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Returning 35 results for 'being bards diffusing checks respond'.
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being bards diffusing checks response
Monsters
Tales from the Yawning Portal
receiving creature to telepathically respond.
Reduced Threat. This creature has -2 penalty on all ability checks and saving throws.Multiattack. The otyugh makes three attacks: one with its bite and two with
Monsters
Van Richten’s Guide to Ravenloft
can’t be removed until the disease ends. The creature dies if its hit point maximum drops to 0.
5–6. The creature has disadvantage on ability checks and attack rolls until it finishes its
respond to sinister forces at work in a land. As nefarious powers grip an area, populations of maggots, scarabs, and similar scavenging insects explode and become aggressive predators. Roll on the Swarm
Monsters
Fizban's Treasury of Dragons
bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can leave the lair
populations flourish within 6 miles of the lair. Ability checks made to forage for food by hunting, fishing, or trapping in that area are made with advantage.
If the dragon dies, the animal population near
Monsters
Fizban's Treasury of Dragons
the greatest bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can
regains two additional spent Hit Dice.
Thriving Wildlife. Animal populations flourish within 6 miles of the lair. Ability checks made to forage for food by hunting, fishing, or trapping in that area are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Checks A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception. Your Charisma (Deception) check determines whether you can convincingly
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Checks A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception. Your Charisma (Deception) check determines whether you can convincingly
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Checks A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception. Your Charisma (Deception) check determines whether you can convincingly
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Checks A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception Your Charisma (Deception) check determines whether you can convincingly
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Checks A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception Your Charisma (Deception) check determines whether you can convincingly
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Checks A Charisma check might arise when you try to influence or entertain others, when you try to make an impression or tell a convincing lie, or when you are navigating a tricky social situation
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception Your Charisma (Deception) check determines whether you can convincingly
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, commonly found performing in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.
Actions
Shortsword. Melee Weapon Attack
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, commonly found performing in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.
Actions
Shortsword. Melee Weapon Attack
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.
Actions
Shortsword. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.
Actions
Shortsword. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
city of Sharn, which is both the cultural heart of Breland and a nexus for intrigue and diplomacy. Bards have much to gain from the company of other bards, as they exchange news, stories, and songs
. For this purpose, long ago a group of the finest bards in Sharn founded the Circle of Song, an alliance of entertainers and adventurers. The Circle of Song is an informal organization, open to any
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, commonly found performing in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.
Actions
Shortsword. Melee Weapon Attack
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.
Actions
Shortsword. Melee Weapon
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
city of Sharn, which is both the cultural heart of Breland and a nexus for intrigue and diplomacy. Bards have much to gain from the company of other bards, as they exchange news, stories, and songs
. For this purpose, long ago a group of the finest bards in Sharn founded the Circle of Song, an alliance of entertainers and adventurers. The Circle of Song is an informal organization, open to any
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Testing Phase On the day of the Exam, each character makes two ability checks related to parts of the test: Owlbear Disposition and Habits. Choosing the correct multiple choice answers regarding
-biologists believe they quell the creatures’ rumbling acid reflux.
Owlbears respond best to training that mimics exactly what their trainer wishes them to do. Crawling on one’s hands and knees is
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Testing Phase On the day of the Exam, each character makes two ability checks related to parts of the test: Owlbear Disposition and Habits. Choosing the correct multiple choice answers regarding
-biologists believe they quell the creatures’ rumbling acid reflux.
Owlbears respond best to training that mimics exactly what their trainer wishes them to do. Crawling on one’s hands and knees is
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Testing Phase On the day of the Exam, each character makes two ability checks related to parts of the test: Owlbear Disposition and Habits. Choosing the correct multiple choice answers regarding
-biologists believe they quell the creatures’ rumbling acid reflux.
Owlbears respond best to training that mimics exactly what their trainer wishes them to do. Crawling on one’s hands and knees is
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
city of Sharn, which is both the cultural heart of Breland and a nexus for intrigue and diplomacy. Bards have much to gain from the company of other bards, as they exchange news, stories, and songs
. For this purpose, long ago a group of the finest bards in Sharn founded the Circle of Song, an alliance of entertainers and adventurers. The Circle of Song is an informal organization, open to any
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide. They’re commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide. They’re commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide. They’re commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard’s next turn.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
experts to direct a crew’s efforts. Other roles focus on keeping the crew’s health and morale in order. The roles are meant to provide a sense of the types of ability checks useful to managing a ship
. Of these, though, captain is the only role that must be filled for the ship to function. A ship needs a single person to issue orders and respond to threats, otherwise a ship risks chaos and confusion
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
and must respond to summons and commands from the wearer of the spurs. Narzugon
Medium fiend (devil), lawful evil
Armor Class 20 (plate armor, shield)
Hit Points 112 (15d8 + 45)
Speed 30 ft
120 ft., passive Perception 17
Languages Common, Infernal, telepathy 120 ft.
Challenge 13 (10,000 XP)
Diabolical Sense. The narzugon has advantage on Wisdom (Perception) checks made to perceive
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
to escape, they are working on a secret plan. Eight neutral tiefling muralists are plastering and painting, as well as covering the floor with inlaid tiles. They use the same statistics and respond to
words that compel the girallon into service. Manipulating Time 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->Keys from the Golden Vault
with a successful DC 18 Strength (Athletics) check. A character in gaseous form can navigate a chimney without having to make these checks or remove the chimney cap. Doors The conservatory’s doors are
,” “level 2,” or “level 3” in Common, and the elevator will ascend or descend to that floor, clattering noisily and taking about 6 seconds to move from one floor to the next. The elevator doesn’t respond to
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
to escape, they are working on a secret plan. Eight neutral tiefling muralists are plastering and painting, as well as covering the floor with inlaid tiles. They use the same statistics and respond to
words that compel the girallon into service. Manipulating Time 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->Baldur's Gate: Descent into Avernus
and must respond to summons and commands from the wearer of the spurs. Narzugon
Medium fiend (devil), lawful evil
Armor Class 20 (plate armor, shield)
Hit Points 112 (15d8 + 45)
Speed 30 ft
120 ft., passive Perception 17
Languages Common, Infernal, telepathy 120 ft.
Challenge 13 (10,000 XP)
Diabolical Sense. The narzugon has advantage on Wisdom (Perception) checks made to perceive
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
with a successful DC 18 Strength (Athletics) check. A character in gaseous form can navigate a chimney without having to make these checks or remove the chimney cap. Doors The conservatory’s doors are
,” “level 2,” or “level 3” in Common, and the elevator will ascend or descend to that floor, clattering noisily and taking about 6 seconds to move from one floor to the next. The elevator doesn’t respond to
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
to escape, they are working on a secret plan. Eight neutral tiefling muralists are plastering and painting, as well as covering the floor with inlaid tiles. They use the same statistics and respond to
words that compel the girallon into service. Manipulating Time 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->Icewind Dale: Rime of the Frostmaiden
high unless otherwise noted. Darkness. All areas are cast in complete darkness unless otherwise noted. Echoes. Sound travels quickly here. All Wisdom (Perception) checks to hear sounds in these caves
appears real, the man is no more substantial than a phantom and does not respond to any interaction.
2 One party member (determined randomly) hears a stream of whispers. The character can’t make
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
experts to direct a crew’s efforts. Other roles focus on keeping the crew’s health and morale in order. The roles are meant to provide a sense of the types of ability checks useful to managing a ship
. Of these, though, captain is the only role that must be filled for the ship to function. A ship needs a single person to issue orders and respond to threats, otherwise a ship risks chaos and confusion






