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Returning 11 results for 'coating check'.
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Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pool and forms a hard coating around anything dipped in it. Prying off the hardened metal coating requires a successful DC 23 Strength (Athletics) check. Those who know how can draw metal from the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
. The disks and the chains, as well as the walls of the cavern, are covered with a wet, slippery algal scum. This coating gives off a feeble phosphorescent glow. Climbing the chains or the walls
requires a successful DC 15 Strength (Athletics) check. When the geysers erupt, they reach nearly to the roof of the cavern, and creatures holding onto the disks or the chains might be washed off to fall
Compendium
- Sources->Dungeons & Dragons->Rrakkma
Area Information Dimensions & Terrain This chamber is thirty feet by fifty feet. A viscous fluid comprised of water mixed with grainy sand and earth, drips from the ceiling coating the floors and
accidentally shut when the star spawn manglers entered the chamber. It is locked and requires a successful DC 20 Dexterity check made by someone proficient with thieves’ tools to unlock it, or a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Floating in the center of it is a dwarven skull sheathed in glass. Any character who succeeds on a DC 15 Wisdom (Perception) check can tell that the skull is suspended in an enormous gelatinous cube, not
itself. The skull now has the power to enlarge the gelatinous cube, and the skull’s glassy coating protects it from the cube’s digestive acid. Removing the skull from the gelatinous cube causes the cube
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
3. Roost of the Conch This room is constructed of large stone blocks, buttressed in the corners. The walls are wet and slimy, and mud covers most of the floor in a thin coating. To the east and west
) check enables a character to discern this fact and get a hint as to Kalka-Kylla’s nature before the crab moves. When the characters enter the room, Kalka-Kylla is asleep and will not awaken unless
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
coating the face of the cliff. The top of the cliffs is 45 feet from the water. Climbing a 15-foot section of the cliff requires a successful DC 12 Strength (Athletics) check; a failed check means a
makes a single Wisdom (Perception) check. The check result is the number of squares along the pirates’ path that the characters travel. After that many squares, the characters stumble into a randomly
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Dexterity check. Any key that unlocks the kitchen doors also unlocks Mishka’s chains. If Skabatha isn’t present, Mishka tells the characters about the hag’s daily routine and describes Granny
(Athletics) check to shove the creature is made with advantage. The oven is a Large object with AC 13, 30 hit points, vulnerability to cold damage, and immunity to fire, poison, and psychic damage
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Tresendar Manor, read the following: Many of the crumbled walls of the manor show signs of having been recently rebuilt, but even that newer stonework has been toppled and smashed, coating everything in the
destruction.
As the characters draw closer, a successful DC 15 Intelligence (Arcana or Investigation) check reveals that the fire damage isn’t natural, and that magic was likely involved. The same
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
that lead to a two-story brick mansion and eastward toward a detached coach house. An arcane lock spell is cast on the gates. Forcing them open requires a successful DC 25 Strength (Athletics) check
, while picking the lock requires a successful DC 20 Dexterity check using thieves’ tools. The spell doesn’t bar members of the Gralhund family, their staff, their guards, or Lady Gralhund’s
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the end of which the brewer makes a DC 30 Intelligence (Arcana) check. On a successful check, a potion of longevity is created. On a failed check, the potion is created but loses its potency after 10
minutes; on a check that fails by 5 or more, the brewer also ages 4d10 years. L3. Cavern of Souls Stalks of slimy, violet mushrooms as tall as a person dot this cavern. Mycelial tendrils drift from the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
normal mind flayer. The most obvious difference is the lack of the mind flayer’s ever-present mucus coating. Without that protection, an alhoon’s skin becomes dry and cracked. Its eyes might appear
the periapt of mind trapping, but this is a dangerous proposition. Anyone who holds the periapt of mind trapping gains advantage on attacks, saves, and check against the alhoons associated with its






