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Returning 35 results for 'both both deception currents returns'.
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Spells
Xanathar's Guide to Everything
, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check
returns to you to report having done so.
If your concentration ends before the spell reaches its full duration, the devil doesn’t disappear if it has become immune to your verbal commands
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Aftermath If Banrion is bridled, she must obey the characters as they deliver her to the dryad-hags. Assuming the characters don’t uncover the hags’ deception (or if they don’t care), the unicorn’s
the characters defeat the hags, Banrion returns to prominence and drives the rest of the wicked fey out of the woods. Before the characters depart, she asks them to once more use the panel at the clock
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Aftermath If Banrion is bridled, she must obey the characters as they deliver her to the dryad-hags. Assuming the characters don’t uncover the hags’ deception (or if they don’t care), the unicorn’s
the characters defeat the hags, Banrion returns to prominence and drives the rest of the wicked fey out of the woods. Before the characters depart, she asks them to once more use the panel at the clock
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Aftermath If Banrion is bridled, she must obey the characters as they deliver her to the dryad-hags. Assuming the characters don’t uncover the hags’ deception (or if they don’t care), the unicorn’s
the characters defeat the hags, Banrion returns to prominence and drives the rest of the wicked fey out of the woods. Before the characters depart, she asks them to once more use the panel at the clock
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
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
Charisma (Deception or Persuasion) check. If the characters present two tokens, they have advantage on this check. If the characters fail this check (or haven’t obtained any of the tokens yet), the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
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
Charisma (Deception or Persuasion) check. If the characters present two tokens, they have advantage on this check. If the characters fail this check (or haven’t obtained any of the tokens yet), the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
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
Charisma (Deception or Persuasion) check. If the characters present two tokens, they have advantage on this check. If the characters fail this check (or haven’t obtained any of the tokens yet), the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+0
Ability Score Mod Save
Int 11 +0 +0
Wis 10 +0 +0
Cha 10 +0 +0
Skills Deception +4, Perception +2, Stealth +5
Senses Darkvision 60 ft.; Passive Perception
blade magically returns to the kenku’s hand immediately after a ranged attack.
Bonus Actions
Eldritch Lantern (Recharge 4–6). The kenku casts Faerie Fire, using Intelligence as the spellcasting ability (spell save DC 10).
Aaron Miller
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+0
Ability Score Mod Save
Int 11 +0 +0
Wis 10 +0 +0
Cha 10 +0 +0
Skills Deception +4, Perception +2, Stealth +5
Senses Darkvision 60 ft.; Passive Perception
blade magically returns to the kenku’s hand immediately after a ranged attack.
Bonus Actions
Eldritch Lantern (Recharge 4–6). The kenku casts Faerie Fire, using Intelligence as the spellcasting ability (spell save DC 10).
Aaron Miller
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+0
Ability Score Mod Save
Int 11 +0 +0
Wis 10 +0 +0
Cha 10 +0 +0
Skills Deception +4, Perception +2, Stealth +5
Senses Darkvision 60 ft.; Passive Perception
blade magically returns to the kenku’s hand immediately after a ranged attack.
Bonus Actions
Eldritch Lantern (Recharge 4–6). The kenku casts Faerie Fire, using Intelligence as the spellcasting ability (spell save DC 10).
Aaron Miller
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
the spectator’s employment. If the deception succeeds, the spectator believes it is released from its obligations, and it disappears and returns to its home plane. Brazier of Green Flame. A successful
successful DC 15 Charisma (Deception) check, a character can trick the spectator into thinking one or more party members are wizards or miners who work for the owners of Wave Echo Cave, sent to terminate
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
the spectator’s employment. If the deception succeeds, the spectator believes it is released from its obligations, and it disappears and returns to its home plane. Brazier of Green Flame. A successful
successful DC 15 Charisma (Deception) check, a character can trick the spectator into thinking one or more party members are wizards or miners who work for the owners of Wave Echo Cave, sent to terminate
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
the spectator’s employment. If the deception succeeds, the spectator believes it is released from its obligations, and it disappears and returns to its home plane. Brazier of Green Flame. A successful
successful DC 15 Charisma (Deception) check, a character can trick the spectator into thinking one or more party members are wizards or miners who work for the owners of Wave Echo Cave, sent to terminate
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or
,” or “bear this message to the queen” — until it completes the activity, at which point it returns to you to report having done so. If your concentration ends before the spell reaches its full
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or
,” or “bear this message to the queen” — until it completes the activity, at which point it returns to you to report having done so. If your concentration ends before the spell reaches its full
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
character answers truthfully, or a DC 15 Charisma (Deception) check if the response is even partially false. A character who succeeded on the Charisma (Persuasion) check made during the audience has
sleep. In the morning, any character who underwent this questioning has a deathly pallor and dark, hollow-looking eyes. The character’s appearance returns to normal when he or she finishes a long rest.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
truthfully, or a DC 15 Charisma (Deception) check if the response is even partially false. A character who succeeded on the Charisma (Persuasion) check made during the audience has advantage on each of
, any character who underwent this questioning has a deathly pallor and dark, hollow-looking eyes. The character’s appearance returns to normal when he or she finishes a long rest.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Skills Deception +4, Insight +3, Stealth +5
Resistances Cold
Immunities Fire, Poison; Poisoned
Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 11
Languages
.
Shape-Shift. The imp shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+2
Wis 12 +1 +4
Cha 15 +2 +5
Skills Arcana +5, Deception +8, Perception +4
Resistances Cold
Senses Darkvision 60 ft.; Passive Perception 14
Languages Common, Giant
CR 7
Medium Humanoid or a Large Giant, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
truthfully, or a DC 15 Charisma (Deception) check if the response is even partially false. A character who succeeded on the Charisma (Persuasion) check made during the audience has advantage on each of
, any character who underwent this questioning has a deathly pallor and dark, hollow-looking eyes. The character’s appearance returns to normal when he or she finishes a long rest.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
character answers truthfully, or a DC 15 Charisma (Deception) check if the response is even partially false. A character who succeeded on the Charisma (Persuasion) check made during the audience has
sleep. In the morning, any character who underwent this questioning has a deathly pallor and dark, hollow-looking eyes. The character’s appearance returns to normal when he or she finishes a long rest.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or
,” or “bear this message to the queen” — until it completes the activity, at which point it returns to you to report having done so. If your concentration ends before the spell reaches its full
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Skills Deception +4, Insight +3, Stealth +5
Resistances Cold
Immunities Fire, Poison; Poisoned
Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 11
Languages
.
Shape-Shift. The imp shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Int 11 +0 +0
Wis 12 +1 +1
Cha 14 +2 +2
Skills Deception +6, Insight +3
Immunities Charmed
Senses Darkvision 60 ft.; Passive Perception 11
Languages Common plus
Actions
Shape-Shift. The doppelganger shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Skills Deception +4, Insight +3, Stealth +5
Resistances Cold
Immunities Fire, Poison; Poisoned
Senses Darkvision 120 ft. (unimpeded by magical Darkness); Passive Perception 11
Languages
.
Shape-Shift. The imp shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+2
Wis 12 +1 +4
Cha 15 +2 +5
Skills Arcana +5, Deception +8, Perception +4
Resistances Cold
Senses Darkvision 60 ft.; Passive Perception 14
Languages Common, Giant
CR 7
Medium Humanoid or a Large Giant, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Int 11 +0 +0
Wis 12 +1 +1
Cha 14 +2 +2
Skills Deception +6, Insight +3
Immunities Charmed
Senses Darkvision 60 ft.; Passive Perception 11
Languages Common plus
Actions
Shape-Shift. The doppelganger shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
character answers truthfully, or a DC 15 Charisma (Deception) check if the response is even partially false. A character who succeeded on the Charisma (Persuasion) check made during the audience has
sleep. In the morning, any character who underwent this questioning has a deathly pallor and dark, hollow-looking eyes. The character’s appearance returns to normal when he or she finishes a long rest.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
truthfully, or a DC 15 Charisma (Deception) check if the response is even partially false. A character who succeeded on the Charisma (Persuasion) check made during the audience has advantage on each of
, any character who underwent this questioning has a deathly pallor and dark, hollow-looking eyes. The character’s appearance returns to normal when he or she finishes a long rest.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+2
Wis 12 +1 +4
Cha 15 +2 +5
Skills Arcana +5, Deception +8, Perception +4
Resistances Cold
Senses Darkvision 60 ft.; Passive Perception 14
Languages Common, Giant
CR 7
Medium Humanoid or a Large Giant, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Int 11 +0 +0
Wis 12 +1 +1
Cha 14 +2 +2
Skills Deception +6, Insight +3
Immunities Charmed
Senses Darkvision 60 ft.; Passive Perception 11
Languages Common plus
Actions
Shape-Shift. The doppelganger shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
have sufficient renown in a politically influential faction — or a talent for deception: A character who has at least 4 renown in the Harpers can convince Mirt (see appendix B) to use his authority as a
deception. Meeting with the Magister The courthouse magister is Hester Barch (LG female Turami human acolyte with Insight +4), a petite woman in her seventies. Magister Barch is slow to anger and fond of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
have sufficient renown in a politically influential faction — or a talent for deception: A character who has at least 4 renown in the Harpers can convince Mirt (see appendix B) to use his authority as a
deception. Meeting with the Magister The courthouse magister is Hester Barch (LG female Turami human acolyte with Insight +4), a petite woman in her seventies. Magister Barch is slow to anger and fond of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
have sufficient renown in a politically influential faction — or a talent for deception: A character who has at least 4 renown in the Harpers can convince Mirt (see appendix B) to use his authority as a
deception. Meeting with the Magister The courthouse magister is Hester Barch (LG female Turami human acolyte with Insight +4), a petite woman in her seventies. Magister Barch is slow to anger and fond of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
feet, and it can move or take one action on its turn, not both. Hit or Miss: The spear magically returns to the devil’s hand immediately after a ranged attack.
Tail. Melee Attack Roll: +10, reach 10
Dex 17 +3 +3
Con 13 +1 +1
Ability Score Mod Save
Int 11 +0 +0
Wis 12 +1 +1
Cha 14 +2 +2
Skills Deception +4, Insight +3, Stealth +5
Resistances