p. 121) In the paragraph immediately following the boxed text, “Luvash is so drunk that he has disadvantage on his attack rolls and ability checks,” has been replaced with the following text: “Luvash is the older of the two and the brother whom the other Vistani fear most.”
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
N9c. Vistani Tent (p. 121) In the paragraph immediately following the boxed text, “Luvash is so drunk that he has disadvantage on his attack rolls and ability checks,” has been replaced with the following text: “Luvash is the older of the two and the brother whom the other Vistani fear most.”
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Noska Ur’gray Noska is a ruthless enforcer in the Xanathar Guild. A green slime in Undermountain dissolved his left hand and forearm, and the lost appendage has been replaced with a heavy crossbow
on saving throws against poison and resistance to poison damage. He has darkvision out to a range of 60 feet. He speaks Common and Dwarvish. He has disadvantage on Strength checks made to climb, due to his disability.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Noska Ur’gray Noska is a ruthless enforcer in the Xanathar Guild. A green slime in Undermountain dissolved his left hand and forearm, and the lost appendage has been replaced with a heavy crossbow
on saving throws against poison and resistance to poison damage. He has darkvision out to a range of 60 feet. He speaks Common and Dwarvish. He has disadvantage on Strength checks made to climb, due to his disability.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Masquerade General Features The Magister’s Masquerade is held on the first floor of Kollema Hall, which is shown on map 5.2. The tables have been moved from area K1 and replaced with a few long
second floors of the hall are crowded with people. These floors are difficult terrain. Distracting. The hall is filled with music and activity. Creatures on the first and second floors have disadvantage on Wisdom (Perception) checks.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Masquerade General Features The Magister’s Masquerade is held on the first floor of Kollema Hall, which is shown on map 5.2. The tables have been moved from area K1 and replaced with a few long
second floors of the hall are crowded with people. These floors are difficult terrain. Distracting. The hall is filled with music and activity. Creatures on the first and second floors have disadvantage on Wisdom (Perception) checks.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Masquerade General Features The Magister’s Masquerade is held on the first floor of Kollema Hall, which is shown on map 5.2. The tables have been moved from area K1 and replaced with a few long
second floors of the hall are crowded with people. These floors are difficult terrain. Distracting. The hall is filled with music and activity. Creatures on the first and second floors have disadvantage on Wisdom (Perception) checks.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Noska Ur’gray Noska is a ruthless enforcer in the Xanathar Guild. A green slime in Undermountain dissolved his left hand and forearm, and the lost appendage has been replaced with a heavy crossbow
on saving throws against poison and resistance to poison damage. He has darkvision out to a range of 60 feet. He speaks Common and Dwarvish. He has disadvantage on Strength checks made to climb, due to his disability.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
checks or saving throws to avoid slowing or stopping, or use the random tables of complications in the "Chase Complications" section to choose obstacles that occur at specific points. Complications can be
barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest and slow down long enough to attack the nest or throw rocks at it to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
checks or saving throws to avoid slowing or stopping, or use the random tables of complications in the "Chase Complications" section to choose obstacles that occur at specific points. Complications can be
barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest and slow down long enough to attack the nest or throw rocks at it to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
checks or saving throws to avoid slowing or stopping, or use the random tables of complications in the "Chase Complications" section to choose obstacles that occur at specific points. Complications can be
barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest and slow down long enough to attack the nest or throw rocks at it to
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the
doppelganger can continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is within range, the doppelganger can
continue reading its thoughts as long as the doppelganger’s concentration isn’t broken. While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is within range, the doppelganger can
continue reading its thoughts as long as the doppelganger’s concentration isn’t broken. While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the
doppelganger can continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the
doppelganger can continue reading its thoughts, as long as the doppelganger’s concentration isn’t broken (as if concentrating on a spell). While reading the target’s mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.






