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Returning 35 results for 'button being deception consort realm'.
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button being deception comfort realm
Monsters
Planescape: Adventures in the Multiverse
pile of fine violet dust.Gzemnid is a beholder god of deception, gases, and obscurement.
The realm of the beholder deity Gzemnid lies beneath the Outlands. Most entrances into these mysterious, gas
-filled caverns are found near chaotically aligned gate-towns—like Bedlam, Sylvania, or Xaos—but Gzemnid’s Realm is elusive, even by the mutable standards of the Outlands.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
one creature with his tail at a time.
Terror (Costs 2 Actions). Fraz-Urb’luu uses Phantasmal Terror.Fraz-Urb’luu is the Prince of Deception and Demon Lord of Illusions. He uses every
staff of power taken from him by those who imprisoned him and commands his servants to do likewise.
The Prince of Deception’s true form is like that of a great gargoyle, some 12 feet tall, with
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’s lair is warped by his magic, creating one or more of the following effects:
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.
Frenzied Animals. Beasts within 1 mile of the lair become frenzied and violent—even creatures that are
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
:
Agitated Beasts. Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.
Beguiling Realm. Within 6 miles of
the lair, all Wisdom (Insight) checks have disadvantage, and all Charisma (Deception) and Charisma (Persuasion) checks have advantage.
Mirrors Everywhere. Flat surfaces within 1 mile of the lair that
classes
Player’s Handbook
, Deception, History, Intimidation, Investigation, Nature, or Religion
Weapon Proficiencies
Simple weapons
Armor Training
Light armor
Starting Equipment
Choose A or B: (A) Leather;Leather
, devils, hags, and alien entities of the Far Realm, Warlocks piece together arcane secrets to bolster their own power.
Warlocks view their patrons as resources, as means to the end of achieving magical
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Gzemnid’s Realm Tall, spindly mountains rise and curl above the noxious realm of Gzemnid the Gas Giant, the beholder god of deception, fumes, and fog. The offspring of the Great Mother—the eldritch
, furthering their god’s duplicitous schemes. Gzemnid’s Realm is connected to the Caverns of Thought. The beholder god enjoys a tenuous alliance with Ilsensine, whose servants and aberrant thoughts haunt the depths of the subterranean maze.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Gzemnid’s Realm Tall, spindly mountains rise and curl above the noxious realm of Gzemnid the Gas Giant, the beholder god of deception, fumes, and fog. The offspring of the Great Mother—the eldritch
, furthering their god’s duplicitous schemes. Gzemnid’s Realm is connected to the Caverns of Thought. The beholder god enjoys a tenuous alliance with Ilsensine, whose servants and aberrant thoughts haunt the depths of the subterranean maze.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Gzemnid’s Realm Tall, spindly mountains rise and curl above the noxious realm of Gzemnid the Gas Giant, the beholder god of deception, fumes, and fog. The offspring of the Great Mother—the eldritch
, furthering their god’s duplicitous schemes. Gzemnid’s Realm is connected to the Caverns of Thought. The beholder god enjoys a tenuous alliance with Ilsensine, whose servants and aberrant thoughts haunt the depths of the subterranean maze.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Blackguard Blackguards are paladins who broke their sacred oaths and now indulge their own villainous ambitions. They consort with Fiends and Undead, and they reject many of the goodly things from
+5
Skills Athletics +7, Deception +5, Intimidation +5
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 8 (3,900 XP) Proficiency Bonus +3
Actions
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
). When Strahd encounters the characters, read the following: “So, intruders into my realm, we finally meet. From the way the villagers spoke about you, I expected you to be more impressive. Ah, well. I
. Strahd applauds the characters for surviving so long in his realm, then attacks them. If Sarusanda is friendly with the characters, she says that they are also members of the Ulmist Inquisition. Strahd
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Blackguard Blackguards are paladins who broke their sacred oaths and now indulge their own villainous ambitions. They consort with Fiends and Undead, and they reject many of the goodly things from
+5
Skills Athletics +7, Deception +5, Intimidation +5
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 8 (3,900 XP) Proficiency Bonus +3
Actions
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Blackguard Blackguards are paladins who broke their sacred oaths and now indulge their own villainous ambitions. They consort with Fiends and Undead, and they reject many of the goodly things from
+5
Skills Athletics +7, Deception +5, Intimidation +5
Senses passive Perception 12
Languages any one language (usually Common)
Challenge 8 (3,900 XP) Proficiency Bonus +3
Actions
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
). When Strahd encounters the characters, read the following: “So, intruders into my realm, we finally meet. From the way the villagers spoke about you, I expected you to be more impressive. Ah, well. I
. Strahd applauds the characters for surviving so long in his realm, then attacks them. If Sarusanda is friendly with the characters, she says that they are also members of the Ulmist Inquisition. Strahd
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
). When Strahd encounters the characters, read the following: “So, intruders into my realm, we finally meet. From the way the villagers spoke about you, I expected you to be more impressive. Ah, well. I
. Strahd applauds the characters for surviving so long in his realm, then attacks them. If Sarusanda is friendly with the characters, she says that they are also members of the Ulmist Inquisition. Strahd
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags. Expanded Spell List The Archfey lets you choose from an expanded
be charmed by you for 1 minute or until the creature takes any damage. Dark Delirium Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags. Expanded Spell List The Archfey lets you choose from an expanded
be charmed by you for 1 minute or until the creature takes any damage. Dark Delirium Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
modrons are caught in the shifting realm of Gzemnid, a beholder god of deception, gases, and obscurement. Shemeshka discovered the modrons in Tyrant’s Spiral, an ever-shifting part of Gzemnid’s Realm
the characters to go to Gzemnid’s Realm; find the group’s leader, the hexton modron called X01; and help the modrons escape. R04M can also reiterate any details he provided in chapter 13. While the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
modrons are caught in the shifting realm of Gzemnid, a beholder god of deception, gases, and obscurement. Shemeshka discovered the modrons in Tyrant’s Spiral, an ever-shifting part of Gzemnid’s Realm
the characters to go to Gzemnid’s Realm; find the group’s leader, the hexton modron called X01; and help the modrons escape. R04M can also reiterate any details he provided in chapter 13. While the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags. Expanded Spell List The Archfey lets you choose from an expanded
be charmed by you for 1 minute or until the creature takes any damage. Dark Delirium Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
walking speed is 30 feet. Changeling Instincts. Thanks to your connection to the fey realm, you gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
modrons are caught in the shifting realm of Gzemnid, a beholder god of deception, gases, and obscurement. Shemeshka discovered the modrons in Tyrant’s Spiral, an ever-shifting part of Gzemnid’s Realm
the characters to go to Gzemnid’s Realm; find the group’s leader, the hexton modron called X01; and help the modrons escape. R04M can also reiterate any details he provided in chapter 13. While the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
walking speed is 30 feet. Changeling Instincts. Thanks to your connection to the fey realm, you gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
walking speed is 30 feet. Changeling Instincts. Thanks to your connection to the fey realm, you gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
following effects: Beguiling Realm. Within 6 miles of the lair, all Charisma (Persuasion) and Wisdom (Insight) checks have disadvantage, and all Charisma (Deception) and Charisma (Performance) checks have
Fraz-Urb’luu Fraz-Urb’luu is the Prince of Deception and Demon Lord of Illusions. He uses every trick, every ounce of demonic cunning, to manipulate his enemies—mortal and Fiend alike—to do his will
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
foot in the fey realm. In their true form, changelings appear faded, their features almost devoid of detail. It is rare to see one in that form, for a typical changeling alters their shape the way
this species
Speed: 30 feet
As a Changeling, you have these special traits. Changeling Instincts. Thanks to your connection to the fey realm, you gain proficiency in two of the following skills
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
foot in the fey realm. In their true form, changelings appear faded, their features almost devoid of detail. It is rare to see one in that form, for a typical changeling alters their shape the way
this species
Speed: 30 feet
As a Changeling, you have these special traits. Changeling Instincts. Thanks to your connection to the fey realm, you gain proficiency in two of the following skills
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
foot in the fey realm. In their true form, changelings appear faded, their features almost devoid of detail. It is rare to see one in that form, for a typical changeling alters their shape the way
this species
Speed: 30 feet
As a Changeling, you have these special traits. Changeling Instincts. Thanks to your connection to the fey realm, you gain proficiency in two of the following skills
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
following effects: Beguiling Realm. Within 6 miles of the lair, all Charisma (Persuasion) and Wisdom (Insight) checks have disadvantage, and all Charisma (Deception) and Charisma (Performance) checks have
Fraz-Urb’luu Fraz-Urb’luu is the Prince of Deception and Demon Lord of Illusions. He uses every trick, every ounce of demonic cunning, to manipulate his enemies—mortal and Fiend alike—to do his will
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
following effects: Beguiling Realm. Within 6 miles of the lair, all Charisma (Persuasion) and Wisdom (Insight) checks have disadvantage, and all Charisma (Deception) and Charisma (Performance) checks have
Fraz-Urb’luu Fraz-Urb’luu is the Prince of Deception and Demon Lord of Illusions. He uses every trick, every ounce of demonic cunning, to manipulate his enemies—mortal and Fiend alike—to do his will
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Radiant Idol A radiant idol was an angel that was banished from the celestial realm of Syrania and cast down to the Material Plane. One sin led to their fall: the desire to be worshiped by mortals
. Now in the mortal realm, most radiant idols gather cults of devoted followers. Fallen Angels. The insatiable hunger to be adored can transform a fallen angel, physically and mentally. In its true form
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Radiant Idol A radiant idol was an angel that was banished from the celestial realm of Syrania and cast down to the Material Plane. One sin led to their fall: the desire to be worshiped by mortals
. Now in the mortal realm, most radiant idols gather cults of devoted followers. Fallen Angels. The insatiable hunger to be adored can transform a fallen angel, physically and mentally. In its true form
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Warlock Core Warlock Traits Primary Ability Charisma Hit Point Die D8 per Warlock level Saving Throw Proficiencies Wisdom and Charisma Skill Proficiencies Choose 2: Arcana, Deception, History
Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons, devils, hags, and alien entities of the Far Realm, Warlocks
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Warlock Core Warlock Traits Primary Ability Charisma Hit Point Die D8 per Warlock level Saving Throw Proficiencies Wisdom and Charisma Skill Proficiencies Choose 2: Arcana, Deception, History
Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons, devils, hags, and alien entities of the Far Realm, Warlocks
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Warlock Core Warlock Traits Primary Ability Charisma Hit Point Die D8 per Warlock level Saving Throw Proficiencies Wisdom and Charisma Skill Proficiencies Choose 2: Arcana, Deception, History
Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons, devils, hags, and alien entities of the Far Realm, Warlocks