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Returning 35 results for 'been been deception cat ruins'.
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been been deception cat runes
Classes
Player’s Handbook
explosive fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their
pursue lives of crime or domination.
But the lure of knowledge calls even the most unadventurous Wizards from the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most
Monsters
Strixhaven: A Curriculum of Chaos
can’t be targeted by any divination magic or perceived through magical scrying sensors, and he adds double his proficiency bonus to Charisma (Deception) checks (included above).
Sanguine Sense
, creating the following regional effects in the Ruins of Caerdoon and the fortress. These effects end 1d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Days Regional Effects End"} days after the
Monsters
Curse of Strahd
example, one mongrelfolk might have the basic body shape of a dwarf with a head that combines the features of a cat and a lizard, one arm that ends in a crab’s pincer, and one leg that ends in
live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish outside their homes and fiercely
Rogue
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the
, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of
Backgrounds
The Wild Beyond the Witchlight
with each passing day, your heart swells with a mixture of fear and joy at the prospect of one day venturing back to the Plane of Faerie—your home away from home.
Skill Proficiencies: Deception
nectar or honey.
3
You have long whiskers like those of a cat.
4
Your ears are covered with soft tufts of fur.
5
Your skin sparkles in moonlight.
6
Flowers either bloom or wilt
Wizard
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute
knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
), but they’re more likely to warn intruders to leave the ruins than to immediately attack. They readily threaten violence and back up their threats with combat if necessary. As an action, a character
Deception, Intimidation, or Persuasion skill can apply to the check. This list summarizes what the kobolds know: Kobold History. The kobolds here have served Sparkrender for about a year. They revere the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Iriolarthas the Demilich Iriolarthas, once a powerful lich and before that a human wizard of Netheril, exists today as a demilich that haunts the ruins of Ythryn. Iriolarthas endures as a
Brotherhood. A party can fool the demilich into thinking they belong in Ythryn by succeeding on a DC 13 Charisma (Deception) group check. If the group check is successful, Iriolarthas believes the party is what
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. Their humanoid bodies incorporate the features of various beasts. For example, one mongrelfolk might have the basic body shape of a dwarf with a head that combines the features of a cat and a lizard, one
, or shunned. They typically live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Scholar’s Pack, and 5 GP; or (B) 55 GP Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of explosive fire, arcing lightning, subtle deception, and spectacular
calls even the most unadventurous Wizards from the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most Wizards believe that their counterparts in ancient
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Medusa As deadly as they are ravishing, the serpent-haired medusas suffer an immortal curse brought on by their vanity. They lurk in quiet exile among the tumbled ruins of their former lives
)
DEX
15(+2)
CON
16(+3)
INT
12(+1)
WIS
13(+1)
CHA
15(+2)
Skills Deception +5, Insight +4, Perception +4, Stealth +5
Senses darkvision 60 ft., passive
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
day, your heart swells with a mixture of fear and joy at the prospect of one day venturing back to the Plane of Faerie—your home away from home. Skill Proficiencies: Deception, Survival Tool
cat. 4 Your ears are covered with soft tufts of fur. 5 Your skin sparkles in moonlight. 6 Flowers either bloom or wilt (your choice) in your presence. 7 Your hair is made of vines or brambles and grows
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest
lives of crime or domination. But the lure of knowledge calls even the most unadventurous Wizards from the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most Wizards
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Medusa As deadly as they are ravishing, the serpent-haired medusas suffer an immortal curse brought on by their vanity. They lurk in quiet exile among the tumbled ruins of their former lives
and caprice. Their homes gradually fall into disrepair until they are little more than shadowy ruins covered with thorns and creepers, riddled with obstructions and hiding places. Foolhardy looters
Compendium
- Sources->Dungeons & Dragons->Monster Manual
similar deals. They often dwell near ruins, seeking mysterious magic they can use to gain riches and influence. Lamias use magical illusions and enchantments to trick others into serving them. They
(13d10 + 26)
Speed 40 ft.
Ability Score Mod Save Str 16 +3 +3 Dex 13 +1 +1 Con 15 +2 +2 Ability Score Mod Save Int 14 +2 +2 Wis 15 +2 +2 Cha 16 +3 +3
Skills Deception +7, Insight +4
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sacrifices to Dendar the Night Serpent in a sprawling underground temple beneath the ruins of Omu’s royal palace (area 20); the temple is described in chapter 4. The yuan-ti guard the entrances to the
found a worthy attack plan. Vegepygmies Years ago, a meteorite fell from the heavens and created the city’s Great Rift. Stardust rained over the ruins and formed patches of russet mold out of which
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
a character are destroyed can that character pull itself out of the sand or be pulled out by others. Consortium of Three The party encounters three flameskulls floating around the ruins, each wearing
to their loyalty to the prince—the flameskulls offer to help. A character must succeed on a DC 20 Charisma (Persuasion) check to sway the flameskulls. Charisma (Deception or Intimidation) checks do not
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
creatures known as nagpas and rendered them able to acquire new lore and magical power only from the ruins of fallen civilizations and great calamities. Nagpas still fear the Raven Queen and do their best
, Deception +11, History +12, Insight +10, Perception +10
Senses truesight 120 ft., passive Perception 20
Languages Common plus up to five other languages
Challenge 17 (18,000 XP) Proficiency Bonus +6
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ability Score Mod Save
Int 16 +3 +3
Wis 13 +1 +4
Cha 15 +2 +2
Skills Deception +5, Perception +7, Stealth +4
Immunities Poison; Poisoned
Senses Blindsight
ancient forests, often shaping stands of massive trees into compounds of interwoven branches, hollow trunks, and caverns amid mighty roots. They might also dwell amid forested ruins, particularly the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
The Guild The organization known simply as the Guild unites cutpurses, loan sharks, killers, thugs, con artists, grave robbers, cat burglars, and every other type of criminal in the city. The Guild
)
Saving Throws Dex +7, Int +4
Skills Acrobatics +10, Deception +5, Insight +6, Intimidation +5, Perception +6, Sleight of Hand +10, Stealth +10
Senses passive Perception 16
Languages Common
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
The Guild The organization known simply as the Guild unites cutpurses, loan sharks, killers, thugs, con artists, grave robbers, cat burglars, and every other type of criminal in the city. The Guild
, Int +4
Skills Acrobatics +10, Deception +5, Insight +6, Intimidation +5, Perception +6, Sleight of Hand +10, Stealth +10
Senses passive Perception 16
Languages Common, thieves’ cant
Challenge
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
absolutely necessary.
— Walnut Dankgrass
Nature’s Envoy Some of the most lucrative ruins and monster lairs happen to be located inconveniently in the uncivilized wilds of the world. As an Acquisitions
feral cat that thinks it’s much tougher than it is
10 A friendly stirge that nests in your backpack and drinks only fruit juice
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
occupied by typical patrons, while two other people stand at the bar. A sleek house cat sizes you up as it paces across the floor, stalking some unseen prey. Oddly, the interior space of the inn seems
outside door doesn’t open for them. Bored, they have begun to make notes of everything around them. They have noticed that the mice appear very intelligent, ably eluding the inn’s resident cat, Onyx
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
power, barring them from any source except for the ruins left behind from fallen civilizations and great calamities. For this reason, nagpas turn their efforts to bringing about such ends, so they
.
Nagpas can't learn from that which isn't destroyed. Imagine how bewildering and terrifying a city full of life must be to them. Is it any wonder that they seek the ruins of such places?
Nagpa
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
to consider. Exotic Locations. Lightning rails, airships, and other forms of transportation can facilitate travel to exotic locations. Adventures could take you to the colossal ruins left behind by
investment in the world. Optional Rule: Environmental Elements
A fight breaks out in The Cat & Biscuit. The gnome rogue leaps from the landing and swings across the room, passing over the heads of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
attacks won’t end until the adventurers delve deep into the Cogs and defeat Cavallah herself. The
Sharn Inquisitive
Monstrous Deception
Monsters are infiltrating our city! Though the Sharn Watch
powers in Sharn, or pursue ancient artifacts in the ruins below the city to keep them out of others’ hands. Dreamlily is relatively safe; dragon’s blood is not. Its effects are intentionally unpredictable
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
platform rises from the edge of the pool, supporting a larger-than-life quartz statue of an elf priest with outstretched arms.
The ruins here belong to an elven tribe that once dwelled in this region. They
Wisdom (Insight) check contested by the cloakers’ Charisma (Deception) check recognizes that the “spirit” is a little too eager with its request. Additionally, a character who succeeds on a DC 18
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
the dump, read or paraphrase the following description: Mountains of junk fill countless acres of Curst’s dump. Debris range from simple trash to the ruins of massive structures to the blasted remains
Mercykillers fight to the death. A character who succeeds on a DC 20 Charisma (Deception) check convinces the Mercykillers that Valder is dead or not in Curst. Tunnel. The tunnel to the north winds for
Magic Items
Infernal Machine Rebuild
functions as a familiar and has the statistics of a cat.
An exact duplicate of you appears next to you, dressed as you but lacking any gear. It loudly tries to convince all other creatures that it is you
seriously, imposing disadvantage on Charisma (Deception and Persuasion) checks, and causing you to automatically fail Charisma (Intimidation) checks.
22
You can cast the gaseous form spell on
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Occupied Mansion Locations The following locations are keyed to map 6.3. Map 6.3: occupied mansion View Player Version O1: Exterior At the end of a row of ruins stands a partially intact manor. Most
, the cloaks here grant advantage on Charisma (Deception) checks made to pass as a Dragon Army soldier while in the mansion. There are also six spears here. O3: Carriage House Two sets of metal sliding
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
choice): Arcana, Deception, History, Insight, Intimidation, or Survival. Once the throne bestows its gift on a creature, the throne ceases to be magical for one year, during which time nothing happens
refers to Endelyn’s weakness, as described in appendix B.) The second goat says, “Play to her passions. Stay on script. A cat, a horn, or a shadow ripped.” (This prophecy refers to Endelyn’s desire to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the ruins of Orolunga, where the naga is said to dwell. Fate has handed Artus a saurial traveling companion named Dragonbait, whom he met in Port Nyanzaru. The two are always on the move
)
CHA
18 (+4)
Saving Throws Dex +5, Cha +7
Skills Deception +7, History +9, Insight +6, Survival +9
Damage Immunities cold (while wearing the Ring of Winter)
Senses passive Perception 13
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
cost of their free will. The Cult of the Howling Hatred relies upon deception and trickery both to recruit its members and defeat its enemies. Even so, those that underestimate the air cult for their
ft.
STR
10 (+0)
DEX
15 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
9 (−1)
CHA
11 (+0)
Skills Deception +2, Religion +2, Stealth +4
Senses passive
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
passphrase, a character must succeed on a DC 18 Charisma (Deception) check to fool the sivaks; otherwise, the sivaks attack. Characters wearing Dragon Army armor or similar garb have advantage on Charisma
Charisma (Deception) check to convince Orm the characters have business in the tower. Guelfost has orders to obey his handler, but they don’t compel him to fight after Orm dies. If Orm is defeated, Guelfost
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
work in the ruins of Old Sharn. You can add other documents that could act as story hooks for future adventures. Sergeant Germaine Vilroy (neutral female Brelish human veteran) is restrained and
no idea why Daask abducted him and begs for the characters to free him. A character who succeeds on a Wisdom (Insight) check contested by Corrin’s Charisma (Deception) check knows the halfling is lying






