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Returning 35 results for 'blessed both deception constructed resilient'.
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blessed both deception constructed resilience
blessed both detection construct resilient
bless both deception constructed resilience
Monsters
Quests from the Infinite Staircase
Hand, Minor Illusion
2/day each: Charm Person, Disguise Self, Silent Image
1/day each: Crown of Madness, ShatterChampions are blessed by Usamigaras to advance the faction by any means necessary. They
chastisement.Aura of Deception (1/Day). The champion emits an aura of ghostly illusions that fills a 10-foot-radius sphere centered on itself. While this aura is active, creatures have disadvantage on attack rolls
Monsters
Mordenkainen Presents: Monsters of the Multiverse
disadvantage, and all Charisma (Deception) and Charisma (Intimidation) checks have advantage.
Frenzied Animals. Beasts within 1 mile of the lair become frenzied and violent—even creatures that are
Demogorgon’s followers are typically lone killers driven by the whispering voice of their master. His most blessed followers gain the Two Minds of Chaos trait.
Two Minds of Chaos. This creature
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, the Lyktion is immaculately maintained and surrounded by a moat constructed in the fashion of a three-dimensional maze. The palace is a towering structure whose interior is as labyrinthine as the plane
:
Beguiling Realm. Within 6 miles of the lair, all Charisma (Persuasion) and Charisma (Performance) checks have disadvantage, and all Charisma (Deception) and Charisma (Intimidation) checks have advantage
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
fruit that blessed me with extraordinary resilience. (Resilient)
I studied with a supernatural tutor. (Skilled)
I was bathed in the waters of a mystic river that left my skin resistant to harm—and glittering with starlight. (Tough)
the Player’s Handbook, but you can choose any feat your DM allows:
A snake emerged from my mouth before I took my first breath—an omen of my gift for deception. (Actor)
I hear voices on the wind
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
fruit that blessed me with extraordinary resilience. (Resilient)
I studied with a supernatural tutor. (Skilled)
I was bathed in the waters of a mystic river that left my skin resistant to harm—and glittering with starlight. (Tough)
the Player’s Handbook, but you can choose any feat your DM allows:
A snake emerged from my mouth before I took my first breath—an omen of my gift for deception. (Actor)
I hear voices on the wind
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
fruit that blessed me with extraordinary resilience. (Resilient)
I studied with a supernatural tutor. (Skilled)
I was bathed in the waters of a mystic river that left my skin resistant to harm—and glittering with starlight. (Tough)
the Player’s Handbook, but you can choose any feat your DM allows:
A snake emerged from my mouth before I took my first breath—an omen of my gift for deception. (Actor)
I hear voices on the wind
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Champion of Usamigaras Champions are blessed by Usamigaras to advance the faction by any means necessary. They boast a greater repertoire of spells than their fellows and can radiate an aura of
(+2)
CON
12 (+1)
INT
17 (+3)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws Int +5, Cha +4
Skills Arcana +5, Deception +6, Sleight of Hand +4
Senses passive Perception 12
Languages
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Champion of Usamigaras Champions are blessed by Usamigaras to advance the faction by any means necessary. They boast a greater repertoire of spells than their fellows and can radiate an aura of
(+2)
CON
12 (+1)
INT
17 (+3)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws Int +5, Cha +4
Skills Arcana +5, Deception +6, Sleight of Hand +4
Senses passive Perception 12
Languages
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Champion of Usamigaras Champions are blessed by Usamigaras to advance the faction by any means necessary. They boast a greater repertoire of spells than their fellows and can radiate an aura of
(+2)
CON
12 (+1)
INT
17 (+3)
WIS
14 (+2)
CHA
15 (+2)
Saving Throws Int +5, Cha +4
Skills Arcana +5, Deception +6, Sleight of Hand +4
Senses passive Perception 12
Languages
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Five of the doors are constructed from iron bars, with the exception of what appears to be a glass door at the end.
The doors to the cells are locked, and Stolos (in area 11) has the keys. They can
padlocked sheet of transparent glassteel—a resilient magical material as strong as metal—to prevent the escape of the adult oblex inside. The oblex can still use its Eat Memories action and Sulfurous
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Five of the doors are constructed from iron bars, with the exception of what appears to be a glass door at the end.
The doors to the cells are locked, and Stolos (in area 11) has the keys. They can
padlocked sheet of transparent glassteel—a resilient magical material as strong as metal—to prevent the escape of the adult oblex inside. The oblex can still use its Eat Memories action and Sulfurous
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, but legends tell of blessed warriors felling them with crossbow bolts, arrows, or similar weapons. Rakshasas’ appearances combine humanlike bodies with the features of animals and monsters. All
Cha 20 +5 +5
Skills Deception +10, Insight +8, Perception +8
Vulnerabilities Piercing damage from weapons wielded by creatures under the effect of a Bless spell
Immunities Charmed
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, but legends tell of blessed warriors felling them with crossbow bolts, arrows, or similar weapons. Rakshasas’ appearances combine humanlike bodies with the features of animals and monsters. All
Cha 20 +5 +5
Skills Deception +10, Insight +8, Perception +8
Vulnerabilities Piercing damage from weapons wielded by creatures under the effect of a Bless spell
Immunities Charmed
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Five of the doors are constructed from iron bars, with the exception of what appears to be a glass door at the end.
The doors to the cells are locked, and Stolos (in area 11) has the keys. They can
padlocked sheet of transparent glassteel—a resilient magical material as strong as metal—to prevent the escape of the adult oblex inside. The oblex can still use its Eat Memories action and Sulfurous
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, but legends tell of blessed warriors felling them with crossbow bolts, arrows, or similar weapons. Rakshasas’ appearances combine humanlike bodies with the features of animals and monsters. All
Cha 20 +5 +5
Skills Deception +10, Insight +8, Perception +8
Vulnerabilities Piercing damage from weapons wielded by creatures under the effect of a Bless spell
Immunities Charmed
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the three planes and the relative importance they give to law and good. Sages have constructed a few such theoretical models to make sense of the jumble of planes, particularly the Outer Planes. The
are imprisoned in endless darkness, lies below Hades. And far to the west of the known world in the Material Plane are the blessed Elysian Fields. The souls of great heroes reside there. Solar Barge
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the three planes and the relative importance they give to law and good. Sages have constructed a few such theoretical models to make sense of the jumble of planes, particularly the Outer Planes. The
are imprisoned in endless darkness, lies below Hades. And far to the west of the known world in the Material Plane are the blessed Elysian Fields. The souls of great heroes reside there. Solar Barge
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the three planes and the relative importance they give to law and good. Sages have constructed a few such theoretical models to make sense of the jumble of planes, particularly the Outer Planes. The
are imprisoned in endless darkness, lies below Hades. And far to the west of the known world in the Material Plane are the blessed Elysian Fields. The souls of great heroes reside there. Solar Barge
compendium
- Sources->Dungeons & Dragons->Heliana’s Guide to Monster Hunting: Part 2
proud to show off his collection of almost-working mechamagical devices in his shop (see Kleptomania & Guidance). Branton has constructed a campaign of misinformation about an incoming ‘giant space
give Clue 3). Quark is lying (DC 15 passive Charisma (Deception)); the plans weren’t stolen, he gave them away. Since inciting zealotry within the kobolds and delivering his plans, Branton has had no
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
drawn into the jar, where it remains desperate to be reunited with its body. As with the other brains in jars, this brain can be negotiated with. If a character succeeds on a DC 15 Charisma (Deception
constructed from an augmented beholder’s or astral dreadnought’s eye set within a mechanical socket. A successful DC 15 Intelligence (Arcana) check or Dexterity check made with thieves’ tools or tinker’s tools
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
monsters unusual tactics. Throw in the occasional red herring, deception, and plot twist to keep players on their toes, but try not to go overboard. Sometimes a simple, straightforward encounter with
an orc guard is just as fun for your players. Useful Maps A good adventure needs thoughtfully constructed maps. Wilderness areas sprinkled with interesting landmarks and other features are better than
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
constructed to honor him still stand in deep dungeons, their jeweled eyes and the remnants of power they hold drawing monstrous worshipers and unwise adventurers into places where his foul influence remains
(+5)
WIS
18 (+4)
CHA
23 (+6)
Saving Throws Dex +11, Con +13, Wis +11, Cha +13
Skills Deception +13, Intimidation +13, Perception +11
Damage Resistances cold; bludgeoning
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
check equal to your Wisdom modifier (minimum of +1). In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. Beguiling Twist 7th-level Fey
effect on itself on a successful save. Fey Reinforcements 11th-level Fey Wanderer feature The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey (a spell in
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
allegiance to one of the other archdevils, but idols constructed to honor him still stand in deep dungeons, their jeweled eyes and the remnants of power they hold drawing monstrous worshipers and unwise
)
WIS
18(+4)
CHA
23(+6)
Saving Throws Dex +11, Con +13, Wis +11, Cha +13
Skills Deception +13, Intimidation +13, Perception +11
Damage Resistances cold; bludgeoning, piercing
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
monsters unusual tactics. Throw in the occasional red herring, deception, and plot twist to keep players on their toes, but try not to go overboard. Sometimes a simple, straightforward encounter with
an orc guard is just as fun for your players. Useful Maps A good adventure needs thoughtfully constructed maps. Wilderness areas sprinkled with interesting landmarks and other features are better than
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
constructed to honor him still stand in deep dungeons, their jeweled eyes and the remnants of power they hold drawing monstrous worshipers and unwise adventurers into places where his foul influence remains
(+5)
WIS
18 (+4)
CHA
23 (+6)
Saving Throws Dex +11, Con +13, Wis +11, Cha +13
Skills Deception +13, Intimidation +13, Perception +11
Damage Resistances cold; bludgeoning
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
check equal to your Wisdom modifier (minimum of +1). In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. Beguiling Twist 7th-level Fey
effect on itself on a successful save. Fey Reinforcements 11th-level Fey Wanderer feature The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey (a spell in
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
check equal to your Wisdom modifier (minimum of +1). In addition, you gain proficiency in one of the following skills of your choice: Deception, Performance, or Persuasion. Beguiling Twist 7th-level Fey
effect on itself on a successful save. Fey Reinforcements 11th-level Fey Wanderer feature The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey (a spell in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
monsters unusual tactics. Throw in the occasional red herring, deception, and plot twist to keep players on their toes, but try not to go overboard. Sometimes a simple, straightforward encounter with
an orc guard is just as fun for your players. Useful Maps A good adventure needs thoughtfully constructed maps. Wilderness areas sprinkled with interesting landmarks and other features are better than
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Master’s Guide) at the bottom of it. A character who searches the hallway floor for traps finds a pit trap with a successful DC 15 Wisdom (Perception) check. The lids are cleverly constructed and can be
jammed shut only by using magic such as an arcane lock spell. 6C. Chamber of Deception In the middle of this room, a stone cube rests on a plain stone pedestal. Statues of twelve tribal warriors jut from
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
constructed to honor him still stand in deep dungeons, their jeweled eyes and the remnants of power they hold drawing monstrous worshipers and unwise adventurers into places where his foul influence remains
(+5)
WIS
18 (+4)
CHA
23 (+6)
Saving Throws Dex +11, Con +13, Wis +11, Cha +13
Skills Deception +13, Intimidation +13, Perception +11
Damage Resistances cold; bludgeoning
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Master’s Guide) at the bottom of it. A character who searches the hallway floor for traps finds a pit trap with a successful DC 15 Wisdom (Perception) check. The lids are cleverly constructed and can be
jammed shut only by using magic such as an arcane lock spell. 6C. Chamber of Deception In the middle of this room, a stone cube rests on a plain stone pedestal. Statues of twelve tribal warriors jut from
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Master’s Guide) at the bottom of it. A character who searches the hallway floor for traps finds a pit trap with a successful DC 15 Wisdom (Perception) check. The lids are cleverly constructed and can be
jammed shut only by using magic such as an arcane lock spell. 6C. Chamber of Deception In the middle of this room, a stone cube rests on a plain stone pedestal. Statues of twelve tribal warriors jut from
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
allegiance to one of the other archdevils, but idols constructed to honor him still stand in deep dungeons, their jeweled eyes and the remnants of power they hold drawing monstrous worshipers and unwise
)
WIS
18(+4)
CHA
23(+6)
Saving Throws Dex +11, Con +13, Wis +11, Cha +13
Skills Deception +13, Intimidation +13, Perception +11
Damage Resistances cold; bludgeoning, piercing
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
drawn into the jar, where it remains desperate to be reunited with its body. As with the other brains in jars, this brain can be negotiated with. If a character succeeds on a DC 15 Charisma (Deception
constructed from an augmented beholder’s or astral dreadnought’s eye set within a mechanical socket. A successful DC 15 Intelligence (Arcana) check or Dexterity check made with thieves’ tools or tinker’s tools