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Returning 35 results for 'both both deception consists rage'.
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Elder Brain
Legacy
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Monsters
Volo's Guide to Monsters
that loom large in its mind (including things the target worries about, loves, or hates). The elder brain can also make a Charisma (Deception) check with advantage to deceive the target’s mind
into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the elder brain succeeds, the mind believes the deception for 1 hour
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, Deception +7, Intimidation +7, Survival +3
Senses darkvision 60 ft., passive Perception 9
Languages Abyssal, Common
Challenge 11 (7,200 XP)
Goring Rush. Immediately after using the Dash
action, Torogar can make one melee attack with his horns.
Labyrinthine Recall. Torogar can perfectly recall any path he has traveled.
Rage (Recharges after a Short or Long Rest). As a bonus action
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
you and calls you interlopers. Other folks brandish brooms, axes, and large stones. They scream at you to leave the village.
The mob consists of twenty hostile commoners who surround the characters
character must succeed on a DC 18 Charisma (Deception, Intimidation, or Persuasion) check, using whichever skill is appropriate. A character who casts Calm Emotions on the mob’s area has advantage on this
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
3 piercing damage if your grapple check succeeds. Spiked Armor
Spiked armor is a rare type of medium armor made by dwarves. It consists of a leather coat and leggings covered with spikes that are
, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends. Battlerager Charge Beginning at 10th level, you can take
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Memories of Dae Won-Ha Despite being driven by sorrow and rage, the gwishin of Dae Won-Ha is willing to speak to the characters. Her initial communication is limited to mournful statements like
tokens, or they attempt to speak with the dead and succeed on a DC 16 Charisma (Deception or Persuasion) check, the gwishin is calmed enough to talk; see “Conversing with the Gwishin.” Additionally
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
below.
Barbarian. Storm with Rage, and wade into hand-to-hand combat. Then follow the Path of the...
Berserker to unleash raw violence.
Wild Heart to manifest kinship with animals.
World
Tree to tap into cosmic vitality.
Zealot to rage in union with a god.
Bard. Perform spells that inspire and heal allies or beguile foes. Then join the College of...
Dance to harness agility in
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
character’s most exciting capabilities. This chapter offers twelve classes, each of which contains four subclasses—all summarized below.
Barbarian. Storm with Rage, and wade into hand-to-hand combat
. Then follow the Path of the...
Berserker to unleash raw violence.
Wild Heart to manifest kinship with animals.
World Tree to tap into cosmic vitality.
Zealot to rage in union with a god.
Bard
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
try to appease the kobold and make one of the following ability checks. Consider these examples:
DC 10 Charisma (Deception). The character tricks the kobold with an outlandish lie.
DC 10 Charisma
a 9 or lower, it fails. In either case, the area’s description tells you what happens. Example. A Rogue tries to deceive the kobold with a Charisma (Deception) check. The player rolls a d20 and adds
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
without revealing her true predicament. Lying to her requires a successful DC 12 Charisma (Deception) check. If the characters reveal that she’s nothing more than a disembodied skull, if they fail three
Charisma checks to deceive her, of if they simply ignore her, Nepartak grows increasingly anxious, then flies into a murderous rage. The voice shrieks in horror as the skull’s eye sockets flare with
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
volume as they draw near. With the exception of the mastaba (see area V1), the necropolis consists of a series of ruined stone walls jutting out of the sand and patches of paved streets revealed by
to their loyalty to the prince—the flameskulls offer to help. A character must succeed on a DC 20 Charisma (Persuasion) check to sway the flameskulls. Charisma (Deception or Intimidation) checks do not
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
bidding, masking their intentions behind layers of deception. They lure victims to them by mimicking voices calling out for help, or drive unwanted visitors away by imitating the cries of fierce beasts
(+2)
CHA
14(+2)
Skills Arcana +3, Deception +4, Perception +4, Stealth +3
Senses darkvision 60 ft., passive Perception 14
Languages Common, Draconic, Sylvan
Challenge 3 (700 XP
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
battle-helm consists of a sturdy open-faced steel helmet, decorated with a golden circlet above the brow from which seven small gold spikes project upward. You gain the following benefits while
and serve a courageous, just wielder. It disdains cowards and any form of duplicity, deception, or disloyalty. The weapon’s purpose is to defend dwarves and to serve as a symbol of dwarven resolve
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
15 Charisma (Deception) check to pose the right questions to the right people at the right time. To determine the black market price of an item, multiply the item’s normal price (see the Player’s
traditional weapon of Chultan warriors. A yklwa consists of a 3-foot wooden shaft with a steel or stone blade up to 18 inches long. It costs 1 gp, and it deals 1d8 piercing damage on a hit. Although it has
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
cesspit in the floor. The room holds nothing else of interest. S21: Pristine Luxury Suite This luxury suite consists of two rooms separated by a transparent, sliding glass door.
The west room is
caretakers behind. Ylagan’s Arrival. When Ylagan arrived a year ago and made the outpost his lair, the modrons set about repurposing it to serve the dragon’s needs. Ylagan’s Rage. The dragon keeps his
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
attempt to enter.
In conversation, hill giants are blunt and direct, and they have little concept of deception. A hill giant might be fooled into running from another giant if a number of
after smashing those who offended it into pulp, the giant rampages until its rage abates, it notices something more interesting, or it grows hungry. If a hill giant proclaims itself king over a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
demon to full health as quickly as possible. House Auvryndar’s surviving fighting force consists of six female drow, which are healed by Shindreer’s mass cure wounds spell. Spirreth Dalambra Spirreth
(Deception) check. Spirreth is actually hoping to deliver the characters to Erelal Freth, then pass them off as Beranica’s murderers. Treasure. Spirreth’s spellbook contains all the spells he has
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
snare trap. The trap is depicted on map E. Snare Trap. This trap consists of bent saplings and a loop of gore-encrusted rope. A creature that moves, prods, or otherwise disturbs the meat must succeed
examples: DC 10 Charisma (Deception). The character dupes the ogre with a clever ruse or outlandish lie. DC 10 Charisma (Performance). The character amuses the ogre with a small performance, such as a
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
sputtering engine, and is largely filled with a heaping, tangled mass of wreckage. This consists of old machine parts from other areas of the monastery, broken relics of Kwalish’s earliest experiments, dead
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
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->Storm King's Thunder
the characters once they have done what she asks. Clever characters can hold her at bay by threatening one or more of her eggs (or wyrmlings). Isendraug flies into a murderous rage if she witnesses
below the water’s surface. 4H. Frozen Hoard A great mound of ice covers the hoard of Cryovain and Isendraug. The ice is transparent enough to see that the bulk of the hoard consists of copper and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
stunned until the end of its next turn, but then its rage surges anew. The only way to end Pangil ng Buwan’s rampage is destroying the four spirit blisters in its lair. Corrupted Ground. Gigantic roots
giant roots. Pangil ng Buwan’s treasure consists of 320 gp, 5,800 sp, three opal figurines of dugongs worth 150 gp a piece, an arrow of dragon slaying, a necklace of adaptation, and a staff of the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Lords No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly
. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb’luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Courthouse: Summer After obtaining the Stone of Golorr, the characters are arrested by the City Watch soon after they emerge from the sewers. Under Arrest The arresting force consists of twelve
their case while he asks questions. A character who tries to deceive Zastro must make a Charisma (Deception) check contested by the magister’s Wisdom (Insight) check. A character who loses this contest
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Intelligence check. Using Nolzur’s marvelous pigments grants advantage on the check. Animating Nangnang convincingly requires a successful DC 12 Charisma (Deception) check. If multiple characters contribute
, have one character make the check with advantage. Convincing Groak that Nangnang’s words are genuine requires a successful DC 15 Charisma (Deception or Performance) check. If the words are delivered
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->Storm King's Thunder
14 (+2)
CHA
16 (+3)
Skills Deception +5, Insight +4, Persuasion +5
Senses passive Perception 12
Languages Common, Dwarvish, Giant, Orc
Actions
Dagger. Melee or Ranged Weapon
)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
10 (+0)
INT
16 (+3)
WIS
12 (+1)
CHA
16 (+3)
Skills Deception +5, Insight +3, Investigation +5, Perception
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
can use an action to attempt to calm the mammoth before it attacks. A character who claims to be Garagai’s friend can calm the mammoth with a successful DC 12 Charisma (Deception) check, while a
after them. Overcome by inconsolable rage, it pursues prey beyond the confines of the lodge but doesn’t go farther than 100 feet before turning back and rejoining its dead master. The adventurers who
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
)
CON
20 (+5)
INT
21 (+5)
WIS
19 (+4)
CHA
24 (+7)
Saving Throws Int +10, Wis +9, Cha +12
Skills Arcana +10, Deception +12, Insight +14, Intimidation +12
psychic detritus consists of the elder brain’s stray thoughts commingled with those of other creatures to which it is linked. Telepathic Eavesdropping. The elder brain can overhear any telepathic
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
(+3)
CHA
17(+3)
Saving Throws Con +7, Int +8, Wis +7, Cha +7
Skills Arcana +8, Deception +7, History +8, Insight +7, Perception +7, Stealth +5
Damage Resistances cold, lightning
brain has formed a psychic link hears faint, incomprehensible whispers in the deepest recesses of its mind. This psychic detritus consists of the elder brain’s stray thoughts commingled with those of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, and all of “Derendil’s” recollections and personality are an illusion created by the Demon Prince of Deception. The quaggoth refuses to believe the truth, and any incontrovertible evidence as to his
real nature sends him into a murderous rage. Eldeth Feldrun A female shield dwarf scout from Gauntlgrym, Eldeth is high spirited and proud of both her heritage and her people’s achievement in
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
go with food and other supplies throughout the day, watched closely by crew on deck. Map 11.1: The Grand Dame View Player Version The ship’s crew consists of a captain named Nelvin Storn (LE male
of the workers or pose as wealthy guests. A character who wants to get aboard in this fashion must succeed on a Charisma (Deception) check contested by Captain Storn’s Wisdom (Insight) check. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
outer tower. The bridge and the tower walkway lack railings. Their planks and stones groan and crack underfoot but are safe to walk on. K10. Wizard Statue This level of the outer tower consists of a
succeed on a DC 10 Dexterity saving throw or take 22 (4d10) bludgeoning damage. K11. Laboratory This room consists of a ledge connected to the levels above and below by invisible staircases (see “Kolat
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
especially so when trapped in a dead end in Wave Echo Cave This area consists of numerous intersecting passages. The ceilings here are only six feet high, and several of the passages end in partially
consists of a thin layer of broken shells from strange, pale mussels. A fishy odor hangs in the air.
A passage leads south from this area, and a set of steps climbs to the east. A sluggish stream flows
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
consists of four human Cultist Fanatics patrolling the temple grounds. The cultists complete a route around the temple every 20 minutes. They’ll arrive within sight of the vestibule entrance (area T2) in 3
their loyalty and succeed on a DC 10 Charisma (Deception) check to convince him. Peluze attacks the characters if they fail to convince him. When a character claims loyalty to an element, Peluze offers
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
something. If the characters push the issue, a successful DC 10 Charisma (Deception or Persuasion) check causes Squid to dish up information. Any Charisma (Intimidation) check inspires him to first
characters rescue Oppal from the holes, she gratefully provides information on the whereabouts of Omin Dran’s treasure cache, which consists of rare black diamonds mined from the rim of Mount Hotenow






