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Returning 35 results for 'stop check'.
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slot check
stone check
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stops check
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Monsters
Monster Manual
Freeze. If the elemental takes Cold damage, its Speed decreases by 20 feet until the end of its next turn.
Water Form. The elemental can enter an enemy’s space and stop there. It can move
two Medium or smaller creatures at a time with Whelm. As an action, a creature within 5 feet of the elemental can pull a creature out of it by succeeding on a DC 14 Strength (Athletics) check. Success: Half damage only.PoisonAcid, Fire
Monsters
Monster Manual
regains 1 Hit Point after spending 1 hour there.
Spider Climb. The vampire can climb difficult surfaces, including along ceilings, without needing to make an ability check.
Vampire Weakness. The
can’t take any actions, speak, or manipulate objects. It is weightless and can enter an enemy’s space and stop there. If air can pass through a space, the mist can do so, but it can’t pass through liquid. It has Resistance to all damage, except the damage it takes from sunlight.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
act, that creature must succeed on a DC 18 Intelligence (Investigation) check to discern that the slithering tracker isn’t a puddle.
Liquid Form. The slithering tracker can enter an enemy
’s space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The slithering tracker can climb difficult surfaces, including upside down on
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
rolls.
If the scion dies, existing ore remains, but new veins of ore stop forming. The other effects end immediately.
Scions of Giants’ Gods
Giants are descended from the All-Father, Annam
Monsters
Vecna: Eve of Ruin
/day each: Telepathy, Teleport, Time Stop
Shining Counterspell. Alustriel interrupts a creature she can see within 60 feet of herself that is casting a spell. If the spell is 5th level or lower
, it fails and has no effect. If the spell is 6th level or higher, Alustriel makes an Intelligence check (DC 10 plus the spell’s level). On a successful check, the spell fails and has no effect
Monsters
Vecna: Eve of Ruin
).
Spider Climb. Kas can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Strength of the Night. Kas doesn’t require a coffin, and he drinks
can enter a hostile creature’s space and stop there. While in mist form, Kas can pass through a space without squeezing as long as air can pass through that space, but he can’t pass
Monsters
Quests from the Infinite Staircase
with it.
A creature restrained by the vortex, or another creature that can reach it, can use its action to make a DC 22 Strength check. On a successful check, the restrained creature is no longer
melodious chimes dance in the shutterless windows of its vaulted halls. Held aloft by genie magic and the staircases that branch from it, the palace is a pit stop for planar travelers and a haven for
Monsters
Vecna: Eve of Ruin
start of his next turn.
Spider Climb. Strahd can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. Strahd has the following
of 20 feet, can hover, and can enter a hostile creature’s space and stop there. While in mist form, Strahd can pass through a space without squeezing as long as air can pass through that space
Monsters
Princes of the Apocalypse
Air Form. Yan-C-Bin can enter a hostile creature’s space and stop there. He can move through a space as narrow as 1 inch wide without squeezing if air could pass through that space.
Empowered
(Athletics) check.
Thunderstorms erupt in a 5-mile radius centered on Yan-C-Bin’s lair, creating deafening cracks of thunder and constant lightning. Every ten minutes the storm rages, creatures standing
Monsters
Waterdeep: Dungeon of the Mad Mage
enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. He has advantage on Strength
an ability check.
Vampire Weaknesses. Zorak has the following flaws:
Forbiddance. Zorak can't enter a residence without an invitation from one of the occupants.
Harmed by Running Water. Zorak takes 20
Monsters
Fizban's Treasury of Dragons
Spider Climb. The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Tunneler. The dragon can burrow through solid rock at half its
not guarantee victory. Planning and tactics do. (Lawful)
6
Companionship. Sure, my hoard brings me great joy. But the real treasures are the guests who stop by to see it. (Good
Monsters
Waterdeep: Dungeon of the Mad Mage
, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on
on ceilings, without needing to make an ability check.
Vampire Weaknesses. Keresta has the following flaws:
Forbiddance. Keresta can't enter a residence without an invitation from one of the occupants
Monsters
Fizban's Treasury of Dragons
Spider Climb. The dragon can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Tunneler. The dragon can burrow through solid rock at
treasures are the guests who stop by to see it. (Good)
Sapphire Dragon Adventures
The Sapphire Dragon Adventure Hooks table offers suggestions for stories and adventures involving sapphire dragons
Magic Items
Tasha’s Cauldron of Everything
herbalism kit, and a poisoner's kit. You have advantage on any check you make using the artifact as one of these tools.
Primal Parts. As an action while the pestle and the mortar is within 5 feet of you
, you can command the pestle to grind. For the next minute, or until you use your action to verbally command it to stop, the pestle moves on its own, grinding the contents of the mortar into a mush or
Monsters
Curse of Strahd
actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a
(1 slot): animate objects, scrying
Spider Climb. Strahd can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.
Vampire Weaknesses. Strahd has the
Monsters
Fizban's Treasury of Dragons
object dropped down one of the chimneys continues falling endlessly unless it or some outside force has the means to slow or stop it. This property of the lair vanishes after 1d10;{"diceNotation":"1d10
dragon’s magic, creating one or more of the following effects:
Background Check. Once per day, the dragon can cast the legend lore spell, requiring no spell components, naming any person, place, or
Monsters
Fizban's Treasury of Dragons
needing to make an ability check.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 20-foot-diameter tunnel in its wake.Multiattack. The dragon makes one
tactics do. (Lawful)
6
Companionship. Sure, my hoard brings me great joy. But the real treasures are the guests who stop by to see it. (Good)
Sapphire Dragon Adventures
The Sapphire
Monsters
Fizban's Treasury of Dragons
the lower level brings a creature to the upper level. A creature or object dropped down one of the chimneys continues falling endlessly unless it or some outside force has the means to slow or stop it
surrounding a legendary amethyst dragon’s lair is altered by the dragon’s magic, creating one or more of the following effects:
Background Check. Once per day, the dragon can cast the legend
Magic Items
The Book of Many Things
languages of your choice.
Bridge. You gain the ability to cast the Time Stop spell 1d3 times. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice).
Campfire. You
stop drawing from the deck, regardless of how many cards you initially declared.
Lance. All your ability scores increase by 1, to a maximum of 20.
Mage. Your Intelligence score increases by 2, to a
Monsters
Fizban's Treasury of Dragons
needing to make an ability check.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 10-foot-diameter tunnel in its wake.Multiattack. The dragon makes one
, my hoard brings me great joy. But the real treasures are the guests who stop by to see it. (Good)
Sapphire Dragon Adventures
The Sapphire Dragon Adventure Hooks table offers suggestions for
Monsters
Fizban's Treasury of Dragons
creature makes an attack roll or an ability check, it must roll a d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a
":"roll", "rollAction":"Days"} days. Rocks immediately stop moving of their own accord. The existing abundance of crystals and emeralds remains, but new ones form at a normal rate.Fire, PsychicChange
Monsters
Fizban's Treasury of Dragons
roll or an ability check, it must roll a d8;{"diceNotation":"1d8", "rollType":"roll", "rollAction":"Disorienting Breath"} and reduce the total by the number rolled. On a successful save, the creature
over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. Rocks immediately stop moving of their own accord. The existing abundance of crystals and emeralds remains
Slithering Tracker
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
, unless an observer succeeds on a DC 18 Intelligence (Investigation) check.
Keen Tracker. The slithering tracker has advantage on Wisdom checks to track prey.
Liquid Form. The slithering tracker can
enter an enemy's space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The slithering tracker can climb difficult surfaces, including upside
Water Elemental
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Water Form. The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Freeze. If the elemental takes cold damage, it
","rollType":"damage","rollDamageType":"bludgeoning"} bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.PoisonAcid; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Hunting Trap
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter
, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or
Yochlol
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
.
Spider Climb. The yochlol can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Innate Spellcasting. The yochlol’s spellcasting ability is
yochlol can enter a creature’s space and stop there. Each time that creature starts its turn with the yochlol in its space, the creature must succeed on a DC 14 Constitution saving throw or be
Yochlol (Summoner Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
.
Spider Climb. The yochlol can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Innate Spellcasting. The yochlol’s spellcasting ability is
yochlol can enter a creature’s space and stop there. Each time that creature starts its turn with the yochlol in its space, the creature must succeed on a DC 14 Constitution saving throw or be
Leviathan
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
structures (included in Tidal Wave).
Water Form. The leviathan can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.Multiattack. The
, though, the creature must make a successful DC 24 Strength (Athletics) check to swim at all during that turn.The leviathan can take 3 legendary actions, choosing from the options below. Only one
Vampire Warrior
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on
, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation
Vampire
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
speed of 20 feet, can hover, and can enter a hostile creature’s space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can’t pass
next turn.
Spider Climb. The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws
Vampire Spellcaster
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on
, including upside down on ceilings, without needing to make an ability check.
Vampire Weaknesses. The vampire has the following flaws:
Forbiddance. The vampire can't enter a residence without an invitation
Magic Items
Infernal Machine Rebuild
stop moving for 10 minutes or more, you discover that your boots or shoes have set down roots that must be pulled free with a successful DC 20 Strength check.
39
Choose a creature you can see
make an Intelligence check or use divination magic to learn something about a creature, that knowledge comes with added trivia of the DM’s devising.
05
You emanate a weak magnetic aura
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Stop for Directions If the characters are forced to search the plains and battlefields of Avernus for the Red Belvedere because they have no one to lead them there, have the party’s navigator make a
DC 20 Wisdom (Survival) check at the end of every hour of travel. After each successful check, the characters find something to steer them in the right direction; determine the source of this help by
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Stop for Directions If the characters are forced to search the plains and battlefields of Avernus for the Red Belvedere because they have no one to lead them there, have the party’s navigator make a
DC 20 Wisdom (Survival) check at the end of every hour of travel. After each successful check, the characters find something to steer them in the right direction; determine the source of this help by
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
note of your check’s total, which is the DC for a creature to find you with a Wisdom (Perception) check. You stop being hidden immediately after any of the following occurs: you make a sound louder
Hide [Action] With the Hide action, you try to conceal yourself. To do so, you must succeed on a DC 15 Dexterity (Stealth) check while you’re Heavily Obscured or behind Three-Quarters Cover or Total