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Returning 14 results for 'before been devising checks recovered'.
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before been devising checks recover
before been devising checks revered
Magic Items
Lost Laboratory of Kwalish
defeat the next hostile monster or group of monsters you encounter, you have advantage on ability checks made using one skill of your choice for the duration of the adventure. Otherwise, this card has no
adventure, you lose proficiency with one skill or gain disadvantage on all checks made with one skill (with the skill and the penalty determined by the DM). Discard this card and draw from the deck again
Magic Items
Infernal Machine Rebuild
you. You have disadvantage on Wisdom (Animal Handling) checks.
03
One weapon or item you carry of your choice gains a walking speed of 30 feet and goes where you tell it.
Your armor and clothing
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
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
recovered either in the Tomb of Horrors (held by Moghadam in area 1) or the Temple of Moloch (locked in the treasure vault, area 38), as the DM determines. Talons. Every magic item you wear or carry
is lost to you. These items can be recovered either in the Tomb of Horrors (held by Moghadam in area 1) or the Temple of Moloch (locked in the treasure vault, area 38), as the DM determines. Throne
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
area 10) are devising a means of escape using a set of superior mason’s tools hidden there, and that these tools can also weaken the eidolon in the Temple of Moloch (see area 25 in chapter 4). They also
Having a mechanical guide spend 1 charge in this area causes the girallon to leave. Roll a d4. On a 1–2, the girallon checks in with Moghadam in area 1. On a 3–4, it goes to see Phenex in area 14.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
door — eight cavities in all.
Each cavity is sized to hold one of the puzzle cubes recovered from the shrines of Omu (see chapter 3). However, there are nine puzzle cubes in total and only eight
trap is active is difficult, requiring six successful DC 10 Dexterity checks, each made as an action. Beyond the false door is a gas-filled chamber. Any creature that starts its turn in this area takes 11 (2d10) poison damage and 11 (2d10) acid damage.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
neutral or unaligned, this card has no effect on you. Comet. If you single-handedly defeat the next hostile monster or group of monsters you encounter, you have advantage on ability checks made using
the duration of the adventure, you lose proficiency with one skill or gain disadvantage on all checks made with one skill (with the skill and the penalty determined by the DM). Discard this card and
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
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
Xanathar’s Guide to Everything), to cast the light cantrip at will, and to grant other characters advantage on Dexterity checks made with thieves’ tools and on ability checks made to identify or operate
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
location of the exit portal. Lending a Hand. Helping Dagdra complete her tasks involves a specific process and a number of ability checks, all at DC 12. When an order comes in, it appears magically on
means that only one character can search for each item. Once three items are located with three checks, any character must then make a Strength (Athletics) or Dexterity (Acrobatics) check to place the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
devising tactics and carrying out plans. Powerful deathlocks recruit lesser creatures to help them carry out their missions, becoming the masterminds behind vast conspiracies and intrigues that culminate
Bonus +2
Sunlight Sensitivity. While in sunlight, the deathlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Unusual Nature. The deathlock doesn’t
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
blends in well amid the floating meat and has advantage on its Dexterity (Stealth) checks. If Ozk notices any non-Aberration, it stops meditating on its own decay and attacks, shouting in Deep Speech that
void begins slowly drifting away from the Drought Elder at a rate of 10 feet per round. Unless the creature has a tether thrown to it or is recovered by another flying creature, it gradually drifts out
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
have something valuable in their possession, such as the orb of dragonkind recovered from Uldrak’s Grave or the unicorn rescued from the demon zapper. Otherwise, the tortle instructs the characters to
plate. The armor gives Arkhan advantage on ability checks and saving throws made to avoid or end the grappled condition on him.
Actions
Multiattack. Arkhan makes three weapon attacks.
Fane-Eater
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
hunters of the four tribes Tribe of the Bear Internal strife has splintered what remains of the Bear Tribe today. The turmoil began shortly after a band of Bear Tribe hunters recovered pieces of
) checks that rely on hearing or smell.
Actions
Multiattack. Isarr makes three melee attacks.
Sickle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, plus
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Neverwinter has recovered and commerce has resumed, the road has been rebuilt and the roadhouse repaired and put to use as a supply depot and wagon park. It stands on the west side of the road, a stone’s
the party. The bearer of the letter gains advantage on Charisma checks made to influence shield dwarves throughout the North. For more information on medals and letters of recommendation, see the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
choice. Damaged Robots. An indifferent worker robot is fixing four mangled combat robots in this area. Recently recovered from the lake on the ship’s garden level, the combat robots are crumpled, rusty
digital asteroids, space invaders, and other threats that appear on the screen. A character who plays this game has advantage on any future checks made to determine how to use laser pistols and laser






