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Returning 35 results for 'rotting from check'.
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Monsters
Monster Manual
Multiattack. The necrohulk makes two Rotting Slam attacks.
Rotting Slam. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Rotting Slam"}, reach 10 ft. Hit: 9 (1d10
+ 4);{"diceNotation":"1d10+4", "rollType":"damage", "rollAction":"Rotting Slam", "rollDamageType":"Bludgeoning"} Bludgeoning damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction
Monsters
Curse of Strahd
or value to anyone.
Baba Lysaga built a hut atop the rotting stump of a giant tree that was felled long ago. It was only after she embedded a magic gemstone in the hut that the whole thing was imbued
contained in a cavity in the stump, beneath the rotted floorboards of the hut. The floorboards can be ripped up with a successful DC 14 Strength check or smashed by dealing 10 damage to them. Once the
Nothic
Legacy
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Monsters
Basic Rules (2014)
":"to hit","rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3);{"diceNotation":"1d6+3","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.
Rotting
":"damage","rollAction":"Rotting Gaze","rollDamageType":"necrotic"} necrotic damage.
Weird Insight. The nothic targets one creature it can see within 30 feet of it. The target must contest its
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
, rotting flesh with the slightest touch. Violet Fungus
Medium Plant, Unaligned
Armor Class 5
Hit Points 18 (4d8)
Speed 5 ft.
STR
3 (−4)
DEX
1 (−5)
CON
10 (+0)
INT
fungus move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the violet fungus isn’t ordinary fungus.
Actions
Multiattack. The fungus makes 1d4
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
, rotting flesh with the slightest touch. Violet Fungus
Medium Plant, Unaligned
Armor Class 5
Hit Points 18 (4d8)
Speed 5 ft.
STR
3 (−4)
DEX
1 (−5)
CON
10 (+0)
INT
fungus move or act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the violet fungus isn’t ordinary fungus.
Actions
Multiattack. The fungus makes 1d4
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
their dangling leaves like long, leathery fingers.
Characters who succeed on a DC 14 Intelligence (History or Nature) check recognize the region’s notorious angul trees, plants that stink of rotting
Hands, read the following description: The scent of the swamp takes on the sweet stink of rotting flesh. Trees with drooping limbs stand amid the river, their branches like hundreds of gray hands and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
strewn with a dozen spent bolts from hand crossbows. A character who inspects the bolts and succeeds on a DC 15 Intelligence (Nature) check finds evidence of drow poison on the bolts, but the poison
has lost its potency. 15b. Rotting Trogs Stench. A putrid stench fills this 10-foot-high cave, courtesy of three rotting troglodyte corpses riddled with crossbow bolts. Closer examination reveals nasty
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
their dangling leaves like long, leathery fingers.
Characters who succeed on a DC 14 Intelligence (History or Nature) check recognize the region’s notorious angul trees, plants that stink of rotting
Hands, read the following description: The scent of the swamp takes on the sweet stink of rotting flesh. Trees with drooping limbs stand amid the river, their branches like hundreds of gray hands and
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
shaped like a goat’s rotting head and clutches a ring of keys.
This L-shaped hall leads from area T5 to a double door into the ritual chamber (area T11). Secret Door. Set into the north wall, a secret
door is all that remains of the temple’s high priest. It clutches a ring holding three iron keys, which unlock the cell doors in area T11, and wears an amulet shaped like a goat’s rotting head (the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
shaped like a goat’s rotting head and clutches a ring of keys.
This L-shaped hall leads from area T5 to a double door into the ritual chamber (area T11). Secret Door. Set into the north wall, a secret
door is all that remains of the temple’s high priest. It clutches a ring holding three iron keys, which unlock the cell doors in area T11, and wears an amulet shaped like a goat’s rotting head (the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
strewn with a dozen spent bolts from hand crossbows. A character who inspects the bolts and succeeds on a DC 15 Intelligence (Nature) check finds evidence of drow poison on the bolts, but the poison
has lost its potency. 15b. Rotting Trogs Stench. A putrid stench fills this 10-foot-high cave, courtesy of three rotting troglodyte corpses riddled with crossbow bolts. Closer examination reveals nasty
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
cluttered with rotting cots and dirty rags. The ceilings here are covered with yellow lichen. The yellow lichen is harmless. Beyond the archway to the west is area K70. The staircase (area K20a) that
hidden a moldy sack containing 150 ep. The coins have the profiled visage of Strahd von Zarovich stamped on them. A character who searches the alcove can find the loose flagstone with a successful DC 10 Wisdom (Perception) check.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
cluttered with rotting cots and dirty rags. The ceilings here are covered with yellow lichen. The yellow lichen is harmless. Beyond the archway to the west is area K70. The staircase (area K20a) that
hidden a moldy sack containing 150 ep. The coins have the profiled visage of Strahd von Zarovich stamped on them. A character who searches the alcove can find the loose flagstone with a successful DC 10 Wisdom (Perception) check.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
known to venture into Omu to hunt and deliver tribute. If this encounter occurs during the day, the characters spot 3d6 tribal warriors feeding on the rotting remains of a dismembered zombie. If the
’ camp and murder them. Any character on guard is warned of the attack with a successful DC 10 Wisdom (Perception) check.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
known to venture into Omu to hunt and deliver tribute. If this encounter occurs during the day, the characters spot 3d6 tribal warriors feeding on the rotting remains of a dismembered zombie. If the
’ camp and murder them. Any character on guard is warned of the attack with a successful DC 10 Wisdom (Perception) check.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
insignia of House Auvryndar (25 gp). 12b. Zurkhwood Bridge Crevasse. A 20-foot-wide, 40-foot-deep crevasse splits the floor. Spanning the gap is the rotting trunk of a zurkhwood fungus.
Quaggoths
. Living on natural stone shelves inside the crevasse are eight quaggoths that serve the drow.
The quaggoths can climb the crevasse without having to make an ability check, as can other creatures with a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
insignia of House Auvryndar (25 gp). 12b. Zurkhwood Bridge Crevasse. A 20-foot-wide, 40-foot-deep crevasse splits the floor. Spanning the gap is the rotting trunk of a zurkhwood fungus.
Quaggoths
. Living on natural stone shelves inside the crevasse are eight quaggoths that serve the drow.
The quaggoths can climb the crevasse without having to make an ability check, as can other creatures with a
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
. The nothic makes two attacks with its claws.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Rotting Gaze. The nothic chooses one creature within 30
see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic’s Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the creature. The target automatically wins if it is immune to being charmed.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
. The nothic makes two attacks with its claws.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Rotting Gaze. The nothic chooses one creature within 30
see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic’s Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the creature. The target automatically wins if it is immune to being charmed.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
chest containing her possessions. The chest lies buried under sand and rocks. Characters who spend at least 15 minutes searching the hag’s lair uncover the rotting chest with a successful DC 15 Wisdom
(Perception) check. The check is made with disadvantage if the wreckage is underwater. Myldryd’s chest contains three trinkets (determined randomly by rolling on the Trinkets table in chapter 5 of the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
chest containing her possessions. The chest lies buried under sand and rocks. Characters who spend at least 15 minutes searching the hag’s lair uncover the rotting chest with a successful DC 15 Wisdom
(Perception) check. The check is made with disadvantage if the wreckage is underwater. Myldryd’s chest contains three trinkets (determined randomly by rolling on the Trinkets table in chapter 5 of the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
overpowering stench of rotting shellfish. Shells, brightly colored stones, mushrooms, and rotting fish are piled at the statue’s feet and strung in garlands around its neck. Four stern kuo-toa slowly circle
Great Sea Mother Blibdoolpoolp. A successful DC 13 Intelligence (Religion) check recalls that Blibdoolpoolp is a scavenger goddess, meaning that discarded and recovered items are worthy offerings — and
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
character must attempt a DC 12 Dexterity (Acrobatics) check to maintain a grip on the dangerously uneven footholds. Failure means the character loses his or her footing, sliding and tumbling 60 feet to
-foot-wide passageway sloping downward. The chamber is empty except for a dozen baskets woven from leather strips and walrus ribs, stacked in the north corner. These contain frozen fish and a few skin-wrapped bundles of rotting shark meat that the Ice Hunters consider a delicacy.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
. These uprights can be toppled by creatures with a combined Strength score of 80 or higher. In the middle of the circle, two humanoid figures dance around a deer carcass, each wearing the rotting head
and succeeds on a DC 10 Wisdom (Perception) check finds one of three flimsy wooden trapdoors hidden under the grass and dirt. Below these trapdoors are tunnels leading to areas C2, C3, and C4.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
character must attempt a DC 12 Dexterity (Acrobatics) check to maintain a grip on the dangerously uneven footholds. Failure means the character loses his or her footing, sliding and tumbling 60 feet to
-foot-wide passageway sloping downward. The chamber is empty except for a dozen baskets woven from leather strips and walrus ribs, stacked in the north corner. These contain frozen fish and a few skin-wrapped bundles of rotting shark meat that the Ice Hunters consider a delicacy.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
entrance is level with the ground. A dim green glow radiates from all of the entrances.
Ten pikes set with skulls and rotting heads stand in a line before the cliff.
Wood woads (see appendix A), plant
cave entrance that leads to area C4 is 20 feet high. Climbing the walls of the cliff to reach either entrance requires a successful DC 11 Strength (Athletics) check. Each pike bears the head of a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
overpowering stench of rotting shellfish. Shells, brightly colored stones, mushrooms, and rotting fish are piled at the statue’s feet and strung in garlands around its neck. Four stern kuo-toa slowly circle
Great Sea Mother Blibdoolpoolp. A successful DC 13 Intelligence (Religion) check recalls that Blibdoolpoolp is a scavenger goddess, meaning that discarded and recovered items are worthy offerings — and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
has been disturbed. When the characters descend to the wreck and approach the Pit of Hatred, read: The rotting skeleton of a war galley’s stern looms up from the ocean bottom ahead. The sinking ship
seeping from the rift has suffused a 300-foot-radius hemisphere with magic similar to that of a hallow spell. The effect acts as a spell cast at 9th level, and it requires a successful DC 19 check to be
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
has been disturbed. When the characters descend to the wreck and approach the Pit of Hatred, read: The rotting skeleton of a war galley’s stern looms up from the ocean bottom ahead. The sinking ship
seeping from the rift has suffused a 300-foot-radius hemisphere with magic similar to that of a hallow spell. The effect acts as a spell cast at 9th level, and it requires a successful DC 19 check to be
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
U3. Baba Lysaga’s Hut Someone has built a ramshackle wooden hut on the stump of what was once an enormous tree. The rotting roots of the stump thrust up from the mire like the legs of a gigantic
her scarecrows if released. Each cage is held shut by one of Baba Lysaga’s arcane lock spells, and opening it requires a knock spell or a successful DC 20 Strength check. A character can also pick
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
U3. Baba Lysaga’s Hut Someone has built a ramshackle wooden hut on the stump of what was once an enormous tree. The rotting roots of the stump thrust up from the mire like the legs of a gigantic
her scarecrows if released. Each cage is held shut by one of Baba Lysaga’s arcane lock spells, and opening it requires a knock spell or a successful DC 20 Strength check. A character can also pick
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
wound. He wears only a pair of homespun, water-soaked breeches, and his skin is wrinkled from having spent time in the water. A character who succeeds on a successful DC 12 Wisdom (Medicine) check
’ attack shattered his sanity, so that at best he can recount only that the attackers came from the sea, were humanoid in appearance, and had glowing eyes and rotting flesh.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stand watch in the middle of this 20-foot-high cave.
Fungus. A shelf-like fungus resembling a mass of rotting flesh clings to the north wall. The fungus is called ripplebark (see “Ripplebark
who have encountered shriekers before can spot the young ones in this chamber with a successful DC 11 Intelligence (Nature) or Wisdom (Perception) check. Each shrieker cries out when a creature or a bright light comes within 30 feet of it, alerting the guards in area 23a.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
entrance is level with the ground. A dim green glow radiates from all of the entrances.
Ten pikes set with skulls and rotting heads stand in a line before the cliff.
Wood woads (see appendix A), plant
cave entrance that leads to area C4 is 20 feet high. Climbing the walls of the cliff to reach either entrance requires a successful DC 11 Strength (Athletics) check. Each pike bears the head of a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
wound. He wears only a pair of homespun, water-soaked breeches, and his skin is wrinkled from having spent time in the water. A character who succeeds on a successful DC 12 Wisdom (Medicine) check
’ attack shattered his sanity, so that at best he can recount only that the attackers came from the sea, were humanoid in appearance, and had glowing eyes and rotting flesh.