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Returning 35 results for 'before being driving check revive'.
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Monsters
Bigby Presents: Glory of the Giants
creature makes a DC 19 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the creature escapes and moves 3d6;{"diceNotation":"3d6","rollType":"roll","rollAction":"Feet"} ×
this case, each scion is enclosed in stasis inside a powerful Elemental called a cradle. The cradle protects the slumbering scion and follows its subconscious wishes, including driving off intruders
Monsters
Bigby Presents: Glory of the Giants
(Athletics) check. On a successful check, the buried creature no longer has the prone or restrained conditions.A slumbering scion of Grolantor is often mistaken for a hill, and sometimes people erect
wishes, including driving off intruders. But if the cradle dies, the scion within fully awakens.PoisonCold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Mordenkainen Presents: Monsters of the Multiverse
earned his place among the other archdevils through the glory he won driving demons out of the Nine Hells. Asmodeus rewarded him by elevating him to the rulership of Malbolge.
For eons, Moloch ruled his
archdevils in check. The arrangement unraveled, however, when Moloch took the night hag named Malagard for his advisor. Her poisonous words gradually convinced him to attempt to topple Asmodeus. The
Monsters
Bigby Presents: Glory of the Giants
being embedded in hardening rock. A creature can make a DC 25 Strength (Athletics) check as an action, freeing itself or a creature within reach from the rock on a success. The rock has AC 17 and 40 hit
its subconscious wishes, including driving off intruders. But if the cradle dies, the scion within fully awakens.FireCold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksEarth
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Idyllglen History Any character who succeeds on a DC 20 Intelligence (History or Religion) check recalls the following information about Idyllglen: Ages ago, Idyllglen was threatened by gnoll tribes
the gnolls. After driving off the gnolls, the people erected a statue of Zariel to honor her. Generations later, the gnolls returned to Idyllglen, this time with demons in their ranks and Yeenoghu
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
the Gatekeeper druids ultimately drove the daelkyr back and held them in check, the war so destabilized the Dhakaani Empire that it soon collapsed. Ruins of cities and fortifications built during the
esteemed by modern-day hobgoblins from Darguun who seek to revive the empire. Explorers in these ruins often must contend with goblinoid rivals who regard Dhakaani antiquities as rightfully Darguun’s
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
successful DC 17 Strength check. Once the plug is removed, the aquarium’s water level decreases at a rate of 1 foot per minute. It takes 15 minutes for all the water to drain from the car. The car’s
replenish it. If any fish died, the deva uses raise dead spells to revive one fish per day for ten days. Once all is set right, the deva flies from the train and casts plane shift to return to Mount Celestia, taking the decanter with it.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
(Investigation) check. On a success, they arrive at one of the realizations from the following list. If the check succeeds by 5 or more, they come up with all three: There are keys on Korvala’s person. This
jackalweres, but they can’t revive Nidalia if they’re all dead. If the jackalweres are slain in this battle, and the characters don’t know where to find the vault, see “Bloodbath” for assistance
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
properly, two characters must each take the Study action and make a DC 10 Intelligence (Religion) check. On a successful check, the couple departs the temple with cheer. On a failed check, the couple
scrub away the graffiti. A blood-red bell is splattered onto the side of the temple in runny paint. A character who inspects the symbol and succeeds on a DC 13 Intelligence (Arcana) check recognizes
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. The blood drips into the chambers holding the ghasts, driving them into a slurping frenzy that can be heard through the serpents’ open mouths. Once sated with blood, the ghasts yank chains to hoist the
unlock and slide open. This releases the hungry ghasts, which fight until turned or destroyed. Each locked secret door can be opened with a knock spell or forced open by a character who succeeds on a DC 22 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
bringing about peace and security for all. He believes keeping adventurers in check or driving them out of town is an important step in that plan. Assets. The charismatic high priest has his oratory skill
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
revive your character, such as with the Raise Dead spell. Or talk with the DM about making a new character to join the group. The rules glossary has more information on being dead. Falling Unconscious
successful DC 10 Wisdom (Medicine) check.
Death Saving Throws Whenever you start your turn with 0 Hit Points, you must make a Death Saving Throw to determine whether you creep closer to death or hang on
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
revive your character, such as with the Raise Dead spell. Or talk with the DM about making a new character to join the group. The Rules Glossary has more information on being dead. Falling Unconscious
successful DC 10 Wisdom (Medicine) check.
Death Saving Throws Whenever you start your turn with 0 Hit Points, you must make a Death Saving Throw to determine whether you creep closer to death or hang on
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
magical power to keep the extremists of the Blood War in check. To an outside observer, a disciple of the Balance might act cruelly or heartlessly one day, and benevolent and caring the next. A
follower might aid in consigning one city to domination by a devil cult while driving demonic cultists from another. For the sake of the Balance, the cosmos must remain in a static state where neither
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
pockets, creating a maze of sorts.
A successful DC 12 Intelligence (Nature) or Wisdom (Survival) check confirms that the storm is not natural. It might have been manipulated by a powerful spell, an
assist the lookout or the captain. Lookout. Have the lookout attempt a DC 13 Wisdom (Perception) check to call out the many pockets of lightning ahead. Captain. The members of the crew are on edge
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
leave the trail, then a successful DC 15 Wisdom (Survival) check is needed to find it again. Each check equates to an hour of searching, which calls for a random encounters check. Evening 1 After seven
the mere are to be killed or captured but never engaged in conversation. If they are captured and tied up, a successful DC 10 Charisma (Intimidation) or DC 15 Charisma (Persuasion) check loosens their
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
similar tools can be driven into the door to provide handles. Driving pitons into the door takes 1 minute and requires a successful DC 10 Strength check. With such a grip, the door can be opened with
digger completely, and the trapped character can’t breathe until dug out. Struggling out on one’s own requires a successful DC 15 Strength (Athletics) check, and doing so takes 1 minute. Door. When the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
designer recorded when creating the outfit and the number the model recorded when modeling the outfit (if any). Look up this total in the Check Total column of the Fashion Auction table to determine the
Value column of the Fashion at Auction table. If you want to play out the bidding, the opening bid for each design is half of its value. Other students might bid against characters, driving up the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
decorations?
DM: Make an Intelligence check.
Phillip: Does my Investigation skill apply?
DM: Sure!
Phillip (rolling a d20): Ugh. Seven.
DM: They look like decorations to you. And Amy, Riva is
nefarious villain. Even so, the other adventurers can search for powerful magic to revive their fallen comrade, or the player might choose to create a new character to carry on. The group might fail
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the characters to see Yvandre. Yvandre Rillyn The driving force behind the Rillyn family’s revival, Yvandre (a human veteran) is an iron-willed and accomplished swordfighter as well as a rising
mercenaries, and Yvandre doesn’t know who they were or where they might be found. With suitable roleplaying or a successful DC 15 Charisma (Persuasion) check, Yvandre informs the characters that
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
character who examines Quintus and succeeds on a DC 11 Intelligence (Arcana) or Wisdom (Medicine) check determines that the aasimar was killed by three bolts of magical force identical to those created by
Intelligence (Investigation) check, that the killer likely didn’t come from Meldar’s cabin. Raising the Dead. A character who has the raise dead spell prepared can use it to restore Quintus to life. (The
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
) check loosens their tongues. If the lizardfolk aren’t tied up, characters have disadvantage on these rolls because the lizardfolk think them soft-hearted. Lizardfolk know that they’re transporting
. During the questioning, have every character make a Charisma check. Whichever character scores highest makes a strong impression on a lizardfolk captive. This lizardfolk, whose name is Snapjaw, is
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
not decorations?
DM: Make an Intelligence check.
Phillip: Does my Investigation skill apply?
DM: Sure!
Phillip (rolling a d20): Ugh. Seven.
DM: They look like decorations to you. And Amy, Riva
by a nefarious villain. Even so, the other adventurers can search for powerful magic to revive their fallen comrade, or the player might choose to create a new character to carry on. The group might
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
(Stealth) group check. Narbondellyn Encounters d20 Encounter 1–3 Beholder 4–7 Bregan D’aerthe mercenaries 8–12 Elite drow patrol 13–16 Noble entourage 17–20 Statue of Lolth Beholder This monster is
passing through the city. The drow give it a wide berth. Bregan D’aerthe Mercenaries Bregan D’aerthe was instrumental in driving the demons out of Menzoberranzan. Since the incursion, Bregan D’aerthe
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Moloch Exiled from the Nine Hells, Moloch would do anything to reclaim his position. Long ago, Moloch earned his place among the other archdevils through the glory he won driving demons out of the
worked in Asmodeus’s favor, since Asmodeus knew that Moloch’s scheming helped keep the other archdevils in check. The arrangement unraveled, however, when Moloch took the night hag named Malagard for
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, probably driving them from their ranch to live, much diminished, in a nearby settlement. Final Clues. Wiggan and Bertram know the location of the Temple of Black Earth, as well as the pass phrase for
successful DC 10 Intelligence (Investigation) check. If the characters promised to return Javor’s treasure, the revenant pulls the chest out and remains to identify his property. Once the characters return his
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, she boastfully reveals the following information about her former crew: The leader of the League of Malevolence is Kelek, whose driving ambition is to steal the magic staff from his archenemy
successful DC 15 Dexterity check. A character can instead use an action to try to break the chain by making a successful DC 12 Strength check. If freed, Golmo takes refuge in the pocket or pouch of one of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Drow Town An ancient earthquake collapsed sections of Stromkuhldur, dividing the town into smaller caverns. After driving the Legion of Azrok out of this eastern cavern, the drow of House
Dexterity check made using thieves’ tools opens each lock. If released from captivity, the goblinoids arm themselves with improvised weapons and flee to area 17a by way of the south tunnel. The
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
characters using the rope, but requires a successful DC 10 Strength (Athletics) check by anyone climbing down the rough stone walls. On a failed check, a character tumbles down the sloping fissure and
at the bottom of the fissure who succeeds on a DC 12 Wisdom (Perception) check can hear the approaching rats, and isn’t surprised when three rats emerge from cracks in the walls and attack. Three more
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Moloch Exiled from the Nine Hells, Moloch would do anything to reclaim his position. Long ago, Moloch earned his place among the other archdevils through the glory he won driving demons out of the
worked in Asmodeus’s favor, since Asmodeus knew that Moloch’s scheming helped keep the other archdevils in check. The arrangement began to unravel, however, when Moloch took the night hag named
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Saltmarsh into a trading hub with a higher standard of living and improved security. If the Sea Princes are held in check and the sea lanes cleared of threats, Saltmarsh can grow to become the envy of
the royal army of Keoland, where he earned a name driving the wild things of the Dreadwood away from the settled lands. Eliander suffered a tremendous injury to his leg in a battle against an owlbear
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
any intruders they find. They particularly enjoy driving enemies toward the nearby lake and throwing them into its acidic waters. Treasure. Zohelm carries the following items in a velvet-lined bag at
, 30 hit points, and immunity to poison and psychic damage. Repairing the Runestone. A character who knows the Giant language can repair the cracked runestone with a successful DC 15 Dexterity check
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
wagon. A successful DC 10 Dexterity check using thieves’ tools unlocks the box, inside which are five vials of holy water and five vials of antitoxin. Smashing the box open works automatically but breaks
1d10 vials.
17 Two draft horses run free along the road. A character who succeeds on a DC 15 Wisdom (Animal Handling) check can claim them.
18 A swarm of poisonous snakes has formed in the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
driving a wedge or iron spike into its seam to prevent the plate from moving), doing so with a successful DC 15 Dexterity check. Treasure The first crate holds six folded, giant-sized rugs made from
. Nevertheless, a character can attempt to shift a giant lord’s attitude toward the party from hostile to indifferent by succeeding on a DC 20 Charisma (Persuasion) check. A character can use an action
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
successful DC 13 Wisdom (Survival) or Intelligence (Investigation) check. Following the tracks allows the party to discover the door automatically. Otherwise, spotting the door requires a successful DC
14 Wisdom (Perception) check. Once the door is spotted, read: Shrubs and tall grasses conceal a large, stout wooden door.
The door is unlocked. Simply opening the door, without making any other






