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Returning 35 results for 'below blocking diffusing checks repeats'.
Monsters
Monster Manual
Inscrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage
, each enemy in a 500-foot Emanation originating from the sphinx. Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a
Magic Items
Dungeon Master’s Guide
ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers.
Button 6. The rod assumes or remains in its normal form and indicates
with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the
Monsters
Forgotten Realms: Adventures in Faerûn
’t take Reactions, and it can take either an action or a Bonus Action on its turn, not both. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1
, creating the following effects:
Enchanted Acoustics. Creatures within 1 mile of the lair have Advantage on Charisma (Performance) checks that involve singing or playing music. Creatures other than the
Monsters
Forgotten Realms: Adventures in Faerûn
by this breath in a 15-foot Cone. Failure: The target’s Speed is halved, it can’t take Reactions, and it can take either an action or a Bonus Action on its turn, not both. It repeats the
the lair have Advantage on Charisma (Performance) checks that involve singing or playing music. Creatures other than the dragon and its allies in that area have Disadvantage on saving throws to avoid
Monsters
Forgotten Realms: Adventures in Faerûn
condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically. Subsequent Failures: 39 (6d12);{"diceNotation
.
Thirst for Knowledge. Within 1 mile of the lair, creatures have Advantage on Intelligence checks made when they take the Study action.
If Valindra dies or moves her lair elsewhere, these effects end
Monsters
Forgotten Realms: Adventures in Faerûn
is halved, it can’t take Reactions, and it can take either an action or a Bonus Action on its turn, not both. It repeats the save at the end of each of its turns, ending the effect on itself on
(Performance) checks that involve singing or playing music. Creatures other than the dragon and its allies in that area have Disadvantage on saving throws to avoid or end the Charmed condition.
Time
Monsters
Forgotten Realms: Adventures in Faerûn
take either an action or a Bonus Action on its turn, not both. It repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds
Advantage on Charisma (Performance) checks that involve singing or playing music. Creatures other than the dragon and its allies in that area have Disadvantage on saving throws to avoid or end the
Monsters
Mordenkainen's Fiendish Folio Volume 1
unable to use the Dash action, cannot climb, or cast spells other than cantrips until the start of its next turn.
Keen Hearing. The dire corby has advantage on Wisdom (Perception) checks that rely on
monsters fall upon them.
Strange Escort. Certain Underdark explorers—judged inventive by some and lunatics by others—have learned to travel among the dire corbies. After blocking their ears to
monsters
Inscrutable. No magic can observe the sphinx remotely or detect its thoughts without its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with
":"recharge", "rollAction":"Freezing Glare"}. Constitution Saving Throw: DC 13, each creature in a 30- foot Cone. First Failure: The target has the Restrained condition and repeats the save at the end of its
monsters
Alien Mind. Intelligence Saving Throw: DC 22, any creature that tries to read Valaar’s thoughts or deals Psychic damage to it. Failure: The target has the Stunned condition and repeats the save
":"Piercing"} Piercing damage, and the target has Disadvantage on attack rolls and ability checks until the end of its next turn. Success: Half damage and the target doesn’t have Disadvantage on
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
, Ulla calls out, “Who goes there?” in Gnomish, then Pog repeats the question in Common. Their orders are to “attack shapechangers on sight.” Since anyone might be a shapechanger, they attack anyone
who can’t prove they are who they claim to be. Characters who don’t want to be attacked must succeed on one of the following checks: A DC 10 Charisma (Deception) check to trick the gnomes into thinking
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
, Ulla calls out, “Who goes there?” in Gnomish, then Pog repeats the question in Common. Their orders are to “attack shapechangers on sight.” Since anyone might be a shapechanger, they attack anyone
who can’t prove they are who they claim to be. Characters who don’t want to be attacked must succeed on one of the following checks: A DC 10 Charisma (Deception) check to trick the gnomes into thinking
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
, Ulla calls out, “Who goes there?” in Gnomish, then Pog repeats the question in Common. Their orders are to “attack shapechangers on sight.” Since anyone might be a shapechanger, they attack anyone
who can’t prove they are who they claim to be. Characters who don’t want to be attacked must succeed on one of the following checks: A DC 10 Charisma (Deception) check to trick the gnomes into thinking
Compendium
- Sources->Dungeons & Dragons->Rrakkma
alive, the adventurers can’t get to the ulitharid or affect it in any way. There is a field of alien energy blocking it off from everything that isn’t the Gith Capacitor. If the adventurers slay the star
shunting the rrakkma involuntarily back through the gate to Pandemonium. Playing the Pillars COMBAT
Due to the disorienting nature of the Far Realm, the adventurers make any initiative checks with
Compendium
- Sources->Dungeons & Dragons->Rrakkma
alive, the adventurers can’t get to the ulitharid or affect it in any way. There is a field of alien energy blocking it off from everything that isn’t the Gith Capacitor. If the adventurers slay the star
shunting the rrakkma involuntarily back through the gate to Pandemonium. Playing the Pillars COMBAT
Due to the disorienting nature of the Far Realm, the adventurers make any initiative checks with
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and
with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
anchoring causes the rod to revert to its normal form. Button 5. The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through
. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success. Once used, this property can’t be
Compendium
- Sources->Dungeons & Dragons->Rrakkma
alive, the adventurers can’t get to the ulitharid or affect it in any way. There is a field of alien energy blocking it off from everything that isn’t the Gith Capacitor. If the adventurers slay the star
shunting the rrakkma involuntarily back through the gate to Pandemonium. Playing the Pillars COMBAT
Due to the disorienting nature of the Far Realm, the adventurers make any initiative checks with
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
anchoring causes the rod to revert to its normal form. Button 5. The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through
. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success. Once used, this property can’t be
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and
with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
anchoring causes the rod to revert to its normal form. Button 5. The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through
. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success. Once used, this property can’t be
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and
with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
) with the characters, Astarion recognizes two Vampire Wardens from Cazador’s palace. The wardens are blocking the public exit to Rat’s Run. Certain that someone from the palace wants to kidnap him
character makes a DC 13 Dexterity (Stealth) check. If the checks are successful, the wardens don’t notice the group. On a failed check, the vampire wardens notice the group and begin combat. No Safe Spaces
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
learned to travel among the dire corbies. After blocking their ears to avoid the effect of a flock’s song, these travelers attempt to mimic the strange hooting and chirping of a dire corby, with
. The dire corby has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Multiattack. The dire corby makes two claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
) with the characters, Astarion recognizes two Vampire Wardens from Cazador’s palace. The wardens are blocking the public exit to Rat’s Run. Certain that someone from the palace wants to kidnap him
character makes a DC 13 Dexterity (Stealth) check. If the checks are successful, the wardens don’t notice the group. On a failed check, the vampire wardens notice the group and begin combat. No Safe Spaces
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
learned to travel among the dire corbies. After blocking their ears to avoid the effect of a flock’s song, these travelers attempt to mimic the strange hooting and chirping of a dire corby, with
. The dire corby has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Multiattack. The dire corby makes two claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
) with the characters, Astarion recognizes two Vampire Wardens from Cazador’s palace. The wardens are blocking the public exit to Rat’s Run. Certain that someone from the palace wants to kidnap him
character makes a DC 13 Dexterity (Stealth) check. If the checks are successful, the wardens don’t notice the group. On a failed check, the vampire wardens notice the group and begin combat. No Safe Spaces
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
foes, at which point the deep friendships between them forge the kind of fighting force needed to overthrow tyranny and eradicate evil. Harper scouts engaged in charting and blocking off Underdark
contest. Zelraun’s experience gives him a +9 modifier to his Intelligence checks. Zelraun loans the shield guardian and its control amulet to the first character to beat him at the game. If Zelraun proves
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
foes, at which point the deep friendships between them forge the kind of fighting force needed to overthrow tyranny and eradicate evil. Harper scouts engaged in charting and blocking off Underdark
contest. Zelraun’s experience gives him a +9 modifier to his Intelligence checks. Zelraun loans the shield guardian and its control amulet to the first character to beat him at the game. If Zelraun proves
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
learned to travel among the dire corbies. After blocking their ears to avoid the effect of a flock’s song, these travelers attempt to mimic the strange hooting and chirping of a dire corby, with
. The dire corby has advantage on Wisdom (Perception) checks that rely on hearing.
Actions
Multiattack. The dire corby makes two claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
foes, at which point the deep friendships between them forge the kind of fighting force needed to overthrow tyranny and eradicate evil. Harper scouts engaged in charting and blocking off Underdark
contest. Zelraun’s experience gives him a +9 modifier to his Intelligence checks. Zelraun loans the shield guardian and its control amulet to the first character to beat him at the game. If Zelraun proves
Compendium
- Sources->Dungeons & Dragons->Monster Manual
its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage.
Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw
Emanation originating from the sphinx. Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it
Compendium
- Sources->Dungeons & Dragons->Monster Manual
its permission. Wisdom (Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage.
Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw
Emanation originating from the sphinx. Failure: The target has the Paralyzed condition, and it repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks. In addition, when you or a
, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks. In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
some cloud giants. While wearing or carrying an object inscribed with this rune, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks. In addition, when you or a
, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks. In addition, you can invoke the rune as a bonus action to increase your sturdiness. For 10 minutes, you gain






