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                        Returning 26 results for 'curious checks'.
                    
                
                        
                            
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                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                    ":"1d6", "rollType":"damage", "rollAction":"Magic Mockery", "rollDamageType":"psychic"} psychic damage and have disadvantage on attack rolls and ability checks until the start of the faerie’s next
                                                
                                            
                                                
                                                     pixies. Unpredictable, unreliable, and amoral, they lurk in the wilds and harass travelers they perceive as intruders.
OUPHES
Ouphes are curious creatures found throughout the wilds of Eldraine
                                                
                                            
                                        
                                                     Monsters
                                                    Monstrous Compendium Vol. 4: Eldraine Creatures
                                                    
                                                
                                            
                                                     winged, elfin creatures similar to sprites or pixies. Unpredictable, unreliable, and amoral, they lurk in the wilds and harass travelers they perceive as intruders.
OUPHES
Ouphes are curious
                                                
                                            
                                                
                                                     condition. Each creature of the faerie’s choice (other than the faerie) that starts its turn in that area gains 5 temporary hit points and has advantage on Wisdom saving throws and Wisdom checks until
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature’s weapon attacks that rely on
                                                
                                            
                                                
                                                    . The dragon adds a feather to a necklace for each harpy slain.
4
A curious water elemental supplies a young topaz dragon with aquatic delicacies so as to learn more about the dragon.
5
A
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     mature into wise teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things&mdash
                                                
                                            
                                                
                                                     images flit through the dragon’s lair. Each creature in the lair must succeed on a DC 20 Wisdom saving throw or have disadvantage on ability checks until initiative count 20 on the following
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     teachers and storytellers who anchor Feywild communities. The worst of them are pompous and ill behaved, but even those remain gentle by nature and curious about all things—especially travelers from
                                                
                                            
                                                
                                                     succeed on a DC 20 Wisdom saving throw or have disadvantage on ability checks until initiative count 20 on the following round.
Regional Effects
The region surrounding a legendary moonstone dragon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice Compendium
                                                    
                                                
                                            
                                                    Ability Checks Are attack rolls and saving throws basically specialized ability checks? They aren’t. It’s easy to mistake the three rolls as three faces of the same thing, because they each involve
                                                
                                            
                                                
                                                     number? Ability checks don’t score critical hits. Attack rolls do. Is a 1 on an ability check an automatic failure? Rolling a 1 on an ability check or a saving throw is not an automatic failure. A 1
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     permission, they can avoid most trouble with the tower’s inhabitants. Otherwise, stealth and caution will be important. Have the characters make four DC 13 Dexterity (Stealth) group checks from the
                                                
                                            
                                                
                                                     moment they enter the tower to when they reach the archmage’s sanctum. Each failed group check results in an encounter from the Sorcere Encounters table. The characters make the same checks while exiting
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     and beardless, while females have hair on their heads. Both sexes have little or no body hair and a stone-like look to their skin. Deep gnome adventurers are just as curious and daring as those of
                                                
                                            
                                                
                                                    . Your darkvision has a radius of 120 feet. Stone Camouflage. You have advantage on Dexterity (Stealth) checks to hide in rocky terrain. Extra Language. You can speak, read, and write Undercommon. DEEP
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                     evil being that calls itself the Scholar. It is curious about the characters and seeks to expose them to its corruptive ideas. Should a character converse with it, the Scholar speaks cryptically while
                                                
                                            
                                                
                                                     Gift (Charm)
 You are scarred by knowledge you shouldn’t possess. Your eyes turn black, except for your pupils, which turn white. This charm grants you advantage on Charisma (Persuasion) checks made to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     for 1 hour, or until the imbiber wants the effect to end. Until the effect ends, the Tiny character has disadvantage on Strength checks and Strength saving throws, and the character’s weapons deal
                                                
                                            
                                                
                                                     friendly, curious, and eager to ask new arrivals all sorts of questions. The characters are free to explore the kingdom and experience the following wonders: One character at a time can ride Pinecone, an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Mysterious Passengers Lightning rails and airships are good places to encounter a broad sample of Khorvaire’s diverse population. You can use the Mysterious Passengers table to bring curious
                                                
                                            
                                                
                                                     passengers, looking for another victim. 65–66 A human from Aundair obsessively checks and rechecks their traveling papers. 67–68 An artificer tinkers with a new invention. 69–70 An attractive half-elf makes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
                                                    
                                                
                                            
                                                    . OUPHES
 Ouphes are curious creatures found throughout the wilds of Eldraine. While often seen as foolish, ouphes are magically connected to the natural world and know more about the secret lives of
                                                
                                            
                                                
                                                     ability checks until the start of the faerie’s next turn.
 Spellcasting. The faerie casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     much climbing as crawling. At the end of this time, the adventurers emerge onto a shelf 15 feet up the wall of a broad, straight tunnel some 20 feet high. A curious procession of creatures marches along
                                                
                                            
                                                
                                                     the Labyrinth well, and befriending the modrons grants characters a +5 bonus to Wisdom (Survival) checks made to navigate the region. The tridrone warns the characters to avoid the center of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                    . To others, Wrath is a gentle giant, a curious protector who delights in birdsong and babbling brooks. Not much is known about the guardian’s past, but clues etched in the ruins of Faunel suggest that
                                                
                                            
                                                
                                                     has an Intelligence of 10 and can speak and understand Common. Tropical Paradise. Frequent rainfall yields fruit and water in abundance. Wisdom (Survival) checks to forage in Faunel are made with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     following effects in and around the gate-town: Lingering Apathy. The residents of Hopeless are cheerless and indifferent. Charisma (Performance and Persuasion) checks to influence them are made with
                                                
                                            
                                                
                                                     balconies, tempting curious townsfolk to venture inside, where the Tomdon twins and their staff prepare to feed on the misery of their living guests. Adventures in Hopeless The Hopeless Adventures
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     Ghost ship 3 Friendly and curious adult bronze dragon 4 Whirlpool (25 percent chance that the whirlpool is a portal to the Elemental Plane of Water) 5 Merfolk traders 6 Passing warship (friendly or
                                                
                                            
                                                
                                                     create a storm with high waves. A crew caught in a storm loses sight of all landmarks (unless there’s a lighthouse or other bright feature), and ability checks made to navigate during the storm have
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    , frightened, poisoned
 Senses passive Perception 12
 Languages Common, Sylvan
 Challenge 1 (200 XP)
 Hide in Plain Sight. The alseid has advantage on Dexterity (Stealth) checks made to hide while it
                                                
                                            
                                                
                                                     aquatic home through sightings and stories, becoming a guardian of the place and, in effect, a manifestation of its personality. Aquatic Collectors. Curious by nature, naiads often seek out what the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     bulkheads. The window panes are made of glassteel, a resilient metal magically rendered transparent. Curious merfolk who live in Deepwater Harbor investigate the submarine from time to time, and might be seen
                                                
                                            
                                                
                                                     Medium creature. The chair is situated before a panel of dials, levers, and buttons. Tervaround and Anverth stand by the back wall, monitoring gauges and performing system checks. A copper speaking tube
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     Dimernesti group in their priest’s absence, is pious, curious, and insightful. Having survived in the deadliest depths of the Turbidus Ocean for over a century, he knows better than to venture into
                                                
                                            
                                                
                                                     your travels through the Northern Wastes. This charm grants you advantage on Wisdom (Survival) checks made to notice the Wash’s waters filling chasms.
 Additionally, while traveling, you and up to 5
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     (Stealth) checks to hide, as they continually emit jarring music. B7: Githyanki Camp Three bedrolls around a small chest are tucked inside this alcove. Two metal rods, each about two feet long
                                                
                                            
                                                
                                                     Charisma (Performance) checks. Shalfi digs beneath a loyal flesh meld (see appendix A) that he calls Jitterjaws. Jitterjaws was a gift from Ilvaash to Shalfi for his devotion. It is loyal to Shalfi, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     require DC 10 Dexterity (Acrobatics) checks. On a successful check, a character can move at half speed. On a failed check, a character makes no progress. If the check fails by 5 or more, the character
                                                
                                            
                                                
                                                     can attempt to sneak past the row of arrow slits by comparing their Dexterity (Stealth) checks to the orcs’ passive Perception scores. If the characters successfully sneak past the sentries, they reach
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     shrine of Imix (area 7). Side Chamber. The solution to opening the door lies in a seemingly empty side chamber near the treasury. Anyone searching this room turns up a curious box tossed into the corner
                                                
                                            
                                                
                                                     proficiency if none of the characters do. Musharib (see “Finding a Guide") also has the necessary skill. After three failed checks, the box’s impressions are ruined, and the box can no longer be used to mold
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     trespassers to back away from their den. The cub is indifferent—curious but skittish. What the Bears Know. The bears’ attitudes improve by one step if the characters offer them food or if a character
                                                
                                            
                                                
                                                     lake.
 Two friendly giant otters (giant weasels with a swimming speed of 40 feet) frolic in this shallow lake, which slopes gently from the shore to a depth of 10 feet. The otters are curious and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     times in their lives and are curious about what lurks there. C24. Osvaldo’s Prison If Ammalia Cassalanter or Victoro Cassalanter (see appendix B) or both are present, the door to this room is unlocked but
                                                
                                            
                                                
                                                     locks. Victoro and Ammalia each have a set of keys for them. Opening the door without the keys requires a character to succeed on three consecutive DC 20 Dexterity checks using thieves’ tools. On a failed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     conditions, the one who met the most conditions will suffice. Alternatively, the characters can engage in a contest of Charisma checks (highest wins) to determine whom Bimz bonds with. Treasure. A
                                                
                                            
                                                
                                                     letters of a personal and intimate nature from three different women in three different ports (each of whom is under the misapprehension that she is Mrs. Sigurd “Snake Eyes“), and a curious
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     possessing the item. Instead, it might send curious treasure hunters on a wild goose chase to search for the object while it watches from afar for its own pleasure. A Copper Dragon’s Lair Copper dragons
                                                
                                            
                                                
                                                     rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
 Change Shape. The
                                                
                                            
                                        





