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Returning 35 results for 'being before detected convince round'.
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Fraz-Urb'luu
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Monsters
Out of the Abyss
divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or fiends.Multiattack. Fraz-Urb’luu makes three attacks: one with his bite and two with his
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
Monsters
Fizban's Treasury of Dragons
disguised as a human merchant prince.
5
An adult emerald dragon shows an emerald dragon wyrmling how to safely observe Humanoids without being detected.
6
An adult emerald dragon keeps a
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
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
one creature within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature
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
within range of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
activity, they attempt to sound an alarm horn 1 round later on their turn. Once an alarm horn is sounded, the fort goes on alert. Alert If a threat is detected, the eight Dragon Army soldiers (see
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
farthest from the characters. Map 5.1: parade routeView Player Version Azra Nir. Azra uses the acolyte stat block and is surprised during the first round of combat. He seeks only to escape the chaos
make one melee attack against a randomly determined creature within reach each round for 1 minute before the poison’s effect ends. Kala. Kala uses the druid stat block and has already cast barkskin
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
dragonnels (see appendix B) have been separated from their riders. A character can convince the dragonnels to let the characters ride them out of the city by succeeding on a DC 16 Charisma (Persuasion
appendix B for both stat blocks) spots the characters and attacks. At the end of the first round of combat, roll a die. If you roll an even number, a random draconian is affected as if by the levitate
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
situation with the villagers before they can proceed. The characters can disperse the mob in a variety of ways. They can lie about their identities or intentions; they can convince the villagers that
check. Until the characters disperse or escape the mob, one randomly determined character takes 1 bludgeoning damage from hurled debris at the start of each turn. Each round on initiative count 0, the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Dragon Army commander Belephaion, bears a magical trap that can be detected by a character who casts detect magic or who searches the chest and succeeds on a DC 16 Intelligence (Arcana or
round turret to the southeast—with glass intact in its windows—provides a panoramic view of the neighborhood’s wreckage. A door leads to a room to the east, and another door opens to the hallway to the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
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 things are true, even in the face of
, perceived through magical scrying sensors, or detected by abilities that sense demons or fiends.
Actions
Multiattack. Fraz-Urb’luu makes three attacks: one with his bite and two with his fists.
Bite
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Denizens The Maelstrom Roster table summarizes the locations of the inhabitants when the characters approach and indicates how those creatures react when intruders are detected. Loud noises in one
convince Serissa that the adventurers are assassins sent to kill her (“hired by the villainous Lords’ Alliance, no less,” Iymrith supposes), and that every word spilling from their mouths is a lie. As a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
encounters allows you to combine these encounters into a larger obstacle or problem the adventurers must overcome. Make Peace The characters must convince two opposing groups (or their leaders) to end the
detected, a combat encounter or social interaction might result. Stop a Ritual The plots of evil cult leaders, malevolent spellcasters, and Fiends often involve rituals that must be foiled. In a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the same objective in multiple encounters allows you to combine those encounters into a larger obstacle or problem the adventurers must overcome. Make Peace. The characters must convince two opposing
presence. Complications might ensue if they are detected. Stop a Ritual. The plots of evil cult leaders, malevolent warlocks, and powerful fiends often involve rituals that must be foiled. Characters
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
entrance without being detected. ROLEPLAYING THE DUERGAR
When the characters arrive, the outpost contains five duergar (including Nildar), who behave as described here.
Before entering combat
and rejoins the fight.
These duergar won’t negotiate, and they refuse to surrender. If the characters capture and interrogate a duergar, a successful DC 14 Charisma (Intimidation) check can convince
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
who talks to the weretigers during this round can convince them not to attack by succeeding on a DC 16 Charisma (Intimidation or Persuasion) check. Even if the weretigers do attack, a character who
noticed or soon after the characters land on the island, three hostile weretigers in hybrid form emerge with longbows drawn. They gauge the party’s intentions for 1 round before attacking. A character
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. 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 things are true, even in the face of overwhelming evidence to the
scrying sensors, or detected by abilities that sense demons or fiends.
Actions
Multiattack. Fraz-Urb’luu makes three attacks: one with his bite and two with his fists.
Bite. Melee Weapon Attack: +16
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
the characters to fight the oni by themselves. In the course of the ensuing battle, a character can try to convince the opponent that the characters weren’t responsible for rendering the other
oddity caused by Murgaxor’s orb (detailed at the start of this adventure). A character who detected similar magic in a previous Strixhaven adventure realizes this magic has the same unusual signature
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
). Alert Level The Doomvault is an active complex. As effects of the characters’ assault grow more widespread or easily detected, the alert level of the dungeon’s inhabitants rises. This level starts at 0
party in the Doomvault encounters a dread warrior that isn’t in the company of a Red Wizard or Tarul Var, a special interaction may occur. If the dread warrior survives until end of the third round
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
appear in front of the planar rift. On initiative count 10 each round, roll on the Far Realm Friends table to determine which of those manifestations vanishes from before the rift, appears suddenly in
in combat. A Far Realm friend that is killed does not reappear in front of the rift. If that character is subsequently rolled on initiative count 10, no Far Realm friend enters the fight that round
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the fight in the second round. They are well trained and do their best to help, but to avoid additional complexity during the encounter, assume that the duergar act at the end of the initiative order
and deal a flat total of 10 damage to the giant each round. Bystanders take cover at once, but duergar citizens are ready to jump in if the guards fail to contain the threat. The giant ignores
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
behalf. Xedalli’s ring looks no different from her brother’s, but a successful check is enough to convince the crew that the ring was entrusted to the characters by the princess. An indifferent crew
breaks off its attack on the characters’ ship but won’t aid the characters in any other way.
Battle Losses Each round on initiative count 0, the Doomspace coalition and the Xaryxian armada each lose
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
who lives in a crate at the corner of Net Street and Dock Street, by the wharf.” Finding a noble isn’t hard, but snatching one’s handkerchief without being detected requires a successful DC 12
Dexterity (Sleight of Hand) check. One can also convince a noble to surrender it with a successful DC 12 Charisma (Deception, Intimidation, or Persuasion) check. The tiefling girl in the crate thanks the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
arrest those who resist. Should the characters come into conflict with the modron guards, Aristimus interrupts and orders the modrons to stand down after 1 round (proceed with “Agents of Order
introduces himself and shares that he’s one of the town’s leaders. Read or paraphrase the following: “I don’t see the harm in admitting you to the gate. Of course, I’ll have to convince the rest of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, though, the plucky entrepreneur managed to convince enough pirates to try out her unconventional system that her business thrived. She has since developed a number of unique attachments (hook shoes
Enterprises aren’t happy with their disgraced employee’s success. In that case, the strike team enters the shop just as the characters start to leave. The team’s primary objective is to convince Arla to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
24d10 Complex Traps Complex traps work like standard traps, except once activated they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something more
might make successive attacks against intruders, create an effect that changes over time, or otherwise produce a dynamic challenge. Otherwise, the complex trap can be detected and disabled or bypassed in
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
can take an action and use trickery or intimidation to convince a guard to leave. The character must make a DC 10 Charisma (Deception, Intimidation, or Persuasion) check. If the check succeeds, the
locations, by searching the records room (area V6); the alarms can also be detected using detect magic. The alarms aren’t armed while the museum is open to the public. Animated Statues. The statues that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
18d10 24d10 Complex Traps Complex traps work like standard traps, except once activated they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something
. It might make successive attacks against intruders, create an effect that changes over time, or otherwise produce a dynamic challenge. Otherwise, the complex trap can be detected and disabled or
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
DC 18 Charisma (Persuasion) check can convince Parvaz to share the location of the Vile Hunt’s camp. Otherwise, the characters need to make sharing this information worth Parvaz’s while. Parvaz would
near the cage at the rear of the camp. After 1 round, the hunter opens the cage and releases the panicked triceratops inside. Triceratops. The triceratops uses its Trampling Charge trait as often as it
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
weapon? Can you balance on a narrow ledge as you ascend a mountain? Can you convince a dragon not to eat you? You find the answer to these questions during the game by making a D20 Test!
These
Initiative, I’ll arrange them in order, starting with the character with the highest Initiative roll. From there, you act in descending order. After everyone acts, that’s the end of the round. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
: Blood flows from Fazrian’s eyes until initiative count 20 on the next round. No creature within 120 feet of the planetar can regain hit points until the effect ends. Fazrian’s eyes become smoldering
black voids until initiative count 20 on the next round. All other creatures within 120 feet of the planetar have disadvantage on saving throws until the effect ends. Blinding magical light springs from
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
spiral stairs, is the red slaad Kythkyr. The group is hostile to trespassers and demands they leave. The group attacks the following round. The quadrones favor using their Shortbow attacks, while
Kythkyr tries to prevent intruders from climbing to the balcony. A character who uses an action and succeeds on a DC 14 Charisma (Persuasion) check can convince Beltha to call off her gang and talk (see
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
find Maxeene, a draft horse with an Intelligence score of 10, with a successful DC 13 Intelligence (Investigation) check. Maxeene speaks Common, and characters must try to convince her that they’re
,” who works at the Yawning Portal. She needs a few days to round up the other doppelgangers, who agree to meet at the tavern in human guises. Characters must interview each doppelganger and succeed on a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
shuttered windows, or hear them trying to barricade doors with furniture. A successful DC 15 Charisma (Persuasion) check or good roleplaying can convince the locals to share what they know. One of the NPCs
characters her captive bugbear, which is happy to tell the characters everything it knows in exchange for staying alive. It tells how the bugbears were employed by the Six and ordered to round up twenty
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
haunted trap affects a 20-foot-radius sphere centered on an ancient but pristine instrument. When a creature enters the area, the trap’s emanation manifests as the sound of distant, mournful music. A round
use an action to try to convince the performer to stop playing, doing so with a successful DC 14 Charisma (Persuasion) check. When the performer stops playing, all creatures affected by the haunted
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
succeeding on a DC 13 Intelligence (Investigation) check can see through the illusion. If the illusion is detected, all the characters see the gibbering mouthers in their true forms as both creatures
two failed death saving throws. Chance makes a death saving throw at the end of each round. If the chuuls are defeated and Chance is saved and revived, the spy can share that they were ambushed by






