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Returning 35 results for 'been blazing diffusing checks release'.
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Magic Items
Dungeon Master’s Guide
that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its
a 10-foot radius and Dim Light for an additional 10 feet. You can dismiss or manifest the halo as a Bonus Action. While present, the halo gives you Advantage on Charisma (Persuasion) checks. In
Korred
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated.
A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point
elemental (as 6th-level spell; galeb duhr, gargoyle, earth elemental, or xorn only), Otto's irresistible dance
Stone Camouflage. The korred has advantage on Dexterity (Stealth) checks made to hide
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Stone Camouflage. The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.Multiattack. The korred makes two Greatclub or Rock attacks.
Greatclub. Melee Weapon Attack: +9
use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated. A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of
Book of Exalted Deeds
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
a creature of good alignment that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to
10-foot radius and dim light for an additional 10 feet. You can dismiss or manifest the halo as a bonus action. While present, the halo gives you advantage on Charisma (Persuasion) checks made to
Monsters
Icewind Dale: Rime of the Frostmaiden
Keen Smell. The vampire has advantage on Wisdom (Perception) checks that rely on smell.
Rampage. When it reduces a creature to 0 hit points with a melee attack on its turn, the vampire can take a
create a passage through the glacier unknowingly release the starving gnoll vampire from its icy sepulcher. For more information about Tekeli-li’s lair, the Caves of Hunger, see chapter 6.
Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ability Checks In addition to roleplaying, ability checks are key in determining the outcome of an interaction. Your roleplaying efforts can alter an NPC’s attitude, but there might still be an
checks might be appropriate in certain situations, at your DM’s discretion. Pay attention to your skill proficiencies when thinking of how you want to interact with an NPC, and stack the deck in your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Ability Checks In addition to roleplaying, ability checks are key in determining the outcome of an interaction. Your roleplaying efforts can alter an NPC’s attitude, but there might still be an
checks might be appropriate in certain situations, at your DM’s discretion. Pay attention to your skill proficiencies when thinking of how you want to interact with an NPC, and stack the deck in your
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
eruption of smoke and blazing embers, leaving nothing behind but scorched tufts of black fur. Evil to the Core. Hell hounds are smarter than mundane beasts, and their lawful nature makes them good at
Languages understands Infernal but can’t speak it
Challenge 3 (700 XP)
Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
the poisoned condition and resistance to poison damage. They have a +4 bonus to Intelligence (History) checks related to the origin of stonework. Their attacks with picks or hammers are treated as a
the stone slab in area 2. If approached, the handlers refer characters to Moghadam in area 1. If combat breaks out, they flee to area 2 and release the umber hulks, ordering them to dispose of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
and firm of purpose. A heavy clasp, wrought to look like angel wings, keeps the book’s contents secure. Only a creature of good alignment that is attuned to the book can release the clasp that holds
you advantage on Charisma (Persuasion) checks made to interact with good creatures and Charisma (Intimidation) checks made to interact with evil creatures. In addition, fiends and undead within the
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
the distinctive ring attached to every airship. The appearance of a ring depends on the type of elemental spirit bound to the core; for example, a fire elemental spirit generates a blazing ring of
elemental spirit more receptive to commands. Casting Charm Monster targeting the elemental spirit gives you Advantage on checks made to command the spirit for the spell’s duration. If you instead cast
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
! Take these lives and release me!” Amber Monolith. The amber monolith is a rough block of solid amber 8 feet tall, 5 feet wide, and 5 feet thick. Within drifts a smoky wisp, the last lingering vestige of
monolith dwindles, and the shadowy limbs have disadvantage on attack rolls, ability checks, and saving throws. A character can use the amulet multiple times, but doing so causes the shadowy limbs to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. A character pretending to be a Harper can fool her with a successful DC 16 Charisma (Deception) check. Otherwise, the characters must either compel Elaspra to release the information using magic, or
three DC 20 Dexterity (Investigation) checks in a row. Each attempt made to pick the lock requires an action. From Elaspra or her records, the characters learn that she sold the key to a man named Volkarr
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
wings, keeps the book’s contents secure. Only a creature that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and
(Persuasion) checks. In addition, Fiends and Undead within the halo’s Bright Light make attack rolls against you with Disadvantage. Random Properties. The Book of Exalted Deeds has the following random
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Actions
Multiattack. The korred makes two Greatclub or Rock attacks.
Greatclub. Melee Weapon Attack: +9 to hit, reach 5 ft
release the target, which is also freed if the korred dies or becomes incapacitated.
A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the korred’s
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
environment. A darkweaver’s captive might delay being consumed by sharing tales of its experiences, particularly great meals, with the monster. Some might even convince a darkweaver to release them if
attack rolls and ability checks.
Actions
Multiattack. The darkweaver makes two Shadow Web attacks and one Bite attack. It can use Reel after any of these attacks.
Bite. Melee Weapon Attack: +7 to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Bonus +3
Stone Camouflage. The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Actions
Multiattack. The korred makes two Greatclub or Rock attacks.
Greatclub
restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated.
A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
secured to a heavy iron bar just inside the door in area T4. From where he is, Grund can use an action to release two chains. He starts with the cage at the western end of the tunnel, sealing off retreat
to escape. A character pinned under a cage lacks good leverage and has disadvantage on these Strength checks. Development If Grund traps the characters in the hall, he runs to tell Baragustas in area
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
threats that must be destroyed. The creature is a duergar, with these changes: The creature has 40 hit points. It has advantage on Wisdom (Perception) checks and on saving throws against being
of fungus sprout from mounds of offal on the uneven floor. The fungi release clouds of dimly luminescent spores that fill the cave like a fine, hanging mist.
Carrion Crawlers. Four carrion crawlers
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
forever, shot their master with arrows. But Strahd did not die. The Dark Powers honored the pact they had made. The sky went black as Strahd turned on the guards, his eyes blazing red. He had become a
Zarovich as great as he or his father could sway the Dark Powers to release him. I am the Ancient. I am the Land.
My beginnings are lost in the darkness of the past. I am not dead. Nor am I alive. I am undead, forever.
—Tome of Strahd
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
peaceful resolution. If the party approaches peacefully and succeeds on some DC 15 Charisma (Persuasion) checks, they might convince the lizardfolk to release the prisoners if the party defeat the rot trolls for them.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
there. JOHN GRELLO The characters are exploring Castle Ravenloft, and the DM describes the room the characters have entered.
Jared (as DM): A blazing hearth fire fills this room with warm
around the dungeon the way they do in combat. But the DM frequently checks in to make sure it’s clear where everyone is and what they’re doing.
Teamwork Matters. The player characters are working
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
scouting ahead might be able to surprise the goblin lookouts. Have each character who moves ahead make a Dexterity (Stealth) check. The lowest check is the DC for the goblins’ Wisdom (Perception) checks
them. Development. When the goblin boss is defeated, any remaining goblins attempt to flee to area H3 and release the wolves there. Treasure. The goblin boss has a belt pouch containing 16 sp. H3
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
can earn his release from the coffin along the way — by any means possible. Value to the Party. Originally native to an area near the Barrier Peaks, Ctenmiir has much experience with the initial route
provides advantage to any characters’ ability checks made to interact with the monastery’s Grand Master. Secret Agendas. Steal the highest-valued object from the party without getting caught; convince
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
ancient deep crow suddenly rises up. Its great wings unfurl, its multiple eyes blazing red as it lets loose a caw that shakes the cavern walls.
Any character who succeeds on a DC 14 Wisdom (Insight
attempt to communicate with an otherworldly creature stricken with all-too-worldly relationship woes, using the following points and ability checks as guidelines. If the characters are supportive and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
.
Tekeli-li exists today as a gnoll vampire that hasn’t fed in decades. Adventurers who use the “Rime of the Frostmaiden” to create a passage through the glacier unknowingly release the starving gnoll
)
Keen Smell. The vampire has advantage on Wisdom (Perception) checks that rely on smell.
Rampage. When it reduces a creature to 0 hit points with a melee attack on its turn, the vampire can take a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
carrying bundles of twigs, which are piled about the mansion’s grand foyer (area N3a) until the construction of the wicker sun for the Festival of the Blazing Sun gets under way. If the characters knock
of the sun (for the Festival of the Blazing Sun). The stairs climb to the upstairs gallery (area N3i). The portraits depict the baron, his family, and their ancestors. Close inspection reveals that
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
giant has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. The giant is unarmed. As an action, it can
. The characters can use this chance to escape, or they can help, albeit with disadvantage on attack rolls if they are shackled. The duergar are pragmatists and release characters who help them deal
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
throw or become grappled by the rope (escape DC 13). Until this grapple ends. the target is restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or
dance
Stone Camouflage. The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Stone's Strength. While on the ground, the korred deals 2 extra dice of damage with any
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Denizens Ten stone giants reside in Deadstone Cleft when the adventurers arrive, including Thane Kayalithica. With the exception of the giant in area 6, who checks on the roc, the giants remain in
berserkers, 1 Uthgardt shaman Same as area 15A. area 15D 6 tribal warriors, 2 rust monsters Same as area 15A. The warriors release the rust monsters before they leave. The rust monsters remain here
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
object is removed from the statue’s cupped hands, there is a 20 percent chance that the white toadstools growing out of the statue’s broken head release a cloud of milky-white spores. The cloud fills a 20
is blinded and has disadvantage on Wisdom checks and Wisdom saving throws. Sunlight or any effect that deals fire damage or radiant damage destroys the toadstools. 11c. Unreliable Oracle This empty, 10
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Kubazan’s puzzle cube is removed from its pedestal, the gate in area 3B slams shut and locks. Checks made to pick the gate lock from within the shrine have disadvantage. At the same time, the carved
pedestal prevents the gate closure and the release of gas. The gas fills the shrine for 1 minute, then dissipates. Any creature that starts its turn inside the shrine while the gas is present must
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
orange lightning release a deluge of fiery droplets. Any creature caught in the burning rain takes 2d6 fire damage at the start of each of its turns. The droplets ignite any flammable objects that
aren’t being worn or carried; otherwise, the droplets burn out immediately. The smoke, soot, crackle, and low roar of the storm impose disadvantage on Wisdom (Perception) checks and ranged attack rolls. A
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Strength checks because of the steep incline of the tracks. 7. Upper Landing Two kobolds stand guard near some old crates. One keeps an eye on the cart track, while the other watches the stairs to the
(no brakes), the cart has AC 16. If occupants are using the brakes to control its speed, the cart has AC 8. If the cart’s occupants engage or release the brake when they see the kobolds pulling the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
grown shoddy with the passage of years. A blazing fire in the hearth barely gives any warmth to the room. You see a man behind the counter, methodically cleaning glasses. Three older women huddle
what’s frightening him.
1 Ability Checks. Phillip’s character, Gareth, makes a Wisdom (Insight) check to determine whether he reads Ismark’s unspoken cues. Wisdom is the ability that measures






