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Returning 35 results for 'before bands depending check run'.
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Magic Items
Dungeon Master’s Guide
creature that can touch the bands, including the one Restrained, can take an action to make a DC 20 Strength (Athletics) check to break the iron bands. On a successful check, the item is destroyed, and the
Restrained creature is freed. On a failed check, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can’t be used again until the next dawn.
Magic Items
Forgotten Realms: Heroes of Faerûn
A Mechanical Wonder is a semi-autonomous object imbued with magical power. Mechanical Wonders vary greatly in size and form depending on their function.
A Mechanical Wonder is a dormant object until
check it makes with a Musical Instrument or Tinker's Tools.
Sprint. The wonder takes the Dash action.
Gyrocopter Wonder (Rare). This wagon-sized vehicle is made of brassy metal and has a spiral-shaped
Iron Bands of Binding
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If
the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can't be used again until the next dawn.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
weapons speed and efficiency. In the thick of a fight, they dash across the battlefield, slashing and snarling as they run down stragglers and finish off wounded foes.
Gnolls
The first gnolls were
hyenas transformed by magic. Many of them were then corrupted by the demon lord Yeenoghu. Whether in service to Yeenoghu or dedicated to the survival of their kin, gnoll war bands seek to soften up
Iron Bands of Bilarro
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If
the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can't be used again until the next dawn.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
viciously barbed heads. Even when a hunter doesn’t kill their target with their first shot, the arrow strike brings so much pain that the victim is hobbled in its attempt to run away.
Gnolls
bands seek to soften up foes with surprise attacks and to leave no survivors alive.Rampage. After the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll moves up to half its speed and makes a Bite attack.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
the perils of the Underdark. Equal parts fearful and vicious, bands of these dwarf-kin prey on those weaker than themselves, while giving simpering obeisance to any creatures they deem more powerful. A
varies, depending on whatever foe the savants want to lead their people against, yet the essence of the story remains the same: a lesson of survival at any price and an example of how deceitfulness and cruelty can be virtues.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
safe from the perils of the Underdark. Equal parts fearful and vicious, bands of these dwarf-kin prey on those weaker than themselves, while giving simpering obeisance to any creatures they deem more
this legend varies, depending on whatever foe the savants want to lead their people against, yet the essence of the story remains the same: a lesson of survival at any price and an example of how deceitfulness and cruelty can be virtues.
Monsters
Ghosts of Saltmarsh
maw regains spent legendary actions at the start of its turn.
Detect. The maw of Sekolah makes a Wisdom (Perception) check.
Speed of Sekolah. The maw of Sekolah moves up to its speed.
Feed (Costs 2
steady diet of sentient creatures, captured by the sahuagin and offered up as tribute. Sahuagin priestesses adorn the fins of the maw of Sekolah with gemmed bands and polished skulls.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Vegepygmies are fungus creatures that live in simple bands, hunting for sustenance and spreading the spores by which they reproduce. Also called mold folk or moldies, vegepygmies inhabit dark, moist areas
, so they’re most commonly found underground or in forests where little sunlight penetrates. A vegepygmy feels kinship with other plant and fungus creatures, and thus vegepygmy bands coexist well
Earthquake
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The GM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn't fall prone or become buried.
must make a Dexterity saving throw. On a failed save, the creature is knocked prone.
This spell can have additional effects depending on the terrain in the area, as determined by the GM.
Fissures
Monsters
Mordenkainen Presents: Monsters of the Multiverse
that live in simple bands, hunting for sustenance and spreading the spores by which they reproduce. Also called mold folk or moldies, vegepygmies inhabit dark, moist areas, so they’re most
commonly found underground or in forests where little sunlight penetrates. A vegepygmy feels kinship with other plant and fungus creatures, and thus vegepygmy bands coexist well with creatures such as
Monsters
Mordenkainen Presents: Monsters of the Multiverse
dies while infected, its corpse produces vegepygmies the same way russet mold does.
Vegepygmies
Vegepygmies are fungus creatures that live in simple bands, hunting for sustenance and spreading the
. A vegepygmy feels kinship with other plant and fungus creatures, and thus vegepygmy bands coexist well with creatures such as myconid adult;myconid adults, shrieker;shriekers, and violet fungus;violet
Equipment
, depending on the whims of the creator: a musical clash, a whistling, a whirring, a buzzing, etc. This noise can be heard up to half a mile away.
A creature with an Intelligence score of 3 or less that is
creature who the Frightened creature can see or hear can attempt a DC 20 Wisdom (Animal Handling;Handle Animal) or Charisma (Persuasion) check. On a success, the Frightened condition ends on that creature.
Monsters
Keys from the Golden Vault
. Black and gray smoke and shadows coil down her left arm, ending in runes on the fingers of her left hand.
Knotwork. Purple and blue knotwork and runes run down her right arm, across the back of her right
character who examines any visible tattoos and succeeds on a DC 15 Intelligence (Investigation) check notices some of the hidden marks.
A character who succeeds on a DC 15 Intelligence (Arcana) check determines that the sigils have something to do with minds or telepathy.PsychicPoison
Backgrounds
Baldur’s Gate: Descent into Avernus
Bands of orphans and runaways band together in the Outer City, running after passersby in ragged throngs to plead for scraps. In the Lower City, urchins are often recruited into the lowest echelons
important person, and I’m wanted for it.
6
No one else should have to endure the hardships I’ve been through.
d6
Flaw
1
If I’m outnumbered, I will run away
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and become a sphere once more. A creature that can touch the bands, including the one Restrained, can take an action to make a DC 20 Strength (Athletics) check to break the iron bands. On a
successful check, the item is destroyed, and the Restrained creature is freed. On a failed check, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
and become a sphere once more. A creature that can touch the bands, including the one Restrained, can take an action to make a DC 20 Strength (Athletics) check to break the iron bands. On a
successful check, the item is destroyed, and the Restrained creature is freed. On a failed check, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed
, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed
, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Search When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the DM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
automatically grabs one of its bands before falling. The creature can use an action to try to climb back onto the engine, doing so with a successful DC 10 Strength (Athletics) check. At the end of its
turn during round 6, the engine shifts again. The effect is the same as described above, except that a creature hanging onto one of the engine’s bands has disadvantage on the saving throw. If a
Monsters
Curse of Strahd
(1 slot): animate objects, scrying
Spider Climb. Strahd can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.
Vampire Weaknesses. Strahd has the
intelligently and do everything you can to make him a terrifying and cunning adversary for the player characters.
When you run an encounter with Strahd, keep the following facts in mind:
Strahd
Actions
Make a Wisdom (Insight, Medicine, Perception, or Survival) check.When you take the Search action, you make a Wisdom check to discern something that isn't obvious. The Search table suggests which
skills are applicable when you take this action, depending on what you're trying to detect.SearchSkillThing to DetectInsightCreature's state of mindMedicineCreature's ailment or cause of deathPerceptionConcealed creature or objectSurvivalTracks or food
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Search When you take the Search action, you devote your attention to finding something. Depending on the nature of your search, the DM might have you make a Wisdom (Perception) check or an Intelligence (Investigation) check.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Chapter 2: An Invitation Extended After the characters return from the woods (or at any appropriate time depending on which adventure hooks you’ve used), the party is sought out by two competing
possession of the components from the clock tower. The agents look to meet with the characters, acquire the components they’ve found, and engage them to help find more. If you did not run chapter 1, or if
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Reinforcements Adventurers can use hit-and-run tactics to weaken Grudd Haug’s defenses. Depending on how much time passes between the adventurers’ forays, the hill giant den might gain reinforcements
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
families. Locathah Rising is a DUNGEONS & DRAGONS adventure designed for 9th-level characters. You can run this adventure for as few as three or as many as six players. Depending on your play style
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. Across from the carriage house, a slender wooden door reinforced with iron bands leads into the keep. The carriage house is described in area K4. The wooden door, which leads to area K23, is swollen and stuck in its frame. A character can shoulder open the stuck door with a successful DC 10 Strength check.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
failed check, you are bitten and take 1d4 piercing damage, and the dogs count as 5 feet of difficult terrain. 7 You run into a brawl in progress. Make a DC 15 Strength (Athletics), Dexterity
. Urban Chase Complications d20 Complication 1 A large obstacle such as a horse or cart blocks your way. Make a DC 15 Dexterity (Acrobatics) check to get past the obstacle. On a failed check, the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Search [Action] When you take the Search action, you make a Wisdom check to discern something that isn’t obvious. The Search table suggests which skills are applicable when you take this action
, depending on what you’re trying to detect. Search Skill Thing to Detect Insight Creature’s state of mind Medicine Creature’s ailment or cause of death Perception Concealed creature or object Survival Tracks or food
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Alien Technology When adventurers find a piece of technology that isn’t from their world or time period, they can deduce what it is with a successful Intelligence (Investigation) check, with the DC
depending on the complexity of the item: DC 10 for a relatively simple item like a calculator or a lighter, or DC 20 for a complex item such as a computer, a chainsaw, or a hovercraft. You may require
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
them. Any character who successfully traps an almiraj can use an action to make a DC 14 Wisdom (Animal Handling) check. If the check succeeds, the almiraj becomes calm and doesn’t attack the character or run away unless it feels threatened or is harmed.
Almiraj Any character with a passive Wisdom (Perception) score of 12 or higher spots 1d6 almiraj (see appendix D) 60 feet away. The almiraj run from any creature that they can see within 30 feet of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
of an entirely different set of social interactions. 3. Charisma Check When the adventurers get to the point of their request, demand, or suggestion — or if you decide the conversation has run its
course — call for a Charisma check. Any character who has actively participated in the conversation can make the check. Depending on how the adventurers handled the conversation, the Persuasion, Deception
Magic Items
Infernal Machine Rebuild
make an Intelligence check or use divination magic to learn something about a creature, that knowledge comes with added trivia of the DM’s devising.
05
You emanate a weak magnetic aura
Charisma (Deception or Persuasion) check against them. Any sign of threatening or duplicitous action on your part negates this automatic success.
Your personal tastes reverse, such that your favorite






