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                        Returning 35 results for 'ready score'.
                    
                
                        
                            
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                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Creature Sense. The ulitharid is aware of the presence of creatures within 2 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 creature’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    , following the more experienced bard until you were ready to strike out on your own? Or did you attend a college where you studied bardic lore and practiced your musical magic? Perhaps you were a
                                                
                                            
                                                
                                                     ability score, followed by Dexterity. Second, choose the entertainer background. Third, choose the dancing lights and vicious mockery cantrips, along with the following 1st-level spells: charm person
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     nothing of interest or value. If characters poke around in this area, however, those with a passive Wisdom (Perception) score of 15 or higher notice that the doors between areas 2H, 2I, and 2K open and
                                                
                                            
                                                
                                                     been hammered between the door and the frame. Opening the door requires either a DC 10 Strength check or ten minutes spent carefully prying out the spikes. If the door is forced and no one is standing by ready to catch the spikes, they clatter noisily down the steps
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     nothing of interest or value. If characters poke around in this area, however, those with a passive Wisdom (Perception) score of 15 or higher notice that the doors between areas 2H, 2I, and 2K open and
                                                
                                            
                                                
                                                     has been hammered between the door and the frame. Opening the door requires either a DC 10 Strength check or ten minutes spent carefully prying out the spikes. If the door is forced and no one is standing by ready to catch the spikes, they clatter noisily down the steps.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     Citlán. Once the players are ready, describe their characters’ approach to the village. Read or paraphrase the following description: Clouds rush overhead and dust swirls across the road to the
                                                
                                            
                                                
                                                     group’s lookout; when he sees the characters, he assumes they’re either a rival band of bounty hunters or Paloma’s bandit allies. Characters who have a passive Wisdom (Perception) score of 12 or higher
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     structure ready to collapse. 2 An ambush by hungry ghouls or vampires. 3 A dreaded ruin that curses those who enter. 4 The lair of a predator, like a bear or wyvern. 5 Patches of brown mold* or green
                                                
                                            
                                                
                                                    )
    Ability Score Mod Save   Str 1 −5 −5 Dex 28 +9 +9 Con 10 +0 +0     Ability Score Mod Save   Int 13 +1 +1 Wis 14 +2 +2 Cha 11 +0 +0   
 Resistances Acid, Bludgeoning, Cold, Fire, Necrotic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     squares contain deep puddles of muddy water. Hidden within each puddle is a spring-loaded bear trap. A creature that has a passive Perception score of 13 or higher spots a trap before accidentally stepping
                                                
                                            
                                                
                                                     becomes attuned to the Stone of Golorr, it reveals the location of the Vault of Dragons, below a theater in the Castle Ward called the Pink Flumph, and the three keys that are needed to enter it. When the characters are ready to visit the location, proceed with encounter 6, “Theater.”
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     efforts to date have fallen short. Ghouls Any character with a passive Wisdom (Perception) score of 12 or higher hears and smells a ghoul pack approaching, consisting of 2d6 ghouls led by a ghast. The
                                                
                                            
                                                
                                                    , the skeletons are either lying on the ground or buried under it, ready to spring up when wayward explorers pass by. If the party is camped, the skeletons wander into the camp and attack. Specter The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     or Small Humanoid, Neutral Evil
 AC 14 Initiative +7 (17)
 HP 137 (25d8 + 25)
 Speed 30 ft.
     Ability Score Mod Save 
    Str  10  +0  +0 
  Dex  19  +4  +4 
  Con  12  +1  +1 
      Ability
                                                
                                            
                                                
                                                     Score Mod Save 
    Int  16  +3  +6 
  Wis  18  +4  +7 
  Cha  15  +2  +2 
   
 Skills Arcana +6, Perception +7, Religion +6
 Senses Darkvision 90 ft.; Passive Perception 17
 Languages Common
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     collection of an experienced artificer—you’re ready to move on. Otherwise, you can create a schema, but this takes time and skill. An arcane spellcaster uses Arcana to create schema. A divine caster uses
                                                
                                            
                                                
                                                     Religion, while a druid or ranger relies on Nature. You must have a minimum skill bonus—your proficiency bonus plus your ability score bonus—in order to develop a schema. You must maintain the minimum
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                     your choice. (This is included above.) Versatile. You gain an Origin feat of your choice. Skilled is recommended. (This is included above.) Feats Ability Score Improvement General Feat (Prerequisite
                                                
                                            
                                                
                                                    : Level 4+) Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. This feat can’t increase an ability score above 20. (This is included above.) Repeatable
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                     your choice. (This is included above.) Versatile. You gain an Origin feat of your choice. Skilled is recommended. (This is included above.) Feats Ability Score Improvement General Feat (Prerequisite
                                                
                                            
                                                
                                                    : Level 4+) Increase one ability score of your choice by 2, or increase two ability scores of your choice by 1. This feat can’t increase an ability score above 20. (This is included above.) Repeatable
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     seen a goliath, and fewer still to have forged a friendship with one. Goliaths love to compete and keep score, counting up their deeds and tallying their accomplishments to compare to what others
                                                
                                            
                                                
                                                     goliath character has the following traits. Ability Score Increase. Your Strength score increases by 2, and your Constitution score increases by 1. Age. Goliaths have life spans comparable to humans. They
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     doesn’t have ramps built into the field. “But practicing with them is fun!” she explains. “Plus, you’ll get better at the game! What’s not to love?” During Practice When the characters are ready to start
                                                
                                            
                                                
                                                     field to score a point. Participants can use magic or physical means to steal their opponents’ mascot and defend their own, but they can’t damage any participants, the mascots, the audience, or the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     throughout the night. When you’re ready to conclude this section, move on to the “Bakaris Defects” encounter.  Night Encounters   d4 Encounter   1 Six kapak draconians scale the walls and attack a group of
                                                
                                            
                                                
                                                     outside, possibly on Kalaman’s walls or the city streets. The character with the highest passive Wisdom (Perception) score sees a strange violet light in the sky. After they react, read the following
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     is the most likely to occur. 2 You preserve what you have. Better to be hungry today and have food for tomorrow. 3 Life is full of dangers, but you are ready for them. 4 A penny spent is a penny lost
                                                
                                            
                                                
                                                    .  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->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                    Curst Escape When the characters return to Valder’s shack, Fellik is ready to go. Valder gives his son a pouch containing 5 ep, and the pair share a brief hug. Fellik then leads the characters toward
                                                
                                            
                                                
                                                     the dump. The journey through town is uneventful, but characters who have a passive Wisdom (Perception) score of 16 or higher notice locals watching them suspiciously. When the characters arrive at
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer Academy
                                                    
                                                
                                            
                                                     bright blue as he hurries over to a table set with magical gear and mysterious devices unrecognizable to the characters, reporting that everything is ready to go. Starting the Simulation Mister Blip
                                                
                                            
                                                
                                                     ability. If the check succeeds, the character uses the spelljamming helm to propel the ship skyward. If the character succeeds on the check on the first try, it counts toward the group’s score in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     brine pool, where it grows into an elder brain over a few days. Extractor Staff. Each ulitharid carries a psionically enhanced staff made of black metal. When the ulitharid is ready to give up its body
                                                
                                            
                                                
                                                     it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature’s Intelligence score, but can’t sense anything else about it. A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     by fear and rocking back and forth. If Itzmin reached the warehouse before the characters, Serapio is expecting danger and is ready to attack. Talking Things Through. Trying to calm Serapio enough to
                                                
                                            
                                                
                                                     Fiend While Serapio is in his tlacatecolo form, he tries to remain airborne. A character who has a passive Wisdom (Insight) score of 13 or higher can tell that the tlacatecolo’s control of Serapio is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     cheerful face.
 Dr. Dannell (neutral good, human commoner) has an Intelligence score of 18. She anxiously addresses the characters: “Thank you for coming so quickly,” she says. “A few weeks ago, I attended
                                                
                                            
                                                
                                                     creature within, which will soon be ready to hatch. Containing the Egg. At this point, the only way to keep the egg from hatching is to encase it in a specially prepared crystal container. Dr. Dannell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                     encounters as the characters climb. When you’re ready to conclude this section, run the “Scholar of Impossibilities” encounter. Memory from Elsewhere As the characters ascend the Spire, they witness
                                                
                                            
                                                
                                                     creature. After doing so, Kirgaz is satisfied and returns to the Spire. Tomb of the Frog On entering this area, the character with the highest passive Wisdom (Perception) score hears heavy breathing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     mince words: “A dangerous army is headed for Vogler. The Ironclad Regiment will do what it can to defend Vogler, but we must be ready to flee.”
 Following the mayor’s report, the locals stand in
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     number, the better the character is at that skill. If a character wants to use a skill that isn't on their character sheet, the player rolls a 20-sided die, adding an ability score modifier if the DM
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . Several tunnels leading to this 20-foot-high cave are strung with web cables. One such tunnel slopes down gently to area 11. Undead. Six minotaur skeletons stand in the middle of the cave, ready to attack
                                                
                                            
                                                
                                                     any creature that isn’t a drow.
 Drow. Four male drow elite warriors hide in the dead-end tunnels to the south. Any character who has a passive Wisdom (Perception) score of 20 or higher spots these
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     behind the couch, the other behind the table. A character with a passive Wisdom (Perception) score of 13 or higher is not surprised by the kenku, which prefer to attack from behind the furniture. When
                                                
                                            
                                                
                                                     “CYRANS GO HOME!” adorn the walls and ceiling.
 A hidden door with a peephole in this hall connects to a Daask hideout (area T8). A character with a passive Wisdom (Perception) score of 15 or higher
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     least one character has a passive Wisdom (Perception) score of 16 or higher, read: You see a dark figure crouched low and perfectly still, aiming a crossbow in your direction. If more than one scout
                                                
                                            
                                                
                                                     have a passive Wisdom (Perception) score equal to or greater than the spy’s Dexterity (Stealth) check notice it. A spy does not constitute an encounter if the characters are unaware of its presence
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     chapter have goals beyond helping the characters survive. Helping guides fulfill their personal goals increases their loyalty.
 A particularly loyal guide (loyalty score of 10 or higher) will follow
                                                
                                            
                                                
                                                     characters into a dangerous location such as Omu or the Tomb of the Nine Gods. A tenuously loyal guide (loyalty score of 1 to 9) might choose to wait for the characters outside the location rather
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    ) score of 15 or higher detect a cool, fresh breeze from the east. P14e. The words “Knock First” have been carved in Common into a heavy plank door. The bandits in the room beyond (see area P16) wrote
                                                
                                            
                                                
                                                    . Lying on the floor is the skeleton of a person who died while pulling a cart loaded with three chests stacked atop each other. Characters who have a passive Wisdom (Perception) score of 15 or higher
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    
 Challenge 14 (11,500 XP)
 Creature Sense. The elder brain is aware of the presence of creatures within 5 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 it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice Compendium
                                                    
                                                
                                            
                                                     disappear within an antimagic field . Can you ready dispel magic to stop another spell from taking effect? The easiest way to stop a spell is to cast counterspell on its caster while it’s being cast. If
                                                
                                            
                                                
                                                     successful, counterspell interrupts the other spell’s casting, and that spell fails to take effect. Counterspell works against any spell, regardless of a spell’s casting time or duration. With the Ready
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     (Perception) score hears faint crying coming from a small stand of stones. Investigating the cries reveals a tiny winged figure, head in hands. This is Thunderwing, a sprite. She immediately gravitates
                                                
                                            
                                                
                                                    , and fungi. He lurks at the back of the cave, awaiting Xanthoria’s command before stepping out of the shadows. Additionally, nearby lurks the rotting husk of an infected treant ready to defend its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     mimic. Characters who have a passive Wisdom (Perception) score of 14 or higher notice that despite the breeze, the tapestry remains unnaturally still. As an action, a character can open the padlocked
                                                
                                            
                                                
                                                     Wisdom (Perception) score of 15 or higher notice the trapdoor. When a weight greater than 50 pounds is placed on the trapdoor, the door swings downward. Each creature and object on it falls into the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     potions of healing (superior). Hidden Hallway. Any character who has a passive Wisdom (Perception) score of 20 or higher, or who succeeds on a DC 20 Wisdom (Perception) check while moving through the
                                                
                                            
                                                
                                                     causes any creature in the room to suffer visible tremors and have its speed halved. A creature that has a passive Wisdom (Perception) score of 18 or higher, or that succeeds on a DC 18 Wisdom
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     front of a vertical slab of granite measuring ten feet high and thirty feet wide. This slab bears carvings of people carrying offerings to a citadel nestled between two mountains.
 Four battle-ready
                                                
                                            
                                                
                                                     contained shrines to various gods, but the Onyx Scar renovated it, creating a hallway with arrow slits on both sides. Arrow Slits. Four Onyx Scar thugs stand behind the western arrow slits, ready to shoot
                                                
                                            
                                        





