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Returning 35 results for 'both bow deception constructs response'.
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both bow deception construct response
Monsters
Mordenkainen Presents: Monsters of the Multiverse
", "rollDamageType":"bludgeoning"} bludgeoning damage, and if the target is Large or smaller, it is knocked prone.Intercept Attack. In response to another creature within 5 feet of it being hit by an
produced many failed Constructs but also has resulted in genuine advances, such as clockworks. The methods used to craft clockworks have been shared between gnome communities over many generations
Triton
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
the world above.
Aquatic Crusaders
Centuries ago, tritons entered the world in response to the growing threat of evil elementals. Tritons waged many wars against their enemies on the Plane of Water
, leaving the tritons vulnerable to deception. With their strong martial tradition, tritons can sometimes be too eager to leap into a fight.
Strangers to the Surface
Given their isolation, most tritons
Hobgoblin
Legacy
This doesn't reflect the latest rules and lore.
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races
Volo's Guide to Monsters
of Nomog-Geaya, as well as standards and flags with his image or symbol, receive a bow or salute at all times except emergencies. Bargrivyek’s peacemakers receive due deference regardless of
rank or banner status. Of course, Maglubiyet’s call to conquest is always answered.
Suffer nor Give Insult. As befits their warlike nature, hobgoblins believe that any insult demands a response
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
-placed arrow, javelin, or sling bullet to end a fight without a response. You rely on accuracy and probably subscribe to the axiom that “those who live by the sword die by the bow.”
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
-placed arrow, javelin, or sling bullet to end a fight without a response. You rely on accuracy and probably subscribe to the axiom that “those who live by the sword die by the bow.”
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
-placed arrow, javelin, or sling bullet to end a fight without a response. You rely on accuracy and probably subscribe to the axiom that “those who live by the sword die by the bow.”
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
DM wants dice to play a role in determining an NPC’s response to you. In such situations, the DM will typically ask you to take the Influence action. Pay attention to your skill proficiencies when
thinking of how you will interact with an NPC; use an approach that relies on your group’s skill proficiencies. For example, if the group needs to trick a guard into letting them into a castle, the Rogue who is proficient in Deception should lead the discussion.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
DM wants dice to play a role in determining an NPC’s response to you. In such situations, the DM will typically ask you to take the Influence action. Pay attention to your skill proficiencies when
thinking of how you will interact with an NPC; use an approach that relies on your group’s skill proficiencies. For example, if the group needs to trick a guard into letting them into a castle, the Rogue who is proficient in Deception should lead the discussion.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
DM wants dice to play a role in determining an NPC’s response to you. In such situations, the DM will typically ask you to take the Influence action. Pay attention to your skill proficiencies when
thinking of how you will interact with an NPC; use an approach that relies on your group’s skill proficiencies. For example, if the group needs to trick a guard into letting them into a castle, the Rogue who is proficient in Deception should lead the discussion.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Con 11 +0 +0
Ability Score Mod Save
Int 12 +1 +1
Wis 14 +2 +2
Cha 16 +3 +3
Skills Deception +5, Insight +4, Persuasion +5
Gear Breastplate, Rapier
Parry. Trigger: The noble is hit by a melee attack roll while holding a weapon. Response: The noble adds 2 to its AC against that attack, possibly causing it to miss.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Con 11 +0 +0
Ability Score Mod Save
Int 12 +1 +1
Wis 14 +2 +2
Cha 16 +3 +3
Skills Deception +5, Insight +4, Persuasion +5
Gear Breastplate, Rapier
Parry. Trigger: The noble is hit by a melee attack roll while holding a weapon. Response: The noble adds 2 to its AC against that attack, possibly causing it to miss.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
+1 +1
Wis 14 +2 +2
Cha 16 +3 +3
Skills Deception +5, Insight +4, Persuasion +5
Gear Breastplate, Rapier
Senses Passive Perception 12
Languages Common plus two other
languages
CR 1/8 (XP 25; PB +2)
Actions
Rapier. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Piercing damage.
Reactions
Parry. Trigger: The noble is hit by a melee attack roll while holding a weapon. Response: The noble adds 2 to its AC against that attack, possibly causing it to miss.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Characters can apply magic or intuition to discern the response or behavior that a questioner expects. Use Wisdom (Insight) checks unless characters have access to mind-reading spells such as detect
thoughts or similar magic. Characters can fake it ’til they make it. Use Charisma (Deception) checks extensively as characters work their way through the ball. Failed checks draw increased attention
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Characters can apply magic or intuition to discern the response or behavior that a questioner expects. Use Wisdom (Insight) checks unless characters have access to mind-reading spells such as detect
thoughts or similar magic. Characters can fake it ’til they make it. Use Charisma (Deception) checks extensively as characters work their way through the ball. Failed checks draw increased attention
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Characters can apply magic or intuition to discern the response or behavior that a questioner expects. Use Wisdom (Insight) checks unless characters have access to mind-reading spells such as detect
thoughts or similar magic. Characters can fake it ’til they make it. Use Charisma (Deception) checks extensively as characters work their way through the ball. Failed checks draw increased attention
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
+1 +1
Wis 14 +2 +2
Cha 16 +3 +3
Skills Deception +5, Insight +4, Persuasion +5
Gear Breastplate, Rapier
Senses Passive Perception 12
Languages Common plus two other
languages
CR 1/8 (XP 25; PB +2)
Actions
Rapier. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Piercing damage.
Reactions
Parry. Trigger: The noble is hit by a melee attack roll while holding a weapon. Response: The noble adds 2 to its AC against that attack, possibly causing it to miss.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Con 11 +0 +0
Ability Score Mod Save
Int 12 +1 +1
Wis 14 +2 +2
Cha 16 +3 +3
Skills Deception +5, Insight +4, Persuasion +5
Gear Breastplate, Rapier
Parry. Trigger: The noble is hit by a melee attack roll while holding a weapon. Response: The noble adds 2 to its AC against that attack, possibly causing it to miss.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
DM wants dice to play a role in determining an NPC’s response to you. In such situations, the DM will typically ask you to take the Influence action. Pay attention to your skill proficiencies when
thinking of how you will interact with an NPC; use an approach that relies on your group’s skill proficiencies. For example, if the group needs to trick a guard into letting them into a castle, the Rogue who is proficient in Deception should lead the discussion.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
DM wants dice to play a role in determining an NPC’s response to you. In such situations, the DM will typically ask you to take the Influence action. Pay attention to your skill proficiencies when
thinking of how you will interact with an NPC; use an approach that relies on your group’s skill proficiencies. For example, if the group needs to trick a guard into letting them into a castle, the Rogue who is proficient in Deception should lead the discussion.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
DM wants dice to play a role in determining an NPC’s response to you. In such situations, the DM will typically ask you to take the Influence action. Pay attention to your skill proficiencies when
thinking of how you will interact with an NPC; use an approach that relies on your group’s skill proficiencies. For example, if the group needs to trick a guard into letting them into a castle, the Rogue who is proficient in Deception should lead the discussion.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
+1 +1
Wis 14 +2 +2
Cha 16 +3 +3
Skills Deception +5, Insight +4, Persuasion +5
Gear Breastplate, Rapier
Senses Passive Perception 12
Languages Common plus two other
languages
CR 1/8 (XP 25; PB +2)
Actions
Rapier. Melee Attack Roll: +3, reach 5 ft. Hit: 5 (1d8 + 1) Piercing damage.
Reactions
Parry. Trigger: The noble is hit by a melee attack roll while holding a weapon. Response: The noble adds 2 to its AC against that attack, possibly causing it to miss.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Int 14 +2 +2
Wis 11 +0 +2
Cha 14 +2 +2
Skills Athletics +4, Deception +4
Gear Pistol, Scimitar, Studded Leather Armor
Senses Passive Perception 10
Languages Common
) Slashing damage.
Pistol. Ranged Attack Roll: +5, range 30/90 ft. Hit: 8 (1d10 + 3) Piercing damage.
Reactions
Parry. Trigger: The bandit is hit by a melee attack roll while holding a weapon. Response: The bandit adds 2 to its AC against that attack, possibly causing it to miss.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Int 14 +2 +2
Wis 11 +0 +2
Cha 14 +2 +2
Skills Athletics +4, Deception +4
Gear Pistol, Scimitar, Studded Leather Armor
Senses Passive Perception 10
Languages Common
) Slashing damage.
Pistol. Ranged Attack Roll: +5, range 30/90 ft. Hit: 8 (1d10 + 3) Piercing damage.
Reactions
Parry. Trigger: The bandit is hit by a melee attack roll while holding a weapon. Response: The bandit adds 2 to its AC against that attack, possibly causing it to miss.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Int 14 +2 +2
Wis 11 +0 +2
Cha 14 +2 +2
Skills Athletics +4, Deception +4
Gear Pistol, Scimitar, Studded Leather Armor
Senses Passive Perception 10
Languages Common
) Slashing damage.
Pistol. Ranged Attack Roll: +5, range 30/90 ft. Hit: 8 (1d10 + 3) Piercing damage.
Reactions
Parry. Trigger: The bandit is hit by a melee attack roll while holding a weapon. Response: The bandit adds 2 to its AC against that attack, possibly causing it to miss.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
+5
Con 14 +2 +2
Ability Score Mod Save
Int 14 +2 +2
Wis 11 +0 +0
Cha 14 +2 +2
Skills Athletics +4, Deception +4
Gear Leather Armor, Light Crossbow
: +5, range 80/320 ft. Hit: 7 (1d8 + 3) Piercing damage.
Reactions
Parry. Trigger: Pral is hit with a melee attack roll while holding a weapon. Response: Pral adds 2 to his AC against that attack, potentially causing the attack to miss.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
+5
Con 14 +2 +2
Ability Score Mod Save
Int 14 +2 +2
Wis 11 +0 +0
Cha 14 +2 +2
Skills Athletics +4, Deception +4
Gear Leather Armor, Light Crossbow
: +5, range 80/320 ft. Hit: 7 (1d8 + 3) Piercing damage.
Reactions
Parry. Trigger: Pral is hit with a melee attack roll while holding a weapon. Response: Pral adds 2 to his AC against that attack, potentially causing the attack to miss.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
+5
Con 14 +2 +2
Ability Score Mod Save
Int 14 +2 +2
Wis 11 +0 +0
Cha 14 +2 +2
Skills Athletics +4, Deception +4
Gear Leather Armor, Light Crossbow
: +5, range 80/320 ft. Hit: 7 (1d8 + 3) Piercing damage.
Reactions
Parry. Trigger: Pral is hit with a melee attack roll while holding a weapon. Response: Pral adds 2 to his AC against that attack, potentially causing the attack to miss.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
whatever it takes to win. (Evil)
3 Duplicity. I lie when it suits me, which makes things so much easier. (Chaotic)
4 Secrecy. All deception requires secrecy, but not all secrets are meant to
deceive. (Any)
5 Luck. Want more luck? Take more chances! (Chaotic)
6 Adaptability. Plans change, circumstances go awry. I must bend in response to changes, not break. (Any)
Earning and
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
whatever it takes to win. (Evil)
3 Duplicity. I lie when it suits me, which makes things so much easier. (Chaotic)
4 Secrecy. All deception requires secrecy, but not all secrets are meant to
deceive. (Any)
5 Luck. Want more luck? Take more chances! (Chaotic)
6 Adaptability. Plans change, circumstances go awry. I must bend in response to changes, not break. (Any)
Earning and
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
whatever it takes to win. (Evil)
3 Duplicity. I lie when it suits me, which makes things so much easier. (Chaotic)
4 Secrecy. All deception requires secrecy, but not all secrets are meant to
deceive. (Any)
5 Luck. Want more luck? Take more chances! (Chaotic)
6 Adaptability. Plans change, circumstances go awry. I must bend in response to changes, not break. (Any)
Earning and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Scarecrow At harvest time, when death revisits the twilit world and summer’s blossoms bow their withered heads, eerie scarecrows loom in silent vigil over empty fields. With immortal patience, these
-Powered Constructs. A scarecrow is animated by the bound spirit of a slain evil creature, granting it purpose and mobility. It is this uncanny presence from beyond death that allows a scarecrow to
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Scarecrow At harvest time, when death revisits the twilit world and summer’s blossoms bow their withered heads, eerie scarecrows loom in silent vigil over empty fields. With immortal patience, these
-Powered Constructs. A scarecrow is animated by the bound spirit of a slain evil creature, granting it purpose and mobility. It is this uncanny presence from beyond death that allows a scarecrow to
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Scarecrow At harvest time, when death revisits the twilit world and summer’s blossoms bow their withered heads, eerie scarecrows loom in silent vigil over empty fields. With immortal patience, these
-Powered Constructs. A scarecrow is animated by the bound spirit of a slain evil creature, granting it purpose and mobility. It is this uncanny presence from beyond death that allows a scarecrow to
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Make a Charisma (Deception, Intimidation, Performance, or Persuasion) or Wisdom (Animal Handling) check to alter a creature’s attitude. Magic Cast a spell, use a magic item, or use a magical feature
. Ready Prepare to take an action in response to a trigger you define. Search Make a Wisdom (Insight, Medicine, Perception, or Survival) check. Study Make an Intelligence (Arcana, History
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Make a Charisma (Deception, Intimidation, Performance, or Persuasion) or Wisdom (Animal Handling) check to alter a creature’s attitude. Magic Cast a spell, use a magic item, or use a magical feature
. Ready Prepare to take an action in response to a trigger you define. Search Make a Wisdom (Insight, Medicine, Perception, or Survival) check. Study Make an Intelligence (Arcana, History






