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Returning 35 results for 'fails the rope'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
fisher filaments can be woven into rope that is thin, tough, and nearly invisible. The creature’s shell is used in the manufacture of tools, armor, and jewelry. Its blood is alcoholic and tastes
), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage). A weapon that fails to sever it becomes
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Legendary Resistance (3/Day). If the ki-rin fails a saving throw, it can choose to succeed instead.
Magic Resistance. The ki-rin has advantage on saving throws against spells and other magical
made of soft, plant-based material—including manufactured objects like pillows, rope, blankets, and clothing—that can collectively fill no more than a 20-foot cube. The objects materialize
Ki-rin
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
form, major image (6th-level version), wind walk
1/day: create food and water
Legendary Resistance (3/Day). If the ki-rin fails a saving throw, it can choose to succeed instead.
Magic Resistance. The ki
, pillows, rope, blankets, and clothing — to fill a cube 20 feet on a side. The second version permanently creates enough objects made of wood, or similarly hard plant-based material, to fill a cube
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
within 15 feet of the light’s source while the remaining kindori keep their distance. Lassoing and Riding a Kindori A character who has a rope can use an action to try to lasso a kindori, treating the
rope as an improvised ranged weapon. Alternatively, a character within reach of a kindori can to try to climb onto its body as an action, doing so with a successful DC 15 Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
in the tunnel to make a DC 10 Strength saving throw. Any creature that fails the save is flushed into area 12, taking 5 (2d4) bludgeoning damage as it plunges down the nearest blow hole. If the
creature is secured by a rope, it is swept away only as far as the rope allows but still takes damage. A character flushed into area 12 can make a DC 15 Dexterity check to ride a wave back up through one
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
mountain: a sheer cliff they must scale. Climbing the cliff requires each character to succeed on a DC 15 Strength (Athletics) check. If the characters rope themselves together, they can instead make a
group check, succeeding as a group if at least half of them succeed on the check. Each character who fails the check—or every character, in the case of a failed group check—falls 60 feet.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
potentially useful, but not particularly valuable. Open Pit. Climbing up or down the wall of the pit without a rope requires a successful DC 15 Strength (Athletics) check. A character who fails the check
supplies, you see the body of a dwarf miner, dead for at least a week.
The northeastern section of the cavern has collapsed, forming a ten-foot-wide, twenty-foot-deep pit. A sturdy hemp rope is tied off
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
created by rope trick) are subject to the same restrictions as magic cast in the tomb. Modified Spells Spells Effect Antimagic field This spell does not prevent the spirits of trickster gods from
inhabiting hosts. The spell also has no effect on the Soulmonger. Arcane gate Any creature that tries to enter or leave the tomb using this spell appears in area 57. Astral projection This spell fails if
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Archais there several times while the wizard was alive. If all else fails, he can guide the characters to the proper location — flying ahead and circling the site. The Pit of Hatred is two miles
along quite a lot of rope. Certain items in that treasure are invaluable to a party that plans to investigate the wreck, but the characters might also require and seek out additional resources before
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creature fails a saving throw, the creature suffers a harmful effect. When an ability check equals or exceeds the DC, the check succeeds. As a DM, you have a variety of flourishes and approaches you
can take when adjudicating success and failure to make things a little less black-and-white. Success at a Cost Failure can be tough, but the agony is compounded when a character fails by the barest
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
breaks out in the main cavern, the two bugbears in the rift climb up the ropes to join the fray. Rift. The rift is 20 feet deep. Climbing up or down without using a rope requires a successful DC 10
Strength (Athletics) check. A creature that fails the check by 5 or more falls and takes 1d6 bludgeoning damage per 10 feet fallen, landing prone at the bottom. Developments If two or more bugbears are
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
or Utilize action. Armor Class. The Object Armor Class table suggests ACs for various substances. Object Armor Class AC Substance 11 Cloth, paper, rope 13 Crystal, glass, ice 15 Wood 17 Stone 19
, such as castle walls, often have extra resilience represented by a damage threshold. See also “Damage Threshold.” No Ability Scores. An object lacks ability scores unless a rule assigns scores to the object. Without ability scores, an object can’t make ability checks, and it fails all saving throws.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
or Utilize action. Armor Class. The Object Armor Class table suggests ACs for various substances. Object Armor Class AC Substance 11 Cloth, paper, rope 13 Crystal, glass, ice 15 Wood 17 Stone 19
, such as castle walls, often have extra resilience represented by a damage threshold. See also “Damage Threshold.” No Ability Scores. An object lacks ability scores unless a rule assigns scores to the object. Without ability scores, an object can’t make ability checks, and it fails all saving throws.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
. A surefire way of getting in is to tie a grappling hook to an arrow and shoot the arrow up through the hole. This method never fails to anchor the hook on something, for Xipe grabs the rope once it is
block regarding other humanoids fails, and the panther attacks any such creature it can see. If it can see no target, the bewildered panther resumes its pacing. Treasure. Almost all the weapons around the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Object Armor Class table provides suggested AC values for various substances. Object Armor Class Substance AC Cloth, paper, rope 11 Crystal, glass, ice 13 Wood, bone 15 Stone 17 Iron, steel 19
particular object or substance than others. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Object Armor Class table provides suggested AC values for various substances. Substance AC Cloth, paper, rope 11 Crystal, glass, ice 13 Wood, bone 15 Stone 17 Iron, steel 19 Mithral 21 Adamantine 23
. For example, bludgeoning damage works well for smashing things but not for cutting through rope or leather. Paper or cloth objects might be vulnerable to fire and lightning damage. A pick can chip away
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
proven true when the demon lord Demogorgon emerged from the Clawrift, obliterating the rope bridges that once extended across it. Bregan D’aerthe spies are assessing the damage from their base in a ruined
60 feet below the lip of the rift. Characters can scale the cleft wall with a successful DC 10 Strength (Athletics) check, as there are abundant handholds. Any character who fails the check by 5 or more falls.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
and destroyed. If a character fails the saving throw, another character within reach, or any character bound to the first character by a rope, can use his or her reaction to grab on and grant the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
character’s skill or tool proficiencies applies. Trying Again Sometimes a character fails an ability check and the player wants to try again. In many cases, failing an ability check makes it impossible to
ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails. Group checks aren’t appropriate when one character’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
3. Kubazan’s Shrine A rectangular pool of murky water stretches before this vine-draped shrine. Rope bridges that once spanned the water float on the surface, tangled with other debris. The shards of
to pursue prey. The shattered monolith is slippery with moss, and the rotted rope bridges sink as soon as anyone steps on them. Any character who jumps across the stepping stones must succeed on a DC
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
7. Ilvara’s Quarters A rope ladder leads down from the shrine into this chamber, which serves as private quarters to Mistress Ilvara, priestess of Lolth and commander of Velkynvelve. Inside, the
. The victim takes 1 piercing damage and must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
can be woven into rope that is thin, tough, and nearly invisible. The creature’s shell is used in the manufacture of tools, armor, and jewelry. Its blood is alcoholic and tastes like strong liquor
damage). A weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament deals no damage to the cave fisher. The filament crumbles away if the cave fisher takes this bonus action again.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
when rain or darkness limits visibility. If these precautions aren’t taken, have the party make a DC 12 group Dexterity (Stealth) check. If the group check fails, the pterafolk mount an attack from
death. Not far away, the characters find another body, and a third, and so on as they scan around the base of the tower. This same fate awaits any character captured by the pterafolk. The rope-and-wood
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
(Athletics) checks to climb. Anchoring a rope at the top of the shaft reduces the check DC to 5. A careful climber can easily avoid the fire on the way down. If a character’s check fails by 5 or more, the
area 4 fire at any exposed characters in area 1 if they have been alerted by the sentries. Wark and Thark flee through the door into area 3.
Round 3. Wark and Thark cross the rope bridge in area 3
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, cave fisher filaments can be woven into rope that is thin, tough, and nearly invisible. Cave fisher meat is edible, tasting much like crab cooked in strong wine. The creature’s shell is used in the
fails to sever it becomes stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament deals no damage to the cave fisher, which can extrude a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to sit level on the sloping track, but they look odd on level ground. A heavy draw rope and harness are hooked to the back of each cart so that a trained dinosaur could pull the heavy load up the
, the tracks are set to bypass all the sidings and run straight through to the bottom. Some carts’ brakes are in better condition than others. If a brake fails, the cart races out of control round and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
) check to untangle them. A crew member named Streams (CG female halfling commoner) provides advice to any character attempting this task. A character who fails is tangled up and takes 3 (1d6
successful DC 13 Strength (Athletics) check helps first mates Travis and Benham secure the casks. If a character fails, they are slammed by an errant cask and take 3 (1d6) bludgeoning damage. Wave
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. The standard design of an Acquisitions Incorporated-grade airship features an enormous balloon covered in a rope net. Trailing lines connect the balloon to the vessel of metal and wood suspended
, Wisdom, and Charisma. If a vehicle has a 0 in a score, it automatically fails any ability check or saving throw that uses that score. How a vehicle is crewed and what actions it can take on its turn are
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the other side of the stream.
Characters using a light source or darkvision can spot the rope bridge at area H5: In the shadows of the ceiling to the north, you can just make out the dim shape of a
rope bridge crossing over the passage ahead of you. Another passage 20 feet above the floor appears to intersect this one.
Any character with a passive Wisdom (Perception) score of 12 or higher and
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
comparison.
The ship’s sails are patchworks of mended canvas, while its hull seems barely held together by thick vines that bind it like rope. Its strangest feature is the full-grown tree that sprouts
succeeding on a DC 18 Charisma (Intimidation or Persuasion) check. The check is made with advantage if the characters refund the rest of Fel’s lease payment (400 gp). If the check fails, Fel is unmoved
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Armory and Stores This storage area seems orderly but neglected. On the floor near the south wall, lay coils of rope, piles of hides neatly lashed with cords, a heap of nails, and more.
The north
characters on sight. Stored Items. If the characters want to count all the items in here, they find the following supplies: Twenty-three lengths of rope Fifty hides of various sizes (2 gp each) Two hundred
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
convincing story. If the check fails, subsequent checks made by the characters to change its attitude have disadvantage. Gnolls Ravenous and horrifying are the gnolls that prowl Icewind Dale. Only their
Contests d4 Contest
1 Tug o’ War. Two teams grip opposite ends of a 50-foot-long rope: the goliaths on one side, the adventuring party on the other. The teams need not have the same number of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
hooks on the western wall hold fishing equipment: dozens of harpoons, nets, and coils of rope. Curtains made of stitched walrus hide hang over doorways at the north and south ends of the east wall. 1C
assembly instructions and can read Dethek (or has someone who can translate). If the check succeeds, the clockwork mule is assembled correctly. If the check fails, the character ends up with one or more
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, telepathy 120 ft.
Challenge 12 (8,400 XP) Proficiency Bonus +4
Legendary Resistance (3/Day). If the ki-rin fails a saving throw, it can choose to succeed instead.
Magic Resistance. The ki-rin has
conjures up one or more permanent objects made of soft, plant-based material—including manufactured objects like pillows, rope, blankets, and clothing—that can collectively fill no more than a 20-foot
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
(3/Day). If the ki-rin fails a saving throw, it can choose to succeed instead.
Magic Resistance. The ki-rin has advantage on saving throws against spells and other magical effects.
Magic Weapons
, rope, blankets, and clothing — to fill a cube 20 feet on a side. The second version permanently creates enough objects made of wood, or similarly hard plant-based material, to fill a cube 10 feet on a






