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Returning 35 results for 'before being drinking check reverse'.
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Magic Items
Dungeon Master’s Guide
Charisma saving throw. On a failed save, the creature is magically transformed into a Larva under the DM’s control. Only a Wish spell can reverse this vile transformation.
A creature attuned to the
cast that spell again from it until the next dawn.
Vile Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as
Monsters
Spelljammer: Adventures in Space
, without needing to make an ability check.
Unusual Nature. The vampirate doesn’t require air or drink.Energy Drain. Melee or Ranged Spell Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
coffin and sleep amid their cargo. When they’re not sleeping or marauding, a crew of vampirates whiles away the hours by drinking rum and singing grim chanteys.
A ship crewed by vampirates usually
Magic Items
Bigby Presents: Glory of the Giants
work and a successful DC 25 Intelligence (Investigation) check. When the cube is solved, a 30-foot-diameter portal appears before the creature who solved the cube, leading to the northeastern platform
Horizon’s Edge, but a device somewhere in the demiplane allows a cube to function in reverse while the cube is fitted into it.
Blue Slaad (control gem variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10);{"diceNotation":"4d10
reduces the target's hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse
Monsters
Spelljammer: Adventures in Space
to make an ability check.
Unusual Nature. The mage doesn’t require air or drink.Multiattack. The mage makes two Ray of Cold attacks.
Energy Drain. Melee or Ranged Spell Attack: +5
they’re not sleeping or marauding, a crew of vampirates whiles away the hours by drinking rum and singing grim chanteys.
A ship crewed by vampirates usually has one or more Shadow;shadows aboard—the Undead remains of some of the vampirates’ victims.Cold, Necrotic, PoisonRadiant
Monsters
Spelljammer: Adventures in Space
needing to make an ability check.
Unusual Nature. The captain doesn’t require air or drink.Energy Drain. Melee or Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction
ship’s hold as one big coffin and sleep amid their cargo. When they’re not sleeping or marauding, a crew of vampirates whiles away the hours by drinking rum and singing grim chanteys.
A ship
Githzerai Anarch
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
anarch magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it.
Change Gravity (Costs 3 Actions). The anarch casts the reverse
composition. If the anarch moves more than 120 feet from the object, its concentration breaks.
The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with
Magic Items
Acquisitions Incorporated
someone in your franchise within the last 24 hours, then grant the character who slew it a d10. Once within the next hour, that character can add the d10 to an attack roll, ability check, or saving
target one creature you can see that is about to attempt an ability check, attack roll, or saving throw, either granting advantage or imposing disadvantage on the roll. The bead crumbles to dust when
Monsters
Mordenkainen Presents: Monsters of the Multiverse
equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it.
Change Gravity (Costs 3 Actions). The githzerai casts the reverse gravity spell, using Wisdom as the
it by making a Wisdom check with advantage. The DC depends on the object’s size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger.
Psionic Bolt
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Theater Lobby Four Silent Roar guards (veterans) sit amid several small tables and chairs drinking tea and watching the entrance. Behind them, thick curtains close off the entrance to the theater
succeeding on a DC 14 Charisma (Deception or Persuasion) check. Mentioning Laleh or showing goods from the Ghorbani Bakery grants a character advantage on this check. If a fight breaks out, Laleh appears on initiative count 0 of the first round and intervenes (see “Laleh’s Plea” below).
Magic Items
Infernal Machine Rebuild
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
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->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
identify its presence by noticing these smashed items, taking a Study action, and succeeding on a DC 15 Intelligence (Investigation) check. The effect is the same as the Reverse Gravity spell (save
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
found with a successful DC 10 Wisdom (Perception) check. If the lines of the nursery rhyme (see below) are read aloud in reverse order, starting with the last line and ending on the first, the doors
compartment can also be opened with a knock spell, or with a successful DC 20 Dexterity check made by a character using thieves’ tools. Opening the compartment in either manner triggers the trap (see
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
relax while off duty. A character who listens at the door with a successful DC 10 Wisdom (Perception) check hears the villains within engaged in a game of knucklebones. This makes for a mysterious
warriors wearing scarlet cloaks are gathered around one of the tables. A stack of coins and trinkets is heaped upon the tabletop between them.
Four Redbrand ruffians are drinking and playing
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
. A follow-up successful DC 15 Intelligence (Religion) check can then trigger ritual magic that reverses the flood of ooze and sends it back to the Slime Pits. However, if this check is failed by 5 or
characters attempting to activate or reverse the abyssal gate, you can also require that the character wearing the crown and holding the scepter must be in physical contact with the standing arch — making it impossible to activate the gate from inside the apparatus of Kwalish or any similar protective device.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
words. A successful DC 16 Intelligence (Investigation) check detects this illusion. The hags’ cottage is built from three trees entwined together. These trees might contain the three true dryads whose
free the dryads to set the woods back to order. Instead of the hags being disguised as goodly dryads, you might instead choose to reverse the scenario. The Three Mothers might really be dryads in need
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ferry that runs from the village. Characters who do spend time in the village might be drawn to the popular tavern known as the Fog and Frog, a large warehouse converted into a drinking establishment
quick to ask the characters to check on the hermitage to make sure everything is all right. If the characters spend any time in Uskarn other than the minimum required to use it as a jumping-off point
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of this room, casting it about as they knock each other around.
Wall Decor. The walls are decorated with bas-reliefs of dwarves singing and drinking. A dozen empty iron torch brackets are mounted to
make irresistible snacks if fed to the creatures. Tearing loose a torch bracket requires an action and a successful DC 15 Strength (Athletics) check. One bracket is enough to distract the rust monsters for 1d6 minutes.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
empty streets. Investigating the Town. A successful DC 12 Wisdom (Survival) check reveals infrequent tracks belonging to different humanoid creatures. Some travel alone, while others go in small groups
. A check of 17 or higher also reveals dog prints, though some of those prints have more claws per foot than an ordinary dog. A successful DC 13 Wisdom (Perception) check made to search the ruins
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
ways to reverse or mitigate events resulting from that death. As an action, make a DC 15 Intelligence (Religion) check. On a success, you learn the relevant information based on the nature of the
living and the dead Position Proficiency: In addition to the proficiencies noted below, you can add your proficiency bonus to an ability check to intimidate a creature close to death, assess what disease
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
9. Fountain of Evil Foul water from the Darklake spills into this cave, forming a pool. See the “Whorlstone Tunnels: General Features” sidebar for the effects of drinking foul water. The ceiling in
follow Droki into this chamber, they see him sneaking carefully along the eastern path. They can attempt to follow him with a group Dexterity (Stealth) check contested by the water weird’s passive
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
kind gesture at a future date, or challenging the characters to a friendly drinking contest. Ability Checks in Social Interaction You decide the extent to which ability checks shape the outcome of a
social interaction. A simple social interaction might involve a brief conversation and a single Charisma check, while a more complex encounter might involve multiple ability checks helping to steer the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, and it is worth 5,000 gp to a sage or collector. A functioning puzzle cube can be solved with 30 minutes of work and a successful DC 25 Intelligence (Investigation) check. When the cube is solved, a
creature uses an action to change the puzzle’s configuration. Puzzle cubes don’t function while on Horizon’s Edge, but a device somewhere in the demiplane allows a cube to function in reverse while the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ability Checks An ability check is a test to see whether a character succeeds at a task that he or she has decided to attempt. The Player’s Handbook includes examples of what each ability score is
used for. The Ability Checks table summarizes that material for easy reference. Multiple Ability Checks Sometimes a character fails an ability check and wants to try again. In some cases, a character is
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
knowledge from outlaws crossing into the monastery, asking about good-aligned topics might negate its advantage on the Intelligence check it makes to answer. Alternatively, you might decide that the dock
decreases to ability scores) might then be usable by their original owners to reverse the decrease. If any of those owners are still alive, the stones might help guide the characters to them, allowing the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Beliard Check for random encounters during the journey to Beliard (see chapter 2). Orchards and large cattle ranches surround the little town of Beliard. Large stockyards lie on the east side of town
drover drinking at the Watchful Knight, tells this tale to anyone who listens. If the characters ask about warriors on flying monsters or giant vultures, they gain an additional rumor: Halrud Ponden
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
DC 20 Wisdom (Perception) check to find the secret door at the end of the passage—no form of magic will detect it, save for a gem of seeing. If the characters open the door and enter the room, read
character examines either of the pews in the front row before opening the lid, a successful DC 15 Wisdom (Perception) check reveals that the hinges on this pew are larger than the ones on the pews in the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters As the characters explore the Wormwrithings, check for a random encounter once per day. Roll a d20 and consult the Wormwrithings Encounters table to determine what, if anything, the
miles. 3–4 The purple worm is moving along the tunnel in the opposite direction as the party and appears in front of them. The party must either reverse course or fight the worm. If they reverse course
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
transform it into a festering swamp. Today, the wells fluctuate between spewing out the foul water and drinking it back in, such that the landscape changes from a flooded marsh to a muddy morass at
5 feet of it that isn’t an Undead. The boon’s recipient gains a d4 and can, at any time within the next 24 hours, roll this die and add the number rolled to one ability check, attack roll, or saving throw made by it. No creature can have more than one of these magic boons at a time.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
successful DC 15 Wisdom (Deception or Persuasion) check to convince the patrol not to attack the party. If Grin Ousstyl is with the party, he quietly suggests that the characters offer the drow a bribe of
protect the city from cave-ins. Any character casting earthquake, move earth, or similar magic within the city triggers a reverse gravity spell (save DC 18) centered on the caster, which takes effect
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
spell out “Old Xoblob Shop.” If the characters check out the shop, continue with “Old Xoblob Shop.” If they don’t, they find the tavern without further incident; see “The Skewered Dragon” below. Old
he recognizes his description. He is reluctant to share information, but offering him a new purple item or succeeding on a DC 13 Charisma (Intimidation or Persuasion) check loosens his tongue. He
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
9: Tavern Dubbed the Drunken Dragon, this tavern caters to residents and visitors alike and hosts a nightly drinking game.
When the characters arrive at the tavern, read the following boxed text
Advantage on Charisma (Persuasion) checks made in the keep. Solicit Rumors. Once per day, a character in the tavern can make a DC 10 Charisma (Persuasion) check to glean a rumor from the bartender or a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
tree, flying, or leaping into the air—can use an action to try to snatch a flying fruit from the air, doing so with a successful DC 18 Dexterity (Sleight of Hand) check. Alternatively, a character
bears three hieroglyphs. If translated (see the “Pyramid Features” section; treat the hieroglyphs as a single passage), the hieroglyphs read “float,” “reverse,” and “negate.” If a creature touches both of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
successful DC 15 Charisma (Persuasion) check to bargain down the price. The only alternative to buying specialty items through the merchant princes is to deal with the black market, which is highly
15 Charisma (Deception) check to pose the right questions to the right people at the right time. To determine the black market price of an item, multiply the item’s normal price (see the Player’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
B6 1 half-ogre that became poisoned after drinking six casks of cheap wine B7 3 duergar and 1 gazer (see appendix B) standing guard while Thorvin Twinbeard (see appendix B) works on a mechanical
fly. A character can use an action to try to activate the machine, doing so with a successful DC 10 Intelligence check. The activated beholder shoots dazzling lights from its eyestalks for 1 minute






