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Returning 35 results for 'daggers insight are bodies'.
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Backgrounds
Player’s Handbook
Ability Scores: Dexterity, Wisdom, CharismaFeat: LuckySkill Proficiencies: Insight and StealthTool Proficiency: Thieves’ ToolsEquipment: Choose A or B: (A) 2 Daggers, Thieves' Tools
Monsters
The Book of Many Things
;s choice). Their spells might also be different. Some known Elder Evils include the following:
Acamar. A dead star that consumes other stars or sidereal bodies it encounters.
Caiphon, the Dream
minions to avert its own demise.
Khirad, the Star of Secrets. A blue-white star whose gifts grant insight but also reveal terrible truths.
Zhudun, the Corpse Star. A dead star that whispers of the
Monsters
Fizban's Treasury of Dragons
may arise.
3
What use is vast knowledge or insight if it is not shared with those who can appreciate it?
4
Although some are fascinated by words, I think numbers are the true foundations
. Having knowledge and power gives one a responsibility to those who have less of either. (Lawful)
5
Noble Obligation. My superior experience, intellect, and insight give me a duty to mediate
Monsters
Curse of Strahd
with a successful DC 12 Wisdom (Insight) check.Multiattack. The mongrelfolk makes two attacks: one with its bite and one with its claw or dagger.
Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3
whose ancestors underwent, horrific magical transformations, to the extent that they retain only a fraction of their original being. Their humanoid bodies incorporate the features of various beasts. For
Monsters
Mythic Odysseys of Theros
throws against any effect that turns undead.
Unreadable Face. The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the
Returned palamnites. These Returned led violent lives, existences filled with such pain and hatred that violence now suffuses their deathless bodies. Such makes them exceptionally dangerous to the
Monsters
Fizban's Treasury of Dragons
multiverse.
2
I am a sworn protector against the depredations of the Far Realm, and I will root out its corruption wherever it may arise.
3
What use is vast knowledge or insight if it is not
of either. (Lawful)
5
Noble Obligation. My superior experience, intellect, and insight give me a duty to mediate disputes when I can. (Good)
6
Power. Knowledge is power, power must be
Monsters
Fizban's Treasury of Dragons
wherever it may arise.
3
What use is vast knowledge or insight if it is not shared with those who can appreciate it?
4
Although some are fascinated by words, I think numbers are the true
Responsibility. Having knowledge and power gives one a responsibility to those who have less of either. (Lawful)
5
Noble Obligation. My superior experience, intellect, and insight give me a duty to
Monsters
Fizban's Treasury of Dragons
use is vast knowledge or insight if it is not shared with those who can appreciate it?
4
Although some are fascinated by words, I think numbers are the true foundations of creation.
5
To
power gives one a responsibility to those who have less of either. (Lawful)
5
Noble Obligation. My superior experience, intellect, and insight give me a duty to mediate disputes when I can. (Good
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Proficiencies Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Constitution, Charisma Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Proficiencies Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Intelligence, Wisdom Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Proficiencies Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles
, slings, spears Tools: Herbalism kit Saving Throws: Intelligence, Wisdom Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st Proficiencies Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Constitution
, Charisma Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wayfarer JONAS DE RO Ability Scores: Dexterity, Wisdom, Charisma
Feat: Lucky (see chapter 5)
Skill Proficiencies: Insight and Stealth
Tool Proficiency: Thieves’ Tools
Equipment: Choose A or
B: (A) 2 Daggers, Thieves’ Tools, Gaming Set (any), Bedroll, 2 Pouches, Traveler’s Clothes, 16 GP; or (B) 50 GP
You grew up on the streets surrounded by similarly ill-fated castoffs, a few of them
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
5) + your Constitution modifier per druid level after 1st Proficiencies Armor: Light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapons: Clubs, daggers
, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears Tools: Herbalism kit Saving Throws: Intelligence, Wisdom Skills: Choose two from Arcana, Animal Handling, Insight, Medicine
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
(or 4) + your Constitution modifier per wizard level after 1st Proficiencies Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Tarak Before coming to Dragon’s Rest, Tarak was a criminal, but he has since devoted himself to the study of herbs and medicine. He is usually unarmed, but he keeps several daggers hidden in his cell
)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
Skills Deception +5, Insight +4, Medicine +4, Nature +3
Senses passive Perception 12
Languages Common, Draconic, thieves’ cant
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Throws: Dexterity, Intelligence Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth Equipment
burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack Leather armor, two daggers, and thieves’ tools
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Nothic Witness to the Weird Consumed by their thirst for forbidden knowledge, nothics are cursed lore seekers transformed by secrets never meant to be known. The bodies of these former scholars are
, Insight +4, Perception +4, Stealth +5
Senses Truesight 120 ft.; Passive Perception 14
Languages Undercommon
CR 2 (XP 450; PB +2)
Actions
Multiattack. The nothic makes two Claw attacks.
Claw
Compendium
- Sources->Dungeons & Dragons->Monster Manual
bodies of these former scholars are warped into otherworldly shapes, each with a head dominated by a gigantic, unblinking eye. Nothics remember nothing of their past lives and care only for their
−1 −1
Skills Arcana +3, Insight +4, Perception +4, Stealth +5
Senses Truesight 120 ft.; Passive Perception 14
Languages Undercommon
CR 2 (XP 450; PB +2)
Actions
Multiattack. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Martial Arts Adept Within a lavish chamber inside The Hidden Shrine of Tamoachan, two dust-covered bodies are found reclining. If their rest is disturbed, the bodies awaken from a state of suspended
11 (+0)
DEX
17 (+3)
CON
13 (+1)
INT
11 (+0)
WIS
16 (+3)
CHA
10 (+0)
Skills Acrobatics +5, Insight +5, Stealth +5
Senses passive Perception 13
Languages any one language
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth Weapon Proficiencies Simple weapons and Martial weapons that have the Finesse or Light property Tool
Proficiencies Thieves’ Tools Armor Training Light armor Starting Equipment Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves’ Tools, Burglar’s Pack, and 8 GP
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Intelligence Skill Proficiencies Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth Weapon Proficiencies Simple weapons and
Martial weapons that have the Finesse or Light property Tool Proficiencies Thieves’ Tools Armor Training Light armor Starting Equipment Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Kalashtar The kalashtar have bonded with good-aligned quori spirits, which communicate with their hosts through dreams and visions. Descended from monks who offered their bodies as sanctuaries to
(3d8 + 3)
Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
12 (+1)
INT
13 (+1)
WIS
15 (+2)
CHA
15 (+2)
Skills Acrobatics +4, Insight +4, Persuasion +6
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
over much of their bodies. When a shifter fully embraces the beast within by “shifting,” these features become even more pronounced. Shifter
Medium humanoid (shifter), any alignment
Armor Class 14
+5, Insight +4, Nature +2, Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Common
Challenge 1/2 (100 XP)
Shifting (Recharges after a Short or Long Rest). As a bonus
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, History, Insight, Religion, or Stealth Weapon Proficiencies Simple weapons and Martial weapons that have the Light property Tool Proficiencies Choose one type of Artisan’s Tools or Musical Instrument
(see “Equipment”) Armor Training None Starting Equipment Choose A or B: (A) Spear, 5 Daggers, Artisan’s Tools or Musical Instrument chosen for the tool proficiency above, Explorer’s Pack, and 11 GP; or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wizard Core Wizard Traits Primary Ability Intelligence Hit Point Die D6 per Wizard level Saving Throw Proficiencies Intelligence and Wisdom Skill Proficiencies Choose 2: Arcana, History, Insight
, Investigation, Medicine, Nature, or Religion Weapon Proficiencies Simple weapons Armor Training None Starting Equipment Choose A or B: (A) 2 Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Notes When faced with multiple foes, Zarak prefers to hurl daggers from a distance. When targeting a lone individual, especially someone he has been hired to kill, he prefers the up-close-and-personal
+5, Int +2
Skills Acrobatics +7, Insight +6, Perception +6, Stealth +7
Senses darkvision 60 ft., passive Perception 16
Languages Common, Orc
Challenge 2 (450 XP) Proficiency Bonus +2
Special
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wisdom Skill Proficiencies Choose 2: Arcana, History, Insight, Investigation, Medicine, Nature, or Religion Weapon Proficiencies Simple weapons Armor Training None Starting Equipment Choose A or B: (A) 2
Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of explosive
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Insight, Intimidation, Persuasion, or Religion Weapon Proficiencies Simple weapons Armor Training None Starting Equipment Choose A or B: (A) Spear, 2 Daggers, Arcane Focus (crystal), Dungeoneer’s Pack
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Skill Proficiencies Choose 2: Acrobatics, Athletics, History, Insight, Religion, or Stealth Weapon Proficiencies Simple weapons and Martial weapons that have the Light property Tool Proficiencies
Choose one type of Artisan’s Tools or Musical Instrument (see chapter 6) Armor Training None Starting Equipment Choose A or B: (A) Spear, 5 Daggers, Artisan’s Tools or Musical Instrument chosen for the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Charisma Skill Proficiencies Choose 2: Arcana, Deception, Insight, Intimidation, Persuasion, or Religion Weapon Proficiencies Simple weapons Armor Training None Starting Equipment Choose A or B:(A) Spear, 2
Daggers, Arcane Focus (crystal), Dungeoneer’s Pack, and 28 GP; or (B) 50 GP Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can’t name the origin of their power, while
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
crisscross through the dust on the upper level. A search of the underground crypt reveals the bodies of three humans — two males and a female, all dressed in hooded robes. Further inspection reveals
cultists were felled by daggers and inflict wounds spells. The survivor is Vaelle Lurval (LE female Tethyrian human cultist), a 30-year-old Waterdavian florist. She was brought into the cult by her
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
infiltrates different species of wasps, taking over their motor functions, while essentially wearing their still-living bodies as a disguise so the parasites can infect other wasps. Ultimately
gaining insight into their actions and ascertaining where they could be coming from. The writing gradually turns into almost incomprehensible fragments, many alluding to the author's desire to combine
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
also be different. Some known Elder Evils include the following:
Acamar. A dead star that consumes other stars or sidereal bodies it encounters.
Caiphon, the Dream Whisperer. A purple star whose
demise.
Khirad, the Star of Secrets. A blue-white star whose gifts grant insight but also reveal terrible truths.
Zhudun, the Corpse Star. A dead star that whispers of the power to defy death
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(Insight) check reveals that the statues once depicted drow. 29b. Wraith This Way This room is deathly cold and contains the following: Undead. A wraith and three specters haunt the room. They attack all
living creatures that enter.
Corpses. Lying on the dusty floor amid pieces of broken furniture are three dead drow, their bodies shriveled.
Fireplace. A massive fireplace dominates the east wall






