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Returning 35 results for 'both beyond deception complex rages'.
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Monsters
Eberron: Rising from the Last War
this way. Most magewright rituals take 10 minutes to perform, but certain complex rituals can take up to 1 hour. However long the ritual takes, it requires extra material components, usually in the
: speak with dead.
Deception (+3), Religion (+4)
8
Oracle
Guidance. Ritual only: augury, divination (1 hour).
History (+4), Religion (+4)
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
mischievous manipulators who delight in disguising themselves with magic to vex other creatures. Their reasons for deception vary, ranging from harmless pranks to malicious infiltration. When a high fae
other means of deception at their disposal.
High Fae
Ageless and inhuman, high fae are the oldest creatures in Eldraine, embodying the natural splendor and danger of the wilderness. High fae have no
Monsters
The Book of Many Things
him dangerous. He can smile and shake someone’s hand while simultaneously plotting to ruin that person.
Expanding the guild’s activities beyond thievery was Delour’s idea. He
more complex challenges the guild can take on as it grows in power. His only real fear is exposure; the bigger and more active the Moonstalkers become, the more likely they are to attract the attention
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Baphomet use mazes and complex knots as their emblems. They create secret places to indulge themselves, including labyrinths of the sort their master favors. Bloodstained crowns and weapons of iron and
:
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
Wizard
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
circle, bringing a whiff of brimstone from the otherworldly plane beyond.
Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute
Monsters
Fizban's Treasury of Dragons
hoard contains that conflict’s most significant artifacts.
2
I am constantly aware of a call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor
caverns and complex tunnel systems. As they grow older, they continually renovate their lairs, using their tunneling abilities and command over stone.
Sapphire dragons eventually create dizzying
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
of the world beyond their home.
Barterers of Lore
Tabaxi treasure knowledge rather than material things. A chest filled with gold coins might be useful to buy food or a coil of rope, but it’s
on a particularly interesting item when an owner refuses to sell or trade it.
Tabaxi Names
Each tabaxi has a single name, determined by clan and based on a complex formula that involves astrology
Monsters
Fizban's Treasury of Dragons
other nature protectors who don’t understand the dragons’ proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow irritated when disturbed
sun and have no desire to get wet, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
The Keening Gloom Just beyond the light of the Radiant Citadel rages the Keening Gloom, a massive ethereal cyclone. Nothing that enters the cyclone is seen again. When explorers rediscovered the
Monsters
Fizban's Treasury of Dragons
significant artifacts.
2
I am constantly aware of a call from beyond this world. I must prepare to answer that call by amassing powerful arms and armor.
3
I secretly look forward to
of psychic forces has begun to affect the local fauna in strange ways.
Sapphire Dragon Lairs
Sapphire dragons make their lairs in enormous caverns and complex tunnel systems. As they grow
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, and in his wasteland domain of Tovag, he believes his war with Vecna rages on. Patrols of prisoner-soldiers under undead commanders scour the land, dragooning strangers to serve in Kas’s armies and to
manufacture bizarre war machines. When Kas deems the time right, he sends his forces into the Mists, believing that Vecna’s realm lies just beyond. Invariably, those troops never return, leaving the
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
The Keening Gloom Just beyond the light of the Radiant Citadel rages the Keening Gloom, a massive ethereal cyclone. Nothing that enters the cyclone is seen again. When explorers rediscovered the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
tower hangs suspended in the eye of a perpetual storm, surrounded by a wall of tempestuous weather (equivalent to the effect of the wind wall spell) about 400 feet in diameter. Beyond that wall, the storm rages.
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
complex personalities. Powerful archfey such as the Summer Queen and the Queen of Air and Darkness rule vast domains, and their influence is so great that their courts stretch beyond the borders of their
Monsters
Fizban's Treasury of Dragons
the ire of druids and other nature protectors who don’t understand the dragons’ proclivity for destroying large swaths of countryside. Beyond that, topaz dragons dislike company and grow
, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect sunbathing beaches where they can
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
can be heard throughout this complex and well into the surrounding forest. 4a. Eastern Gate A 15-foot-high iron portcullis is embedded in the stone wall at the mouth of a long tunnel. Rough-hewn
stairs just inside the tunnel climb to the top of the wall, which is enclosed by stone battlements. There are no guards stationed atop the wall or beyond the portcullis. The winch to raise the portcullis
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
9. Complex of Secret Doors If someone opens the door on the east wall of area 8, read: The small room beyond the door is empty and appears to have no other exits.
The south wall contains the first
take 10 (3d6) bludgeoning damage from the falling door.
Bolts from Above. Each round that characters are in any of the rooms inside the complex of secret doors, a number of bolts will be fired into
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Cellar Complex: Autumn The characters have been encouraged to explore a Xanathar Guild hideout under the Southern Ward. They enter the location through area B1. The Xanathar Guild Roster table
provides a summary of the forces stationed throughout the complex. The sections that follow describe some of the hideout’s features. Xanathar Guild Roster Area Creature(s) B5 2 goblins behind arrow slits
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
an underground river, which runs through a corner of the caverns forgotten by the denizens above. The Foundry. Beyond the Glitterhame lies a complex of chambers and passageways carved by Durgeddin’s
come to the Stone Tooth in search of a reputed cache of Durgeddin’s superior blades and find the stronghold inhabited by dangerous monsters. The complex consists of the following five sections: The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Autumn Encounter Chain Deception and misdirection are Jarlaxle’s forte, and he likes to trick his rivals into working for him. He steers the characters toward the Stone of Golorr and lets them think
the Xanathar Guild, and Bregan D’aerthe spies have tracked them to a cellar complex in the Southern Ward. In the guise of Laeral Silverhand, Jarlaxle steers the characters in that direction (encounter
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Schloss Mordenheim This imposing complex perches on a dramatic cliff overlooking the icy sea and serves as the abode of Dr. Viktra Mordenheim, Lamordia’s Darklord. The doctor lives in a small portion
of the castle, a high turret that holds her multi-level laboratory and personal chambers. The rest of the castle is home to her assistants and to servitor creations said to be generations beyond the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
20. Underground River An underground river opens before you. Stalactites hang low over its surface, and dripping water echoes in the dark.
The river links various sections of the complex. The water
(Deception) check. If the group check succeeds, the broodguards wave them inside without checking their story. If the group check fails, the broodguards march them to meet Overseer Issar in area 19.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
share complex concepts with each other, they use a broken form of Abyssal gifted to them by Yeenoghu. The gnoll language lacks a script or written form, though elite gnolls can use their limited
knowledge of Abyssal to leave messages. In most cases, though, a gnoll war band has little use for written notes or signs. Gnolls simply wander, attack, kill, and feed. Anything more sophisticated is beyond the band’s concern.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Phenax’s Champions Phenax’s champions are pawns in his grand game of lying, cheating, and deception. He takes particular pleasure in tormenting Heliod and Iroas, whom he regards with special scorn
one of the necropoleis in expanding or dealing with various threats. Plots and schemes are Phenax’s lifeblood, suggesting a complex, shifting campaign full of surprises and twists. For example, a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
areas 17a through 17e beyond. 18b. Fight Club Drow. In the middle of the room, a female drow elite warrior named Drinrith Auvryndar (Vlonwelv’s niece) is providing melee combat training to fourteen
spiders while the contest rages. Treasure. Drinrith wears an obsidian scarab engraved with the insignia of House Auvryndar (25 gp) and a platinum-inlaid helm of black metal molded in the likeness of a spider with carnelians for eyes (750 gp).
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
clifftop towering hundreds of feet over a beach, beyond which boils a sea of kaleidoscopic clouds. On the beach, an ancient stone redoubt sits half-consumed by the sea. A tower juts from atop the cliff
ichor oozing from holes in its carapace.
A war between thousands of demonic combatants rages throughout the ridge. The forces organized around the tower include driders and monstrous spiders, which
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the circle, bringing a whiff of brimstone from the otherworldly plane beyond. Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the circle, bringing a whiff of brimstone from the otherworldly plane beyond. Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-inch-wide window slits. By peering through the slits, one can see the starry void of space beyond.
Jerath lost his eyes in a battle against the ulitharid on display in area 9. He saved
Ashtyrranthor’s life when she was a wyrmling, and she has cared for him since his injury. Characters who speak Gith and succeed on a DC 12 Charisma (Deception) check can convince Jerath that they are githyanki
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
spells, and magewrights cast their non-cantrip spells as rituals—even spells that can’t normally be cast in this way. Most magewright rituals take 10 minutes to perform, but certain complex rituals can
) 7 Medium Minor illusion. Ritual only: speak with dead. Deception (+3), Religion (+4) 8 Oracle Guidance. Ritual only: augury, divination (1 hour). History (+4), Religion (+4)
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
ancient rituals into powerful undead dracoliches. Only the most narcissistic dragons choose this path, knowing that by doing so, they sever all ties to their kin and the dragon gods. Beyond Death. A
, driven to rule over all. A dracolich is a fiendishly intelligent tyrant that crafts complex webs of foul schemes, attracting servants motivated by greed and a lust for power. Acting from the shadows
Compendium
- Sources->Dungeons & Dragons->Rrakkma
star spawn seer to investigate the complex beyond the portal and make certain the ritual to charge the Gith Capacitor was not interrupted. Playing the Pillars COMBAT
The star spawn manglers take
move quickly along the ground and walls. Objectives/Goals These creatures immediately fled the chamber with the illithids and started exploring the complex, until they became trapped here. Natural
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
all of reality’s lies and understand the truth that lies beyond them. Yet the truth that he sees remains known only to him. He utters cryptic remarks about a grand design that guides the cosmos toward
some unknown end, but none can say whether these statements are another layer of deception or evidence of a true insight. Cultists. Those who worship Fraz-Urb’luu fall into two camps. Most of his so
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
1. Main Cavern Characters who follow the villagers’ tracks arrive at a yawning cave mouth, 12 feet wide and 20 feet high. Beyond the cave mouth is a vast cavern with a forest of stalagmites in its
this central cavern to other parts of the cave complex. The floor is littered with broken spears, broken shields, and drops of bat guano. Characters who peer into the cave can see a male ogre bathing in
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
in the text, err on the side of leniency and fun. Whenever you think a rule might be necessary, see the D&D Beyond Basic Rules.
Repeat this process for the other areas in this cave, modifying it
attitude toward the characters: Friendly, Hostile, or Indifferent (see the D&D Beyond Basic Rules). Regardless, creatures defend themselves in combat.
As an Influence action, a character can






