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Returning 35 results for 'before bird defeating check remove'.
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before bard defeating cheat resolve
before bard defeating cheat recover
before bard defending check resolve
Monsters
Monster Manual
15 Intelligence saving throw or that action is wasted. The cursed target can take a Study action to make a DC 15 Intelligence check, solving the riddle and ending the curse on a success. The curse ends
DC 15):
At Will: Detect Magic, Identify, Prestidigitation1/Day Each: Locate Object, Remove CursePsychicNecrotic, Radiant
Magic Items
Dungeon Master’s Guide
interdimensional portal.
You and any creature you designate when you use the shackles can take a Utilize action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a successful check, the creature breaks free and destroys the shackles.
Magic Items
Forgotten Realms: Adventures in Faerûn
Study action while reading your thoughts makes a DC 13 Intelligence (Investigation) check. On a successful check, it becomes aware that the detected thoughts are preprogrammed.
Golden Harper Pin
. While wearing this pin, you can cast the Nondetection spell on yourself. The duration of this spell is permanent until you disable the effect (no action required), you remove the pin, or you are no longer attuned to the pin.
Magic Items
Forgotten Realms: Heroes of Faerûn
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
remains active for 24 hours. While active, the mobility wonder increases your Speed to 30 feet. Other creatures can’t remove your mobility wonder from you unless you allow it.
Monsters
Acquisitions Incorporated
Mechachimera. In addition to defeating the construct in combat, characters can pull out its charged disks to hinder its attacks. With a successful DC 12 Wisdom (Perception) check, any character
Hand) check can remove a disk, causing one head to power down and preventing it from making attacks. If the dragon head is disabled, the creature loses its Fire Breath. If the goat head is disabled
Blue Slaad (control gem variant)
Legacy
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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
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
Dimensional Shackles
Legacy
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Magic Items
Basic Rules (2014)
through an interdimensional portal.
You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
Gray Slaad (control gem variant)
Legacy
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Monsters
Monster Manual (2014)
cast on the slaad destroys the gem without harming the slaad.
Someone who is proficient in Wisdom (Medicine) can 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","rollType":"damage","rollDamageType":"psychic"} psychic damage to the
Death Slaad (control gem variant)
Legacy
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Monsters
Monster Manual (2014)
presence, can be worded to acquire the gem.
A greater restoration spell cast on the slaad destroys the gem without harming the slaad.
Someone who is proficient in Wisdom (Medicine) can 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","rollType
Green Slaad (control gem variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
to acquire the gem.
A greater restoration spell cast on the slaad destroys the gem without harming the slaad.
Someone who is proficient in Wisdom (Medicine) can 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","rollType":"damage","rollDamageType
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
foes’ greatest fears. However, all dream eaters share one thing: a gaping, always-smiling mouth, which it reveals before engulfing its prey in a phantasmagorical nightmare.
The key to defeating a
) check to convince the engulfed target the nightmare isn’t real, with the target escaping on a success. The creature making the check takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage
Magic Items
Ghosts of Saltmarsh
This flat, gray-and-black river stone is inscribed with an unknown arcane symbol and feels cool to the touch. While carrying the stone, you can gain advantage on one ability check of your choice. The
stone can’t be used this way again until the next dawn.
Curse. This item is cursed. Attuning to it curses you until you are targeted by a remove curse spell or similar magic. As long as you
Red Slaad (control gem variant)
Legacy
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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
restoration spell cast on the slaad destroys the gem without harming the slaad.
Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of
Magic Items
Acquisitions Incorporated
remove it. No other type of object can be placed into the extradimensional space. A creature searching the voting kit finds and extracts the tool kit with a successful DC 20 Intelligence
(Investigation) or Wisdom (Perception) check.
Additionally, you can use the voting kit to cast charm person (save DC 15). This property of the kit can’t be used again until the next dawn.
Monsters
Curse of Strahd
contained in a cavity in the stump, beneath the rotted floorboards of the hut. The floorboards can be ripped up with a successful DC 14 Strength check or smashed by dealing 10 damage to them. Once the
anything that tries to remove the gem; a creature trying to remove the gem must make a DC 20 Dexterity saving throw. On a successful save, the creature claims the stone without getting bitten. On a
Adult Green Dragon
Legacy
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Monsters
Basic Rules (2014)
the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail
saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when
Ancient Green Dragon
Legacy
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Monsters
Basic Rules (2014)
only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes
Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt
Ki-rin
Legacy
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Monsters
Volo's Guide to Monsters
): calm emotions, lesser restoration, silence
3rd level (3 slots): dispel magic, remove curse, sending
4th level (3 slots): banishment, freedom of movement, guardian of faith
5th level (3 slots): greater
regains spent legendary actions at the start of its turn.
Detect. The ki-rin makes a Wisdom (Perception) check or a Wisdom (Insight) check.
Smite. The ki-rin makes a hoof attack or casts sacred flame
Monsters
Vecna: Eve of Ruin
).
Spider Climb. Kas can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Strength of the Night. Kas doesn’t require a coffin, and he drinks
.
In Vecna: Eve of Ruin, Kas fools Tasha and Alustriel, two incredibly powerful wizards. In addition to defeating Vecna, Kas desperately wants the wizards to witness and acknowledge his
Magic Items
Lost Laboratory of Kwalish
the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the armor. In addition, while you wear the cursed armor, you gain the following properties
able to calm you with appropriate magic (such as a calm emotions spell) or a successful DC 15 Charisma (Persuasion) check.
Magic Items
Keys from the Golden Vault
this item extends its curse to you. You remain cursed until you are targeted by a remove curse spell or similar magic, or until the shard is reattached to Xeluan’s petrified heart.
The shard
’s curse causes misfortune to befall you. When you roll a 1 on an attack roll, an ability check, or a saving throw, roll on the Shard Misfortunes table to determine the misfortune. For as long as
spells
Eberron: Forge of the Artificer
by the new one. You determine the homunculus’s appearance, such as a mechanical-looking bird, winged vial, or miniature animate cauldron.
Combat. The homunculus is an ally to you and your
can't use this trait if it has the Incapacitated condition.
Magic Bond. Add the spell's level to any ability check or saving throw the homunculus makes.
Actions
Force Strike. Melee or
Monsters
Mythic Odysseys of Theros
, without needing to make an ability check.
Web Walker. Arasta ignores movement restrictions caused by webbing.Multiattack. Arasta makes three attacks: one with her bite and two with her claws.
Bite
an action to make a DC 21 Strength check. On a success, it can free itself or a creature within 5 feet of it that is restrained by the web.
This webbing is immune to all damage except magical fire. A
Bugbear
Legacy
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Species
Volo's Guide to Monsters
remove opposition or exile weaker or unpopular members to keep the rest of the gang strong. Fortunately for the race as a whole, even young and elderly bugbears have the ability to survive alone in the
acts for bugbears. Garroting an unsuspecting creature and defeating foes in open battle are seen as acts of worship, in the same way that dwarves consider metalsmithing to be sacred to Moradin.
The
Magic Items
The Book of Many Things
energy. You have disadvantage on initiative rolls. This effect lasts until you finish a long rest, but it can be ended early by a Remove Curse spell or similar magic.
End. This card is an omen of
reduction lasts until you finish a long rest, but it can be ended early by a Remove Curse spell or similar magic.
Isolation. You disappear, along with anything you are wearing or carrying, and become
Monsters
Divine Contention
(Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity
or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon
Monsters
Storm King's Thunder
(Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity
check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.
A wall of tangled brush bristling with thorns springs into existence on a solid
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
) or Charisma (Performance) check. On a successful check, they earn that bird’s affection, and Merriweather gives that bird to the character. She will give only one bird to each character, but if
Merriweather gives a character one of her birds if the character serenades that bird with a song. A character who wants a particular bird can approach that bird and make a DC 15 Wisdom (Animal Handling
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
the asteroid cluster without damaging the ship: 1 point
Empty Check Box☐ Defeating or outrunning the enemy ship: 4 points
Empty Check Box☐ Stopping to assist the other cadet squad: 2 points
Points Required for Success: 6 or more
Total Points Earned: ___________________
Appendix A: Scoring Sheet Use the following to keep track of scoring during the training exercise in part 2 of the adventure. Empty Check Box☐ Plotting a course of the first attempt: 1 point
Empty
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
2. Roc’s Nest The stone giants refer to the roc of Deadstone Cleft as the Jotunglang (meaning “the giant above”). To sneak past the gargantuan bird, the party must succeed on a DC 14 group Dexterity
(Stealth) check. If the group check fails, the roc detects one or more trespassers and screeches. The inhabitants of areas 3 and 6 investigate the disturbance, emerging from their caves 2 rounds later
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
close as he wishes. Closed doors can be magically locked (needing a successful DC 20 Strength check to force open) until Strahd chooses to end the effect, or until Strahd uses this lair action again
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
Conclusion The characters can take possession of the Bowl of Plenty after defeating the goblins and their pet. But first, they must pull the bowl out of the fire and let it cool for a few minutes
. When the Bowl of Plenty cools, however, the characters are in for a final surprise. Cooling the Bowl
If the characters ask about how to get the bowl out of the fire, tell them that they can check
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
an action, a character with thieves’ tools can try to remove a control gem, doing so with a successful DC 17 Dexterity (Sleight of Hand) check. Alternatively, a character can remove a gem by force
, taking an action and making a DC 15 Strength (Athletics) check. On a failed check, the pedestal unleashes an arc of lightning that deals 14 (4d6) lightning damage to the character who attempted to remove
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
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
(Perception) check, but nothing will enable it to be opened until either the area is viewed through a gem of seeing, a true seeing spell is cast, or a detect magic spell is used to determine the door’s magic
aura (abjuration). After the magic of the door is identified, a dispel magic or remove curse spell is needed to remove the guard that prevents the door from being opened. Once this is accomplished, the secret door can be opened easily from either side.






