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Returning 35 results for 'before bond defying check rolls'.
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Equipment
13 Dexterity (Sleight of Hand) check. While bound, a creature has Disadvantage on attack rolls, and the creature is Restrained if the Manacles are attached to a chain or hook that is fixed in place
. Escaping the Manacles requires a successful DC 20 Dexterity (Sleight of Hand) check as an action. Bursting them requires a successful DC 25 Strength (Athletics) check as an action.
Each set of
Monsters
Monster Manual
Spider Climb. The drider can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, the drider has Disadvantage on
ability checks and attack rolls.
Web Walker. The drider ignores movement restrictions caused by webs, and the drider knows the location of any other creature in contact with the same web.Multiattack
Monsters
Monster Manual
Aversion to Fire. If the golem takes Fire damage, it has Disadvantage on attack rolls and ability checks until the end of its next turn.
Berserk. Whenever the golem starts its turn Bloodied, roll
within 60 feet of the berserk golem, can try to calm it by taking an action to make a DC 15 Charisma (Persuasion) check; the golem must be able to hear its creator. If this check succeeds, the golem ceases
Monsters
Monster Manual
":"Psychic"} Psychic damage, and the target is cursed with a riddle. The cursed target has Disadvantage on ability checks and attack rolls. In addition, if it takes the Magic action, it must succeed on a DC
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
Monsters
Monster Manual
Advantage on its attack rolls. Its Speed becomes 0, it can’t benefit from any bonus to its Speed, and it moves with the target.
A creature can take an action to try to detach the darkmantle
from itself, doing so with a successful DC 13 Strength (Athletics) check. On its turn, the darkmantle can detach itself by using 5 feet of movement.
Darkness Aura (1/Day). Magical Darkness fills a 15
Monsters
Monster Manual
Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Vampire Weakness. The vampire has these weaknesses:
Forbiddance. The
in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability checks.Multiattack. The vampire makes two Claw attacks and uses Bite.
Claw. Melee Attack Roll: +6;{"diceNotation
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy
condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check
Monsters
Monster Manual
turn, the target rolls 1d8;{"diceNotation":"1d8", "rollType":"roll", "rollAction":"Giggling Magic"} whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test
Monsters
Monster Manual
rolls 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Giggling Magic"} whenever it makes an ability check or attack roll and subtracts the number rolled from the D20 Test. Failure or
Monsters
Monster Manual
regains 1 Hit Point after spending 1 hour there.
Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Vampire Weakness. The
Paralyzed condition until the weapon is removed. Sunlight. The vampire takes 20 Radiant damage if it starts its turn in sunlight. While in sunlight, it has Disadvantage on attack rolls and ability
Spells
Player’s Handbook
.
The glyph is nearly imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set its trigger and choose which effect the
Disadvantage on attack rolls and ability checks.
Fear. Each target must succeed on a Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened, the target must move at least 30
Immovable Rod
Legacy
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Magic Items
Basic Rules (2014)
the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Monsters
Storm King's Thunder
Halfling Nimbleness. Oren can move through the space of any creature that is of a size larger than his.
Lucky. When Oren rolls a 1 on an attack roll, ability check, or saving throw, he can reroll
soul.”
Bond: “You had me at ‘Can I buy you a drink?’”
Flaw: “I have a knack for putting myself in harm’s way. Good thing I’m lucky!”Poison
Monsters
Mordenkainen Presents: Monsters of the Multiverse
makes an attack roll, a saving throw, or an ability check, the diviner rolls a d20;{"diceNotation":"1d20", "rollType":"roll", "rollAction":"Portent"} and chooses whether to use that roll in place of
/day each: arcane eye, detect magic, detect thoughts, fly, lightning bolt, locate object, mage armor, Rary's telepathic bond
1/day: true seeingPortent (3/Day). When the diviner or a creature it can see
Gazer Familiar
Legacy
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Monsters
Volo's Guide to Monsters
creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
Familiar. The gazer can serve another creature as a familiar, forming a telepathic bond with
of the gazer’s next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.
2. Fear Ray. The targeted creature must succeed on a DC 12
Magic Items
Eberron: Rising from the Last War
bond with your skin.
While attuned to these gloves, you gain one of the following proficiencies (your choice when you attune to the gloves):
Sleight of Hand
Thieves' Tools;Thieves' tools
One kind
of artisan’s tools of your choice
One kind of musical instrument of your choice
When you make an ability check using the chosen proficiency, you add double your proficiency bonus to the
Diviner
Legacy
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Monsters
Volo's Guide to Monsters
slots): Rary's telepathic bond,* scrying*
6th level (1 slot): mass suggestion, true seeing*
7th level (1 slot): delayed blast fireball, teleport
8th level (1 slot): maze
*Divination spell of 1st
check, the diviner can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check.Quarterstaff. Melee Weapon Attack: +2;{"diceNotation":"1d20+2","rollType":"to hit
Monsters
Strixhaven: A Curriculum of Chaos
":"roll","rollAction":"Counsel of the Past"} and add the number rolled to one ability check of its choice, immediately after rolling the d20.To enhance their studies of the past, Lorehold students often
assist the living.
Some of these spirit statues bond with and mentor a specific mage, but most serve in a variety of roles for numerous individuals, ranging from research colleagues to martial
Monsters
The Book of Many Things
", "rollAction":"Prophetic Blessing"}, and it gains a prophecy die, a d8. Once during each of the creature’s turns, when it fails an ability check or saving throw or misses an attack roll, it can
encounter.
Variant: Servants of Living Stars
Some stars in the sky are Elder Evils, alien beings of godlike power from the reality-defying Far Realm.
A living portent can be a fragment of these beings
Poltergeist
Legacy
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Monsters
Monster Manual (2014)
":"Incorporeal Movement","rollDamageType":"force"} force damage if it ends its turn inside an object.
Sunlight Sensitivity. While in sunlight, the poltergeist has disadvantage on attack rolls, as well as on
, the poltergeist makes a Charisma check contested by the target’s Strength check. If the poltergeist wins the contest, the poltergeist hurls the target up to 30 feet in any direction, including
Grappler
Legacy
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Feats
Basic Rules (2014)
You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
You have advantage on attack rolls against a creature you are grappling
.
You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.
Ettercap (variant)
Legacy
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Monsters
Monster Manual (2014)
Spider Climb. The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the ettercap knows the
grappled (escape DC 12). Until this grapple ends, the target can’t breathe, and the ettercap has advantage on attack rolls against it.
Web (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge
Flesh Golem
Legacy
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Monsters
Basic Rules (2014)
firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it
takes damage while still at 40 hit points or fewer, the golem might go berserk again.
Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the
Monsters
The Wild Beyond the Witchlight
on a DC 18 Intelligence (Investigation) check to discern that Squirt is animate.
Unusual Nature. Squirt doesn’t require air, food, drink, or sleep.Slam. Melee Weapon Attack: +4;{"diceNotation
;
Bond. “I’m running on fumes here. I need oil.”
Flaw. “I’m too tired to fly today. You carry me.”Poison
Kuo-toa
Legacy
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Monsters
Monster Manual (2014)
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to hit","rollAction":"Bite"} to hit, reach 5
can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without
Monsters
Mordenkainen Presents: Monsters of the Multiverse
has disadvantage on attack rolls.
2: Fear Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer’s next turn.
3: Frost Ray. The
familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the gazer senses as long as
Cloaker
Legacy
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Monsters
Basic Rules (2014)
motionless without its underside exposed, it is indistinguishable from a dark leather cloak.
Light Sensitivity. While in bright light, the cloaker has disadvantage on attack rolls and Wisdom
creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.
Tail. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction
Slithering Tracker
Legacy
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Monsters
Volo's Guide to Monsters
Ambusher. In the first round of a combat, the slithering tracker has advantage on attack rolls against any creature it surprised.
Damage Transfer. While grappling a creature, the slithering tracker
, unless an observer succeeds on a DC 18 Intelligence (Investigation) check.
Keen Tracker. The slithering tracker has advantage on Wisdom checks to track prey.
Liquid Form. The slithering tracker can
Darkmantle
Legacy
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Monsters
Basic Rules (2014)
darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle’s speed also becomes 0, it can’t benefit from any bonus to its speed, and it
moves with the target.
A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of
Drider
Legacy
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Monsters
Basic Rules (2014)
climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, the drider has disadvantage on attack rolls, as well
Advantage
Legacy
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Rules
Sometimes a special ability or spell tells you that you have advantage or disadvantage on an ability check, a saving throw, or an attack roll. When that happens, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage.
Feats
Xanathar's Guide to Everything
. Surely a sign of fortune’s favor!
When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the
Luck Blade
Legacy
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Magic Items
Basic Rules (2014)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.
Luck. If the sword is on your person, you
can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn
Choldrith
Legacy
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Monsters
Volo's Guide to Monsters
Climb. The choldrith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Sunlight Sensitivity. While in sunlight, the choldrith has
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Web Sense. While in contact with a web, the choldrith knows the exact location of any other creature in contact with
Monsters
Icewind Dale: Rime of the Frostmaiden
.
Sunlight Sensitivity. While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Dagger. Melee or Ranged Weapon Attack: +4;{"diceNotation
shoulders. Three kobolds in cold weather gear can pass themselves off as a clumsy human with a successful group Charisma (Deception) check, the DC of which equals the onlooker’s Wisdom (Insight) check result.






