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Returning 29 results for 'before being deception consume resolve'.
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Magic Items
Princes of the Apocalypse
knows little more than the desire to face orcs in battle and serve a courageous, just wielder. It disdains cowards and any form of duplicity, deception, or disloyalty. The weapon’s purpose is to
defend dwarves and to serve as a symbol of dwarven resolve. It hates the traditional foes of dwarves — giants, goblins, and, most of all, orcs — and silently urges its possessor to meet such creatures in battle.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Cultist Doomsayer and Fanatic Cultists devote themselves to their faith’s leaders and otherworldly masters. While this zeal grants cultists no magical powers, it gives them remarkable resolve in the
Cha 10 +0 +0
Skills Deception +2, Religion +2
Gear Leather Armor, Sickle
Senses Passive Perception 10
Languages Common
CR 1/8 (XP 25; PB +2)
Actions
Ritual Sickle. Melee Attack Roll: +3, reach 5 ft. Hit: 3 (1d4 + 1) Slashing damage plus 1 Necrotic damage.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
that they resolve with special rules. Mage Tower Cheer Squad Skills: Perception, Persuasion Member: Zanther Bowen With their coordinated cheers, outfits, and school spirit, these cheerleaders inspire
pride in the official Strixhaven University Mage Tower teams. Playactors Drama Guild Skills: Arcana, Deception Member: Quentillius A. Melentor III, Rubina Larkingdale These actors work together to
Compendium
- Sources->Dungeons & Dragons->Monster Manual
gives them remarkable resolve in the face of threats. Cultists perform much of a cult’s mundane work, which might include evangelism, criminal acts, or serving as sacrifices. Cultist Medium or Small
10 +0 +0
Wis 11 +0 +2
Cha 10 +0 +0
Skills Deception +2, Religion +2
Gear Leather Armor, Sickle
Senses Passive Perception 10
Languages Common
CR 1/8 (XP 25; PB +2
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
. A successful DC 15 Charisma (Deception or Persuasion) checks convinces the disgruntled cultists to listen. The party might also pretend to be other members of the cult who are seeking volunteers to
roleplaying to carry the encounter until it’s time to resolve the situation. If the adventurers make a compelling offer to the cultists, they might do what the party wants with no check. If the outcome
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
)
CON
13 (+1)
INT
12 (+1)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws Dex +4, Cha +4
Skills Deception +4, Performance +6, Persuasion +6
Senses passive Perception 10
12 (+1)
WIS
11 (+0)
CHA
17 (+3)
Saving Throws Dex +5, Wis +2, Cha +5
Skills Deception +5, Performance +7, Persuasion +7
Senses passive Perception 10
Languages Common
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
lickers, owing to the fiends’ tendency to lurk near battlefields and other sites of great tragedy to consume the anguish saturating the area. Daemogoths are creatures of forbidden knowledge and magic, all
)
DEX
15 (+2)
CON
19 (+4)
INT
21 (+5)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws Int +9, Wis +6, Cha +8
Skills Arcana +13, Deception +12, History +9, Perception
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
are decaying plants and even mud.
Farmers fear and loathe hill giants. Where a predator such as an ankheg might burrow through fields and consume a cow or two before being driven off, a hill giant
will consume a whole herd of cattle before moving on to sheep, goats, and chickens, then tearing into fruits, vegetables, and grain. If a farm family is at hand, the giant might snack on them too
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
and serve a courageous, just wielder. It disdains cowards and any form of duplicity, deception, or disloyalty. The weapon’s purpose is to defend dwarves and to serve as a symbol of dwarven resolve
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
mission of every barghest, implanted in it by the General of Gehenna, is to consume souls. It eats these souls by devouring the bodies of those it kills, preferring goblinoids. A barghest hungers for
Deception +4, Intimidation +4, Perception +5, Stealth +4
Damage Resistances cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid, poison
Condition
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the ability to assume its true form: that of a large, fiendish canine. The mission of every barghest, implanted in it by the General of Gehenna, is to consume seventeen goblinoid souls by devouring the
. in goblin form)
STR
19(+4)
DEX
15(+2)
CON
14(+2)
INT
13(+1)
WIS
12(+1)
CHA
14(+2)
Skills Deception +4, Intimidation +4, Perception +5, Stealth +4
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
tragic tale of woe and misery puts her in a bargaining mood. If these visitors enter into an agreement with Bavlorna, she’ll use her powers to resolve their pressing problem in exchange for something of
, Deception +5, Perception +4, Stealth +3
Senses truesight 60 ft., passive Perception 14
Languages Common, Elvish, Sylvan
Challenge 7 (2,900 XP) Proficiency Bonus +3
Amphibious. Bavlorna can
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, characters can resolve encounters without resorting to combat. Some examples are listed below, though the characters may come up with creative alternatives: Bluffing. A character can lie their way
past a guard with a successful DC 16 Charisma (Deception) check. If the party’s preparations convincingly support their story—such as wearing guard uniforms while claiming they’re new guards—the DC
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
have you burned Cyre out of your heart? Even if you’re not from Cyre, the Mourning may have had a profound impact on you. Are you afraid that the Mourning could consume all of Khorvaire, or do you
way to lay these spirits to rest? Do they have unfinished business they want you to resolve? As a sorcerer, your magical powers could be the result of your exposure to the Mourning. Were you physically
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
storm thins and warn the pilot when boulder-sized hail would strike the battle balloon. Captain. The captain must succeed on a DC 13 Charisma (Deception or Persuasion) check to steady the crew and
within it?
The storm has attracted a massive sentient funnel cloud that threatens to consume the battle balloon! Lookout. Have the lookout attempt a DC 10 Wisdom (Perception) check to track the funnel
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
to possess the material goods in a stronghold’s hoard, and would much rather snatch up living treasure. Using its powers of deception, a green dragon might try to entice dwarves it encounters to ally
moves in to finish the job. DWARVES AND ALE
Dwarves have a reputation for being able to consume great quantities of ale. Although drinking plays a significant role in their culture, it is a mistake
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
material by providing a structured way to resolve a social interaction. Much of this structure will be invisible to your players in play and isn’t meant to be a substitute for roleplaying. 1. Starting
course — call for a Charisma check. Any character who has actively participated in the conversation can make the check. Depending on how the adventurers handled the conversation, the Persuasion, Deception
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
for the spirits of Jarlmoot (see "Jarlmoot"). Changing the giant’s attitude in this way requires a successful DC 17 Charisma (Deception or Persuasion) check in addition to a sufficient bribe or a
possible. The contest ends when the majority of one team can’t hold their handstands and either give up or fall over. Resolve the contest using DC 10 Strength (Athletics) group checks: each team
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
below. Gnome Deities Deity Alignment Province Suggested Domains Common Symbol
Baervan Wildwanderer NG Woodlands Nature Face of a raccoon
Baravar Cloakshadow NG Illusion, deception
send an omen to nudge a group of gnomes in a certain direction, or even manifest an avatar in the middle of a gnome burrow. When Garl makes one of these rare appearances, it is to resolve a dispute that
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
of the workers or pose as wealthy guests. A character who wants to get aboard in this fashion must succeed on a Charisma (Deception) check contested by Captain Storn’s Wisdom (Insight) check. A
stationed here from dusk until dawn, taking turns at the wheel. If trouble arises somewhere else on the ship, the captain takes the wheel and sends one or more crew members to resolve the situation
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Smiling ones are cloud giants who honor and emulate Memnor’s craftiness and deceit above all else. They are tricksters supreme who use sleight of hand, deception, misdirection, and magic in their
)
INT
15(+2)
WIS
16(+3)
CHA
17(+3)
Saving Throws Con +10, Int +6, Cha +7
Skills Deception +11, Insight +7, Perception +7, Sleight of Hand +9
Senses passive Perception 17
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, which serves as the kobolds’ egg nursery. These kobolds protect their eggs with flinty resolve. The mossy niches in the walls contain a total of thirty eggs. 6C. Rolling Stone Trap A tripwire
judgments. Whenever one of these precepts is broken, Tinder can make a Wisdom (Perception) check contested by the characters’ Charisma (Deception) checks to see through the ruse. If additional characters
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
progress for Zariel. If Alazub is freed, a character who makes a successful Charisma (Deception) check against Alazub’s Wisdom (Insight) check can convince the devil that Zariel sent the characters to
and tries to consume any creature that crosses its path. It then leaves to find its master, Yeenoghu. If Crokek’toeck is freed, Trantolox and the rest of the demons in area S14 investigate. The
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
obey, or the Far Realm shall consume what mind you have left, weakling.” 3 A beholder floats in a room with stained surgical slabs (area X10), addressing a mind flayer on a rust-colored floating disk
the Crypt of the Talhund in chapter 6.) 6–19 Choose a random area in Gibbet Crossing and describe a short scene where 1d4 mind flayers capture and consume one of the area’s former denizens (drow
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, Kashem still pursues her original charge to destroy all who enter. When the characters arrive, Kashem floats silently above the chamber, waiting for a prime opportunity to strike. If the characters consume
(Deception) check, Kasdu’ul summons a water weird and orders it to serve the characters for 1 hour, after which it vanishes. In either case, Kasdu’ul then bids the characters farewell and returns to the Elemental Plane of Water.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
poisoned condition if swallowed) Wisdom (Medicine or Survival)
Guidebook to famous Chultan day spas (none of which exist) Intelligence (History) or Charisma (Deception)
Jim Darkmagic’s feral
characters to receive a telepathic message from the mind flayer: “I will consume you and your companions. Your end comes soon.” More information on this Six agent can be found in “On Board The
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
, Kashem floats silently above the chamber, waiting for a prime opportunity to strike. If the characters consume any of the food or drink, refuse to join the nobles outright, or see through the illusions
Kashem’s demise—such as a pinch of the dust left behind after her death—or they offer a convincing story and succeed on a DC 17 Charisma (Deception) check, Kasdu’ul summons a water weird and orders it to
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
CHA
19 (+4)
Saving Throws Dex +8, Con +14, Wis +10, Cha +11
Skills Deception +11, Perception +17, Stealth +8
Damage Immunities acid
Senses blindsight 60 ft., darkvision 120 ft., passive
)
DEX
12 (+1)
CON
21 (+5)
INT
18 (+4)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws Dex +6, Con +10, Wis +7, Cha +8
Skills Deception +8, Perception +12, Stealth
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
CON
25 (+7)
INT
20 (+5)
WIS
17 (+3)
CHA
19 (+4)
Saving Throws Dex +8, Con +14, Wis +10, Cha +11
Skills Deception +11, Insight +10, Perception +17, Persuasion +11
)
INT
18 (+4)
WIS
15 (+2)
CHA
17 (+3)
Saving Throws Dex +6, Con +10, Wis +7, Cha +8
Skills Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6
Damage






