Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'score blocks from'.
Other Suggestions:
score black from
score blows from
score books from
score blacks from
score block from
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
level. Characters who have a passive Wisdom (Perception) score of 14 or higher notice gaps in the ceiling, suggesting the presence of two hanging blocks of stone. Characters who search for traps and
2. Stone Blocks If the characters havenât confronted the Uthgardt barbarians in area 4, they hear the barbariansâ grunts when they reach this point. The tunnel is 40 feet wide, 40 feet tall, and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Stat Block Overview A monster has a stat block that contains the rules necessary to use it in the game. Stat blocks are divided into the following parts, which correspond with the example stat block
, Vampire Familiar: 1 Vampire Familiar Medium or Small Humanoid, Neutral Evil
2 AC 15 Initiative +5 (15)
HP 65 (10d8 + 20)
Speed 30 ft., Climb 30 ft.
3 Ability Score Mod Save
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Stat Block Overview A monster has a stat block that contains the rules necessary to use it in the game. Stat blocks are divided into the following parts, which correspond with the example stat block
, Vampire Familiar: 1 Vampire Familiar Medium or Small Humanoid, Neutral Evil
2 AC 15 Initiative +5 (15)
HP 65 (10d8 + 20)
Speed 30 ft., Climb 30 ft.
3 Ability Score Mod Save
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Kalaman soldiers near the characters (see appendix B for both stat blocks). 2 Four Kalaman soldiers turn on their commanderâin truth, these are four sivak draconians (see appendix B) disguised using
blocks). On the walls near the characters are three ballistae (detailed in the âSiege Equipmentâ section of the Dungeon Masterâs Guide) and six Kalaman soldiers (see appendix B). The Dragon Army
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
General Features The hideout consists of well-built dungeon chambers with flagstone floors and walls of dressed stone blocks. The western end of the complex is lower than the eastern end, with stairs
requires a passive Wisdom (Perception) score of 15 or higher, whereas a character who takes the time to search the wall can find the secret door with a successful DC 10 Wisdom (Perception) check
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
bars blocks the northwest entrance and is usually locked. One of the derro cultists carries the key. The lock can be opened with a successful DC 15 Dexterity check using thievesâ tools. A creature with a
appearances to the contrary. Characters hoping to sneak past them must succeed on Dexterity (Stealth) checks contested by the bearsâ passive Wisdom (Perception) score of 13. On their first turn, the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
balloon, all three are lurking in the guest room (see appendix C for their stat blocks). Charmâs detached shadow is also present unless the characters destroyed it earlier in the adventure. Like other
. The creature regains consciousness, and the reduction to its Strength score disappears, after it finishes a short or long rest. If Charmâs shadow stole the magic spool of thread from Bavlornaâs cottage
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
â scores, whichever is lower. (This increases the teenagerâs passive Perception score to 10 as well.) Remove darkvision (unless the teenager is a stone giant) and adjust the teenagerâs weapons and armor
several adjustments. You can craft the stat block as you see fit to match the challenge rating youâre aiming for.
For a giant child of any age, you can further modify one of these stat blocks by adding the parentsâ damage immunities and resistances (if any) and any inherent traits.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
of soldiers patrol the camp, each including a Dragon Army officer and five Dragon Army soldiers (see appendix B for both stat blocks). One group watches the bridge outside the walls, and the other
quippers. I2: Main Entrance A large, hastily made wooden gate blocks access to the camp. The area is guarded by three imposing figures with twisted draconic features.
The campâs only gate is watched by
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
sockets that might once have held gems.
Characters with a passive Wisdom (Perception) score of 14 or higher notice that the roughness of the walls outlines several large, vaguely humanoid shapes
â attitude, with all characters making the check with advantage. Development A wide, descending staircase ends before a wall of collapsed stone that blocks access to the tunnels and caves that constitute the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
religious procession blocks your way. Make a DC 10 Intelligence (Religion) check to recognize their customs and move respectfully among them. On a success, a thankful cleric casts bless on you. On a failed
pursuers. If Itzmin is never out of the lead pursuerâs sight, the check fails automatically. Otherwise, if the result of Itzminâs check is greater than the highest passive Wisdom (Perception) score, he
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Wild Companion 2 2 5 3 â â â â â â â â 3 +2 Druid Subclass 2 2 6 4 2 â â â â â â â 4 +2 Ability Score Improvement 2 3 7 4 3 â â â â â â â 5 +3 Wild Resurgence 2 3 9 4 3 2 â â â â â â 6 +3 Subclass
feature 3 3 10 4 3 3 â â â â â â 7 +3 Elemental Fury 3 3 11 4 3 3 1 â â â â â 8 +3 Ability Score Improvement 3 3 12 4 3 3 2 â â â â â 9 +4 â 3 3 14 4 3 3 3 1 â â â â 10 +4 Subclass feature 3 4 15 4 3 3 3
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
, Wild Companion 2 2 5 3 â â â â â â â â 3 +2 Druid Subclass 2 2 6 4 2 â â â â â â â 4 +2 Ability Score Improvement 2 3 7 4 3 â â â â â â â 5 +3 Wild Resurgence 2 3 9 4 3 2 â â â â â â 6 +3 Subclass
feature 3 3 10 4 3 3 â â â â â â 7 +3 Elemental Fury 3 3 11 4 3 3 1 â â â â â 8 +3 Ability Score Improvement 3 3 12 4 3 3 2 â â â â â 9 +4 â 3 3 14 4 3 3 3 1 â â â â 10 +4 Subclass feature 3 4 15 4 3 3 3
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
realizes that while most of the mechanism could be reassembled from the remaining pieces, the winchâs drum is missing. Characters who have a passive Wisdom (Perception) score of 15 or higher also hear a
your nose. What looks like the remains of an underground river snakes through this cavern, though a pile of dark rocks blocks its headstream. In the far corner is the source of that scent: a pile of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
hag) are found in great profusion. Beasts that have an Intelligence score of 2 or lower are charmed by the hag and directed to be aggressive toward intruders in the area. Strange carved figurines
restrained and has to hold its breath until it is dug out. Human-sized blocks of ice appear, containing frozen corpses. These corpses might break free and attack as zombies, or their spirits might attack as
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
berserkers are defeated, the characters have 1 round to recover. If no character has already noticed Luggikâs behavior, the character with the highest passive Wisdom (Perception) score notices Luggikâs mock
spikes. From one of its helmets glints a gray gemstone.
Three ettins emerge through the portal. Two use the stat blocks of normal ettins, but the third is Zot and Sotu, who are an ettin with an
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
consumed with self-pity. Sheâs in no mood to fight or have a conversation, so she mumbles and curses to herself, attacking only in self-defense. Both hagsâ stat blocks appear in appendix B. The
score of 4 (the strength of a normal octopus). The effect lasts until the creature receives the benefit of a remove curse spell, a greater restoration spell, or similar magic. Treasure. Among the junk
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
15â18 3d4 skeletons 19â20 1d3 minotaur skeleton Cliff and Ladder A cliff 2d4 Ă 10 feet high blocks the partyâs passage, but a rolled-up rope ladder is visible at the top. If someone can climb the
with a dangerous natural gas leak. Any member of the party with a passive Wisdom (Perception) score of 14 or higher detects signs of the gas. The charactersâ travel pace for the day is slowed by half
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
area M9) created the golem and ordered it to attack any creature that disturbs the ruined structure. Any characters who near the ruin and have a passive Wisdom (Perception) score of 16 or higher notice
the golem. M3: Flooded Passage This chamber transitions from natural stone to walls and a floor of worked marble blocks. The passage tilts down to the southwest, where a carving depicts a dragon in
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
the south, and a second bridge surmounts the river.
The western bridge is safe, but the bridge to the east is not. It has settled considerably, some of its stone blocks leaning precariously. Also, the
attracting her attention so far and want to approach the island, they can do so quietly if every characterâs Dexterity (Stealth) check meets or exceeds the dragonâs passive Perception score. Treasure
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, but they can provide pointers to someone who does. Fishbone Tavern is located a few blocks from Luskanâs Open Shore docks, close enough that you can smell the sea air and hear the cries of gulls
. Any character with a passive Wisdom (Perception) score of 12 or higher might hear her refer to the half-elf as Rakeem as she talks to him. She is in the service of Dran Enterprises, receiving
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
stat blocks). When a host is reduced to 0 hit points, the intellect devourer emerges and attempts to use its claws and Devour Intellect action to gain a character as a new host. A character can regain
choice. Any character who succeeds on a DC 12 Wisdom (Perception) check or who has a passive Wisdom (Perception score of 12 or higher can hear slurping and chewing sounds from that area. Creatures
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragonâs Wake
bronze with a weapon or tool. If the weapon or tool is nonmagical, it is destroyed after removing the bronze. A creature with a passive Wisdom (Perception) score of 15 or higher notices the tripwire
sidekicks. See the âScaly Eye Membersâ sidebar for more information. B5. Bronze Gate Entrance A bronze gate locked from the inside with a heavy bar blocks this entrance tunnel. A creature inside the Bronze
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
neutral alignment. Each child has a Strength score of 14 (+2). They speak Giant, though their vocabulary is limited. They wield wooden toys as clubs, gaining a +4 bonus to hit on their melee weapon
young to be schooled. Emotionally, each child is the giant equivalent of a four-year-old human. The floor of this room is covered with toys, balls, blocks, dolls, and stuffed animals. A stuffed yeti
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the east wall stands an overstuffed couch. An rectangular table turned on its side blocks a closed door on the south wall.
Four kenku cutpurses working for Daask hide in two groups of two: one group
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
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
stat blocks). If they notice an intruder in the mess hall, the goblins panic and attack. The goblins attempt to overwhelm any intruder with sheer numbers, aiming to subdue instead of kill. If all
stagnated here. Secret Door. Characters who have a passive Wisdom (Perception) score of 13 or higher notice a slight depression in the latrineâs northwest corner. Pushing on this depression reveals the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
discretion, but the mouse hole near the fireplace makes an obvious and effective safe spot. During the chase, any character within view of the fireplace whose passive Wisdom (Perception) score is 15
would be coming up on fifty years old. And I donât think thatâs how cats work.
â Omin Dran
Cat Chase Complications d20 Complication
1 A tumbling chair or other large obstacle blocks the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the ceiling over each channel.
A portcullis in the north wall blocks a door bearing the image of the Donjon card. On the stone arch above the portcullis, a large glyph depicts a waxing crescent
through this door, the portcullis blocks their way. Southern Door. The door leading to area 4 is locked, but it can be unlocked from this side. Alternatively, the characters might unlock it from area 4
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the wall. A character with a passive Wisdom (Perception) score of 15 or higher notices it. Otherwise, the characters have to look in the right place. Crude holds are cut into the pillar and the wall
sturdy. Treasure Inside the column is a rock that has the symbol of fire carved into it. A character with a passive Wisdom (Perception) score of 15 or higher notices it. Under the rock is a small brass box
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
highest passive Wisdom (Perception) score notices the thri-kreen, who are initially indifferent toward the party. If the characters parley with the thri-kreen, the insectile warriors ask them to
beneath the waterâs edge and ambush passersby. Characters who have a passive Wisdom (Perception) score of 16 or higher notice the leeches. S59: Lake Alexandre HonorĂ© A froghemoth elderâa giant
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, and a shambling mound. These creatures lurk amid the gardenâs vegetation. Characters who have a passive Wisdom (Perception) score of 16 or higher see the creatures. A recent effort by the Onyx Scar to
nature and protection. South Corridor. The south corridor leads to area X7. Halfway down the east-to-west section of the corridor, a rusty iron grate in the south wall blocks access to a ventilation
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
survivors long ago burned the deceasedâs bodies on the shipâs decks. Z7: Storage Unused rigging and dusty old sails fill this old storage closet.
Characters who have a passive Wisdom (Perception) score
jammed through one of the doors leading into the forecastle.
The mast blocks the entrance to the navigation room (area Z16). The door to the captainâs quarters (area Z15) is unobstructed but locked
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
feet in diameter. Red Wizards use them to hold aquatic creatures for transport through the black gates. As an action, a creature that is within 5 feet of a globe and has an Intelligence score of 10 or
the lightâs effect for 10 minutes. Any spell that overwhelms or blocks the light also suppresses it in the spellâs area for the duration of the spell. Glyph Key. One of the dread warriors has a glyph
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
. 50. Ashardalonâs Shrine Dragon-carved granite blocks line this chamberâs walls and ceiling, though many are crumbled and broken, leaving stony debris on the floor. A huge marble statue of a rearing
Belak are Sir Braford and Sharwyn Hucrele (both described in appendix B). Belakâs giant frog, Kulket, lurks stealthily in the branches of the Gulthias Tree. A character who has a passive Perception score
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
the ruined ceiling. Spotting the tripwire requires a passive Wisdom (Perception) score of at least 20, or a successful DC 10 Wisdom (Perception) check if characters are actively searching for traps in
still has a little open space. Rotting crates and ancient barrels show that provisions were once stored here. A heavy curtain blocks a crumbling area to the south, and an intact door leads east. To






