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Returning 35 results for 'most scores with only advanced for for leads'.
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Magic Items
Dungeon Master’s Guide
makes a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature
Undead of the DM’s choice. Its sarcophagus contains treasure of the DM’s choice.
96–00
A giant beanstalk sprouts, growing to a height of the DM’s choice. The top leads where
Magic Items
Curse of Strahd
Saint Markovia’s thighbone has the properties of a mace of disruption. If it scores one or more hits against a vampire or a vampire spawn in the course of a single battle, the thighbone
one.
Suffused with confidence born of righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to the parapets. In the end, Markovia never returned to Barovia
Magic Items
The Book of Many Things
feet.
Beast. You immediately transform into a random Beast with a CR of 5 or lower. Your game statistics—including your ability scores, hit points, and possible actions—are replaced by the
drawn. The precise location in the Feywild to which the fey crossing leads is determined by the DM.
Fiend. A powerful Fiend appears in a nearby unoccupied space and offers you a deal. The precise
Bag of Beans
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores
leads where the GM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence.
Backgrounds
Ghosts of Saltmarsh
how you survived a particular battle. Every arrow and bolt missed you. You slew scores of enemies single-handedly and led your comrades to victory.
5
Stowaway. For days, you hid in the bilge
. Job.
3
I must set an example of hope for those who have given up.
4
I’m searching for a fellow marine captured by an elusive enemy.
5
Fear leads to tyranny, and both must be
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For example, if you play a young or very old character, your age could
explain a particularly low Strength or Constitution score, while advanced age could account for a high Intelligence or Wisdom.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
that has this trait increases one or more of a character’s ability scores. Age The age entry notes the age when a member of the race is considered an adult, as well as the race’s expected lifespan
. This information can help you decide how old your character is at the start of the game. You can choose any age for your character, which could provide an explanation for some of your ability scores. For
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Saint Markovia’s Thighbone Weapon (mace), rare (requires attunement) Saint Markovia’s thighbone has the properties of a mace of disruption. If it scores one or more hits against a vampire or a
her abbey. They confronted Markovia and were destroyed to a one. Suffused with confidence born of righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
remain there
Alien minerals and samples of rare ores line the shelves of this metallurgist’s laboratory. An advanced detention drone (use the shield guardian stat block) stands in the room’s
spell stored.
A secret door in an alcove in this room’s northeast corner leads to area 17.
Treasure. A set of smith’s tools can be assembled from the lab equipment. On the shelves is a total of 30
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
advanced intellect and a unique perspective on the world. She might strike a deal with the characters if they agree to find the brains and bring her one, allowing them to summon the ferry without paying her
decreases to ability scores) might then be usable by their original owners to reverse the decrease. If any of those owners are still alive, the stones might help guide the characters to them, allowing the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
week after the characters’ second Advanced Arcane History Exam and are held on the Rose Stage on Silverquill College. Map 3.5 shows the layout of the Rose Stage, and a full description of it can be
who moves as naturally as a cloud. A recent Strixhaven graduate, Nivall leads the students through 4 hours of dance lessons. First, though, Nivall asks everyone to choose their first dance partner or allow Nivall to pair them off.
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
largely indistinguishable from the faction’s detached, ghoulish living rank and file. Skall leads the Heralds of Dust as its factol, the highest-ranking position in the faction. A decrepit lich in an
advanced state of decay, he is the founder and oldest “living” member of the Heralds of Dust, a faction rumored to be as old as death itself. Skall generously lingers in this existence to guide souls
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
pillars that leads to a stone double door carved with foamy waves that part in the middle. Sections of the portico’s roof have fallen in, and palm trees and ferns sprout from between the cracked
flagstones. Scores of harmless lizards use the shaded areas of the portico as a den. East of the portico is a ten-foot-tall statue choked with vines. It has the head and torso of a woman and a twisting
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wall that contains the nalfeshnee carving has a secret door leading to area 3. The recessed wall that contains the dretch carving has another secret door, which leads to area 4. The dretch carving has
and circle around to warn the goblinoids in area 23 of intruders. The bugbears know the perils of the western tunnel (area 21) and avoid it. Characters whose passive Wisdom (Perception) scores equal or
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
have high Intelligence and Charisma scores, as well as proficiency with water vehicles and the Intimidation and Persuasion skills. First Mate. This specialist keeps the crew’s morale high by providing
) provides technical advice to the captain and crew and leads repair and maintenance efforts. A good bosun has a high Strength score, as well as proficiency with carpenter's tools and the Athletics skill
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
enter. The floors are littered with broken shingles, bird droppings, wrecked furnishings, and other detritus, and scores of pigeons roost in the moldy rafters. W7. Secure Apartment The north door to
to the bed, an unlocked door in the west wall leads to area W8.) The window was recently repaired and quietly swings open on oiled iron hinges. Across from the window, against the wall, stands a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 Force damage from an internal explosion. 91–95 A pyramid with a 60-foot-square base bursts upward. Inside is
of the DM’s choice. The top leads where the DM chooses, such as to a great view, a cloud giant’s castle, or another plane of existence. Conceptopolis Bag of Beans
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 Force damage from an internal explosion. 91–95 A pyramid with a 60-foot-square base bursts upward. Inside is
of the DM’s choice. The top leads where the DM chooses, such as to a great view, a cloud giant’s castle, or another plane of existence.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. 91–99 A pyramid with a 60-foot
of the DM’s choice. 00 A giant beanstalk sprouts, growing to a height of the DM’s choice. The top leads where the DM chooses, such as to a great view, a cloud giant’s castle, or a different plane of existence.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
white, leathery wings.
A tunnel at the back of the skull leads to Tiamat’s lair. The devils nesting within the skull, the abishai, are believed to carry out her bidding — or perhaps guard over her
without an army. Abishai of all colors nest in the sulfurous caves behind the skull, and scores of white abishai pour forth to counter any assault or invasion. The infernal war machine parked next to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
clothesline aren’t particularly well made or valuable. The line leads to Bavlorna’s cottage (area D12), which is heavily obscured by the thick fog. The line can support up to 200 pounds of additional
; a speed of 30 feet; and immunity to fire, poison, and psychic damage. A coal’s Dexterity is 20, its Constitution is 10, and its other ability scores are 1. Throwing a bucket of water on a coal
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. 91–99 A pyramid with a 60-foot
of the DM’s choice. 00 A giant beanstalk sprouts, growing to a height of the DM’s choice. The top leads where the DM chooses, such as to a great view, a cloud giant’s castle, or a different plane of existence.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, often relying on the roll of a die to determine the results of an action.
3. The DM narrates the results of the adventurers’ actions. Describing the results often leads to another decision point
scores. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, and they typically range from 3 to 18 for most adventurers. (Monsters might have scores as low as 1 or as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Books. The room is cluttered with stacks of books, most of them caked with dust (see “Books” below).
Desk and Chair. A path between the books leads from the door to an old desk and chair by the
history (see “Dungeon History”) as well as the ways in which the dungeon affects magic (see “Alterations to Magic”). Ezzat’s advanced understanding of this lore is what enabled him to create such
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
counterfeit objects at your discretion. If the adventurers ask Jerr to be a guide, he happily takes the job for 1 gp. He then leads the characters straight into an ambush by a gang working for the
unusual skeleton with these changes: She has Intelligence and Charisma scores of 14 (+2). She can speak Common. Jelayne isn’t aware that she’s undead. Even though the last of her flesh is constantly
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(Xanathar’s symbol).
Hammocks. Fifteen leather hammocks are hooked to stone brackets that protrude from the walls at regular intervals.
Secret Door. A secret door in the west wall leads to area
, scale armor, and chain mail, as well as scores of shields, battleaxes, morningstars, warhammers, war picks, and javelins. Most of these items have deteriorated to the point of being useless and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Operator leads or organizes a team of agents in the field. Like a military officer, the Operator issues orders and bears responsibility for the agents on the team. High Charisma and Intelligence scores
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
leads down into the caverns below, and a thin stream of smoke rises through it. The smoke spreads out and isn’t easy to pinpoint in the rugged terrain. A character who searches for the source of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
into tiny pieces, throws the scraps into the air like confetti, and gives the party a long stare. If the characters offer to kill the faerie dragon, the homunculus leads them to area 25b, reaches into
usable as an arcane focus. Maddgoth took the spellbooks from scores of dead wizards and used them to construct the desk and chair for himself. Any character who examines the furniture can quickly
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
past comrades may think you’re dead. 4 Juggernaut. No reasonable explanation can explain how you survived a particular battle. Every arrow and bolt missed you. You slew scores of enemies single
fellow marine captured by an elusive enemy. 5 Fear leads to tyranny, and both must be eradicated. 6 My commander betrayed my unit, and I will have revenge. Marine Flaws d6 Flaw 1 I grow combative
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Caves of Hunger Locations (H11-H21) H11. Den of Shadows Naturally formed stairs lead up to area H9 and down to area H15. A wide passage to the east leads to area H13, with a branching tunnel to area
staircase leading down to area H17. A similar staircase in the south tunnel leads down to area H16. H14. Ice Sculptures Peering into this ten-foot-high cavern, you come face to face with an army of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
gate. Another one is to the east, behind a set of doors and a secret door, in the passage that leads to the Halls of Conditioning. 75. Dragon Turtle Prison If the dragon turtle occupies this area
from the Pools of Devotion. To the south, a white gate stands in the corridor that leads to the Flesh Golem Mortuaries. 79. Bone Pool The floor of this sweltering chamber and its pool are spread with
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Copper tubing in long coils leads from one kettle to the next. Several large wooden casks stand at the south end of the room, and shelves on the eastern wall hold scores of brown bottles sealed with
Monastery Locations M1. Passage of Stone When the characters arrive at the Sacred Stone Monastery, read the following text: A trail leads into an ever-narrowing defile between bluffs of wind-sculpted
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
aerial view of the tower and its exterior buttresses. T4: Energy Field Nine blue crystalline columns crackle and hiss as lightning arcs unpredictably between them. A double door leads to another room to
the north, and a smaller door leads to the stairs down.
This chamber functions as a defense for the tower and part of the tower’s broader magical systems. Lightning. When a creature enters this area
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
camouflaged, they have advantage on Dexterity (Stealth) checks made to hide. Characters whose passive Wisdom (Perception) scores are higher than the berserker’s Dexterity (Stealth) check can spot the
through the wilderness. Evil druids left this trail. Following it in either direction leads to a spiked pit (see “Sample Traps” in chapter 5 of the Dungeon Master’s Guide). A thin tarp made of twigs






