Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'block being diffusing check realizes'.
Other Suggestions:
back being diffusing check realized
back being diffusing check readies
back being diffusing check realities
back being diffusing check relies
blocks being diffusing check realize
Equipment
Ability: Strength Utilize: Chisel a symbol or hole in stone (DC 10) Craft: Block and Tackle
If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses
the tool. If you have proficiency in a skill that’s used with that check, you have Advantage on the check too.
Spells
Player’s Handbook
Study action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends
Spells
Player’s Handbook
You summon a giant centipede, spider, or wasp (chosen when you cast the spell). It manifests in an unoccupied space you can see within range and uses the Giant Insect stat block. The form you choose
determines certain details in its stat block. The creature disappears when it drops to 0 Hit Points or when the spell ends.
The creature is an ally to you and your allies. In combat, the creature
Phantasmal Force
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Player’s Handbook (2014)
against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it
.
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
The target can use its action to examine the phantasm with an Intelligence (Investigation) check
Monsters
Guildmasters’ Guide to Ravnica
become restrained by twisting vines for 1 minute. A target restrained in this way can use an action to make a DC 17 Strength (Athletics) or Dexterity (Acrobatics) check, ending the effect on itself on
the dryad. The mount remains for 8 hours, until it or the dryad dies, or until the dryad dismisses it as an action. The mount uses the stat block of an elk (see the Monster Manual) with these changes
Adult Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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 White Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement
actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each
Monsters
Quests from the Infinite Staircase
; 3–4, purple blossom; or 5–6, snapper saw. This form determines certain traits in this stat block.
False Appearance. If the horrid plant is motionless at the start of combat, it has
advantage on its initiative roll. Moreover, if a creature hasn’t observed the horrid plant move or act, that creature must succeed on a DC 18 Intelligence (Nature) check to discern that the horrid
Monsters
Mordenkainen Presents: Monsters of the Multiverse
armed with gleaming pistols and muskets. The stat block here represents one of those mercenaries.
Every aspect of these spacefaring giff’s society is organized along military lines. From birth
.
Every other keg of gunpowder within 20 feet of an exploding keg has a 50 percent chance of also exploding. Check each keg only once per turn, no matter how many other kegs explode around it.
Monsters
The Book of Many Things
such cards in that range. Effects that protect a target from divination magic block this sense.
Riffling Step. The riffler can burrow through any nonmagical material that isn’t iron, shuffling the
material components and using Charisma as the spellcasting ability.Shuffle Destiny. When a creature the riffler can see within 30 feet of itself makes an ability check, an attack roll, or a saving throw
Adult White Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Ice Walk. The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement
actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Tail Attack. The dragon makes a tail attack.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each
Ancient Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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
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
’ will. These living portents are Aberrations instead of Celestials and are typically chaotic evil. They replace any radiant damage in their stat block with necrotic or psychic damage (DM&rsquo
spells
Eberron: Forge of the Artificer
You summon a special homunculus in an unoccupied space within range. This creature uses the Homunculus Servant stat block. If you already have a homunculus from this spell, the homunculus is replaced
action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell slot’s level for the spell’s level in the stat block.
Homunculus Servant
Tiny
Monsters
The Book of Many Things
draconic beast with pale, leathery wings and emaciated skin; this mount uses the wyvern stat block, but it is an Undead instead of a Dragon. An eerie, hollow silence heralds the champion’s arrival
champions rarely agree on anything is a major check on the group’s power. Instead of the Grim Harrow acting as a unified force, each of the three champions usually pursues their own interests, seldom
Monsters
Mythic Odysseys of Theros
shrug off spells cast against them.
Customizing a Chimera
The Theran chimera stat block presents one possible chimera configuration. You may customize these statistics to design your own unique chimera
, and Tail Attacks tables replace those respective actions in the stat block. Theran chimeras always have the Claws action. If the results of multiple tables conflict, chose your preferred result.
Body
Monsters
The Book of Many Things
fire, Wynemar embodies the havoc of violence and war. She rides a flaming steed that uses the nightmare stat block but is an Undead instead of a Fiend.
The Grim Champions
The Grim Harrow is led by
, Grim Champion of Bloodshed, and Aleron, Grim Champion of Pestilence—rival Jyn for power and together can oppose her. The fact that the three champions rarely agree on anything is a major check on
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
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
Quests from the Infinite Staircase
with it.
A creature restrained by the vortex, or another creature that can reach it, can use its action to make a DC 22 Strength check. On a successful check, the restrained creature is no longer
by the creature that slays him (see the Last Wish trait in Nafas’s stat block).Lightning, ThunderPoison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
magic-items
Forgotten Realms: Adventures in Faerûn
designed to assist with household duties. It vaguely resembles whatever species its creator used as inspiration. An activated domestic wonderuses the Domestic Wonder stat block. The wonder is an ally to you
is wound again.
Flying Wonder (Common). An activated flying wonderuses the Flying Wonder stat block. The wonder is an ally to you and your allies. In combat, the wonder shares your Initiative count
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
(3d6) points of fire damage. The fire produces a great deal of smoke but will burn out in the wet forest in about 10 minutes. A character who succeeds on a DC 12 Intelligence (Nature) check realizes the flames won’t spread far.
fire snakes and two salamanders have ambushed three travelers from Etizalan. The three travelers use the priest stat block and fight to defend a wagon full of food, flowers, and colorful crafts. If
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
(3d6) points of fire damage. The fire produces a great deal of smoke but will burn out in the wet forest in about 10 minutes. A character who succeeds on a DC 12 Intelligence (Nature) check realizes the flames won’t spread far.
fire snakes and two salamanders have ambushed three travelers from Etizalan. The three travelers use the priest stat block and fight to defend a wagon full of food, flowers, and colorful crafts. If
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
(3d6) points of fire damage. The fire produces a great deal of smoke but will burn out in the wet forest in about 10 minutes. A character who succeeds on a DC 12 Intelligence (Nature) check realizes the flames won’t spread far.
fire snakes and two salamanders have ambushed three travelers from Etizalan. The three travelers use the priest stat block and fight to defend a wagon full of food, flowers, and colorful crafts. If
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Intelligence (Arcana) check realizes they are part of an ancient spell that continually and perpetually freshens the air in this room while hedging out poisonous gases and similar effects, magical or otherwise.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
strewn about the floor. Any character who examines the room and succeeds on a DC 20 Intelligence (Investigation) check realizes that some sort of magical conflagration caused the damage, and that it started in the middle of the room. There is nothing to indicate what triggered the devastation.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Intelligence (Arcana) check realizes they are part of an ancient spell that continually and perpetually freshens the air in this room while hedging out poisonous gases and similar effects, magical or otherwise.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Intelligence (Arcana) check realizes they are part of an ancient spell that continually and perpetually freshens the air in this room while hedging out poisonous gases and similar effects, magical or otherwise.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
strewn about the floor. Any character who examines the room and succeeds on a DC 20 Intelligence (Investigation) check realizes that some sort of magical conflagration caused the damage, and that it started in the middle of the room. There is nothing to indicate what triggered the devastation.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
strewn about the floor. Any character who examines the room and succeeds on a DC 20 Intelligence (Investigation) check realizes that some sort of magical conflagration caused the damage, and that it started in the middle of the room. There is nothing to indicate what triggered the devastation.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Stonecunning trait proves useful here.) On a successful check, the character realizes that this wall is part of a buried fortification. If the character has been in area 4 or 5, they note the
(Perception) check finds nothing special but notes the room’s west wall is distinct from the other walls. A character can make a DC 14 Intelligence (History) check to discern the wall’s nature. (A dwarf’s
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Stonecunning trait proves useful here.) On a successful check, the character realizes that this wall is part of a buried fortification. If the character has been in area 4 or 5, they note the
(Perception) check finds nothing special but notes the room’s west wall is distinct from the other walls. A character can make a DC 14 Intelligence (History) check to discern the wall’s nature. (A dwarf’s
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Stonecunning trait proves useful here.) On a successful check, the character realizes that this wall is part of a buried fortification. If the character has been in area 4 or 5, they note the
(Perception) check finds nothing special but notes the room’s west wall is distinct from the other walls. A character can make a DC 14 Intelligence (History) check to discern the wall’s nature. (A dwarf’s
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
is touched, and it clears a minute later. A detect magic spell reveals the shard emanates an aura of enchantment magic. A character who succeeds on a DC 20 Intelligence (Arcana) check realizes the
immediately but pretends not to. He hasn’t decided whether he wants it to aid his people or for his own studies. A character who succeeds on a DC 17 Wisdom (Insight) check realizes Dalamar recognizes the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
is touched, and it clears a minute later. A detect magic spell reveals the shard emanates an aura of enchantment magic. A character who succeeds on a DC 20 Intelligence (Arcana) check realizes the
immediately but pretends not to. He hasn’t decided whether he wants it to aid his people or for his own studies. A character who succeeds on a DC 17 Wisdom (Insight) check realizes Dalamar recognizes the






