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                        Returning 35 results for 'checks where released'.
                    
                
                        
                            
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                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                     takes damage while still at 40 hit points or fewer, the golem might go berserk again.
Aversion of Fire. If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the
                                                
                                            
                                                
                                                     are stitched together by tomb dwarves and bolted into suits of armor. Once complete, these shambling golems are released into the tomb to hunt intruders.Lightning, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Adamantine
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     cave fisher, and the cave fisher makes one Claw attack against it. Anyone else who was attached to the filament is released. Until the grapple ends on the target, the cave fisher canât use Adhesive
                                                
                                            
                                                
                                                    ), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage). A weapon that fails to sever it becomes
                                                
                                            
                                        
                                                     Magic Items
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    -evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.
Using a Soul Coin. A soul coin has 3 charges
                                                
                                            
                                                
                                                     trapped within it, as does expending all of the coinâs charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it
                                                
                                            
                                        
                                                     Magic Items
                                                    Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                    . Choose one of the following effects:
Weal. The creature has advantage on attack rolls, ability checks, and saving throws for the next hour.
Woe. The creature has disadvantage on attack rolls
                                                
                                            
                                                
                                                    , ability checks, and saving throws for the next hour.
The deck can be used in this way twice, and you regain all expended uses at the next dawn.
Prisoners of Fate. Whenever you use the Twist of Fate
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    . While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes two Demon Staff attacks or one Demon Staff attack
                                                
                                            
                                                
                                                     into a solid object takes 1d6;{"diceNotation":"1d6","rollType":"damage","rollAction":"Telekinetic Throw","rollDamageType":"bludgeoning"} bludgeoning damage for every 10 feet moved. If released in midair, the creature takes falling damage as normal.
                                                
                                            
                                        
                                                     Magic Items
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                     (History) checks is doubled.
You canât be blinded, charmed, deafened, frightened, petrified, or stunned.
Undead with a challenge rating of 2 or lower will neither threaten nor attack you unless
                                                
                                            
                                                
                                                     successful one. When the staff is destroyed, the life force of the Forgotten One is released to the afterlife. Where it goes is anyoneâs guess.
Casting the staff into a sphere of annihilation
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    . While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The drow makes two Demon Staff attacks or one Demon Staff attack
                                                
                                            
                                                
                                                    ","rollDamageType":"bludgeoning"} bludgeoning damage for every 10 feet moved. If released in midair, the creature takes falling damage as normal.Lolthâs Fickle Favor. The drow bestows the Spider
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     creature you can see within 15 feet of you. Choose one of the following effects: Weal. The creature has advantage on attack rolls, ability checks, and saving throws for the next hour. Woe. The creature
                                                
                                            
                                                
                                                     has disadvantage on attack rolls, ability checks, and saving throws for the next hour. The deck can be used in this way twice, and you regain all expended uses at the next dawn. Prisoners of Fate
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     takes 9 (2d8) necrotic damage. A creature in a dark pool canât regain hit points. Pedestals. The 3-foot-high pedestals store radiant energy, which is released in the presence of undead intruders. If an
                                                
                                            
                                                
                                                     Intelligence (Arcana or Religion) checks performed by a character who is proficient in that skill and is touching the target sepulcher. On each failed check, the character takes force damage equal to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws. 
 Soul Coin
 Using a
                                                
                                            
                                                
                                                     soul coin frees the soul trapped within it, as does expending all of the coinâs charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     disastrous experiment, Izzet researchers observed a blistercoil weird expanding to fill a six-story workshop before it released all its excess energy in an enormous explosion and returned to its original
                                                
                                            
                                                
                                                     available. While the weird is Large or bigger, it makes Strength checks and saving throws with advantage.
 If the weird starts its turn at Gargantuan size, the weird releases energy in an explosion
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     the sphinx sits on magically fuels its enhanced abilities, and that by tricking or forcing the creature off the dock, it has disadvantage on its Intelligence checks to answer. Another obvious option is
                                                
                                            
                                                
                                                     toll. Restoring Old Debts. If the sphinx is slain, the mechanical items that circle around her (functioning as Ioun stones) might all be released. The life force they contain (in the form of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     puzzle door and succeeds on a DC 14 Wisdom (Perception) check notices holes in the mouths of the skulls. Stuffing the holes with cloth or wax prevents the gas from being released. Doing so while the
                                                
                                            
                                                
                                                     trap is active is difficult, requiring six successful DC 10 Dexterity checks, each made as an action. Beyond the false door is a gas-filled chamber. Any creature that starts its turn in this area takes 11 (2d10) poison damage and 11 (2d10) acid damage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     makeshift apparatus of Kwalish at your determination, making it easier for characters to explore Daoine Gloine â though Ctenmiir will need to first be released. The coffin can also be used as protective
                                                
                                            
                                                
                                                     to the foothills, then claim to no longer recognize the route ahead. He asks to be released so that he can scout more easily. But if he is, any promise of obedience he makes to the characters is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     and donât leave area 31. Destroying the monolith causes the limbs and the vestige within to vanish without a trace. Whether the vestige is destroyed or released is for you to decide. Mark of the Raven
                                                
                                            
                                                
                                                     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->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     Constitution modifier. A non-evil creature carrying a number of Soul Coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws. Using a Soul
                                                
                                            
                                                
                                                     removes a curse on a Soul Coin frees the soul trapped within it, as does expending all of the coinâs charges. The coin rusts from within and is destroyed once the soul is released. A freed soul travels to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     feet of the cave fisher, and the cave fisher makes one Claw attack against it. Anyone else who was attached to the filament is released. Until the grapple ends on the target, the cave fisher canât use
                                                
                                            
                                                
                                                     to is grappled by the cave fisher (escape DC 13), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     errant mascots. The characters have advantage on ability checks made to catalog a mascot if Urzmaktok or Melwythorne is present to lend assistance. W9. Observation Hut C This large and well-maintained
                                                
                                            
                                                
                                                     fountain when the university isnât in session. Lothannep was bound generations ago to a pool located in the wilds off Witherbloomâs campus. Lothannepâs mage master released it long ago, and it has been
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     in the barghest for 24 hours, after which time it is digested. If the barghest dies before the soul is digested, the soul is released.
 While a humanoidâs soul is trapped in a barghest, any form of
                                                
                                            
                                                
                                                    ) checks that rely on smell.
 Innate Spellcasting. The barghestâs innate spellcasting ability is Charisma (spell save DC 12). The barghest can innately cast the following spells, requiring no material
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     inside it at a time. It can make up to four Pseudopod attacks on its turn, and it makes Strength checks and Strength saving throws with advantage. When the cube shrinks back to normal size, any creatures
                                                
                                            
                                                
                                                    . Any creature that fails the saving throw is knocked prone and takes 5 (1d10) bludgeoning damage. Once the water is released, it fills both rooms to a depth of half an inch. Swept into area 10a with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     closed with a successful DC 15 Strength (Athletics) check. If this happens, any creatures it has grappled are automatically released. As soon as the chaos quadrapod is killed or sent back through the
                                                
                                            
                                                
                                                     location of the exit portal. Lending a Hand. Helping Dagdra complete her tasks involves a specific process and a number of ability checks, all at DC 12. When an order comes in, it appears magically on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
 Actions
 Multiattack. The drow makes two Demon Staff attacks or one Demon Staff attack and
                                                
                                            
                                                
                                                     throw or be flung 2d6 Ă 10 feet through the air. A creature smashed into a solid object takes 1d6 bludgeoning damage for every 10 feet moved. If released in midair, the creature takes falling damage as normal.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     themselves known, the guard slides open the peephole and checks to see if theyâre wearing the Ashen Heirsâ distinctive efreeti masks. If they are, he then asks for the passphrase. If a character answers, âLet
                                                
                                            
                                                
                                                     or is released from the samovar here, Navid reveals his efreeti form and is delighted to see his cousin. Not wanting to have their reunion in front of strangers, both genies thank the characters for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     fragments are hanging at the same level as the gantries. They are too heavy for the characters to unhitch, but each crane has a winch that can be released, causing the fragment to fall to the floor with
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     masonâs tools. On a failed check, a character triggers a short rockfall and takes 7 (2d6) bludgeoning damage. After three successful checks, the archway is cleared. H3. Central Chamber Though a layer of
                                                
                                            
                                                
                                                     haven as its guardians are released. Guardian Battle. Three stone golems (carved to resemble an 8-foot-tall crowned dwarf, a 10-foot-tall crowned elf, and a 12-foot-tall crowned human, respectively
                                                
                                            
                                        
                                                     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->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     Discipline. The fist of Bane has advantage on all ability checks and saving throws made during combat.
 Actions
 Mace. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning
                                                
                                            
                                                
                                                     on all ability checks and saving throws made during combat.
 Actions
 Multiattack. The iron consul makes one attack with its spear and can use its Voice of Command ability.
 Spear. Melee or Ranged
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     manacles once held a pair of carrion crawlers and a bulette, all of which the gnome ceremorphs released after the crash. The characters met the carrion crawlers on the way to the ship; they meet the
                                                
                                            
                                                
                                                     energy cell cannot be recharged. Figuring out how to fire and reload a laser rifle requires two successful Intelligence checks (one to figure out how to fire it, another to figure out how to load it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     15 Intelligence (Arcana) check discerns the connection. If a character who can cast spells then succeeds on three consecutive DC 15 Intelligence (Arcana) checks while continually touching the wall, the
                                                
                                            
                                                
                                                     anything outside the circle. All demons except for the manes ask to be released, promising to attack the Thayan forces if they are freed. With a successful DC 10 Intelligence (Arcana) check, a character
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     42 (12d6) bludgeoning damage and ends up in area 50 of the Black Lake level. Climbing down the slippery stone next to the waterfall requires several successful DC 15 Strength (Athletics) checks, or DC
                                                
                                            
                                                
                                                     5 checks for a character who uses a rope. 38a. Chain Ladder The rock spur on the northern ledge partially conceals an old chain ladder that leads down to area 51 of the Black Lake. The ladder isnât
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     approach (as detailed in the âEvading Guardsâ section), the DC of those checks decreases by 2 against the off-duty guards. Locked Door. The door to area T3 is locked. Each guard in the vault has a key
                                                
                                            
                                                
                                                     when the gas is released must succeed on a DC 12 Constitution saving throw or take 11 (2d10) poison damage. Treasure. Each cabinet holds 1,000 gp. T15: Inner Vault This roomâs main door, situated in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    , characters have advantage on Charisma (Deception) checks made to fool devils and cult members in the dungeon under Vanthampur Villa.
 A character who listens at the double door or one of the secret doors
                                                
                                            
                                                
                                                     or magic items.â If released, Falaster helps the characters as best he can while staying out of harmâs way. Expecting that he might be caught, he obtained and memorized a floor plan of the dungeon
                                                
                                            
                                        
                                                     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 goblinsâ Wisdom (Perception) checks
                                                
                                            
                                                
                                                     goblin on the bridge waits to see if the first flood got rid of all the intruders before calling for the second flood to be released. H6: Goblin Den The Cragmaw raiders stationed in the hideout use this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     released. The beacon has AC 12, 75 hit points, immunity to poison and psychic damage, and vulnerability to cold. The explosion of energy can be treated as a scorching ray, fireball, or lightning bolt
                                                
                                            
                                                
                                                     descend at least 20 feet each round. A glider can be piloted as an action by any character with proficiency with flying vehicles. Characters without such proficiency might need to make ability checks
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     ponders what the character said. If the check fails, Zorhanna continues her attack. Once three such checks succeed, Zorhanna concludes that the characters are not her enemies and calls for an end to
                                                
                                            
                                                
                                                     are released when the shard solitaire cracks (see âThe Solitaire Cracksâ below). Until then, they must try to resist the psychic damage caused by the Far Realm entity.
                                                
                                            
                                        






