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                        Returning 6 results for 'checks were reset'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     shift position and reset themselves over time. At the end of each long rest of the user attuned to it, the Infernal Machine generates 1d4 + 1 random beneficial properties and 1d4 + 1 detrimental
                                                
                                            
                                                
                                                     you. You have disadvantage on Wisdom (Animal Handling) checks.
03
One weapon or item you carry of your choice gains a walking speed of 30 feet and goes where you tell it.
Your armor and clothing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     from a beam, it retracts and becomes flush with the wall, preventing it from being used again. The beams reset to their original positions after all of them have retracted into the walls. Puzzle Cube. If
                                                
                                            
                                                
                                                     Kubazan’s puzzle cube is removed from its pedestal, the gate in area 3B slams shut and locks. Checks made to pick the gate lock from within the shrine have disadvantage. At the same time, the carved
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                    . Destroying a statue (AC 18, 60 hit points, immunity to necrotic, poison, and psychic damage) also disables its attack. Once a statue has attacked, the trap must be reset manually. If any duergar survive
                                                
                                            
                                                
                                                     and remain here, they reset the trap within a day after it has been triggered. Secret Stairwell. The secret door behind the east statue is well hidden, requiring a successful DC 18 Wisdom (Perception
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     not reset itself automatically, but it will be restocked with arrows and reset manually by Hoobur Gran’Shoop’s undead minions if the characters are away from the lighthouse for more than a few hours
                                                
                                            
                                                
                                                    . Jumping over all the warded stairs in the curved stairwell requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. Failure on any of these checks sets off the runes. If one or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     locks. Victoro and Ammalia each have a set of keys for them. Opening the door without the keys requires a character to succeed on three consecutive DC 20 Dexterity checks using thieves’ tools. On a failed
                                                
                                            
                                                
                                                     check, all three locks reset. The door has AC 19, a damage threshold of 10, 90 hit points, and immunity to poison and psychic damage. A creature can break it down with a successful DC 27 Strength
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     rat, which slipped into the pit to feed on the fresh goblin but was caught when the trap reset, attacks creatures inside the pit or climbs out to attack those nearby. Treasure. The goblin corpse has a
                                                
                                            
                                                
                                                     reset it when necessary. 25. Empty Chamber Two empty chambers in the eastern end of the fortress have the same characteristics. This empty chamber is home only to rat droppings, crumbled flagstone, and
                                                
                                            
                                        






