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Returning 35 results for 'strikes check'.
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strike check
Spells
Player’s Handbook
damage on failed save or half as much damage on a successful one.
If the globe strikes a body of water, it freezes the water to a depth of 6 inches over an area 30 feet square. This ice lasts for 1
minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A trapped creature can take an action to make a Strength (Athletics) check
Monsters
Curse of Strahd
succeed on a DC 18 Intelligence (Investigation) check to discern that the blight is animate.
Siege Monster. The blight deals double damage to objects and structures.Multiattack. The blight makes one
for sap and is so saturated with blood that it doesn’t catch fire easily.
Vicious Carnivore. A tree blight feeds on warm-blooded prey and takes perverse delight in causing carnage. It strikes
Monsters
Planescape: Adventures in the Multiverse
on a DC 18 Intelligence (Investigation) check to discern that the blight is animate.
Spider Climb. The blight can climb difficult surfaces, including upside down on ceilings, without needing to make
by the seemingly inanimate plant, the blight strikes, revealing its twisted, humanlike form and lashing out with razor-sharp vines to feed its bloodlust.
While razorvine blights are usually
Monsters
Mordenkainen Presents: Monsters of the Multiverse
check and succeeding.
Paralysis. The target takes 22 (4d10);{"diceNotation":"4d10", "rollType":"damage", "rollAction":"Brass Crossbow: Paralysis", "rollDamageType":"lightning"} lightning damage and
often unaware of being hunted until the orthon strikes. This invisibility can be disrupted when the devil is attacked, however, so a strong counterattack is often the best defense against it.
Orthons
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
, and the target must succeed on a DC 21 Strength saving throw or have the prone condition.
Lightning Strike. A bolt of lightning strikes a point Nafas can see within 120 feet of him. Each creature
Magic Items
Tasha’s Cauldron of Everything
creatures can open the hatch as easily as any other door. Other creatures can open the hatch as an action with a successful DC 25 Dexterity check using thieves’ tools. A knock spell cast on the
destroyed in two ways. After it has self-destructed, its disconnected pieces can be melted down in one of the forge-temples of its ancient Olman creators. Alternatively, if the servant strikes the
spells
Your strikes cause ambient magic surrounding a creature to collapse and detonate. The target hit by the strike takes an extra 4d6 Force;{"diceNotation":"4d6", "rollType":"damage", "rollAction
target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell’s level). On a successful check, the spell ends.
Bigby's Hand
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
with it.
Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage
.
Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the
Freezing Sphere
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.
If the globe strikes a body of water or a liquid that is principally water (not
are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.
You can refrain from firing the globe after completing the spell, if you
Arcane Hand
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
with it.
Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage
.
Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the
Otiluke's Freezing Sphere
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Player’s Handbook (2014)
saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.
If the globe strikes a body of water or a liquid that is principally water (not
are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.
You can refrain from firing the globe after completing the spell, if you
Githzerai Anarch
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
modifier.Multiattack. The anarch makes three unarmed strikes.
Unarmed Strike. Melee Weapon Attack: +10;{"diceNotation":"1d20+10","rollType":"to hit","rollAction":"Unarmed Strike"} to hit, reach 5 ft
composition. If the anarch moves more than 120 feet from the object, its concentration breaks.
The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
DC 15 Intelligence (Religion) check, they are not hit by any of the strikes. For each strike, a character must succeed on a DC 15 Constitution saving throw or take 10 (3d6) lightning damage, or no
Lightning Strikes When the characters enter the storm zone around the Wayside Inn, they must contend with the weather, which becomes an enemy more deadly than most they have faced. As the party
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
DC 15 Intelligence (Religion) check, they are not hit by any of the strikes. For each strike, a character must succeed on a DC 15 Constitution saving throw or take 10 (3d6) lightning damage, or no
Lightning Strikes When the characters enter the storm zone around the Wayside Inn, they must contend with the weather, which becomes an enemy more deadly than most they have faced. As the party
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike. Goring Rush
. You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
coast as he returns to his hoard among the ruins (area D5). A character who examines the crystalline protrusions or the scarred vegetation can make a DC 10 Intelligence (Nature) check. On a success, the
character recognizes the phenomenon as a sign of lightning strikes—or the lightning breath of a blue or bronze dragon. Assuming the characters continue toward the observatory, they soon arrive at area D1, described below.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier piercing damage, instead of the bludgeoning damage normal for an unarmed strike. Goring Rush
. You always know which direction is north, and you have advantage on any Wisdom (Survival) check you make to navigate or track.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
character who examines the bodies and succeeds on a DC 10 Wisdom (Medicine) check reveals that four drow are covered in burn marks consistent with lightning strikes, three were torn to pieces by large claws, and one was crushed to death (a victim of the behir’s coils).
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
13. Chamber of Three Chests When the party enters the illusory crawlway hidden by the red sphere, they will come to an apparent dead end, but a successful DC 10 Wisdom (Perception) check reveals the
) check while examining the box and the chest notices the box is set into the chest bottom. When this box is lifted from the supposed bottom of the chest, eight darts will fire upward, and the one or
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
13. Chamber of Three Chests When the party enters the illusory crawlway hidden by the red sphere, they will come to an apparent dead end, but a successful DC 10 Wisdom (Perception) check reveals the
) check while examining the box and the chest notices the box is set into the chest bottom. When this box is lifted from the supposed bottom of the chest, eight darts will fire upward, and the one or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
character who examines the bodies and succeeds on a DC 10 Wisdom (Medicine) check reveals that four drow are covered in burn marks consistent with lightning strikes, three were torn to pieces by large claws, and one was crushed to death (a victim of the behir’s coils).
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
coast as he returns to his hoard among the ruins (area D5). A character who examines the crystalline protrusions or the scarred vegetation can make a DC 10 Intelligence (Nature) check. On a success, the
character recognizes the phenomenon as a sign of lightning strikes—or the lightning breath of a blue or bronze dragon. Assuming the characters continue toward the observatory, they soon arrive at area D1, described below.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack. Most creatures have a 5-foot reach and
unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes. Opportunity Attacks In a fight, everyone is constantly watching for a chance to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack. Most creatures have a 5-foot reach and
unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes. Opportunity Attacks In a fight, everyone is constantly watching for a chance to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack. Most creatures have a 5-foot reach and
unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes. Opportunity Attacks In a fight, everyone is constantly watching for a chance to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
typical monster makes a melee attack when it strikes with its claws, horns, teeth, tentacles, or other body part. A few spells also involve making a melee attack. Most creatures have a 5-foot reach and
unarmed strike deals bludgeoning damage equal to 1 + your Strength modifier. You are proficient with your unarmed strikes. Opportunity Attacks In a fight, everyone is constantly watching for a chance to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Dexterity check, or force open a locked door with a successful DC 24 Strength (Athletics) check. Surfaces and Secret Doors. The dungeon has brick walls and stone-tiled floors. Rooms have 10-foot-high
plaster ceilings. Secret doors blend in with the surrounding walls, but a character with darkvision or sufficient light can find a secret door with a successful DC 10 Wisdom (Perception) check. Smell
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Dexterity check, or force open a locked door with a successful DC 24 Strength (Athletics) check. Surfaces and Secret Doors. The dungeon has brick walls and stone-tiled floors. Rooms have 10-foot-high
plaster ceilings. Secret doors blend in with the surrounding walls, but a character with darkvision or sufficient light can find a secret door with a successful DC 10 Wisdom (Perception) check. Smell
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Eldritch Mist While natural fog on the ocean can be a nuisance to ship crews, eldritch mist strikes fear into sailors everywhere. These rare, mysterious mists are almost indistinguishable from the
contains the souls of murder victims whose bodies were thrown into the sea. A DC 15 Intelligence (Arcana) check reveals that this mist is ghost fog. The souls of the dead want the living to join them
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
takes 10d6 cold damage. On a successful save, it takes half as much damage. If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes
use an action to make a Strength check against your spell save DC to break free. You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
takes 10d6 cold damage. On a successful save, it takes half as much damage. If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes
use an action to make a Strength check against your spell save DC to break free. You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
Dead Man’s Message After the characters’ first few days patrolling the city, tragedy strikes. Read or paraphrase the following: An anguished scream erupts from a nearby alley. The sound comes from a
his body is Kevori Fearnehart, Delvin’s sister. A character who succeeds on a DC 8 Intelligence (History) check recognizes both Delvin and Kevori as mercenaries employed by Lord Neverember to patrol
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
surprise, launching itself at them to feed on their memories. If the characters ignore the bodies and continue on their way, the memory web follows stealthily and strikes a few minutes later. When the
written on its first page. A character who succeeds on a DC 15 Intelligence (History) check knows Derwyth is a druid who lives nearby in Cernant Valley (detailed later in this adventure). Shalfey’s
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Eldritch Mist While natural fog on the ocean can be a nuisance to ship crews, eldritch mist strikes fear into sailors everywhere. These rare, mysterious mists are almost indistinguishable from the
contains the souls of murder victims whose bodies were thrown into the sea. A DC 15 Intelligence (Arcana) check reveals that this mist is ghost fog. The souls of the dead want the living to join them
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
Dead Man’s Message After the characters’ first few days patrolling the city, tragedy strikes. Read or paraphrase the following: An anguished scream erupts from a nearby alley. The sound comes from a
his body is Kevori Fearnehart, Delvin’s sister. A character who succeeds on a DC 8 Intelligence (History) check recognizes both Delvin and Kevori as mercenaries employed by Lord Neverember to patrol