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Returning 35 results for 'creature when relevant'.
Spells
Playerâs Handbook
is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends, or Undead. The protection grants several benefits
Magic Items
Acquisitions Incorporated
an action, make a DC 15 Intelligence (Religion) check. On a success, you learn the relevant information based on the nature of the creature and its place in the world.
If you fail the check, this
occultant abacus not only tracks your franchiseâs kills, it helps you determine the impact of those kills on the franchiseâs fate. Over a period of 1 minute, you can study a creature killed by
Monsters
The Book of Many Things
", "rollType":"damage", "rollAction":"Constrict", "rollDamageType":"bludgeoning"} bludgeoning damage, and if the target is a Medium or smaller creature, it has the grappled condition (escape DC 20). Until
this grapple ends, the target has the restrained condition, and the medusa canât constrict another creature.
Final Blade. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit
Protection from Evil and Good
Legacy
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Spells
Basic Rules (2014)
, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Traits Traits are special features of the creature that are likely to be relevant in a combat encounter.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Traits Traits are special characteristics of the creature that are likely to be relevant in a combat encounter.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
up to 10 minutes Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
up to 10 minutes Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection
Compendium
- Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
Monster Research Adventurers can research what a creature is likely to desire. The Monster Research table suggests which skills can be used to learn about a creature of a particular type. The DC for
a relevant ability check equals 10 + the creatureâs challenge rating. Monster Research Type Suggested Skills Aberration Arcana Beast Animal Handling, Nature, or Survival Celestial Arcana or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ability Checks An ability check represents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering
a cipher. The DM and the rules often call for an ability check when a creature attempts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Typical Difficulty Classes Task Difficulty DC Very easy 5 Easy 10 Medium 15 Hard 20 Very hard 25 Nearly impossible 30 To make an ability check, roll a d20 and add the relevant ability modifier
. As with other d20 rolls, apply bonuses and penalties, and compare the total to the DC. If the total equals or exceeds the DC, the ability check is a success--the creature overcomes the challenge at
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
relevant to the task at hand and the difficulty of the task, represented by a Difficulty Class. The more difficult a task, the higher its DC. The Typical Difficulty Classes table shows the most common
DCs. Typical Difficulty Classes Task Difficulty DC Very easy 5 Easy 10 Medium 15 Hard 20 Very hard 25 Nearly impossible 30 To make an ability check, roll a d20 and add the relevant ability modifier
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Ability Checks An ability check represents a creature using talent and training to try to overcome a challenge, such as forcing open a stuck door, picking a lock, entertaining a crowd, or deciphering
a cipher. The DM and the rules often call for an ability check when a creature attempts something other than an attack that has a chance of meaningful failure. When the outcome is uncertain and
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.
spell consumes)
Duration: Concentration up to 10 minutes
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Frightened conditions from them. If the target is already possessed, Charmed, or Frightened by such a creature, the target has Advantage on any new saving throw against the relevant effect.
spell consumes)
Duration: Concentration up to 10 minutes
Until the spell ends, one willing creature you touch is protected against creatures that are Aberrations, Celestials, Elementals, Fey, Fiends
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
Ability Modifier. This chapter and the rules glossary explain which ability modifiers to use for various D20 Tests. Your Proficiency Bonus If Relevant. Each creature has a Proficiency Bonus, a number added
the number from only one of themâthe higher one if you have Advantage or the lower one if you have Disadvantage. Add Modifiers. Add these modifiers to the number rolled on the d20: The Relevant
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ability Modifier. This chapter and the Rules Glossary explain which ability modifiers to use for various D20 Tests. Your Proficiency Bonus If Relevant. Each creature has a Proficiency Bonus, a number added
the number from only one of themâthe higher one if you have Advantage or the lower one if you have Disadvantage. Add Modifiers. Add these modifiers to the number rolled on the d20: The Relevant
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
of what can be found in the Astral Sea. As such, the guidance here focuses on information relevant to the chapterâs contents. Air The Astral Plane contains breathable, comfortable air. Unless
traverse the Astral Sea, a vehicle isnât required. In the Astral Sea, a traveler can propel themself by thought alone. A creature can move in any direction at a flying speed in feet equal to 5 Ă its Intelligence score.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dexterity (Stealth) checks. A skill bonus is the sum of a monster's relevant ability modifier and its proficiency bonus, which is determined by the monster's challenge rating (as shown in the
expertise. Armor, Weapon, and Tool Proficiencies Assume that a creature is proficient with its armor, weapons, and tools. If you swap them out, you decide whether the creature is proficient with its
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Saving Throws The Saving Throws entry is reserved for creatures that are adept at resisting certain kinds of effects. For example, a creature that isnât easily charmed or frightened might gain a
bonus on its Wisdom saving throws. Most creatures donât have special saving throw bonuses, in which case this section is absent. A saving throw bonus is the sum of a monsterâs relevant ability modifier
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Saving Throws The Saving Throws entry is reserved for creatures that are adept at resisting certain kinds of effects. For example, a creature that isn't easily charmed or frightened might gain a
bonus on its Wisdom saving throws. Most creatures don't have special saving throw bonuses, in which case this section is absent. A saving throw bonus is the sum of a monster's relevant ability modifier
Compendium
- Sources->Dungeons & Dragons->Monster Manual
personality and traits associated with the creature it resembles. Roll on or choose results from the relevant Animal Lord Appearances table to inspire what creature an animal lord resembles.
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
order: (1) any relevant damage immunity, (2) any relevant damage resistance, (3) any temporary hit points, and (4) real hit points. An abjurer gains resistance to spell damage at 14th level. Does the
on the Ethereal Plane use Portent on a creature that the wizard can see on the Material Plane? Yes. Portent requires you to be able to see the creature, but it has no range restriction. For a wizard
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
relevant in a situation. If a creature is proficient in a skill, the creature applies its Proficiency Bonus to ability checks involving that skill. Without proficiency in a skill, a creature can still
" later in this chapter) specify which skill applies if you make an ability check for that action, and many other rules note when a skill is relevant. The DM has the ultimate say on whether a skill is
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
relevant in a situation. If a creature is proficient in a skill, the creature applies its Proficiency Bonus to ability checks involving that skill. Without proficiency in a skill, a creature can still
â later in this chapter) specify which skill applies if you make an ability check for that action, and many other rules note when a skill is relevant. The DM has the ultimate say on whether a skill is
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
relevant events, so donât worry about tracking which Strixhaven students are cursed. Murgaxorâs Orb Wondrous Item, Legendary (Requires Attunement)
Roiling green mist fills this glass orb, which the
of 30 feet.
The orb can speak, read, and understand Common, and it can communicate telepathically with any creature touching it.
At any time during your turn, the orb can cast the suggestion spell
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
characters, but more reasonable after level 10 or so. Low-level characters have no chance to accomplish a DC 30 task, while a level 20 character with proficiency and a relevant ability score of 20 still needs
a 19 or 20 on the die roll to succeed at a task of this difficulty. If youâre setting the DC for a saving throw, donât go lower than 10 or higher than 20. If a creature is the source of the effect
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
high, and 1 foot thick. Each 5-foot section of the wall has an AC of 17; 30 hit points; vulnerability to thunder damage; and immunity to poison, psychic, and slashing damage. A creature in the wallâs
successful save, the creature chooses the side. The wall disappears when the medusa uses this lair action again or when the medusa dies. Undulating Surface. Solid surfaces within the lair ripple like a snakeâs
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, for calculating distance fallen, add the heights of the levels the creature falls through, as listed in the âDrop Tubesâ section for the relevant levels. Key Card Access. Entering a drop tube requires a
effect inside it, and two motorized tracks of handlesâone moving up and the other moving downâspan the vertical length of the brightly lit tube. A creature that enters the drop tube floats weightlessly
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
esteem and influence among the domainâs people, but the locals constantly forget heâs a relevant modern performer. They remember his works fondly but vaguely, ever distracted by new novelties. In
close Kartakassâs borders, a soothing song fills the Mists. The Mists function as detailed in âThe Mistsâ at the start of this chapter, but in addition, any creature in the Mists that has its speed
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
living and the dead Position Proficiency: In addition to the proficiencies noted below, you can add your proficiency bonus to an ability check to intimidate a creature close to death, assess what disease
or poison killed a creature, or explain what that dead body is doing under your bed at the inn. The Occultant Franchise Rank Features
1 Proficiencies and Starting Equipment, Read the Kill
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
both rolls. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weaponâs size and bulk make it too large for a Small or Tiny creature to use
when you attack with it. This property is relevant only when you attack with the weapon, not when you simply hold it. Versatile. This weapon can be used with one or two hands. A damage value in
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
make wishes. These wishes become relevant in chapter 4 (see âWish Stonesâ in the âBrigganock Mineâ section). Welcome Gifts d8 Gift 1â3 The creature gains the following personality trait until dawn
the characters one dandelion apiece and encourages each of them to make a wish and then blow the dandelionâs seeds into the air. Sycamore Seeds. A creature can attempt to catch a falling sycamore seed
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
monster might be based on a real-world creature or a monster from myth, in which case its name might be obvious. If you need to invent a name, keep in mind that the best names either reflect the
armor bonus of +1 to +3. The bonus can be higher if the creature is exceptionally well armored. A gorgon, for example, is covered in steely plates and has a natural armor bonus of +9. Step 8. Hit Points
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
check who also has proficiency in a relevant set of artisanâs tools (such as masonâs tools) has advantage on their check. As long as the characters make at least two successful checks, they help
. A character can avoid the goblinsâ notice by succeeding on a DC 16 Dexterity (Stealth) check. Otherwise, the hostile goblins detect any creature that enters their camp. If one of the goblins is killed






