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Returning 35 results for 'both both deception current resort'.
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Elder Brain
Legacy
This doesn't reflect the latest rules and lore.
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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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
:
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
traveled.
Unerring Tracker. As a bonus action, this creature magically creates a psychic link with one creature it can see. For the next hour, as a bonus action this creature learns the current
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, swearing that Iymrith’s deception will not go unpunished. She reaches out to the adventurers one more time, imploring them to join her as she confronts the dragon. An ancient blue dragon is more than
prefer to use the potions only as a last resort. Hekaton or Serissa also gives the party a claw of the wyrm rune (see appendix B) recovered from a shipwreck near Maelstrom. Like the potions, this item is a gift; the characters can do with it what they will.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, swearing that Iymrith’s deception will not go unpunished. She reaches out to the adventurers one more time, imploring them to join her as she confronts the dragon. An ancient blue dragon is more than
prefer to use the potions only as a last resort. Hekaton or Serissa also gives the party a claw of the wyrm rune (see appendix B) recovered from a shipwreck near Maelstrom. Like the potions, this item is a gift; the characters can do with it what they will.
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
yuan-ti know they can’t resort to direct attacks in order to reclaim their rightful place in the world. Operating out of the subterranean ruins of their buildings in foreign lands, yuan-ti
the blood, as it once did.
Because their population is so small, the yuan-ti are aware they are vulnerable in open warfare. Instead, their current plans assume they will never rule outwardly in
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, swearing that Iymrith’s deception will not go unpunished. She reaches out to the adventurers one more time, imploring them to join her as she confronts the dragon. An ancient blue dragon is more than
prefer to use the potions only as a last resort. Hekaton or Serissa also gives the party a claw of the wyrm rune (see appendix B) recovered from a shipwreck near Maelstrom. Like the potions, this item is a gift; the characters can do with it what they will.
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
group Dexterity (Stealth) check or try to blend in by making a group Charisma (Deception) check. Each check is made against a DC set by the current suspicion level. On a failure, the patrol notices
characters enter an area marked on the patrol route, roll a die. The size of the die rolled is determined by the current suspicion level of the prison, as indicated on the Suspicion table. On a 1, the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
group Dexterity (Stealth) check or try to blend in by making a group Charisma (Deception) check. Each check is made against a DC set by the current suspicion level. On a failure, the patrol notices
characters enter an area marked on the patrol route, roll a die. The size of the die rolled is determined by the current suspicion level of the prison, as indicated on the Suspicion table. On a 1, the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
group Dexterity (Stealth) check or try to blend in by making a group Charisma (Deception) check. Each check is made against a DC set by the current suspicion level. On a failure, the patrol notices
characters enter an area marked on the patrol route, roll a die. The size of the die rolled is determined by the current suspicion level of the prison, as indicated on the Suspicion table. On a 1, the
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
group Dexterity (Stealth) check or try to blend in by making a group Charisma (Deception) check. Each check is made against a DC set by the current suspicion level. On a failure, the patrol notices
characters enter an area marked on the patrol route, roll a die. The size of the die rolled is determined by the current suspicion level of the prison, as indicated on the Suspicion table. On a 1, the
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
group Dexterity (Stealth) check or try to blend in by making a group Charisma (Deception) check. Each check is made against a DC set by the current suspicion level. On a failure, the patrol notices
characters enter an area marked on the patrol route, roll a die. The size of the die rolled is determined by the current suspicion level of the prison, as indicated on the Suspicion table. On a 1, the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
group Dexterity (Stealth) check or try to blend in by making a group Charisma (Deception) check. Each check is made against a DC set by the current suspicion level. On a failure, the patrol notices
characters enter an area marked on the patrol route, roll a die. The size of the die rolled is determined by the current suspicion level of the prison, as indicated on the Suspicion table. On a 1, the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Distractions A character can create a distraction, giving themself or an ally time to undertake a suspicious activity without being witnessed. If the distracting character succeeds on a Charisma (Deception
) check against a DC set by the current suspicion level (see the Suspicion table), the suspicious activity goes unnoticed. Use your discretion to decide if any given activity is subtle enough to be
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
. Distractions A character can create a distraction, giving themself or an ally time to undertake a suspicious activity without being witnessed. If the distracting character succeeds on a Charisma (Deception
) check against a DC set by the current suspicion level (see the Suspicion table), the suspicious activity goes unnoticed. Use your discretion to decide if any given activity is subtle enough to be
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
. Distractions A character can create a distraction, giving themself or an ally time to undertake a suspicious activity without being witnessed. If the distracting character succeeds on a Charisma (Deception
) check against a DC set by the current suspicion level (see the Suspicion table), the suspicious activity goes unnoticed. Use your discretion to decide if any given activity is subtle enough to be
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Distractions A character can create a distraction, giving themself or an ally time to undertake a suspicious activity without being witnessed. If the distracting character succeeds on a Charisma (Deception
) check against a DC set by the current suspicion level (see the Suspicion table), the suspicious activity goes unnoticed. Use your discretion to decide if any given activity is subtle enough to be
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
. Distractions A character can create a distraction, giving themself or an ally time to undertake a suspicious activity without being witnessed. If the distracting character succeeds on a Charisma (Deception
) check against a DC set by the current suspicion level (see the Suspicion table), the suspicious activity goes unnoticed. Use your discretion to decide if any given activity is subtle enough to be
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Distractions A character can create a distraction, giving themself or an ally time to undertake a suspicious activity without being witnessed. If the distracting character succeeds on a Charisma (Deception
) check against a DC set by the current suspicion level (see the Suspicion table), the suspicious activity goes unnoticed. Use your discretion to decide if any given activity is subtle enough to be
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, the characters make use of a unique ritual that lets them swap bodies with a group of dwarves heading to the enclave for a wedding. This gives the characters access to the vaults, but the deception
and the casino resort known as Lottie’s Palace. There, they discover that Lottie is a lich whose exclusive retreat holds secrets and deadly threats in equal measure. With no hope of winning a fight
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, the characters make use of a unique ritual that lets them swap bodies with a group of dwarves heading to the enclave for a wedding. This gives the characters access to the vaults, but the deception
and the casino resort known as Lottie’s Palace. There, they discover that Lottie is a lich whose exclusive retreat holds secrets and deadly threats in equal measure. With no hope of winning a fight
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, the characters make use of a unique ritual that lets them swap bodies with a group of dwarves heading to the enclave for a wedding. This gives the characters access to the vaults, but the deception
and the casino resort known as Lottie’s Palace. There, they discover that Lottie is a lich whose exclusive retreat holds secrets and deadly threats in equal measure. With no hope of winning a fight
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
varies between 5 and 30 feet deep, and the current isn’t strong enough to present a hazard to swimmers. To the north and south, the river descends into submerged tunnels that spread for miles under
(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->Tomb of Annihilation
varies between 5 and 30 feet deep, and the current isn’t strong enough to present a hazard to swimmers. To the north and south, the river descends into submerged tunnels that spread for miles under
(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->Tomb of Annihilation
varies between 5 and 30 feet deep, and the current isn’t strong enough to present a hazard to swimmers. To the north and south, the river descends into submerged tunnels that spread for miles under
(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->Curse of Strahd
the characters resort to magical trickery (for example, creating an illusory dress), the Abbot becomes hostile toward them once the deception is revealed.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
can’t resort to direct attacks in order to reclaim their rightful place in the world. Operating out of the subterranean ruins of their buildings in foreign lands, yuan-ti agents infiltrate enemy
. Because their population is so small, the yuan-ti are aware they are vulnerable in open warfare. Instead, their current plans assume they will never rule outwardly in human society, so they gain
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the characters resort to magical trickery (for example, creating an illusory dress), the Abbot becomes hostile toward them once the deception is revealed.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Interacting with Myconids The myconids’ initial attitude toward outsiders is hostile (see “Social Interaction” in the Basic Rules). They aren’t malicious, though, and they don’t resort to violence
character must succeed on a DC 20 Charisma check. Depending on the character’s approach, the Deception, Intimidation, or Persuasion skill can apply to the check. Mentioning Tarak’s name or presenting
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to one of the awful plagues that oinoloths let loose. Oinoloths solve thorny problems by killing everyone involved. They are typically hired as a last resort when a siege has gone on too long or an
Throws Con +8, Wis +7
Skills Deception +8, Intimidation +8, Perception +7
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to one of the awful plagues that oinoloths let loose. Oinoloths solve thorny problems by killing everyone involved. They are typically hired as a last resort when a siege has gone on too long or an
Throws Con +8, Wis +7
Skills Deception +8, Intimidation +8, Perception +7
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Interacting with Myconids The myconids’ initial attitude toward outsiders is hostile (see “Social Interaction” in the Basic Rules). They aren’t malicious, though, and they don’t resort to violence
character must succeed on a DC 20 Charisma check. Depending on the character’s approach, the Deception, Intimidation, or Persuasion skill can apply to the check. Mentioning Tarak’s name or presenting
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the characters resort to magical trickery (for example, creating an illusory dress), the Abbot becomes hostile toward them once the deception is revealed.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
to one of the awful plagues that oinoloths let loose. Oinoloths solve thorny problems by killing everyone involved. They are typically hired as a last resort when a siege has gone on too long or an
Throws Con +8, Wis +7
Skills Deception +8, Intimidation +8, Perception +7
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities acid
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Interacting with Myconids The myconids’ initial attitude toward outsiders is hostile (see “Social Interaction” in the Basic Rules). They aren’t malicious, though, and they don’t resort to violence
character must succeed on a DC 20 Charisma check. Depending on the character’s approach, the Deception, Intimidation, or Persuasion skill can apply to the check. Mentioning Tarak’s name or presenting
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
can’t resort to direct attacks in order to reclaim their rightful place in the world. Operating out of the subterranean ruins of their buildings in foreign lands, yuan-ti agents infiltrate enemy
. Because their population is so small, the yuan-ti are aware they are vulnerable in open warfare. Instead, their current plans assume they will never rule outwardly in human society, so they gain