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Returning 35 results for 'before burdens deception constructs remote'.
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Species
Eberron: Rising from the Last War
The illusions that I weave dazzle and deceive. Sometimes that deception eases your burdens, letting you forget your troubles for a moment. But I can also ease your burdens by ending your life
Monsters
Bigby Presents: Glory of the Giants
turn.A slumbering scion of Memnor appears as a dense, slowly drifting tower of clouds that never dissipates. Often, this cloud lingers over a remote valley, creating a constantly overcast sky. Sapient
within fully awakens.ThunderCold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksFog of Deception. The scion conjures a magical cloud that fills a 30-foot-radius sphere
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Mark of Shadow The illusions that I weave dazzle and deceive. Sometimes that deception eases your burdens, letting you forget your troubles for a moment. But I can also ease your burdens by
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Mark of Shadow “The illusions that I weave dazzle and deceive. Sometimes that deception eases your burdens, letting you forget your troubles for a moment. But I can also ease your burdens by
Triton
Legacy
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Species
Volo's Guide to Monsters
remote even merfolk and sea elves rarely encounter them.
Haughty Nobles
As a result of their isolation and limited understanding of the Material Plane, tritons can come across as haughty and
, leaving the tritons vulnerable to deception. With their strong martial tradition, tritons can sometimes be too eager to leap into a fight.
Strangers to the Surface
Given their isolation, most tritons
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
set up an ambush in a remote location. All are fanatically loyal to the queen and fight to the end. If the characters capture and subdue one or more of these assailants, threats and intimidation do
nothing to break their loyalty to the Queen of Air and Darkness. Effective roleplaying, magic, or a successful DC 18 Charisma (Deception or Persuasion) check enables the characters to convince the elves
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you
advantage on any Charisma (Deception) check you make to avoid detection. Death Strike Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
)
INT
19(+4)
WIS
12(+1)
CHA
15(+2)
Saving Throws Int +7, Cha +5
Skills Deception +5, Perception +4, plus one of the following: Arcana +7, History +7, Nature +7, or Religion
greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically.
While memory drained, the target must roll a d4 and subtract the number rolled from any
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
drawn lurking dangers from more remote parts of the bayou. As he grows more proficient in his ability to siphon creatures’ energy to power his magic, Murgaxor is practicing lesser forms of the magic that
approaching can make a Charisma (Deception) check, or a character who uses gestures and a calm voice to convince a mascot to wear the band can make a Charisma (Persuasion) check. The spirit statue in area W6
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, approaches a child in a remote place, and gives them an iron token (described below), through which the child can magically confide in the hag. Over time, “Granny” or “Grampy” convinces the child that it’s
)
CHA
15 (+2)
Saving Throws Con +5
Skills Deception +5, Perception +5
Damage Resistances cold
Senses darkvision 60 ft., passive Perception 15
Languages Common, Giant, Sylvan
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, 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
Undead and Constructs. On a failed save, a target is paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
.
STR
8(−1)
DEX
19(+4)
CON
16(+3)
INT
19(+4)
WIS
12(+1)
CHA
15(+2)
Saving Throws Int +7, Cha +5
Skills Deception +5, Perception +4, plus one of the
short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically.
While memory drained, the target must
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
(+2)
Saving Throws Int +7, Cha +5
Skills Deception +5, Perception +4, plus one of the following: Arcana +7, History +7, Nature +7, or Religion +7
Condition Immunities blinded, charmed, deafened
DC 15 Wisdom saving throw or take 18 (4d8) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, using stealth and illusion to gain their ends with a minimum of force. Tactics of deception and ambush provide the air cultists with opportunities to prove themselves smarter and more resourceful than
queen. Musicians and courtiers amuse and flatter her, and warriors mounted on hippogriffs serve as her knights. Aerisi grew up in an enchanted castle in a remote part of Faerie, surrounded by tales
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
of mighty constructs. Fellik quickly leads you through a series of trash canyons.
Curst Escape Features Curst’s dump has the following features: Garbage Heaps. Trash heaps are 20 feet tall. Garbage
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
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
around them. 3 Hired to guard a caravan heading to a remote mountain town, adventurers find the pass blocked with rockslides caused by stone giants at play. 4 A group of giants (perhaps members of the
far from the height of their civilization. Ruins might be inhabited by the once-giant hulks or Undead giants that appear in chapter 6, by Constructs crafted by giants, or by any kind of creature that
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
Magic Items
Infernal Machine Rebuild
concentration can be concentrated on by a remote user. The Infernal Machine’s effects have a spell save DC of 14 or the attuned user’s spell save DC, whichever is higher.
Summon Monster. When first
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->Mordenkainen's Tome of Foes
(+4)
CHA
21(+5)
Saving Throws Int +12, Wis +10, Cha +11
Skills Arcana +12, Deception +11, History +12, Insight +10, Perception +10
Senses truesight 120 ft., passive Perception 20
throw or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Undead and constructs are immune to this
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
wood. D4. Confused Constructs The ground here is spongy and carpeted in soft green grasses. Heavy footfalls and shrieks of grinding metal emanate from the mists. A muddy steel crate rests amid the
can use their reaction to trick the hydra by making a DC 14 Charisma (Deception) or Dexterity (Sleight of Hand) check. On a success, the hydra attacks an object or another creature within 5 feet of
Compendium
- Sources->Dungeons & Dragons->Rrakkma
Skills Arcana +10, Deception +8, History +10, Nature +10, Perception +5, Religion +10
Condition Immunities blinded, charmed, deafened, exhaustion, prone
Senses blindsight 60 ft. (blind beyond this
heal spell. Constructs, oozes, plants, and undead succeed on the save automatically.
While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack
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->Eberron: Rising from the Last War
mountains, in the Mournland, filled with secrets and waiting to be explored. History of the Colossi House Cannith spent much of the war working on various kinds of constructs that could serve as soldiers
. Construction began on enormous new creation foundries, hundreds of feet tall, carved into the sides of mountains or secretly nestled within remote canyons. The project succeeded beyond Cyre’s wildest dreams
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
their children to “be good, or the annis will get you.” Child Corrupter. When an annis feels especially cruel, she disguises herself as a kindly-looking elderly woman, approaches a child in a remote
)
Saving Throws Con +5
Skills Deception +5, Perception +5
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 15
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
as in the Feywild, the Shadowfell, and the Astral and Ethereal Planes. They invaded the world long ago from a remote location on the Material Plane, abandoning their home to conquer and devour
Wis +3
Skills Arcana +5, Deception +6, Intimidation +6, Perception +3, Persuasion +6
Senses darkvision 120 ft. (penetrates magical darkness), passive Perception 13
Languages Common, Deep Speech
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
(+1)
CON
14 (+2)
INT
11 (+0)
WIS
12 (+1)
CHA
18 (+4)
Skills Deception +6, Intimidation +6
Damage Resistances necrotic
Damage Immunities poison
Condition
of the earth. These creatures typically dwell in remote mountain crags and near volcanoes, where they caper among the forces of dissolution and rebirth. During avalanches and volcanic eruptions
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->Icewind Dale: Rime of the Frostmaiden
(+7)
WIS
26 (+8)
CHA
28 (+9)
Saving Throws Con +9, Wis +12
Skills Deception +13, Insight +12, Intimidation +13, Perception +16
Damage Vulnerabilities radiant
Damage Immunities
Skills Deception +13, Insight +12, Intimidation +13, Perception +16
Damage Vulnerabilities fire
Damage Immunities cold, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
gods are thought to be all male or all female; in some they are animals, or constructs made by Garl Glittergold. Some gnomes say Garl has five allies, while others tally eleven. A consensus of sorts
below. Gnome Deities Deity Alignment Province Suggested Domains Common Symbol
Baervan Wildwanderer NG Woodlands Nature Face of a raccoon
Baravar Cloakshadow NG Illusion, deception
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Charisma (Deception) check convinces these Zhents that the characters are their allies. Treasure. Resting in small piles and neat stacks on the table are 74 cp, 52 sp, 19 gp, and 4 taols. K15. Summoning
is attached to an iron lever. A wooden staircase once climbed 20 feet to the next level, but it has partially collapsed. The Kolat brothers once crafted constructs in this workshop. The magical clamped
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
deception, attempting to cheat her in a deal, and buried her under a mountain of molten gold as punishment. A commemoration of that event, Leiruin is the day for guild members to pay their annual dues and
inventions of the Gondar are revealed on this day and paraded through the city. These devices range from something as humble as new cabinet hinges to massive mechanical constructs that walk or roll about
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
who used this chamber didn’t only spar with each other; they also tested their prowess against three suits of magically animated plate armor sized for dwarves. These constructs still stand ready to
he also has Deception +4. The other three mutates are named Chals, Harralie, and Paulam. The cultists are happy to see people they can kill and feed to the monster in the worship hall to the south
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
security for its hoard. Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a
)
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
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, slowly drifting tower of clouds that never dissipates. Often, this cloud lingers over a remote valley, creating a constantly overcast sky. Sapient creatures who live beneath this cloud often display
until the end of its next turn.
Bonus Actions
Fog of Deception. The scion conjures a magical cloud that fills a 30-foot-radius sphere centered on a point it can see within 90 feet of itself. Each
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






