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Returning 35 results for 'both blazing deception constructs reflections'.
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Classes
Player’s Handbook
Bring Light to Banish Darkness
The Light Domain emphasizes the divine power to bring about blazing fire and revelation. Clerics who wield this power are enlightened souls infused with radiance and
renewal. Some of these gods are identified with the sun or as charioteers who guide the sun across the sky. Others are sentinels who pierce deception. Some are deities of beauty and artistry who teach that art is a vehicle for the soul’s improvement.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
her door have no allegiance to Strahd. If the characters convince her, either with good roleplaying or a successful DC 15 Charisma (Deception or Persuasion) check, or if Ismark is with them, she opens
to his vampiric charm, but she can recall clearly the blazing hunger in his eyes. She tells the characters that wolves and other terrible creatures attacked the house night after night for weeks. The
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
her door have no allegiance to Strahd. If the characters convince her, either with good roleplaying or a successful DC 15 Charisma (Deception or Persuasion) check, or if Ismark is with them, she opens
to his vampiric charm, but she can recall clearly the blazing hunger in his eyes. She tells the characters that wolves and other terrible creatures attacked the house night after night for weeks. The
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
her door have no allegiance to Strahd. If the characters convince her, either with good roleplaying or a successful DC 15 Charisma (Deception or Persuasion) check, or if Ismark is with them, she opens
to his vampiric charm, but she can recall clearly the blazing hunger in his eyes. She tells the characters that wolves and other terrible creatures attacked the house night after night for weeks. The
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->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->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->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
, 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
, 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->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->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->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->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->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->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->Tasha’s Cauldron of Everything
reflections. Creatures, objects, and energy reflect, refract, duplicate, or are transported elsewhere. Such locations arise from the intrusion of a theorized Plane of Mirrors upon the Material Plane, or
–06 Creatures in the region begin to display features other than their own for the next 24 hours. During that time, affected creatures have advantage on Charisma (Deception) checks and ability checks
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
reflections. Creatures, objects, and energy reflect, refract, duplicate, or are transported elsewhere. Such locations arise from the intrusion of a theorized Plane of Mirrors upon the Material Plane, or
–06 Creatures in the region begin to display features other than their own for the next 24 hours. During that time, affected creatures have advantage on Charisma (Deception) checks and ability checks
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
reflections. Creatures, objects, and energy reflect, refract, duplicate, or are transported elsewhere. Such locations arise from the intrusion of a theorized Plane of Mirrors upon the Material Plane, or
–06 Creatures in the region begin to display features other than their own for the next 24 hours. During that time, affected creatures have advantage on Charisma (Deception) checks and ability checks
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
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
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->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
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->Vecna: Eve of Ruin
mixology, Oganath serves a myriad of magic drinks at the bar: Blazing Bloody Jack (Costs 100 Talons). Motes of coagulated, red juice are suspended throughout this amber-colored cocktail, which tastes
alcove, across from which is a simple work desk covered in papers and books. Mounted on the back wall is the sculpted bust of a smiling red dragon.
The desk is covered with notes about magical constructs
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->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->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->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->Vecna: Eve of Ruin
mixology, Oganath serves a myriad of magic drinks at the bar: Blazing Bloody Jack (Costs 100 Talons). Motes of coagulated, red juice are suspended throughout this amber-colored cocktail, which tastes
alcove, across from which is a simple work desk covered in papers and books. Mounted on the back wall is the sculpted bust of a smiling red dragon.
The desk is covered with notes about magical constructs
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
mixology, Oganath serves a myriad of magic drinks at the bar: Blazing Bloody Jack (Costs 100 Talons). Motes of coagulated, red juice are suspended throughout this amber-colored cocktail, which tastes
alcove, across from which is a simple work desk covered in papers and books. Mounted on the back wall is the sculpted bust of a smiling red dragon.
The desk is covered with notes about magical constructs
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






