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                        Returning 35 results for 'checks where release'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its
                                                
                                            
                                                
                                                     a 10-foot radius and Dim Light for an additional 10 feet. You can dismiss or manifest the halo as a Bonus Action. While present, the halo gives you Advantage on Charisma (Persuasion) checks. In
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Stone Camouflage. The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.Multiattack. The korred makes two Greatclub or Rock attacks.
Greatclub. Melee Weapon Attack: +9
                                                
                                            
                                                
                                                     use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated. A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Keen Smell. The vampire has advantage on Wisdom (Perception) checks that rely on smell.
Rampage. When it reduces a creature to 0 hit points with a melee attack on its turn, the vampire can take a
                                                
                                            
                                                
                                                     create a passage through the glacier unknowingly release the starving gnoll vampire from its icy sepulcher. For more information about Tekeli-li’s lair, the Caves of Hunger, see chapter 6.
Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                    Korred
                                                    
    
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                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    . The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated.
A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point
                                                
                                            
                                                
                                                     elemental (as 6th-level spell; galeb duhr, gargoyle, earth elemental, or xorn only), Otto's irresistible dance
Stone Camouflage. The korred has advantage on Dexterity (Stealth) checks made to hide
                                                
                                            
                                        
                                                    Book of Exalted Deeds
                                                    
    
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                                                     Magic Items
                                                    Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     a creature of good alignment that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to
                                                
                                            
                                                
                                                     10-foot radius and dim light for an additional 10 feet. You can dismiss or manifest the halo as a bonus action. While present, the halo gives you advantage on Charisma (Persuasion) checks made to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Ability Checks In addition to roleplaying, ability checks are key in determining the outcome of an interaction. Your roleplaying efforts can alter an NPC’s attitude, but there might still be an
                                                
                                            
                                                
                                                     checks might be appropriate in certain situations, at your DM’s discretion. Pay attention to your skill proficiencies when thinking of how you want to interact with an NPC, and stack the deck in your
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Ability Checks In addition to roleplaying, ability checks are key in determining the outcome of an interaction. Your roleplaying efforts can alter an NPC’s attitude, but there might still be an
                                                
                                            
                                                
                                                     checks might be appropriate in certain situations, at your DM’s discretion. Pay attention to your skill proficiencies when thinking of how you want to interact with an NPC, and stack the deck in your
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     and firm of purpose. A heavy clasp, wrought to look like angel wings, keeps the book’s contents secure. Only a creature of good alignment that is attuned to the book can release the clasp that holds
                                                
                                            
                                                
                                                     you advantage on Charisma (Persuasion) checks made to interact with good creatures and Charisma (Intimidation) checks made to interact with evil creatures. In addition, fiends and undead within the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     the poisoned condition and resistance to poison damage. They have a +4 bonus to Intelligence (History) checks related to the origin of stonework. Their attacks with picks or hammers are treated as a
                                                
                                            
                                                
                                                     the stone slab in area 2. If approached, the handlers refer characters to Moghadam in area 1. If combat breaks out, they flee to area 2 and release the umber hulks, ordering them to dispose of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     wings, keeps the book’s contents secure. Only a creature that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and
                                                
                                            
                                                
                                                     (Persuasion) checks. In addition, Fiends and Undead within the halo’s Bright Light make attack rolls against you with Disadvantage. Random Properties. The Book of Exalted Deeds has the following random
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm Lord’s Wrath
                                                    
                                                
                                            
                                                     peaceful resolution. If the party approaches peacefully and succeeds on some DC 15 Charisma (Persuasion) checks, they might convince the lizardfolk to release the prisoners if the party defeat the rot trolls for them.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
                                                    
                                                
                                            
                                                     environment. A darkweaver’s captive might delay being consumed by sharing tales of its experiences, particularly great meals, with the monster. Some might even convince a darkweaver to release them if
                                                
                                            
                                                
                                                     attack rolls and ability checks.
 Actions
 Multiattack. The darkweaver makes two Shadow Web attacks and one Bite attack. It can use Reel after any of these attacks.
 Bite. Melee Weapon Attack: +7 to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     secured to a heavy iron bar just inside the door in area T4. From where he is, Grund can use an action to release two chains. He starts with the cage at the western end of the tunnel, sealing off retreat
                                                
                                            
                                                
                                                     to escape. A character pinned under a cage lacks good leverage and has disadvantage on these Strength checks. Development If Grund traps the characters in the hall, he runs to tell Baragustas in area
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    . A character pretending to be a Harper can fool her with a successful DC 16 Charisma (Deception) check. Otherwise, the characters must either compel Elaspra to release the information using magic, or
                                                
                                            
                                                
                                                     three DC 20 Dexterity (Investigation) checks in a row. Each attempt made to pick the lock requires an action. From Elaspra or her records, the characters learn that she sold the key to a man named Volkarr
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     threats that must be destroyed. The creature is a duergar, with these changes: The creature has 40 hit points. It has advantage on Wisdom (Perception) checks and on saving throws against being
                                                
                                            
                                                
                                                     of fungus sprout from mounds of offal on the uneven floor. The fungi release clouds of dimly luminescent spores that fill the cave like a fine, hanging mist.
 Carrion Crawlers. Four carrion crawlers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    ! Take these lives and release me!” Amber Monolith. The amber monolith is a rough block of solid amber 8 feet tall, 5 feet wide, and 5 feet thick. Within drifts a smoky wisp, the last lingering vestige of
                                                
                                            
                                                
                                                     monolith dwindles, and the shadowy limbs have disadvantage on attack rolls, ability checks, and saving throws. A character can use the amulet multiple times, but doing so causes the shadowy limbs to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     Bonus +3
 Stone Camouflage. The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
 Actions
 Multiattack. The korred makes two Greatclub or Rock attacks.
 Greatclub
                                                
                                            
                                                
                                                     restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated.
 A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
 Actions
 Multiattack. The korred makes two Greatclub or Rock attacks.
 Greatclub. Melee Weapon Attack: +9 to hit, reach 5 ft
                                                
                                            
                                                
                                                     release the target, which is also freed if the korred dies or becomes incapacitated.
  A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the korred’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     scouting ahead might be able to surprise the goblin lookouts. Have each character who moves ahead make a Dexterity (Stealth) check. The lowest check is the DC for the goblins’ Wisdom (Perception) checks
                                                
                                            
                                                
                                                     them. Development. When the goblin boss is defeated, any remaining goblins attempt to flee to area H3 and release the wolves there. Treasure. The goblin boss has a belt pouch containing 16 sp. H3
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     can earn his release from the coffin along the way — by any means possible. Value to the Party. Originally native to an area near the Barrier Peaks, Ctenmiir has much experience with the initial route
                                                
                                            
                                                
                                                     provides advantage to any characters’ ability checks made to interact with the monastery’s Grand Master. Secret Agendas. Steal the highest-valued object from the party without getting caught; convince
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    .
 Tekeli-li exists today as a gnoll vampire that hasn’t fed in decades. Adventurers who use the “Rime of the Frostmaiden” to create a passage through the glacier unknowingly release the starving gnoll
                                                
                                            
                                                
                                                    )
 Keen Smell. The vampire has advantage on Wisdom (Perception) checks that rely on smell.
 Rampage. When it reduces a creature to 0 hit points with a melee attack on its turn, the vampire can take a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     throw or become grappled by the rope (escape DC 13). Until this grapple ends. the target is restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or
                                                
                                            
                                                
                                                     dance
 Stone Camouflage. The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
 Stone's Strength. While on the ground, the korred deals 2 extra dice of damage with any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     giant has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. The giant is unarmed. As an action, it can
                                                
                                            
                                                
                                                    . The characters can use this chance to escape, or they can help, albeit with disadvantage on attack rolls if they are shackled. The duergar are pragmatists and release characters who help them deal
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     pedestal prevents the gate closure and the release of gas. The gas fills the shrine for 1 minute, then dissipates. Any creature that starts its turn inside the shrine while the gas is present must
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     object is removed from the statue’s cupped hands, there is a 20 percent chance that the white toadstools growing out of the statue’s broken head release a cloud of milky-white spores. The cloud fills a 20
                                                
                                            
                                                
                                                     is blinded and has disadvantage on Wisdom checks and Wisdom saving throws. Sunlight or any effect that deals fire damage or radiant damage destroys the toadstools. 11c. Unreliable Oracle This empty, 10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    Denizens Ten stone giants reside in Deadstone Cleft when the adventurers arrive, including Thane Kayalithica. With the exception of the giant in area 6, who checks on the roc, the giants remain in
                                                
                                            
                                                
                                                     berserkers, 1 Uthgardt shaman Same as area 15A. area 15D 6 tribal warriors, 2 rust monsters Same as area 15A. The warriors release the rust monsters before they leave. The rust monsters remain here
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     orange lightning release a deluge of fiery droplets. Any creature caught in the burning rain takes 2d6 fire damage at the start of each of its turns. The droplets ignite any flammable objects that
                                                
                                            
                                                
                                                     aren’t being worn or carried; otherwise, the droplets burn out immediately. The smoke, soot, crackle, and low roar of the storm impose disadvantage on Wisdom (Perception) checks and ranged attack rolls. A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     (Stealth) checks made to hide unless a character specifically looks for danger overhead, so they might surprise the party. The stream exits the south wall of the cavern through a passage only 3 feet high
                                                
                                            
                                                
                                                    . Creatures. Two troglodytes are hiding in the northern end of this area, one on each side of the stream. Their Chameleon Skin trait gives them advantage on Dexterity (Stealth) checks made to hide. They
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     Strength checks because of the steep incline of the tracks. 7. Upper Landing Two kobolds stand guard near some old crates. One keeps an eye on the cart track, while the other watches the stairs to the
                                                
                                            
                                                
                                                     (no brakes), the cart has AC 16. If occupants are using the brakes to control its speed, the cart has AC 8. If the cart’s occupants engage or release the brake when they see the kobolds pulling the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     to the contest. Characters who stay in the shadows and try to cross the room quietly gain advantage on their Dexterity (Stealth) checks. The fire giants and the ogres investigate any loud disturbance
                                                
                                            
                                                
                                                     Zaltember’s captors to release him as a show of good faith. This is a trick; the duke and the duchess will freely renege on their promises if they have nothing to lose. If the characters refuse to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer Academy
                                                    
                                                
                                            
                                                     Task: Obstacle Course. Each cadet must complete the obstacle course by making ability checks or saving throws to overcome the following obstacles in order: Make a straight dash while targeted by loud
                                                
                                            
                                                
                                                     sensation: more akin to thinking about moving a limb than operating controls. No ability checks are required here, but Saerthe asks each character involved in a training session one of the following questions
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     might release them if, in exchange, they promise to destroy the githyanki that are threatening the mind flayer colony. You can roleplay these interactions or have the characters make ability checks to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     creature that qualifies as a controller can gain control of a globe by winning a contest of Intelligence checks against the current controller. A creature that touches a globe but isn’t its controller must
                                                
                                            
                                                
                                                     check. Also as an action, a globe’s controller can release a trapped creature with a successful DC 10 Intelligence check. A creature inside a globe has half cover against effects that originate
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     ruby is fake, worthless, and magically trapped to release a violent electric shock. W2: Lolth Shrine This semicircular chamber forms a natural alcove. Shelves carved into the wall from floor to ceiling
                                                
                                            
                                                
                                                     cultists keep a supply of prey creatures here to feed Ker-arach. Right now, the chamber is occupied by four giant lizards. The cultists release a lizard into the Sacred Web Hall (area W12) whenever Ker-arach
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     attack rolls and dealing 4 (1d4 + 2) bludgeoning damage on a hit. Their uncle, Thullen (see area 28), checks on them occasionally, but they receive little attention from their mother, since they are too
                                                
                                            
                                                
                                                    ). She would even agree to release Felgolos from custody. She has no honor, however, and will break her word or attempt to reclaim what’s hers as soon as the children are safely returned to her. If any
                                                
                                            
                                        






