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Returning 35 results for 'blocking before during check revived'.
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Hellfire Engine
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Monsters
Mordenkainen’s Tome of Foes
Strength check. On a successful save, the creature is pushed to the nearest space out of the hellfire engine's path.
Hellfire Weapons. The hellfire engine uses one of the following options:
Bonemelt
1d4;{"diceNotation":"1d4","rollType":"roll"} hours. If the creature isn't revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature's original body can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5
kills a creature, the creature’s soul rises from the River Styx as a lemure in Avernus in 1d4;{"diceNotation":"1d4","rollType":"roll"} hours. If the creature isn’t revived before then, only a
Spells
Xanathar's Guide to Everything
for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived.
Steal Life. You can use a bonus action to drain vigor from
;You can use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit
Spells
Xanathar's Guide to Everything
24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and
).
The temple is made from opaque magical force that extends into the Ethereal Plane, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Chimagua. The great anaconda can’t be revived by any ability or magic available to the characters. A character who succeeds on a DC 16 Intelligence (Arcana) or Wisdom (Medicine) check determines that a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Wisdom (Perception) check uncovers a gilded spyglass worth 1,000 gp. A2: Ventricle Chamber Brian Valeza Deep in the heart of Havock lurks a creature called a
hertilod, which has swallowed a piece of
through the area without waking the hertilod by succeeding on a DC 18 Dexterity (Stealth) check. Otherwise, the hertilod wakes when it detects a creature within 30 feet of itself and attacks
Compendium
- Sources->Dungeons & Dragons->Divine Contention
except for superficial cuts and exhaustion, so she can be easily revived. She explains that she was making her way to Leilon when the wereboars spotted her and gave chase. She was in the process of
or skinned; they were just slaughtered brutally and without cause. Characters who succeed on DC 15 Wisdom (Perception) or Intelligence (Nature) check notice a single chipmunk watching the party from a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
15. Wind Tunnel Carved birds soar across the walls of this corridor. Blocking the passage near its northern end is a large adamantine propeller with five sharp blades.
With a successful DC 15
Wisdom (Perception) check, a character discerns that the entire floor of the corridor is a single pressure plate. The adamantine propeller has AC 20, 30 hit points, and immunity to all damage except force
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Tonalli, the other Watchers soon find his body. They entreat the characters to rush the dead scholar back to Xoxotla, where he can be resurrected. Once saved or revived, Tonalli is thankful for the
: Jademount. Tonalli regrets sending Ameyali’s people to the Gate of Illumination—he didn’t realize the danger. He asks the characters to travel to the shrine to check on the warriors and seek signs of the tlexolotl.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived. Steal Life. You can use a bonus action to drain vigor
use a bonus action to bolster yourself with the soul’s life experience, making your next attack roll, ability check, or saving throw with advantage. If you don’t use this benefit before the start of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
disadvantage. A creature hit by the trap has its speed reduced to 0. It can’t move until it breaks free of the trap, which requires a successful DC 15 Strength check by the creature or another creature
adjacent to the trap. Countermeasures. A successful DC 10 Wisdom (Perception) check reveals the trap. A successful DC 10 Dexterity check using thieves’ tools disables it. Crossbow Trap Simple trap
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
characters approach either bridge, they can make out the initial details of the rift and can see the guards blocking the path. Read the following to set the scene: A rift in the earth divides Elturel into
bridge can be activated to produce a radiant energy harmful to fiends and undead. A character touching the bridge who succeeds on a DC 15 Intelligence (Religion) check as an action can speak the proper
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll. In addition, the sensors
, thus blocking ethereal travel into the temple’s interior. Nothing can physically pass through the temple’s exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
, blocking them in. If anyone is hesitant to enter, he’ll beckon for them to come forward, asking them to converse with him. In this regard, his demeanor is regal, but gracious and non-hostile. “Please. Come
18 Strength (Athletics) check or Dexterity (Acrobatics) check to free themselves. The sea lions are immune to this effect. A character who successfully casts dispel magic against a 6th level spell
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
ten thugs blocking her path work for him. Traevus and his thugs are indifferent toward the party but turn hostile if the characters try to force their way onto the Moondancer with Captain Sartell in
the party and Sartell on as crew, doing so with a successful DC 10 Charisma (Persuasion) check. If Traevus learns that Sartell is the ship’s captain, he orders his thugs to apprehend Sartell, hoping
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the cracks, and you hear the sounds of shouting and hammering coming from somewhere beyond the wall.
The stones blocking the end of the tunnel can be easily moved to create a 3-foot-square opening
restrained and can’t use its Grabby Hands action or take reactions. A character who spends 1 minute trying to untangle its strings can make a DC 14 Dexterity (Sleight of Hand) check, freeing the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
between two small, stone outbuildings, to either side of which stretches a five-foot-high, three-foot-thick wall of jumbled stones held together with mortar. Blocking the road are iron gates attached
they aren’t awake when the characters arrive (see below). Characters who succeed on a DC 12 Dexterity (Stealth) check can climb over the low outer wall without waking them. If one or more characters
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->Volo's Guide to Monsters
-looking path, road, or trails occasionally become sharp for 100-foot intervals. Walking on these areas is like walking on caltrops. Small avalanches of rock intermittently fall, blocking a path or burying
creates one or more of the following additional regional effects within 1 mile of her lair: Small avalanches of snow intermittently fall, blocking a path or burying intruders. A buried creature is
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
placed to be phosphorescent mushrooms.
The lights are proper lamps flanking two massive stone gates blocking the tunnel. Before you get a chance to examine the intricate carvings on the gates
interrogation by speaking for the party and making a DC 15 Charisma check (Deception and Persuasion apply; Intimidation or Performance are met with scorn). Depending on how believable the party’s story is
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
remain protective of the area. If the characters want to proceed into area 10 without angering the kraken priests, they must succeed on DC 15 Charisma (Persuasion) check and promise not to harm Fhenimore
, one of the kraken priests triggers the ballistae trap, firing both siege weapons simultaneously, while the other casts Evard’s black tentacles, effectively blocking off the entrance to area 10. On the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
succeeding on a DC 13 Intelligence (Investigation) check can see through the illusion. If the illusion is detected, all the characters see the gibbering mouthers in their true forms as both creatures
(Insight) check confirms that they are not themselves, as they display slightly warped personalities. The four attack when they or the gibbering mouthers are discovered (use their guard or commoner
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
guardian by winning a game of chess against the Harper wizard. Zelraun suggests a match after dinner. A chess match takes 1 hour, and the outcome is determined by a best-of-three Intelligence check
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
a unique sign language created by its master, Hamukai. Any character who spends 1 hour observing the golem as it uses this sign language can, with a successful DC 20 Wisdom (Insight) check, learn
enough of the language to communicate with the golem on a basic level. A character who fails the check can repeat it after spending another hour watching the golem communicate in this fashion. The golem’s
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
feet ahead of you, blocking the path. Each has several black-feathered arrows sticking out of it. The woods press close to the trail here, with a steep embankment and dense thickets on either side.
If
modifier: +6. Check to see who, if anyone, is surprised. The party can’t surprise the goblins, but the goblins might surprise some or all of the characters. Make a Dexterity (Stealth) check for the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
the hellfire engine. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of
a successful one.
If the chosen option kills a creature, the creature’s soul rises from the River Styx as a lemure in Avernus in 1d4 hours. If the creature isn’t revived before then, only a wish
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
abundant handholds, the slope is icy and treacherous, requiring a successful DC 15 Strength (Athletics) check to climb without gear. There is no view of the entrance (area 1) from this tunnel exit. The
and is normal terrain. The cavern is filled with translucent ice spider webs that block line of sight. Characters who succeed on a DC 15 Wisdom (Perception) check can spot a cluster of cocoons on the
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
searching this chamber for useful fungi and succeeds on a DC 12 Intelligence (Nature) or Wisdom (Survival) check finds 1d6 of these reddish mushrooms, which bear an unsettling resemblance to human hearts
identify with a successful DC 15 Intelligence (Nature) check. If a character moves more than 5 feet into the chamber, six stirges emerge from the nest and attack. Meanwhile, the sprouts flee toward
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, a successful DC 20 Strength (Athletics) check is needed to push the door open. Each check requires an action. Disable the Statues. A statue can be disabled by blocking the flow of gas from its mouth
Rune of Fear increases the trap’s power. Each successful check on an attempt to disable the rune increases the damage of the blades and the crushing pillars by 5 (1d10) and increases the rune’s
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
) check also finds the trap. A character can disarm the trap by making a successful DC 12 Dexterity check using thieves’ tools. The trap triggers if a character walks through the trip wire, or if an
) check to climb out of the pit because of the slick slime and moss growing on its sides. C. Spiked Pit Trap Each of these pits, measuring 6 feet by 6 feet and with a depth of 10 feet, has long wooden
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a successful save, the creature is pushed to the nearest space out of the hellfire
as a lemure in Avernus in 1d4 hours. If the creature isn’t revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature’s original body can restore it to life. Constructs and devils are immune to this effect.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, calling them “the Delvers,” and leave the bodies untouched. Secret Door. In the southeastern corner is a secret door that requires a successful DC 15 Wisdom (Perception) check to find by noticing the
jumble does collapse. Then, a 10-foot section of the tunnel is buried in the heap, blocking passage. Removing the debris takes a few hours of work. Moving Stones. This area was a large storage cellar and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Dexterity check using thieves’ tools to open it. A locked door can also be smashed open with a successful DC 15 Strength check. A character looking for a secret door finds one with a successful DC 15
Wisdom (Perception) check. 1. Cellar The stairway leading down into the cellar shows signs of recent foot traffic. Characters can find these tracks easily. When the characters open the door at the bottom
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Although he has sworn fealty to Auril, he isn’t of much use to her and doesn’t have any responsibilities other than to guard the fortress as best he can. If he’s knocked unconscious, revived, and
creature moves on these stairs for the first time on a turn, it must succeed on a DC 10 Dexterity (Acrobatics) check or fall prone. If the check fails by 5 or more, the creature also tumbles 10 feet
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, and green copper. Its heavy iron gauntlets are clenched into fists, and the ominous helm that forms its head turns slowly from side to side.
Shield Guardian. The construct blocking passage into
door, doing so with a successful DC 20 Dexterity check. Alternatively, a character can spend 1 minute pressing their ear to the safe’s door while trying to delicately pick its combination lock






