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Returning 35 results for 'dangerous insight are blocks'.
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Monsters
Bigby Presents: Glory of the Giants
toddlers can be dangerous, they’re no match for adventurers who can handle giant parents. Young giants are no more inherently evil than any other free-willed creature, so fighting and killing them
anything else the child picks up to use as a weapon).
For a giant child of any age, you can further modify one of these stat blocks by adding the parents’ damage immunities and resistances (if any) and any inherent traits.
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
Mordenkainen Presents: Monsters of the Multiverse
tempered by its relative immobility. Although its telepathic senses can reach for miles, moving anywhere is always a dangerous proposition. If forced outside its brine pool, an elder brain swiftly expires
apart. The elder brain can form psychic links with up to ten creatures at a time.
Sense Thoughts. The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the target’s emotional state and foremost thoughts (including worries, loves, and hates).
Doppelganger
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the
target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.Doppelgangers are devious shapeshifters that take on
Detect Thoughts
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind
inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.
Once you
Backgrounds
Van Richten’s Guide to Ravenloft
keep hidden in the shadows.
Skill Proficiencies: Choose two from among Insight, Investigation, or Perception
Tool Proficiencies: Disguise kit, thieves’ tools
Equipment: A magnifying glass
, tracking down dangerous supernatural phenomena and preventing them from doing harm.
7
You found evidence of a conspiracy underpinning society. You tried to expose this mysterious cabal, but no
Backgrounds
Spelljammer: Adventures in Space
have camped on the petrified hulks of dead gods and narrowly escaped the psychic winds that sweep across the Astral Sea while also avoiding prolonged contact with the plane’s most dangerous
denizens.
Skill Proficiencies: Insight, Religion
Languages: Two of your choice (Celestial or Gith recommended)
Equipment: A set of traveler’s clothes, a diary, an ink pen, a bottle of ink, and a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Clock Tower Bridge As the characters make their way toward Banrion’s lair, they come across the ruins of an old clock tower, which make an unusual and dangerous bridge. The trees part to reveal the
ruins of an ancient city. All that remains are worn flagstones covered in moss and lichen, toppled blocks of weathered stone, and a former tower fallen and now lying stretched across a fifty-foot-wide
Goblin
Legacy
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Species
Volo's Guide to Monsters
appreciation for the finer things!
— Volo
Goblins occupy an uneasy place in a dangerous world, and they react by lashing out at any creatures they believe they can bully. Cunning in battle and
Adventurer’s Guide.) Use one of the warlock stat blocks in appendix B to represent this goblin, adding darkvision and the Nimble Escape traits common to all goblins.
Booyahg Booyahg Booyahg. This
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Deception +6, Insight +3
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 3 (700 XP)
Shapechanger. The doppelganger can use its action to
creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
)
Skills Deception +6, Insight +3
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 3 (700 XP)
Shapechanger. The doppelganger can use its
of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is within range, the doppelganger can
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
four kapak draconians (see appendix B for both stat blocks) have orders to seek out dangerous monsters lurking in the ruins. They’ve just found an Istarian drone (see appendix B) and are preparing to
draconians (see appendix B for both stat blocks) oversee ten commoner engineers repairing 30-foot-deep cracks in the city’s streets. If the Dragon Army members spot the characters or the characters attack
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
The Wilds Past the courts, across the stream, into the woods—there lie the wilds, the most magical, strange, and dangerous lands in all Eldraine. In contrast to the order and structure of the realm
eccentricities of their more fantastical neighbors. In addition to the nonplayer character stat blocks found in the Monster Manual and other sources, see the Knight of Eldraine in this collection. Elves
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
fade and fail. An expression in Qualith is made up of four-line stanzas packed into interlocking blocks, creating complex patterns that are indecipherable by other creatures. Someone that touches a
Qualith inscription, however, can receive fragmentary insight into the multilayered thoughts contained within it. A non-illithid that wants to understand a Qualith inscription can make an Intelligence
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
plead their case for being the best ship and crew for the job. Stands in Tar staggers slightly as she stands. A successful DC 15 Wisdom (Insight) check reveals that the tabaxi has been in the rum
more violent of late. He goes on to reveal that he’s heard rumors that the once-safe caves at the base of the Thunder Cliffs have recently become more dangerous. Stand in Tar scoffs at that idea. A
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Githzerai Monk Githzerai monks pursue control of their minds by honing their physical and psionic talents. They might be found beyond githzerai sanctuaries, testing themselves amid the dangerous
15 +2 +4
Con 12 +1 +1
Ability Score Mod Save
Int 13 +1 +3
Wis 14 +2 +4
Cha 10 +0 +0
Skills Insight +4, Perception +4
Senses Passive Perception 14
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Keranos’s Champions Keranos sees his champions as tools to bring insight and change to the world. He doesn’t contemplate the moral or ethical consequences of his insights, believing that such
the worst consequences for the polis through their wits and skill at arms. Now, having demonstrated their potential to the polis and Keranos, they become embroiled in ever grander, more dangerous
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Larissa Snowmane is a human druid with exceptional insight into navigating the waterways of the Mists. Her handsome, multilevel paddleboat River Dancer provides an exciting base of operations for
next stop even more dangerous. River Dancer pulls into port with only Captain Snowmane aboard. Larissa needs a crew, but she doesn’t mention that her last crew died when she used the Dance of the Dead.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
five colleges; see chapter 7 for their stat blocks). Harvesting the required number of marshwicks from Sedgemoor takes 8 hours. A character who succeeds on a DC 16 Intelligence (Nature) or Wisdom
(Survival) check can reduce this time for everyone by 1 hour (to a minimum of 4 hours). Random Encounters in the Bayou Sedgemoor’s bayou is full of dangerous creatures. For every hour the characters’ group
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
unexpected encounters requires a successful DC 12 Wisdom (Insight) check. Have each player note their character’s Exam results—how many Student Dice they gained and what skills they used during the test—on
known for their regenerative abilities and magic resistance.
All slaadi are dangerous and unpredictable, but red slaadi and blue slaadi are the least powerful and don’t cast spells.
Red slaadi
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
in secrecy, preferring to meet in dark alleys and out-of-the-way places even when their business isn’t illegal or dangerous. They tend to dress in a garish mishmash of clothing, but many of them also
., swim 20 ft.
STR
5 (−3)
DEX
12 (+1)
CON
11 (+0)
INT
11 (+0)
WIS
14 (+2)
CHA
13 (+1)
Saving Throws Dex +3, Wis +4
Skills Deception +3, Insight
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Githyanki Gish Their keen minds and psionic gifts allow the githyanki to master magic. Gish blend their magical abilities with swordplay to become dangerous foes in battle. Their specialized
.
STR
17(+3)
DEX
15(+2)
CON
14(+2)
INT
16(+3)
WIS
15(+2)
CHA
16(+3)
Saving Throws Con +6, Int +7, Wis +6
Skills Insight +6, Perception +6, Stealth +6
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Githyanki Gish Their keen minds and psionic gifts allow the githyanki to master magic. Gish blend their magical abilities with swordplay to become dangerous foes in battle. Their specialized
.
STR
17(+3)
DEX
15(+2)
CON
14(+2)
INT
16(+3)
WIS
15(+2)
CHA
16(+3)
Saving Throws Con +6, Int +7, Wis +6
Skills Insight +6, Perception +6, Stealth +6
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
minds and spirits with wonder and insight. Many sages and wise folk have studied nature, writing volumes about its mystery and power, but druids are a special kind of being: at some point, they begin to
, or considered dangerous by the people around them. Your druid character might be a true worshiper of nature, one who has always scorned civilization and found solace in the wild. Or your character
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
dangerous part of the ruins by far. A hidden stair—steep, long abandoned, and choked with rubble and undergrowth—leads up the western side of the hill. This secret staircase can be found with 1 hour of
elemental (or a fire elemental myrmidon from Mordenkainen Presents: Monsters of the Multiverse) dwells here, along with a few more fire elementals as minions. Rubble blocks another stairway descending to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the
, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
thick, with 3 feet of mortared fill sandwiched between 1-foot-thick courses of hard stone blocks. Interior walls are 1-foot-thick worked stone. Arrow slits in the castle walls are 10 feet above the
) check contested by the monsters’ Wisdom (Insight) checks, and give the characters advantage on their checks if the deception is particularly well planned or roleplayed. If at least one character wins
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
place, and ruined city blocks are restored. These are dabus, the silent caretakers of Sigil and loyal servants of the Lady of Pain. Dabus patrol the City of Doors to maintain public buildings, portals
(+2)
CHA
14 (+2)
Saving Throws Int +5, Wis +4
Skills Insight +4, Perception +6
Condition Immunities exhaustion
Senses darkvision 60 ft., passive Perception 16
Languages understands
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the
, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
trips cost 1 cp, but a skiff ride to a dangerous section of town usually brings 1 gp or more. Map 8.1: The Styes View Player Version Low Quarter Also known as Flotsam, the northwest section of the Styes
outside, making them ideal places for hidden temples and black markets. Swaying rope bridges provide the best avenues between the blocks of this quarter, since the old boardwalks are sinking like
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Sages and Master Sages Candlekeep’s resident lore experts are master sages and sages who dedicate themselves to scholarship above all. Stat blocks for the master sage and the sage appear below
)
WIS
18 (+4)
CHA
11 (+0)
Skills Arcana +11, History +11, Insight +7, Investigation +11, Medicine +10, Nature +11, Religion +11
Senses passive Perception 14
Languages Common
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, Insight +3
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 3 (700 XP)
Shapechanger. The doppelganger can use its action to polymorph
within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
toddlers can be dangerous, they’re no match for adventurers who can handle giant parents. Young giants are no more inherently evil than any other free-willed creature, so fighting and killing them can raise
several adjustments. You can craft the stat block as you see fit to match the challenge rating you’re aiming for.
For a giant child of any age, you can further modify one of these stat blocks by adding the parents’ damage immunities and resistances (if any) and any inherent traits.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
.” Bond. “I have the perspective to see depravities others can’t. I use my insight to reveal wickedness and make the world a better place.” Flaw. “Most people are dangerous, manipulative liars and not
members accuse individuals of crimes before the offenses occur. He seeks help in dismantling the dangerous system. A serial killer called the Midnight Slasher leaves behind gory messages such as, “I
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
to warn another mercanes about individuals who are dangerous or unreliable. Once a mercane has been offended by someone, getting back into their good graces is next to impossible. Mercane
Large
16 (+3)
CHA
15 (+2)
Saving Throws Int +7, Wis +6, Cha +5
Skills Insight +9, Perception +6, Persuasion +5
Senses passive Perception 16
Languages Common, Giant, telepathy 60 ft. (see






