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Returning 35 results for 'blink blending diffusing check refuges'.
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Feats
Eberron: Forge of the Artificer
. When you make a Strength (Athletics) or Dexterity (Acrobatics) check, you can roll 1d4 and add the number rolled to the ability check.
Magical Passage. You always have the Misty Step spell prepared
Passage Spells table are added to that feature’s spell list.
Mark of Passage Spells
Spell Level
Spells
1
Expeditious Retreat, Jump
2
Find Steed, Pass without Trace
3
Blink, Phantom Steed
4
Dimension Door, Freedom of Movement
5
Teleportation Circle
Monsters
Curse of Strahd
successful DC 10 Wisdom (Insight) check.
Regeneration. The wereraven regains 10 hit points at the start of its turn. If the wereraven takes damage from a silvered weapon or a spell, this trait
everyone else. Although skilled at blending into society, they keep mostly to themselves, respect local laws, and strive to do good whenever possible.
In their human and hybrid forms, wereravens favor
Monsters
Fizban's Treasury of Dragons
each: blink, control water, dispel magic, freedom of movement, globe of invulnerability, plane shift, protection from evil and good, sendingThe dragon can take 3 legendary actions, choosing from the
surrounding a legendary amethyst dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects:
Background Check. Once per day, the dragon can cast the legend
Monsters
Fizban's Treasury of Dragons
components and using Intelligence as the spellcasting ability (spell save DC 18):
1/day each: blink, control water, dispel magic, protection from evil and good, sendingThe dragon can take 3 legendary
dragon’s magic, creating one or more of the following effects:
Background Check. Once per day, the dragon can cast the legend lore spell, requiring no spell components, naming any person, place, or
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
(Acrobatics) check or any ability check to operate or maintain a land vehicle, you can roll a d4 and add the number rolled to the ability check. Magical Passage. You can cast the misty step spell once
, jump
2nd misty step, pass without trace
3rd blink, phantom steed
4th dimension door, freedom of movement
5th teleportation circle
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dexterity (Acrobatics) check or any ability check to operate or maintain a land vehicle, you can roll a d4 and add the number rolled to the ability check. Magical Passage. You can cast the misty step spell
, jump 2nd misty step, pass without trace 3rd blink, phantom steed 4th dimension door, freedom of movement 5th teleportation circle
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
(Acrobatics) check or any ability check to operate or maintain a land vehicle, you can roll a d4 and add the number rolled to the ability check. Magical Passage. You can cast the misty step spell once
, jump
2nd misty step, pass without trace
3rd blink, phantom steed
4th dimension door, freedom of movement
5th teleportation circle
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
(Acrobatics) check or any ability check to operate or maintain a land vehicle, you can roll a d4 and add the number rolled to the ability check. Magical Passage. You can cast the misty step spell once
, jump
2nd misty step, pass without trace
3rd blink, phantom steed
4th dimension door, freedom of movement
5th teleportation circle
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dexterity (Acrobatics) check or any ability check to operate or maintain a land vehicle, you can roll a d4 and add the number rolled to the ability check. Magical Passage. You can cast the misty step spell
, jump 2nd misty step, pass without trace 3rd blink, phantom steed 4th dimension door, freedom of movement 5th teleportation circle
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dexterity (Acrobatics) check or any ability check to operate or maintain a land vehicle, you can roll a d4 and add the number rolled to the ability check. Magical Passage. You can cast the misty step spell
, jump 2nd misty step, pass without trace 3rd blink, phantom steed 4th dimension door, freedom of movement 5th teleportation circle
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, get the same result as on a previous roll, and don’t like the repetition, choose a different encounter that you think would be fun. Random Encounters in Thither d8 Encounter 1 Blink dogs 2
Buttered campestri 3 Centaur 4 Doomed dryad 5 Grandfather tree 6 Jabberwock’s trail 7 Owlbear and chariot 8 Pixies Blink Dogs The characters spot 1d6 + 2 blink dogs 60 feet ahead of them. Characters who
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, get the same result as on a previous roll, and don’t like the repetition, choose a different encounter that you think would be fun. Random Encounters in Thither d8 Encounter 1 Blink dogs 2
Buttered campestri 3 Centaur 4 Doomed dryad 5 Grandfather tree 6 Jabberwock’s trail 7 Owlbear and chariot 8 Pixies Blink Dogs The characters spot 1d6 + 2 blink dogs 60 feet ahead of them. Characters who
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, get the same result as on a previous roll, and don’t like the repetition, choose a different encounter that you think would be fun. Random Encounters in Thither d8 Encounter 1 Blink dogs 2
Buttered campestri 3 Centaur 4 Doomed dryad 5 Grandfather tree 6 Jabberwock’s trail 7 Owlbear and chariot 8 Pixies Blink Dogs The characters spot 1d6 + 2 blink dogs 60 feet ahead of them. Characters who
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the Lambent Zenith, keep watch here. Characters who want to avoid the githyanki must succeed on a DC 15 Dexterity (Stealth) check. The knights notice characters who fail the check, beckoning them to
characters to speak with the second mate, Kycera, in the galley (area Z3). A character who succeeds on a DC 14 Wisdom (Insight) check intuits that the two are uneasy about some of their crewmates. If the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the Lambent Zenith, keep watch here. Characters who want to avoid the githyanki must succeed on a DC 15 Dexterity (Stealth) check. The knights notice characters who fail the check, beckoning them to
characters to speak with the second mate, Kycera, in the galley (area Z3). A character who succeeds on a DC 14 Wisdom (Insight) check intuits that the two are uneasy about some of their crewmates. If the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the Lambent Zenith, keep watch here. Characters who want to avoid the githyanki must succeed on a DC 15 Dexterity (Stealth) check. The knights notice characters who fail the check, beckoning them to
characters to speak with the second mate, Kycera, in the galley (area Z3). A character who succeeds on a DC 14 Wisdom (Insight) check intuits that the two are uneasy about some of their crewmates. If the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
disappears in the blink of an eye.
Traxigor casts time stop, giving him time to flee using his fly spell. He’s long gone before the time stop ends and the characters can react. Any character who succeeds on
a DC 19 Intelligence (Arcana) check deduces how Traxigor made his escape. The party doesn’t encounter Traxigor again unless you want him to reappear later in the adventure. Traxigor has no interest
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
disappears in the blink of an eye.
Traxigor casts time stop, giving him time to flee using his fly spell. He’s long gone before the time stop ends and the characters can react. Any character who succeeds on
a DC 19 Intelligence (Arcana) check deduces how Traxigor made his escape. The party doesn’t encounter Traxigor again unless you want him to reappear later in the adventure. Traxigor has no interest
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
disappears in the blink of an eye.
Traxigor casts time stop, giving him time to flee using his fly spell. He’s long gone before the time stop ends and the characters can react. Any character who succeeds on
a DC 19 Intelligence (Arcana) check deduces how Traxigor made his escape. The party doesn’t encounter Traxigor again unless you want him to reappear later in the adventure. Traxigor has no interest
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Feat) You gain the following benefits. Deductive Intuition. When you make an Intelligence (Investigation) or Wisdom (Insight) check, you can roll 1d4 and add the number rolled to the ability check
Feat) You gain the following benefits. Hunter’s Intuition. When you make a Wisdom (Perception or Survival) check, you can roll 1d4 and add the number rolled to the ability check. Finder’s Magic
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Feat) You gain the following benefits. Deductive Intuition. When you make an Intelligence (Investigation) or Wisdom (Insight) check, you can roll 1d4 and add the number rolled to the ability check
Feat) You gain the following benefits. Hunter’s Intuition. When you make a Wisdom (Perception or Survival) check, you can roll 1d4 and add the number rolled to the ability check. Finder’s Magic
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Feat) You gain the following benefits. Deductive Intuition. When you make an Intelligence (Investigation) or Wisdom (Insight) check, you can roll 1d4 and add the number rolled to the ability check
Feat) You gain the following benefits. Hunter’s Intuition. When you make a Wisdom (Perception or Survival) check, you can roll 1d4 and add the number rolled to the ability check. Finder’s Magic
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
well-hidden doorway that requires a successful DC 20 Wisdom (Perception) check to spot. The maze’s passages are open to the sky and magically change configuration every minute or so, turning
successful or failed check represents 1 minute of searching the maze. Between each check, roll a d20 and consult the Thorn Maze Encounters table to determine what, if anything, the characters
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
well-hidden doorway that requires a successful DC 20 Wisdom (Perception) check to spot. The maze’s passages are open to the sky and magically change configuration every minute or so, turning
successful or failed check represents 1 minute of searching the maze. Between each check, roll a d20 and consult the Thorn Maze Encounters table to determine what, if anything, the characters
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
season at each dawn. Otherworldly Glamour 3rd-level Fey Wanderer feature Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the
check equal to your Wisdom modifier (minimum of +1). In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. Beguiling Twist 7th-level Fey
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
well-hidden doorway that requires a successful DC 20 Wisdom (Perception) check to spot. The maze’s passages are open to the sky and magically change configuration every minute or so, turning
successful or failed check represents 1 minute of searching the maze. Between each check, roll a d20 and consult the Thorn Maze Encounters table to determine what, if anything, the characters
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
season at each dawn. Otherworldly Glamour 3rd-level Fey Wanderer feature Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the
check equal to your Wisdom modifier (minimum of +1). In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. Beguiling Twist 7th-level Fey
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
season at each dawn. Otherworldly Glamour 3rd-level Fey Wanderer feature Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the
check equal to your Wisdom modifier (minimum of +1). In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. Beguiling Twist 7th-level Fey
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
staring eyes that twitch and blink. Two corridors lead from this room in opposite directions.
When anyone moves toward one of the passages leading from this room, the eyes all shift to stare at that
. Necrotic energy has built up within the corpse to dangerous levels. A successful DC 15 Wisdom (Perception) check reveals that the corpse’s limbs aren’t as withered as its head and torso. A character who
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
staring eyes that twitch and blink. Two corridors lead from this room in opposite directions.
When anyone moves toward one of the passages leading from this room, the eyes all shift to stare at that
. Necrotic energy has built up within the corpse to dangerous levels. A successful DC 15 Wisdom (Perception) check reveals that the corpse’s limbs aren’t as withered as its head and torso. A character who
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
staring eyes that twitch and blink. Two corridors lead from this room in opposite directions.
When anyone moves toward one of the passages leading from this room, the eyes all shift to stare at that
. Necrotic energy has built up within the corpse to dangerous levels. A successful DC 15 Wisdom (Perception) check reveals that the corpse’s limbs aren’t as withered as its head and torso. A character who
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
northernmost caves, which are above water level. No ability check is required to do so, given the abundant handholds and footholds on the cliffs. Water used to flow out of the southernmost tunnel and feed
. With a successful DC 10 Wisdom (Survival) check, the characters can follow these four sets of human tracks as far as area U7, where they disappear. The fishers made it all the way to area U9, where
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
northernmost caves, which are above water level. No ability check is required to do so, given the abundant handholds and footholds on the cliffs. Water used to flow out of the southernmost tunnel and feed
. With a successful DC 10 Wisdom (Survival) check, the characters can follow these four sets of human tracks as far as area U7, where they disappear. The fishers made it all the way to area U9, where
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
northernmost caves, which are above water level. No ability check is required to do so, given the abundant handholds and footholds on the cliffs. Water used to flow out of the southernmost tunnel and feed
. With a successful DC 10 Wisdom (Survival) check, the characters can follow these four sets of human tracks as far as area U7, where they disappear. The fishers made it all the way to area U9, where
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, including along ceilings, without needing to make an ability check.
Actions
Dissolving Pseudopod. Melee Attack Roll: +5, reach 10 ft. Hit: 17 (4d6 + 3) Acid damage. Nonmagical armor worn by the target
pudding is one size smaller than the original pudding and acts on its Initiative. The original pudding’s Hit Points are divided evenly between the new puddings (round down).
Blink Dog Medium Fey






