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Returning 35 results for 'side all checks'.
Monsters
Waterdeep: Dungeon of the Mad Mage
duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Deformed. It has advantage on Wisdom (Perception) checks, and on saving throws against being charmed
. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the
Magic Items
Acquisitions Incorporated
While attuned to this device, you have a +1 bonus to Charisma saving throws, and you have advantage on Charisma (Intimidation) checks.
Aberrant Ally. You can conjure an aberrant creature from the
minute. Once you use this feature of the far gear, it cannot be used again until the next dawn.
Part of a Whole. While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
Monsters
Acquisitions Incorporated
Fey Ancestry. Oak has advantage on saving throws against being charmed, and magic can't put him to sleep.
Keen Hearing and Sight. Oak has advantage on Wisdom (Perception) checks that rely on hearing
for the previous life in a karmic-ledger kind of way. His current incarnation embraces the good side. Mostly. Except for that occasional toxic bitterness. Oh, and the misanthropy. Actually, if you end up hating this guy, it's probably not your fault.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
uses this bonus action again:
Slippery Oil. The boggle has advantage on Dexterity (Acrobatics) checks made to escape bonds and end grapples, and it can move through openings large enough for a Tiny
creature without squeezing.
Sticky Oil. The boggle has advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object
Monsters
Strixhaven: A Curriculum of Chaos
it is wearing or carrying, up to 30 feet to an unoccupied space it can see.Professors of substance specialize in the concrete side of Quandrix philosophy, manipulating physical dimensions and
options:
Expand. The professor becomes Large if there is sufficient room for it to grow. It has advantage on attack rolls and on ability checks and saving throws that rely on Strength.
Contract. The
Monsters
Waterdeep: Dungeon of the Mad Mage
unaware of the cube is surprised by the cube.
The cube makes Strength checks and Strength saving throws with advantage.Multiattack. The cube can make up to four Pseudopod attacks on its turn.
Pseudopod
creature must make a DC 12 Dexterity saving throw.
On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers
Magic Items
Acquisitions Incorporated
.
Dimensional Cloak. As a bonus action, you send your body out of phase with the material world for 1 minute, granting you advantage on Dexterity (Stealth) checks made to hide, and imposing disadvantage on
again until the next dawn.
Part of a Whole. While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
Monsters
Acquisitions Incorporated
bonus action.
Sunlight Sensitivity. While in sunlight, the deep crow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The deep crow makes three
pairing produce a cluster of four to eight eggs. Incubation lasts a year, followed by a year during which the fledgling deep crows stay close by their parent's side. The young then set out to
Monsters
Baldur’s Gate: Descent into Avernus
ability checks and saving throws made to avoid or end the grappled condition on him.Multiattack. Arkhan makes three weapon attacks.
Fane-Eater (Battleaxe). Melee Weapon Attack: +13;{"diceNotation":"1d20
means of freeing Tiamat from her prison in the Nine Hells, but only if the hand doesn't kill him first. The hand is slowly corrupting Arkhan's flesh and decomposing his body on one side.
In battle
Monsters
The Book of Many Things
space when the wall appears is pushed to the nearest unoccupied space on one side of the wall and must make a DC 15 Dexterity saving throw. On a failed save, the medusa chooses the side. On a
successful save, the creature chooses the side. The wall disappears when the medusa uses this lair action again or when the medusa dies.
Undulating Surface. Solid surfaces within the lair ripple like a snake
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Juiblex chooses within the lair. The slime disintegrates after 1 hour.
Slippery Slime. Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. When
Slime. Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. When the slime appears, each creature in that area must succeed on a DC 21 Strength
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Plant Camouflage. The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.
Regeneration. The vegepygmy regains 3 hit points at the start of
alcohol, or magic that cures disease kills russet mold in a square area that is 10 feet on a side. Sunlight kills any russet mold in the light’s area.Lightning, Piercing
Monsters
Fizban's Treasury of Dragons
with fear or suspicion, and rippling in side-to-side waves with amusement or joy.
Visions in Starlight
Many crystal dragons study the stars, recording their observations of the night sky and tracking
. Rising from the far side of the bridge are the lair’s anterior spires. These solid, pointed shafts resemble inverted icicles more than towers and enclose a terraced, open-air amphitheater that
Monsters
Fizban's Treasury of Dragons
anger, lying back with fear or suspicion, and rippling in side-to-side waves with amusement or joy.
Visions in Starlight
Many crystal dragons study the stars, recording their observations of the night
spans a chasm between a lesser peak and the lair.
Anterior Spires. Rising from the far side of the bridge are the lair’s anterior spires. These solid, pointed shafts resemble inverted icicles more
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Plant Camouflage. The thorny has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.
Regeneration. The thorny regains 5 hit points at the start of its
disease kills russet mold in a square area that is 10 feet on a side. Sunlight kills any russet mold in the light’s area.Lightning, Piercing
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Plant Camouflage. The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring vegetation.
Regeneration. The vegepygmy regains 5 hit points at the start of
, or radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of alcohol, or magic that cures disease kills russet mold in a square area that is 10 feet on a side. Sunlight kills any russet mold in the light’s area.Lightning, Piercing
Boggle
Legacy
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Monsters
Volo's Guide to Monsters
bonus action.
Slippery Oil: While coated in slippery oil, the boggle gains advantage on Dexterity (Acrobatics) checks made to escape bonds, squeeze through narrow spaces, and end grapples.
Sticky Oil
: While coated in sticky oil, the boggle gains advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The
Magic Items
Infernal Machine Rebuild
, conjure fey
Wish. The Infernal Machine has the ability to bend the nature of reality, with the proper combination of controls recreating the effect of a wish spell (including all side effects). Due to
you. You have disadvantage on Wisdom (Animal Handling) checks.
03
One weapon or item you carry of your choice gains a walking speed of 30 feet and goes where you tell it.
Your armor and clothing
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
other. Otherwise, the DM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that
engulfs one of them. In these situations, one side of the battle gains surprise over the other. The DM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
other. Otherwise, the DM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that
engulfs one of them. In these situations, one side of the battle gains surprise over the other. The DM determines who might be surprised. If neither side tries to be stealthy, they automatically notice each
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
only once per day, she is wary of being stuck on the other side if the hags’ servants are nearby.) The foundation of the tower still rests on the forest side of the chasm—and holds the instrument panel
character must succeed on two DC 14 Dexterity (Acrobatics) checks to safely cross. Characters who are roped together gain no benefit for these checks, but are in a better position to help each other if one
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Approaching the Den When the characters first approach the werewolf den, read: Above the tree line, carved into the side of a rocky mountain spur, is a wide, torchlit cave that looks like the gaping
maw of a great wolf. One hundred feet above the cave mouth (area Z1), farther up the sloping mountainside and not visible from the cave mouth or its vicinity, is a rocky ledge (area Z8). A character can scale the slope to reach the ledge without the need for a climber’s kit or ability checks.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Rival Coin Wondrous Item, Common This gold coin has a creature embossed on each side. The two depicted creatures must be famous rivals or enemies of each other. For example, a Rival Coin might show
Iggwilv on one side and Mordenkainen on the other, or Venger on one side and Tiamat on the other. One of these figures is on the “heads” side of the coin, the other on the “tails” side.
The coin has
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
outside ground level, 4 feet above the interior floor level, 8 inches wide, and 4 feet high. A creature on one side of an arrow slit gains three-quarters cover against attacks from the other side (see
) check contested by the monsters’ Wisdom (Insight) checks, and give the characters advantage on their checks if the deception is particularly well planned or roleplayed. If at least one character wins
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
hope that whatever is attacking the other camps doesn’t come their way. Characters can avoid the camps entirely by circling the hill and climbing its north side. The north side of the hill is steep but
navigable, and can be climbed without having to make ability checks. Map 3.5: Scarlet Moon HallView Player Version
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Far Gear Wondrous item, very rare (requires attunement) While attuned to this device, you have a +1 bonus to Charisma saving throws, and you have advantage on Charisma (Intimidation) checks. Aberrant
in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creature’s efforts. In a contest, the ability checks are compared to each other, rather than to a target number. When you call for a contest, you pick the ability that each side must use, deciding
Ability Checks An ability check is a test to see whether a character succeeds at a task that he or she has decided to attempt. The Player’s Handbook includes examples of what each ability score is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ending a Chase A chase ends when one side or the other stops, when the quarry escapes, or when the pursuers are close enough to their quarry to catch it. If neither side gives up the chase, the
faerie fire spell cast on it might have disadvantage on checks made to escape because it’s much easier to spot. Escape doesn’t necessarily mean the quarry has outpaced its pursuers. For example, in an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ending a Chase A chase ends when one side or the other stops, when each quarry escapes, or when the pursuers are close enough to their quarry to catch it. If neither side gives up the chase, the
the quarry’s ability to escape, at your discretion. For example, a quarry with a Faerie Fire spell cast on it might have Disadvantage on checks made to escape because it’s much easier to spot. If the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
continues on the other side, but one must make the climb with care or risk causing the rubble to shift and alert the worm (see below). Removing enough debris to allow a Small or Medium humanoid to
Dexterity or Strength checks. Failure on either check means a boulder falls from a height or the character slips and causes a cascade of rubble, alerting the worm’s tremorsense. Once a gap is created
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
damage. A Detect Magic spell reveals an aura of evocation magic emanating from the mirror. Unless covered, the reflective side of a moonlight mirror casts bright light in a 20-foot hemisphere, in the
color of the moon the mirror reflects. The text notes which ability checks, if any, are required to remove a moonlight mirror from where it is found.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
the other side of the gate. As part of this exercise, you can’t harm any on-duty soldiers, but I’ll explain the situation if any of you are detained. “Are you up for the challenge?”
In exchange for
before the open gate. If necessary, use the Guard stat block to represent each soldier. As an action, a character can try to bypass the soldiers and make one of these ability checks: DC 15 Dexterity
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Dexterity (Stealth) checks made to hide, and imposing disadvantage on attack rolls against you. Once you use this feature of the dimensional loop, it cannot be used again until the next dawn. Fold Space
use this feature of the dimensional loop, it cannot be used again until the next dawn. Part of a Whole. While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20c. Dexterity (Stealth) checks to move silently through the area are made with disadvantage. 20a. Central Chamber Guards. Five invisible will-o’-wisps patrol this area.
Dais. Five steps lead to the
. If the characters attack the nothics, any will-o’-wisps in area 20a come to the nothics’ aid. 20c. East Atrium This side chamber is unoccupied.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
oil on its skin from one consistency to an other as a bonus action.
Slippery Oil: While coated in slippery oil, the boggle gains advantage on Dexterity (Acrobatics) checks made to escape bonds
, squeeze through narrow spaces, and end grapples.
Sticky Oil: While coated in sticky oil, the boggle gains advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain






