When you roll a natural 1 on an attack roll, you are subject to a critical miss. On a critical miss, your turn ends and something crappy may happen per DM option.
Outside of combat, a roll of a natural 20 indicates automatic success (as long as the action was not utterly impossible) and can result in something truly awesome happening per DM option. Outside of combat, a roll of a natural 1 indicates automatic failure and can result in something truly crappy happening per DM option.
Scrolls of Protection
Caster can center the effects of the scroll on another creature.
Monster Knowledge Checks
Refer to these rules whenever a character makes a check to identify a monster, regardless of the knowledge skill he or she is using. The DM typically tells a player which skill to use, based on the creature’s origin or relevant keyword. If a monster’s origin and keyword suggest the use of two different skills, the DM decides which skill can be used to identify the monster, and might allow the use of either skill. For example, a dracolich is both a natural creature and undead, but the DM might decide that its being undead is more relevant than its natural origin and require the use of Religion. In contrast, an abyssal ghoul is an elemental undead creature, and the DM might allow the use of either Arcana or Religion.
- Action: No action. A character either knows or doesn’t know the information.
- DC: The DM sets the DC based on monster’s rarity or mystery.
- Success: The character identifies the monster and knows its origin, type, typical temperament, and keywords. If the character meets or exceeds the hard DC for the monster’s level, he or she also knows the monster’s resistances and vulnerabilities, as well as what its powers do.
- Failure: The character doesn’t recall any pertinent information about the monster. The Dungeon Master might allow a new check if further information comes to light.
- Aberration – Int
- Beast – Int (Nature)
- Celestial – Int (Religion)
- Construct – Int (Arcana)
- Dragon – Int (Nature)
- Elemental – Int (Arcana)
- Fey – Int (Arcana)
- Fiend – Int (Arcana/Religion)
- Giant – Int (Nature)
- Humanoid – Int (Nature)
- Monstrosity – Int (Nature)
- Ooze – Int (Nature)
- Plant – Int (Nature)
- Undead – Int (Arcana/Religion)
On a hit, the attacker can choose to impose the restrained condition on the target until the target escapes. To escape, the target, or another creature within 5 feet, must spend an action to make a successful DC 10 Strength (Athletics) or Dexterity (Acrobatics) check. Alternatively, the entangling weapon or its trailing line can be destroyed by dealing the weapon 5 or more slashing damage (AC 10.) A weapon with the entangling property can only be attacked when it is restraining a target.
Targets two size categories larger than the attacker or targets with formless bodies are immune to this property. For weapons with a trailing line, like the whip or harpoon, the target can move, but only in the direction of the attacker. Furthermore, if the target remains entangled by a weapon with a trailing line, the attacker can use their action to initiate a Strength contest and, if successful, can pull the entangled target up to 10 feet towards them.