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Returning 35 results for 'fail skills'.
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family skills
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Firbolg
Legacy
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Species
Volo's Guide to Monsters
formidable skills with weapons and druidic magic.
Humble Guardians
Firbolgs love nothing more than a peaceful day spent among the trees of an old forest. They see forests as sacred places, representing the
tactics fail, the firbolgs take more direct action. Their observations of a settlement determine what happens next. If the outsiders seem peaceful, the firbolgs approach and gently ask them to leave, even
Magic Items
The Book of Many Things
takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the chosen number, the remaining number of cards fly
unconscious condition, and must begin making death saving throws. Spells and other magical effects that restore hit points have no effect on you until you are stabilized. If you fail three death saving throws
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
)
INT
14(+2)
WIS
13(+1)
CHA
11(+0)
Skills Perception +3, Stealth +8
Senses passive Perception 13
Languages Common, Elvish, Sylvan
Challenge 1/4 (50 XP)
Actions
Longsword
Charisma saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw.
Invisibility. The sprite magically turns invisible until it
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
be more successful doing. Their skills are listed and described on your character sheet.
When your character does something that could succeed or fail, I’ll have you roll one of these 20-sided dice
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Wis 13 +1 +1
Cha 11 +0 +0
Skills Perception +3, Stealth +8
Senses Passive Perception 13
Languages Common, Elvish, Sylvan
CR 1/4 (XP 50; PB +2)
Actions
Needle Sword. Melee
start of the sprite’s next turn.
Heart Sight. Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can see (Celestials, Fiends, Undead automatically fail the save). Failure: The sprite
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
pools to track down trespassers and drive them out. Wardens wield weapons and shields fashioned from the husks of giant beetles, snapping turtles, and other mighty creatures. When these tools fail them
Skills Stealth +5, Survival +5
Gear Shield
Senses Passive Perception 11
Languages Common, Draconic, Primordial (Terran)
CR 1 (XP 200; PB +2)
Traits
Hold Breath. The lizardfolk can hold its
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
(+2)
WIS
13 (+1)
CHA
11 (+0)
Skills Perception +3, Stealth +8
Senses passive Perception 13
Languages Common, Elvish, Sylvan
Challenge 1/4 (50 XP)
Actions
Longsword
saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw.
Invisibility. The sprite magically turns invisible until it attacks
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
on Dexterity and proficiency in skills such as Acrobatics, Sleight of Hand, and Stealth to get in to a target location, take valuables, and get out without being noticed. Some Burglars specialize in
are natural Burglars, but anyone else with the right combination of skills and abilities can do the job. Mastermind. Somebody has to be the brains of any criminal operation—that’s where the Mastermind
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Blade Lieutenant Blade lieutenants lead subordinates on raids on behalf of the Lord of Blades. Soldiers who fail to meet a lieutenant’s demands are harshly disciplined. Blade Lieutenant Medium
)
CHA
17 (+3)
Saving Throws Int +6, Cha +7
Skills Insight +6, Intimidation +7, Perception +6
Damage Resistances poison
Condition Immunities exhaustion, poisoned
Senses passive Perception
Compendium
- Sources->Dungeons & Dragons->Monster Manual
release their grip and plummet, intent on impaling prey in a single strike. If they’re successful, piercers consume their meals and then slowly climb to a new ambush position. If they miss or fail to
Str 13 +1 +1
Dex 13 +1 +1
Con 16 +3 +3
Mod Save
Int 1 −5 −5
Wis 7 −2 −2
Cha 3 −4 −4
Skills Stealth +5
Senses Blindsight 30 ft
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
discarded cosmic purpose. When they fail to find answers, their unnatural cries cause reality to shudder, undermining magic and sane minds alike. Woe Strider
Large aberration, chaotic evil
Armor Class 17
)
Skills Intimidation +5, Perception +5
Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 15
Languages telepathy 120 ft.
Challenge 7 (2,900 XP)
Antimagic Cone. The woe
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
pass the test rise higher in the Spider Queen’s favor. Those that fail are transformed into driders — a horrid hybrid of a drow and a giant spider that serves as a living reminder of Lolth’s power
fate that awaits all who fail the Spider Queen. Drider
Large monstrosity, chaotic evil
Armor Class 19 (natural armor)
Hit Points 123 (13d10 + 52)
Speed 30 ft., climb 30 ft.
STR
16 (+3
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
are a Humanoid. Size. You are Small. Speed. Your walking speed is 30 feet. Fearless. You have advantage on saving throws you make to avoid or end the frightened condition on yourself. When you fail a
. Kender Aptitude. Thanks to the mystical origin of your people, you gain proficiency with one of the following skills of your choice: Insight, Investigation, Sleight of Hand, Stealth, or Survival
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
)
DEX
15 (+2)
CON
26 (+8)
INT
17 (+3)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws Dex +9, Con +15, Wis +11, Cha +10
Skills Perception +18, Stealth +9
attempts to read the dragon’s mind or glean its thoughts fail automatically.
Siege Monster. The dragon deals double damage to objects and structures.
Unusual Nature. The dragon doesn’t require air
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
15 (+2)
CON
22 (+6)
INT
15 (+2)
WIS
16 (+3)
CHA
14 (+2)
Saving Throws Dex +7, Con +11, Wis +8, Cha +7
Skills Perception +13, Stealth +7
Damage Immunities
the dragon’s mind or glean its thoughts fail automatically.
Siege Monster. The dragon deals double damage to objects and structures.
Unusual Nature. The dragon doesn’t require air.
Actions
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
series of tests designed to reveal any potential for treachery. Those who fail are slain, while those who pass receive secret training in the arts of magic and stealth. This indoctrination is a slow
.
STR
14 (+2)
DEX
16 (+3)
CON
15 (+2)
INT
14 (+2)
WIS
15 (+2)
CHA
11 (+0)
Skills Acrobatics +5, Athletics +4, Stealth +5
Senses darkvision 60 ft
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
characters can use Charisma checks (applying Persuasion, Intimidation, or perhaps Deception skills, as appropriate) to get it to accept a lower amount; each successful DC 15 check reduces the amount he
Merrow Lots of players will attack first. Other players will decide their characters attack if other approaches fail. When a player decides that their character attacks, their character acts first in
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
rampage, attempting to take over by force. Most such coups fail but are costly nonetheless. If a tanarukk does seize the leadership of a group, reckless raiding or even war is the course they inevitably
)
Skills Intimidation +2, Perception +2
Damage Resistances fire, poison
Senses darkvision 60 ft., passive Perception 12
Languages Abyssal, Common, plus any one language
Challenge 5 (1,800 XP
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
from the alleys and sewers to harry townsfolk from within the city while the ogres lay siege to the outer walls. Should their rodent allies fail them, chitterlords can also turn the tide of any
10 (+0)
CON
15 (+2)
INT
5 (−3)
WIS
12 (+1)
CHA
9 (−1)
Saving Throws Wis +3
Skills Animal Handling +3, Nature +1
Senses darkvision 60 ft., passive Perception 11
Languages
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority. Level 3: Bonus Proficiencies You gain proficiency with three skills of your choice. Level 3
Skill When you make an ability check or attack roll and fail, you can expend one use of Bardic Inspiration; roll the Bardic Inspiration die, and add the number rolled to the d20, potentially turning a failure into a success. On a failure, the Bardic Inspiration isn’t expended.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+0 +0
Skills Perception +3, Stealth +8
Senses Passive Perception 13
Languages Common, Elvish, Sylvan
CR 1/4 (XP 50; PB +2)
Actions
Needle Sword. Melee Attack Roll: +6, reach 5 ft
.
Heart Sight. Charisma Saving Throw: DC 10, one creature within 5 feet the sprite can see (Celestials, Fiends, and Undead automatically fail the save). Failure: The sprite knows the target’s emotions
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, unravel lies, and poke fun at self-important figures of authority. Bonus Proficiencies When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. Cutting Words
so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, unravel lies, and poke fun at self-important figures of authority. Bonus Proficiencies When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. Cutting Words
so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
13 (+1)
WIS
14 (+2)
CHA
14 (+2)
Skills Arcana +3, Deception
this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
10 +0 +0
Wis 13 +1 +1
Cha 11 +0 +0
Skills Perception +5, Stealth +5
Senses Darkvision 60 ft.; Passive Perception 15
Languages Blink Dog; understands Elvish and Sylvan but
14 +2 +2
Con 13 +1 +1
Mod Save
Int 8 −1 −1
Wis 11 +0 +0
Cha 9 −1 −1
Skills Stealth +6, Survival +2
Gear Hide Armor, Light Hammers (3)
Senses
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
steel predator slays its target and then voluntarily returns to Sigil, where it’s broken down into parts that can be used in another steel predator. Battle damage can cause this instinct to fail, however
22 (+6)
INT
4 (−3)
WIS
14 (+2)
CHA
6 (−2)
Skills Perception +7, Stealth +8, Survival +7
Damage Resistances cold, lightning, necrotic, thunder
Damage Immunities
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
predator. Battle damage can cause this instinct to fail, however, causing the steel predator to linger in the area, hunting and killing other creatures that resemble its target, that fit the target’s
)
CHA
6(−2)
Skills Perception +7, Stealth +8, Survival +7
Damage Resistances cold, lightning, necrotic, thunder
Damage Immunities poison, psychic; bludgeoning, piercing, and slashing from
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Con 25 +7 +13
Ability Score Mod Save
Int 6 −2 −2
Wis 13 +1 +7
Cha 14 +2 +2
Skills Perception +7, Survival +7
Resistances Cold, Fire, Lightning
Immunities
affected by unpredictable magic. Magic-users who fail in their attempts to bind elemental spirits to the bodies of Constructs might also accidentally create gray oozes.
Mark Behm
Gray Ooze
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
disks active, the characters must succeed on five DC 15 Charisma (Deception, Intimidation, or Persuasion) checks. Any character proficient in these skills can attempt a check or use the Help action to
other brains are destroyed or disconnected, the monastery’s systems begin to fail over a 24-hour period. When those systems fail completely after that point, the monastery plunges into the valley to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
+2
Con 16 +3 +3
Ability Score Mod Save
Int 18 +4 +4
Wis 18 +4 +4
Cha 18 +4 +4
Skills Arcana +12, History +12, Perception +8, Religion +12
Resistances
23 +6 +12
Cha 18 +4 +4
Skills Arcana +9, Perception +12, Religion +15
Resistances Necrotic, Radiant
Immunities Psychic; Charmed, Frightened
Senses Truesight 120 ft.; Passive
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
+ 14)
Speed 30 ft.
STR
13(+1)
DEX
12(+1)
CON
14(+2)
INT
16(+3)
WIS
13(+1)
CHA
11(+0)
Skills Arcana +5
Senses darkvision 60 ft., passive Perception 11
ironclad commitment to Maglubiyet’s will. A candidate for admission undergoes a series of tests designed to reveal any potential for treachery. Those who fail are slain, while those who pass receive secret
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
them.
Tasha
Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and
14 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
4 (-3)
WIS
10 (+0)
CHA
6 (-2)
Saving Throws Dex +1 plus PB, Con +2 plus PB
Skills Athletics +2 plus PB
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
two characters fail their checks, the successful characters can stop their fall and prevent disaster, but if more than half the party fails, the whole group falls. You could also apply this idea to
of a passive ability check to other abilities and skills. For example, if your game features a lot of social interaction, you can record each character’s Passive Insight score, calculated in much the same way as Passive Perception: 10 plus all modifiers that normally apply to a Wisdom (Insight) check.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
your senses. The symbiote speaks, reads, and understands two languages; one that you speak, as well as one appropriate to its nature. Choose one of the following skills: Arcana, Deception, History
it. When you fail a saving throw, you can choose to have your symbiote expend one of your Hit Dice to roll it and add the number rolled to the saving throw, potentially turning the failure into a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
INT
14 (+2)
WIS
13 (+1)
CHA
11 (+0)
Skills Perception +3, Stealth +8
Senses passive Perception 13
Languages Common, Elvish, Sylvan
Challenge 1/4 (50 XP)
Actions
Charisma saving throw, the sprite also knows the creature’s alignment. Celestials, fiends, and undead automatically fail the saving throw.
Invisibility. The sprite magically turns invisible until it






