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Returning 35 results for 'shaking check'.
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slaying check
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
-Shaking Movement).Multiattack. The zaratan makes one Bite attack and one Stomp attack.
Bite. Melee Weapon Attack: +17;{"diceNotation":"1d20+17", "rollType":"to hit", "rollAction":"Bite"} to hit, reach
, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksEarth-Shaking Movement. After moving at least 10 feet on the ground, the zaratan sends a shock wave through the ground in a 120-foot
Monsters
Curse of Strahd
with a semblance of life. When she wills it to do so, the hut pulls its gigantic roots free of the earth and shambles around like a spidery behemoth, shaking the ground with every step. The hut
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
Monsters
Bigby Presents: Glory of the Giants
being embedded in hardening rock. A creature can make a DC 25 Strength (Athletics) check as an action, freeing itself or a creature within reach from the rock on a success. The rock has AC 17 and 40 hit
-Shaking Movement. The scion moves up to its speed and then sends a shock wave through the ground in a 60-foot-radius circle centered on itself. Each creature on the ground in that area that is
Zaratan
Legacy
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Monsters
Mordenkainen’s Tome of Foes
Earth-Shaking Movement. As a bonus action after moving at least 10 feet on the ground, the zaratan can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area
distance of the structure’s height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6);{"diceNotation":"5d6","rollType":"damage","rollAction":"Earth-Shaking
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Threshold Evacuation After Belephaion is defeated, read the following: The shaking underfoot continues. Outside the windows, boulder-sized chunks of the city tear free, rising into the air. Beneath
the ceiling. Characters who try to use the flying citadel helm can make a DC 10 Intelligence (Arcana) check. If they succeed, they realize it’d take several hours to attune to it and regain control of
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Threshold Evacuation After Belephaion is defeated, read the following: The shaking underfoot continues. Outside the windows, boulder-sized chunks of the city tear free, rising into the air. Beneath
the ceiling. Characters who try to use the flying citadel helm can make a DC 10 Intelligence (Arcana) check. If they succeed, they realize it’d take several hours to attune to it and regain control of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, causing the road ahead to ripple, but just as quickly as it started, the shaking fades away.
A character who succeeds on a DC 14 Intelligence (Nature) check realizes the tremor likely wasn’t an
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
grown attached to a frog, any frog reduced to 0 hit points becomes docile, and its eyes return to normal. Alternatively, a character can use an action to coax a frog into shaking off the malady
affecting it with a DC 15 Wisdom (Animal Handling) check. On a success, a frog becomes docile again and stops attacking. After 1 minute, each docile frog reverts back to normal size and appearance. Ending
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
grown attached to a frog, any frog reduced to 0 hit points becomes docile, and its eyes return to normal. Alternatively, a character can use an action to coax a frog into shaking off the malady
affecting it with a DC 15 Wisdom (Animal Handling) check. On a success, a frog becomes docile again and stops attacking. After 1 minute, each docile frog reverts back to normal size and appearance. Ending
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, causing the road ahead to ripple, but just as quickly as it started, the shaking fades away.
A character who succeeds on a DC 14 Intelligence (Nature) check realizes the tremor likely wasn’t an
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Shaking Loose The engine, which weighs two tons, is ordinarily set on a solid stone surface. Being wedged partway down a crevasse makes its operation more problematic. When the engine is activated
automatically grabs one of its bands before falling. The creature can use an action to try to climb back onto the engine, doing so with a successful DC 10 Strength (Athletics) check. At the end of its
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
details of the mine from Sildar Hallwinter, a character who succeeds on a DC 10 Intelligence (History) check can relate the information from the first two paragraphs of chapter 1. Elmina also
reluctantly admits that the Redbrands are making it hard on everyone, shaking down local businesses and flouting the townmaster’s authority. She knows that the Redbrands frequent the Sleeping Giant tap house.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Shaking Loose The engine, which weighs two tons, is ordinarily set on a solid stone surface. Being wedged partway down a crevasse makes its operation more problematic. When the engine is activated
automatically grabs one of its bands before falling. The creature can use an action to try to climb back onto the engine, doing so with a successful DC 10 Strength (Athletics) check. At the end of its
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
details of the mine from Sildar Hallwinter, a character who succeeds on a DC 10 Intelligence (History) check can relate the information from the first two paragraphs of chapter 1. Elmina also
reluctantly admits that the Redbrands are making it hard on everyone, shaking down local businesses and flouting the townmaster’s authority. She knows that the Redbrands frequent the Sleeping Giant tap house.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Investigating the Panic A character who investigates what led to the students’ mysterious behavior can make a DC 14 Intelligence (Investigation) check. A successful check reveals that the sick
(chaotic neutral dwarf commoner) jumps to the conclusion that her food might have sickened the students. A character must succeed on a DC 12 Charisma (Intimidation or Persuasion) check to get useful
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
plead their case for being the best ship and crew for the job. Stands in Tar staggers slightly as she stands. A successful DC 15 Wisdom (Insight) check reveals that the tabaxi has been in the rum
ship on the sea that the Dancing Delight can’t outmaneuver or outrun on the open ocean. Kristoffen looks at Stands in Tar with a mixture of disgust and horror, shaking his head in disbelief that anyone
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
via another method—the structure begins shaking, and a crack like a thunderclap sounds from below. Anyone outside the observatory sees the structure sway, while those inside feel the floor pitch beneath
restrained conditions on itself and crawling to the surface with a successful DC 16 Strength (Athletics) check. A creature that fails this check three times can’t attempt to dig itself out again. A
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
saving throw, it can choose to succeed instead.
Siege Monster. The elemental deals double damage to objects and structures (included in Earth-Shaking Movement).
Actions
Multiattack. The zaratan
on a successful one. A creature that fails the save by 5 or more is knocked prone.
Bonus Actions
Earth-Shaking Movement. After moving at least 10 feet on the ground, the zaratan sends a shock
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
darkvision 60 ft., tremorsense 60 ft.,
passive Perception 15
Languages —
Challenge 22 (41,000 XP)
Earth-Shaking Movement. As a bonus action after moving at least 10 feet on the ground, the
creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
plead their case for being the best ship and crew for the job. Stands in Tar staggers slightly as she stands. A successful DC 15 Wisdom (Insight) check reveals that the tabaxi has been in the rum
ship on the sea that the Dancing Delight can’t outmaneuver or outrun on the open ocean. Kristoffen looks at Stands in Tar with a mixture of disgust and horror, shaking his head in disbelief that anyone
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
via another method—the structure begins shaking, and a crack like a thunderclap sounds from below. Anyone outside the observatory sees the structure sway, while those inside feel the floor pitch beneath
restrained conditions on itself and crawling to the surface with a successful DC 16 Strength (Athletics) check. A creature that fails this check three times can’t attempt to dig itself out again. A
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Investigating the Panic A character who investigates what led to the students’ mysterious behavior can make a DC 14 Intelligence (Investigation) check. A successful check reveals that the sick
(chaotic neutral dwarf commoner) jumps to the conclusion that her food might have sickened the students. A character must succeed on a DC 12 Charisma (Intimidation or Persuasion) check to get useful
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Hallwinter, a character who succeeds on a DC 15 Intelligence (History) check can relate the information from the first two paragraphs of the “Background” section at the start of the adventure. Barthen
how business is going, the shopkeeper tells them that the Redbrands are making it hard on everyone, shaking down local businesses and flouting the townmaster’s authority. If the characters seem of a mind to do something about it, he tells them that the Redbrands frequent the Sleeping Giant tap house.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
green shirt with a high collar and gold filigree trim designed to look like hot peppers. He smiles while shaking his head as he approaches and introduces himself as Kasem Aroon, one of the owners of
character who succeeds on a DC 14 Wisdom (Insight) check realizes Kasem is trying to keep them from getting involved in market politics. If confronted about this, Kasem insists he just wants them to have a delightful time at the market and departs soon after.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
darkvision 60 ft., tremorsense 60 ft.,
passive Perception 15
Languages —
Challenge 22 (41,000 XP)
Earth-Shaking Movement. As a bonus action after moving at least 10 feet on the ground, the
creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
saving throw, it can choose to succeed instead.
Siege Monster. The elemental deals double damage to objects and structures (included in Earth-Shaking Movement).
Actions
Multiattack. The zaratan
on a successful one. A creature that fails the save by 5 or more is knocked prone.
Bonus Actions
Earth-Shaking Movement. After moving at least 10 feet on the ground, the zaratan sends a shock
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Hallwinter, a character who succeeds on a DC 15 Intelligence (History) check can relate the information from the first two paragraphs of the “Background” section at the start of the adventure. Barthen
how business is going, the shopkeeper tells them that the Redbrands are making it hard on everyone, shaking down local businesses and flouting the townmaster’s authority. If the characters seem of a mind to do something about it, he tells them that the Redbrands frequent the Sleeping Giant tap house.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
green shirt with a high collar and gold filigree trim designed to look like hot peppers. He smiles while shaking his head as he approaches and introduces himself as Kasem Aroon, one of the owners of
character who succeeds on a DC 14 Wisdom (Insight) check realizes Kasem is trying to keep them from getting involved in market politics. If confronted about this, Kasem insists he just wants them to have a delightful time at the market and departs soon after.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
students unconscious, doing so with a successful DC 16 Charisma (Persuasion) check. On a success, the opponent believes, albeit grudgingly, that the characters aren’t to blame for what happened. At that
. Shaking or slapping the unconscious opponents rouses them. When they come to, the students all have terrible headaches and recall vague but dreadful nightmares. They don’t know what happened to them, but
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
students unconscious, doing so with a successful DC 16 Charisma (Persuasion) check. On a success, the opponent believes, albeit grudgingly, that the characters aren’t to blame for what happened. At that
. Shaking or slapping the unconscious opponents rouses them. When they come to, the students all have terrible headaches and recall vague but dreadful nightmares. They don’t know what happened to them, but
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
succeeds on a DC 15 Wisdom (Insight) check realizes that the pair may seem sincere now, but they are less than trustworthy. Treasure. If the characters fight and defeat the two bandits, they find 60 GP
decisions on how to present the information or allow for checks to find the trap. Should you give the characters a clue that the tripwire is there? Should you allow them to make a check before they set off
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
and down the front of her clothes. She’s shaking, with wide eyes, and holding a large, square book that has blood on the corner of its metal spine.
The book in Gailby’s possession is Shemshime’s
Intelligence check reveals the problem. Anyone proficient with jeweler’s tools or tinker’s tools has advantage on the roll. Inside the music box is a brass cylinder dotted with tiny pegs. When the
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
succeeds on a DC 15 Wisdom (Insight) check realizes that the pair may seem sincere now, but they are less than trustworthy. Treasure. If the characters fight and defeat the two bandits, they find 60 GP
decisions on how to present the information or allow for checks to find the trap. Should you give the characters a clue that the tripwire is there? Should you allow them to make a check before they set off
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
doors lead into the carriage house. They make considerable noise when opened, alerting the creatures inside. A character who listens at these doors and succeeds on a DC 14 Wisdom (Perception) check
the street. A metal-reinforced prison cart sits in the northwest corner, occasionally shaking as something growls inside.
This carriage house serves as the base’s prison. Draconians. Three kapak
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
and down the front of her clothes. She’s shaking, with wide eyes, and holding a large, square book that has blood on the corner of its metal spine.
The book in Gailby’s possession is Shemshime’s
Intelligence check reveals the problem. Anyone proficient with jeweler’s tools or tinker’s tools has advantage on the roll. Inside the music box is a brass cylinder dotted with tiny pegs. When the