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Returning 35 results for 'before boat duplicate convince rounds'.
Other Suggestions:
before beast duplicate convince round
before body duplicate convinced round
before body duplicate convince round
before body duplicate continue round
before beast duplicates convince round
Demogorgon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
following effects; Demogorgon can’t use the same effect two rounds in a row:
Demogorgon creates an illusory duplicate of himself, which appears in his own space and lasts until initiative count 20
of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or object interacts physically with
Monsters
Mordenkainen Presents: Monsters of the Multiverse
rounds in a row:
Darkness. Demogorgon casts the darkness spell four times, targeting different areas with the spell. Demogorgon doesn’t need to concentrate on the spells, which end on
initiative count 20 of the next round.
Illusory Duplicate. Demogorgon creates an illusory duplicate of himself, which appears in his space and lasts until initiative count 20 of the next round. On his turn
Monsters
The Book of Many Things
illusory duplicate of itself in its space, then teleports, along with any equipment it is wearing or carrying, to an unoccupied space within 15 feet of itself. The image flings illusory blades at two
lair actions; the villain can’t take the same lair action two rounds in a row:
Distraction. A shrill sound fills the lair. Creatures that can hear it must succeed on a DC 15 Constitution saving
Monsters
Planescape: Adventures in the Multiverse
experiences, particularly great meals, with the monster. Some might even convince a darkweaver to release them if they promise to return with rare spices or one-of-a-kind meals. Those who manage to
darkweaver can’t take the same lair action two rounds in a row:
Extinguish. All nonmagical flames within 30 feet of the darkweaver are extinguished. In addition, if this area overlaps with an
Fraz-Urb'luu
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Out of the Abyss
’t use the same effect two rounds in a row:
Fraz-Urb’luu causes up to 5 doors within the lair to become walls, and an equal number of doors to appear on walls where there previously were
elaborate fantasies that have no bearing on reality. When I return my focus to the world, I have a hard time remembering that it was just a daydream.”
61–80
“I convince myself that
Backgrounds
Baldur’s Gate: Descent into Avernus
and the bugbear became friends.
6
Last winter, you dove into the frigid river to haul out a foundering fishing boat with your bare hands, saving all aboard. Now, everyone on the docks knows your
can spend 2d10 minutes to convince 1d6 commoners to perform a non-illegal act that inconveniences a member of the Watch or Flaming Fist, a patriar, or some other wealthy looking individual.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
The Swamp Forest Dukha pilots his skiff to the mouth of the Tinjhorna River, a journey that takes 10 hours in his boat. From there, the journey to the waterfalls takes an additional 10 hours. Travel
please, roll on the River Journey Encounters table to see what occurs. River Journey Encounters d10 Encounter 1–2 It rains heavily. For the next hour, the boat and its surroundings are heavily
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
illusory. Tactile exploration reveals that the liquid has no substance and the font is dry. The dark figure is a magical, illusory duplicate of whichever character opened the door to the room. It copies
the character’s movements, allowing a shrewd player to use the duplicate to dispense with the liquid in the font. The shadow duplicate has the statistics of a commoner and is immune to poison damage. It
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Clever Beast When a roll on the Lake Events table indicates that the lake monster takes an interest in the characters, read: Ripples disrupt the surface of the lake, causing your boat to bob from
nearby boats. It swims to the bottom of the lake if attacked.
2 The plesiosaurus rams a boat from beneath. (If the characters have more than one boat, randomly determine which one the monster rams
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the center of each boat. The lake is covered in ice floes, which make travel dangerous. As the characters row out from Bremen, their boats must steer around 1d4 + 1 ice floes. Any character who
tries to steer a boat around an ice floe must succeed on a DC 14 Wisdom check, adding their proficiency bonus to the roll if they’re proficient with water vehicles. On a failed check, the boat hits the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
action to cause one of the following effects; he can’t use the same effect two rounds in a row: Demogorgon creates an illusory duplicate of himself, which appears in his own space and lasts until
initiative count 20 of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or object interacts
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
action to cause one of the following effects; Demogorgon can’t use the same effect two rounds in a row: Demogorgon creates an illusory duplicate of himself, which appears in his own space and lasts
until initiative count 20 of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or object
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
it remains fed, the hydra avoids any boats that ply back and forth. When a rowboat bell is sounded, the hydra surfaces within 1d6 rounds. If it’s not fed immediately, it attacks the boat. The hydra attacks any boats that venture north of area 18. Swimmers are also fair game.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
.
Dukha explains this is where he met the riverine Tinjhorna. He moors the boat amid the islands opposite the falls so the group can attempt to call upon the riverine—and to keep it safe in case the spirit
proves hostile. As Dukha ties up the boat, characters who succeed on a DC 14 Wisdom (Perception) check notice several pairs of green, feline eyes watching from amid the island’s foliage. Upon being
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
). A cowbell dangles from a hook at the prow of each boat. Ringing either bell summons the hydra in area 21, which arrives in 1d6 rounds. Yuan-ti Broodguards Guarding the rowboats and watching the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
to investigate the boat, delaying that hero’s arrival in Grakenok. The dingy is doomed, but its lone sailor is easily saved. This precocious human commoner calls himself Kai and is impressed by whoever
arriving at Grakenok (see the “Arriving in Grakenok” section). A character who calls out to a nearby rival and succeeds on a DC 16 Charisma (Persuasion) check can convince the rival to fight the whirlwyrm, which delay’s that hero’s arrival in Grakenok.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
rounds in a row: Until initiative count 20 on the next round, the hag can pass through solid walls, doors, ceilings, and floors as if the surfaces weren’t there. The hag targets any number of doors and
the next round. A powerful green hag might have the following additional lair action: The hag creates an illusory duplicate of herself, which appears in its own space. As long as she can see her
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
a busy part of the Lower City or Outer City of Baldur’s Gate, you can spend 2d10 minutes to convince 1d6 commoners to perform a non-illegal act that inconveniences a member of the Watch or Flaming
the groin. Later, you and the bugbear became friends.
6 Last winter, you dove into the frigid river to haul out a foundering fishing boat with your bare hands, saving all aboard. Now, everyone on the docks knows your name.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the characters is an epic liar who can convince the guards the party is a legitimate diplomatic or trade delegation. Anyone with a merchant or criminal background has heard rumors that the Zhentarim
days inside the city before the duergar slavers start taking their measure. Arriving by way of the Darklake Docks is easier and more discreet. If the characters are traveling by boat, Buppido can
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
ties), Demogorgon can take one of the following lair actions; he can’t take the same lair action two rounds in a row: Darkness. Demogorgon casts the darkness spell four times, targeting different areas
with the spell. Demogorgon doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round. Illusory Duplicate. Demogorgon creates an illusory duplicate of himself
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
a busy part of the Lower City or Outer City of Baldur’s Gate, you can spend 2d10 minutes to convince 1d6 commoners to perform a non-illegal act that inconveniences a member of the Watch or Flaming
bugbear became friends. 6 Last winter, you dove into the frigid river to haul out a foundering fishing boat with your bare hands, saving all aboard. Now, everyone on the docks knows your name.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
spends an hour or more in the village asking questions, getting a meal or rest, or otherwise not getting aboard the castle might miss the boat. The castle leaves one hour after the cultists realize the
his retinue arrive, suggesting that the characters rush to the stables, mount the wyverns, and take flight at once. The characters have a few rounds to reach the stables before Othelstan has the building surrounded and demands their surrender.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, or otherwise not getting aboard the castle might miss the boat. The castle leaves one hour after the cultists realize the village has been infiltrated. After the castle is gone, the villagers drop all
the stables, mount the wyverns, and take flight at once. The characters have a few rounds to reach the stables before Othelstan has the building surrounded and demands their surrender.
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
+1 bonus to initiative rolls.
You are unable to hear any speech louder than a whisper.
17
An exact duplicate of you appears next to you, dressed as you but lacking any gear. The duplicate
Monsters
Fizban's Treasury of Dragons
creators abandoned them, taking great interest in the artifacts and architecture they left behind. Visitors who manage to convince the dragon they are not a threat are treated to a tour of the vaults, with
dragon can’t take the same lair action two rounds in a row:
Beguiling Whisper. The dragon telepathically whispers to one creature within range of the dragon’s telepathy. The creature must
Monsters
Fizban's Treasury of Dragons
drive the giant away.
2
An adult topaz dragon and an adult bronze dragon are finding their centuries-old enmity turning into a more romantic passion.
3
A djinni hopes to convince a topaz
initiative ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:
Beguiling Whisper. The dragon telepathically whispers to
Monsters
Fizban's Treasury of Dragons
of the remaining areas of the vaults as they were when their creators abandoned them, taking great interest in the artifacts and architecture they left behind. Visitors who manage to convince the
ties), the dragon can take one of the following lair actions; the dragon can’t take the same lair action two rounds in a row:
Beguiling Whisper. The dragon telepathically whispers to one creature
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
seep out of the tree and begin consuming the remains. Each black pudding can devour one gnome corpse in 2 rounds or one human corpse in 4 rounds. The puddings ignore creatures that leave them alone
healing (superior). Development. The dryads urge the characters to follow the tracks left by the monks, saying they lead to a “greater evil that must be defeated.” The characters can’t convince the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
the bigger ships alongside each other would be risky), or to travel to or from a pier that is either too small or too crowded to accommodate a larger vessel.
A jolly boat can be lowered into the
gravity plane of a larger ship or object, where it bobs like a boat in water. A jolly boat is too small to support a spelljamming helm, so the crew must use oars to steer and propel it as it “floats” in
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
edge of the castle yard leads down to the boat basin and landing. Carved into the bluff is a 20-foot-long staircase. Random Encounters. Characters lingering in the castle yard are likely to encounter
through their first turn of any combat that takes place here, then awaken and arm themselves during their second turn. Development If the characters convince Grimjaw that they are here to join up, they
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
also create Nyxborn creatures to serve as messengers or emissaries. Gods grant their clerics the ability to cast spells, and they can effortlessly duplicate the effect of any spell they could grant (any
against a god by mortals would require the assistance of at least one other god, and ideally more than one, to have any hope of success. A group of adventurers might try to convince a group of gods
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
interrupts them. Any character who has a passive Wisdom (Perception) score of 14 or higher hears the guard coming 2 rounds before the guard enters the room. Evading Guards When guards are present in an area
decreases to 12. Bribing. A character can convince a guard to look the other way with a 50 gp bribe and a successful DC 10 Charisma (Persuasion) check. Hiding. Before entering a room, a character can
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
duplicate of the one in area L9 of the Deans’ Wing. Confronting Dean Tullus. Dean Tullus is sitting in one of the chairs by the fireplace when the characters arrive. She’s gazing into Murgaxor’s orb, which
her action on any given round, but if characters succeed on making these checks on three different rounds, Tullus clutches her head and screams “No!” She then falls unconscious. Murgaxor’s Orb
Compendium
- Sources->Dungeons & Dragons->Divine Contention
convince Sister Silvergranite that the characters mean no harm and are only here to protect the gnomes. GNOMENGARDE GRENADE Wondrous item, unique
This small metallic object is comprised of rune
times, rerolling any duplicate results. Any effects that specify a target affect all creatures in range of the grenade when it explodes. Any effects that would affect the wielder of the wand instead
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
characters if they cross paths. If the characters make it to the upper deck, they must hail the sailors aboard the rowboat from Soul of Winter and wait for the boat to reach them. Movement Movement is
check, a character falls prone in the space where the climb began. Rescue Once the characters reach area 1 and call for help, the sailors in the rowboat try to rescue them. It takes 10 rounds for the






