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Returning 13 results for 'defense sleight'.
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defense sight
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Class 24 (+3 leather armor, Suave Defense)
Hit Points 123 (19d8 + 38)
Speed 30 ft.
STR
12(+1)
DEX
22(+6)
CON
14(+2)
INT
20(+5)
WIS
16 (+3)
CHA
19(+4
)
Saving Throws Dex +11, Wis +8
Skills Acrobatics +11, Athletics +6, Deception +14, Perception +8, Sleight of Hand +11, Stealth +16
Senses darkvision 120 ft., passive Perception 18
Languages
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
greenery.
Two ruin grinders (see chapter 7) wander this island, unable to continue their assigned task of moving cargo. The ruin grinders aren’t hostile and attack only in self-defense. Before it can be
can use their reaction to trick the hydra by making a DC 14 Charisma (Deception) or Dexterity (Sleight of Hand) check. On a success, the hydra attacks an object or another creature within 5 feet of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
can attempt to pick its pocket and obtain the pouch without its knowledge, doing so with a successful DC 14 Dexterity (Sleight of Hand) check. No redcap relinquishes the pouch willingly, though it can
loose sort of control. Mad Maggie understands the nature of these beings and she does not hold it against the characters if they kill them, especially when acting in self-defense. Mad Maggie’s
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
(+2)
Skills Deception +4, Insight +4, Investigation +3, Perception +4, Sleight of Hand +4, Stealth +4
Senses passive Perception 12
Languages Common, Elvish
Sneak Attack (1/Turn). Shalvus
11 (+0)
Skills Acrobatics +4, Athletics +3, Perception +5, Stealth +4
Senses passive Perception 15
Languages Common, Elvish, Goblin
Unarmored Defense. While Zi is wearing no armor and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Smiling ones are cloud giants who honor and emulate Memnor’s craftiness and deceit above all else. They are tricksters supreme who use sleight of hand, deception, misdirection, and magic in their
)
INT
15(+2)
WIS
16(+3)
CHA
17(+3)
Saving Throws Con +10, Int +6, Cha +7
Skills Deception +11, Insight +7, Perception +7, Sleight of Hand +9
Senses passive Perception 17
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
slide it through the grate with a successful DC 18 Dexterity (Sleight of Hand) check. If this check fails by 5 or more, the harp falls back into the pit. A cultist of Vecna tried to lever the harp
with a successful DC 18 Dexterity (Sleight of Hand) check. The cult’s four mages (in areas C14, area C16, and area C26) each carry a key to the lock. Because the stone is unevenly set around this door, a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
-sized doll is posed in an elaborate silk dress.
Alarm. An alarm spell has been cast on the door that connects this room to area V1. Deadly Doll. After hours, the curator enables her office’s defense
successful DC 10 Dexterity (Sleight of Hand) check. Vent. The west wall has a 3-foot-high, 3-foot-wide, 5-foot-deep air vent leading to area V12. The vent is 10 feet above the floor. Reaching it requires
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
successful DC 15 Wisdom (Perception) check notices that the lock of the stone door is connected to wires that run into the tower’s stone walls. This custom-built franchise defense system is rigged to
within the lens. A successful DC 15 Dexterity (Sleight of Hand) check subtly sabotages the runes scribed into the lens. A character can expend one use of Channel Divinity to force divine power into
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
one of the faces without first asking the face to open its mouth must make a DC 17 Dexterity (Sleight of Hand) check. On a failed check, the creature takes 11 (2d10) bludgeoning damage as the mouth
succeed on a DC 12 Constitution saving throw or have the poisoned condition for 8 hours. Treasure. The elf corpse carries a silvered rapier and wears Bracers of Defense. L8: Stinking Cave Arash Radkia
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
tries to retrieve a gem from one of the faces without first asking the face to open its mouth must make a DC 17 Dexterity (Sleight of Hand) check. On a failed check, the creature takes 11 (2d10
carries a silvered rapier and wears Bracers of Defense. L9: Stinking Cave Arash Radkia Three hungry trolls pass the time in their foul-smelling cave This reeking cave is filled with rotting vegetation
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
troops of the legion. They are adept at breaking up mobs and organized lines of defense. Sometimes described as living thunderstorms, reckoners charge their bodies with lightning that bursts forth in
, Sleight of Hand +4, Stealth +4
Senses darkvision 30 ft., passive Perception 13
Languages Common plus any one language
Challenge 1 (200 XP)
Cunning Action. On each of its turns, the thought spy
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
hollow is a leather sack containing 400 gp and a locked wooden box. As an action, a character can pick the lock with a successful DC 20 Dexterity (Sleight of Hand) check using thieves’ tools. The box
croak angrily in defense of their eggs. A character can use an action to try to calm the toads, doing so with a successful DC 15 Wisdom (Animal Handling) check. Once calmed, the toads allow the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. They fight only in self-defense. They are apprentice wizards (see appendix B), with these changes: They are neutral. They have these racial traits: Their walking speed is 25 feet. They have advantage on
can unlock each shackle with a successful DC 15 Dexterity check using thieves’ tools, and a creature shackled to the chair can slip free of these bonds with a successful DC 25 Dexterity (Sleight of