Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'check with rear'.
Other Suggestions:
check with rare
check with reach
check with rest
check with read
check with real
Magic Items
Dungeon Master’s Guide
This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the
sinks up to 20 feet if it’s in liquid.
The apparatus rises up to 20 feet if it’s in liquid.
10
The rear hatch unseals and opens.
The rear hatch closes and seals.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
cooked in strong wine.
While some folk hunt cave fishers to kill them to harvest their filaments, shells, and blood, others capture cave fisher eggs and rear the hatchlings, which can be trained to guard
stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament deals no damage to the cave fisher. The filament crumbles away if the cave fisher takes this bonus action again.
Apparatus of Kwalish
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing
radius and dim light for an additional 30 feet.
The light turns off.
9
The apparatus sinks as much as 20 feet in liquid.
The apparatus rises up to 20 feet in liquid.
10
The rear hatch unseals and opens.
The rear hatch closes and seals.
Apparatus of the Crab
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing
radius and dim light for an additional 30 feet.
The light turns off.
9
The apparatus sinks as much as 20 feet in liquid.
The apparatus rises up to 20 feet in liquid.
10
The rear hatch unseals and opens.
The rear hatch closes and seals.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Grick The wormlike grick blends in with the stonework of its lair. Only when prey comes near does it rear up, its four tentacles unfurling to reveal a hungry, snapping beak. Grick
Medium
Camouflage. The grick has advantage on its Dexterity (Stealth) check when it attempts to hide in rocky terrain.
Actions
Multiattack. The grick makes one attack with its tentacles. If that attack
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
attack the chieftain’s forces in area 4 from the rear. However, if the ropers and piercers in area 8 have not already been killed by the adventurers, the troglodytes are surprised and massacred
underway, a character can sneak through an area occupied by troglodytes with a successful DC 10 Dexterity (Stealth) check. As tense as the standoff between H’slaat and S’slaar might be, the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Grick The wormlike grick blends in with the stonework of its lair. Only when prey comes near does it rear up, its four tentacles unfurling to reveal a hungry, snapping beak. Grick
Medium
Camouflage. The grick has advantage on its Dexterity (Stealth) check when it attempts to hide in rocky terrain.
Actions
Multiattack. The grick makes one attack with its tentacles. If that attack
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
attack the chieftain’s forces in area 4 from the rear. However, if the ropers and piercers in area 8 have not already been killed by the adventurers, the troglodytes are surprised and massacred
underway, a character can sneak through an area occupied by troglodytes with a successful DC 10 Dexterity (Stealth) check. As tense as the standoff between H’slaat and S’slaar might be, the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, have the character make a DC 15 Wisdom (Perception) check. If the check succeeds, the character spots the trap (a hidden, spring-loaded catapult) and its triggering mechanism (a tripwire or pressure
plate) without triggering it. Once spotted, the trap is easily disarmed or avoided (no check required). A failed check indicates that the character accidentally set off the trap, which duplicates the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, have the character make a DC 15 Wisdom (Perception) check. If the check succeeds, the character spots the trap (a hidden, spring-loaded catapult) and its triggering mechanism (a tripwire or pressure
plate) without triggering it. Once spotted, the trap is easily disarmed or avoided (no check required). A failed check indicates that the character accidentally set off the trap, which duplicates the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in
rises up to 20 feet if it’s in liquid. 10 The rear hatch unseals and opens. The rear hatch closes and seals.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end
an additional 30 feet. The light turns off. 9 The apparatus sinks as much as 20 feet in liquid. The apparatus rises up to 20 feet in liquid. 10 The rear hatch unseals and opens. The rear hatch closes and seals.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in
rises up to 20 feet if it’s in liquid. 10 The rear hatch unseals and opens. The rear hatch closes and seals. Conceptopolis Amulet of the Planes, Apparatus of Kwalish
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in
rises up to 20 feet if it’s in liquid. 10 The rear hatch unseals and opens. The rear hatch closes and seals.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end
for an additional 30 feet. The light turns off. 9 The apparatus sinks as much as 20 feet in liquid. The apparatus rises up to 20 feet in liquid. 10 The rear hatch unseals and opens. The rear hatch closes and seals.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end
for an additional 30 feet. The light turns off. 9 The apparatus sinks as much as 20 feet in liquid. The apparatus rises up to 20 feet in liquid. 10 The rear hatch unseals and opens. The rear hatch closes and seals.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in
rises up to 20 feet if it’s in liquid. 10 The rear hatch unseals and opens. The rear hatch closes and seals. Conceptopolis Amulet of the Planes, Apparatus of Kwalish
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end
an additional 30 feet. The light turns off. 9 The apparatus sinks as much as 20 feet in liquid. The apparatus rises up to 20 feet in liquid. 10 The rear hatch unseals and opens. The rear hatch closes and seals.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. A rickety door stands at its rear.
This wagon is the home of Uncle Longteeth, a night hag that trades in artisanal larvae across the Lower Planes. Uncle Longteeth is waiting for another delivery
, which a character can pick by succeeding on a DC 16 Dexterity check using thieves’ tools. Inside the chest are six bottles that function similarly to iron flasks, but they work only in the Outlands
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. A rickety door stands at its rear.
This wagon is the home of Uncle Longteeth, a night hag that trades in artisanal larvae across the Lower Planes. Uncle Longteeth is waiting for another delivery
, which a character can pick by succeeding on a DC 16 Dexterity check using thieves’ tools. Inside the chest are six bottles that function similarly to iron flasks, but they work only in the Outlands
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
wagon and close when the rear one has entered. The eastern gates don’t open for people trying to leave Strahd’s domain unless they are accompanied by Vistani. The fog chokes any non-Vistani that passes
open with a successful DC 10 Strength check, or DC 15 if the door is barred or reinforced in some other manner. Increase the DC by 5 if the door is made of stone, or by 10 if it is made of iron
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
wagon and close when the rear one has entered. The eastern gates don’t open for people trying to leave Strahd’s domain unless they are accompanied by Vistani. The fog chokes any non-Vistani that passes
open with a successful DC 10 Strength check, or DC 15 if the door is barred or reinforced in some other manner. Increase the DC by 5 if the door is made of stone, or by 10 if it is made of iron
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Wilderness Encounters Ask the players to tell you the party’s marching order, so that you know which characters are in the lead and who’s bringing up the rear. When the party camps, ask which
hungry beasts, greedy bandits, or vicious monsters. Check for encounters once during the day and once at night by rolling a d20. On a roll of 17–20, an encounter takes place. Roll a d12 and consult the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Wilderness Encounters Ask the players to tell you the party’s marching order, so that you know which characters are in the lead and who’s bringing up the rear. When the party camps, ask which
hungry beasts, greedy bandits, or vicious monsters. Check for encounters once during the day and once at night by rolling a d20. On a roll of 17–20, an encounter takes place. Roll a d12 and consult the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
visitors, even if Razak is with them. He converses only if a character succeeds on a DC 16 Charisma (Intimidation or Persuasion) check or brings him a gift of fresh yak meat. Characters might purchase yak
site takes 2 hours. Unless a character succeeds on a DC 14 Wisdom (Survival) check, they follow a winding route that takes twice as long. On reaching Watcher’s Talon, the characters find a petrified
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
visitors, even if Razak is with them. He converses only if a character succeeds on a DC 16 Charisma (Intimidation or Persuasion) check or brings him a gift of fresh yak meat. Characters might purchase yak
site takes 2 hours. Unless a character succeeds on a DC 14 Wisdom (Survival) check, they follow a winding route that takes twice as long. On reaching Watcher’s Talon, the characters find a petrified
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
some folk hunt cave fishers to kill them to harvest their filaments, shells, and blood, others capture cave fisher eggs and rear the hatchlings, which can be trained to guard passages or serve as beasts
make an ability check.
Actions
Multiattack. The cave fisher makes two Claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Retract
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
) check or offers a merchant at least 1 gp, a merchant adds that the Ashen Heirs were looking for a magic vessel of some sort, and the last shop owner they attacked was Emad the rug merchant. The
characters can also learn about Emad by spending an hour investigating the bazaar. After doing so, have each character investigating the market make a Wisdom (Perception) check. The character who has the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
some folk hunt cave fishers to kill them to harvest their filaments, shells, and blood, others capture cave fisher eggs and rear the hatchlings, which can be trained to guard passages or serve as beasts
make an ability check.
Actions
Multiattack. The cave fisher makes two Claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Retract
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
) check or offers a merchant at least 1 gp, a merchant adds that the Ashen Heirs were looking for a magic vessel of some sort, and the last shop owner they attacked was Emad the rug merchant. The
characters can also learn about Emad by spending an hour investigating the bazaar. After doing so, have each character investigating the market make a Wisdom (Perception) check. The character who has the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
stunned silence. Then their questions come in a wave of shouting, anger, and fear.
With a successful DC 12 Charisma (Intimidation or Persuasion) check, the characters can help the mayor regain control
or succeeding on a DC 14 Charisma (Intimidation or Persuasion) check. Once the villagers have accepted the evacuation plans, they assist Mayor Raven, Darrett, and the characters in preparing to
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
stunned silence. Then their questions come in a wave of shouting, anger, and fear.
With a successful DC 12 Charisma (Intimidation or Persuasion) check, the characters can help the mayor regain control
or succeeding on a DC 14 Charisma (Intimidation or Persuasion) check. Once the villagers have accepted the evacuation plans, they assist Mayor Raven, Darrett, and the characters in preparing to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
with a successful DC 12 Dexterity (Stealth) check. This dressing room is a scene of colorful clutter: tables strewn with makeup kits and glass jewelry, mirrors trimmed with glowing orbs of light, and
3 Casket of costume jewelry 4 Front and rear halves of a two-person unicorn costume 5 Retractable dagger (harmless) 6 Pair of stilts and long, bright purple trousers 7 Enough animated face paint for
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Wisdom (Perception) check spot faint marks on the ground that indicate several creatures were recently here but exited to the left. More recently, a trio of creatures exited to the right; these are
can attempt to reopen the gateway by touching it and succeeding on a DC 18 Intelligence (Arcana) check. On a failed check, no creature can attempt this check to reopen the gateway for 24 hours. B2
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
with a successful DC 12 Dexterity (Stealth) check. This dressing room is a scene of colorful clutter: tables strewn with makeup kits and glass jewelry, mirrors trimmed with glowing orbs of light, and
3 Casket of costume jewelry 4 Front and rear halves of a two-person unicorn costume 5 Retractable dagger (harmless) 6 Pair of stilts and long, bright purple trousers 7 Enough animated face paint for