Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'front score'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        from score
                                    
                                
                                    
                                        frost score
                                    
                                
                                    
                                        font score
                                    
                                
                                    
                                        foot score
                                    
                                
                        
                    
                
                        
                                                     Magic Items
                                                    Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     heavily muscled warrior, and its great helm is unusual in that it has no openings — only a broad glass plate in the front with a second piece of glass above it. Strange plates, tubing, and large
                                                
                                            
                                                
                                                     crystal.
While wearing this armor, you gain the following benefits:
You have a +1 bonus to AC.
Your Strength score is 18 (this has no effect if your Strength is already 18 or higher).
You have
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     building’s three points of entry — a front door, a large warehouse loading door, and a painted-over window — are locked. The front door has a sliding peephole that can be opened from the inside. Either of the
                                                
                                            
                                                
                                                     (Perception) score of 16 or higher can hear. These kenku are all that remain of the Xanathar Guild force that murdered almost everyone in the warehouse after the five Zhentarim thugs captured Renaer
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
                                                    
                                                
                                            
                                                     (Perception) check. See area B1 for more information. A staircase hidden by bushes at the top of the cliff leads to area B5. A character on top of the cliff with a passive Wisdom (Perception) score of 15 or
                                                
                                            
                                                
                                                     entering her lair through the windows, she assumes they are thieves and attacks. The final entrance to the shrine is hidden beneath the waves. A character with a passive Wisdom (Perception) score of 18
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     front lines in the war against it, seeking to sunder Lolth’s web. Ability Score Increase. Your Charisma score increases by 1. Superior Darkvision. Your darkvision has a radius of 120 feet. Sunlight
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    ., Fly 80 ft.
    Ability Score Mod Save   Str 18 +4 +4 Dex 15 +2 +2 Con 16 +3 +3     Ability Score Mod Save   Int 2 −4 −4 Wis 13 +1 +1 Cha 8 −1 −1   
 Skills Perception +5
 Senses Darkvision 60 ft
                                                
                                            
                                                
                                                    . If the target is a Medium or smaller creature, it has the Grappled condition (escape DC 14) from both of the griffon’s front claws.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     brought him to Kalaman, where he happily finds himself on the front line of an invasion. Hrigg Roundrook
 1st-Level Spellcaster (Healer); 
 Medium Humanoid (Dwarf), Lawful Good
 Armor Class 16
                                                
                                            
                                                
                                                     evil and good. 4th 27 (5d8 + 5) Ability Score Improvement. Hrigg’s Wisdom score increases by 2, raising the modifier by 1, so increase the following numbers by 1: his spell save DC and the bonus to hit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    Special Delivery This encounter occurs while the characters are inside Argynvostholt. Those who have a passive Wisdom (Perception) score of 11 or higher hear the clopping of horse hooves and the
                                                
                                            
                                                
                                                     crunch of wagon wheels on gravel. A cart pulled by a draft horse and driven by a mad Vistana named Kolya (CN male human bandit) stops in front of the mansion. After relieving himself on the statue of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    . Ability Score Increase. Your Strength score increases by 2, and your Dexterity score increases by 1. Age. Bugbears reach adulthood at age 16 and live up to 80 years. Alignment. Bugbears live on the
                                                
                                            
                                                
                                                     has the following racial traits. Ability Score Increase. Your Dexterity score increases by 2, and your Constitution score increases by 1. Age. Goblins reach adulthood at age 8 and live up to 60 years
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     races—a reason for the monstrous races to be used in a campaign with care. Bugbear Traits Your bugbear character has the following racial traits. Ability Score Increase. Your Strength score increases by
                                                
                                            
                                                
                                                     2, and your Dexterity score increases by 1. Age. Bugbears reach adulthood at age 16 and live up to 80 years. Size. Bugbears are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    , and all seem anxious and frustrated.
 The crowd’s displeasure stems from the crimes happening around town. Characters who have a passive Wisdom (Perception) score of 13 or higher can pick out the
                                                
                                            
                                                
                                                     front and promises to pay them another 150 gp each upon completing their investigation. If a character uses Harbin’s fear as leverage and succeeds on a DC 11 Charisma (Intimidation or Persuasion
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     assembled from scrap iron on both sides of the chamber. A spiral path circles into the center of the room, marked off by small stone pylons.
 Two derro stand by a large cauldron in front of a tent near
                                                
                                            
                                                
                                                     appearances to the contrary. Characters hoping to sneak past them must succeed on Dexterity (Stealth) checks contested by the bears’ passive Wisdom (Perception) score of 13. On their first turn, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    The Old Dartwild Cabin As the characters approach the cabin, read the following text: The front door of the cabin is wide open, and a rotten stench emanates from it. A noise behind you signals the
                                                
                                            
                                                
                                                     Common, and has an Intelligence score of 10; he otherwise uses the zombie stat block. Bard’s Quest Frody didn’t intend to frighten away the cabin’s proper owners, but his appearance can’t be helped
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     collapsed and fallen on the temple’s black marble floor, in front of an open doorway. The walls of the temple are sheathed in amber, and the doors leading from it are made of amber as well. Arched
                                                
                                            
                                                
                                                     amber glaze that covers the temple walls makes these arrow slits difficult to spot. Characters who have a passive Wisdom (Perception) score of 12 or higher notice them. Creatures behind the arrow slits
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Green Dragons Green Dragon Wyrmling Medium Dragon (Chromatic), Lawful Evil
 AC 17 Initiative +3 (13)
 HP 38 (7d8 + 7)
 Speed 30 ft., Fly 60 ft., Swim 30 ft.
     Ability Score Mod Save 
    Str
                                                
                                            
                                                
                                                      15  +2  +2 
  Dex  12  +1  +3 
  Con  13  +1  +1 
      Ability Score Mod Save 
    Int  14  +2  +2 
  Wis  11  +0  +2 
  Cha  13  +1  +1 
   
 Skills Perception +4, Stealth +3
 Immunities
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     actively looking for a trap can attempt a Wisdom (Perception) check against the trap's DC. You can also compare the DC to detect the trap with each character's passive Wisdom (Perception) score to
                                                
                                            
                                                
                                                     sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it's trapped. Rather than
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     as they approach, screeching as the hinges move. The gates close behind the characters after they pass through. If the characters are riding in Vistani wagons, the gates open in front of the lead
                                                
                                            
                                                
                                                    , such as scratch marks on a nearby wall or footprints leading to it, a character with a passive Wisdom (Perception) score of 15 or higher notices the secret door. Otherwise, finding a secret door
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     actively looking for a trap can attempt a Wisdom (Perception) check against the trap’s DC. You can also compare the DC to detect the trap with each character’s passive Wisdom (Perception) score to
                                                
                                            
                                                
                                                     sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it’s trapped. Rather than
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     gain surprise in the blizzard. Characters who have a passive Perception score of 16 or higher aren’t surprised. The bugbears were sent by Xanathar to retrieve a prisoner being held in the Zhent safe
                                                
                                            
                                                
                                                     characters first enter the alley, Avareen is in the front doorway of the house, handing the Stone of Golorr to a high-ranking Zhent named Vevette Blackwater (CE female Tethyrian human swashbuckler; see
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     there so the village can send word to her troops as needed. She asks Becklin to join her at the front. She hopes if a Knight of Solamnia appears on the field, the enemy will hesitate to provoke the
                                                
                                            
                                                
                                                     past the Ironclad Regiment, the villagers have protection. Becklin’s Request During the conversation about battle plans, the character with the highest passive Wisdom (Insight) score realizes Becklin
                                                
                                            
                                        
                                                     Magic Items
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     violates the unicorn’s alignment, the unicorn immediately vanishes.
You grow a unicorn horn.
10
A specialized clockwork compass floats in front of you. You can name one character, place, or
                                                
                                            
                                                
                                                     in front of you, and points toward you. The DM determines whether a creature currently looking for you is drawn to your location. Additionally, when a creature attacks you for the first time during
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     the building’s front, slimy steps ascend to an entry arch.
 The shrine to the trickster god Papazotl (represented by an eblis) contains one of nine puzzle cubes needed to enter the Tomb of the Nine
                                                
                                            
                                                
                                                     have a combined Strength score of 20 or higher to force it open. 16C. Chamber of Command An empty pedestal stands in the middle of this chamber. Six statues face it from alcoves on the walls. They
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    , ghostly brain looms in front of the room’s only exit, several razor-sharp claws dangling from its underside. It pulses with alien power as it telepathically intones, “You have stampeded through my
                                                
                                            
                                                
                                                     within 100 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one’s Intelligence score, but can’t sense anything else about
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     problem, the more force you apply. 3 You stand tall and strong so that others can lean on you. 4 You maintain an intimidating front. It’s better to prevent fights with a show of force than to harm others
                                                
                                            
                                                
                                                    .  Eladrin Traits Eladrin have the following traits in common, in addition to the traits they share with other elves. Choose your eladrin’s season: autumn, winter, spring, or summer. Ability Score
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     weight in performance bonuses. Sign of Success Every rogue has a story about that one big score. With enough ales and a bit of prompting, you can easily be convinced to tell the tale, highlighting all
                                                
                                            
                                                
                                                     the drama and derring-do. But the tale is so much better for the telling if you can highlight it with visual aids. You carry a trophy from that big score, which you pull out when the occasion demands
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     Winding Way are denoted by letters on the map. Each type is described below. A. Trip Wire A wire stretches across the floor at ankle height. A character who has a passive Perception score of 16 or higher
                                                
                                            
                                                
                                                     image cast at 6th level). A character who has a passive Perception score of 19 or higher notices the illusory floor shimmering slightly. A creature that falls into the pit takes 22 (4d10) acid damage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    , as does obtaining a flying mount. Feathergale Rebel The character has been sent to retrieve a Waterdhavian noblewoman. Savra Belabranta is currently guarding the front gate of Feathergale Spire. The
                                                
                                            
                                                
                                                     for defeating Lyzzie Calderos in area E29 of the Temple of Eternal Flame and again for defeating Vanifer. Settle a Score Marauders in stony armor robbed the character’s friends or family and left the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                    ) The Mountain Door. This is the front entrance to the Glitterhame. The old dwarf-path leads up to a bare shoulder of rock and then turns into a deep cleft in the hillside. If the characters enter this
                                                
                                            
                                                
                                                     smoke finds the rock chimney with a successful DC 10 Wisdom (Perception) check. If the characters pass nearby without searching, anyone who has a passive Perception score of 15 or higher notices the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     one of those leading north. One tunnel leading north and both tunnels stretching south—one of which Awa escaped from—are still open. Read the following text as the characters approach: Just in front
                                                
                                            
                                                
                                                     wounds.
 As the party approaches the turntable, characters who have a passive Wisdom (Perception) score of 14 or higher hear skittering emanating from a nearby tunnel. Characters who have lower scores
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     humans and safe to climb. After climbing the stairs for 1,000 feet, the characters stand in front of the tower’s entrance, on a cloud that feels as firm and safe as solid ground. If the characters
                                                
                                            
                                                
                                                     is a cloud giant, with the following changes: Zephyros is neutral good. He has an Intelligence score of 18 (+4) and the Spellcasting action option described below. He carries a giant-sized staff of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     informed about everything that happens in town. Ernst knows Lady Wachter’s secrets, and he would blackmail her in a heartbeat if their relationship went sour. N4a. Front Door and Vestibule The front door
                                                
                                            
                                                
                                                     knock on the front door, a servant opens a small window cut into the door at eye height and asks their business. Suspicious-looking strangers aren’t invited inside, in case they’re vampires. The front
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     find Maxeene, a draft horse with an Intelligence score of 10, with a successful DC 13 Intelligence (Investigation) check. Maxeene speaks Common, and characters must try to convince her that they’re
                                                
                                            
                                                
                                                     they’re up against. Uza lends them the keys to the front and back doors of her shop. Characters find the interior in shambles and hear a cat meowing on the third floor. The sounds are coming from the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    , which opens silently. Trap. Any character who has a passive Wisdom (Perception) score of 15 or higher notices the floor is unusually clean in a 10-foot square in front of the gem crates. When a
                                                
                                            
                                                
                                                     wall lead into the vault.
 Guards. Two guards watch the unlocked front door while sitting in the lobby’s chairs. Though suspicious of people trying to get in, they’re accustomed to confused people
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     who has a passive Perception score of 13 or higher and examines the floor in front of the curtains notices some abrasions on the stone floor in the southwest corner. If the characters pull back the
                                                
                                            
                                                
                                                     one and three feet tall. Standing against the northern wall are two life-size statues. One is a robed skeleton holding a large scythe, and the other is a medusa. On the floor in front of these statues
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     scouted the grounds, any character in the baths (area T5) who has a passive Wisdom (Perception) score of 13 or higher spots the ruined stone building behind the trees. Characters who travel from the
                                                
                                            
                                                
                                                     down on the path by which the faithful would have approached. Stone doors at the front of the shrine appear to be sealed shut by some sort of thick, clear resin. A faint inscription is still visible
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
                                                    
                                                
                                            
                                                    Introducing Characters To run this adventure, first present the character sheets in front of the players and read the following text, which covers the basics of a character sheet. You should use the
                                                
                                            
                                                
                                                     stamina; Intelligence is reasoning and memory; Wisdom is perceptiveness and mental fortitude, and Charisma is confidence, poise, and charm.
 Each ability has a score from 1 to 20, although your
                                                
                                            
                                        





