Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'dealing insight are beats'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        delving insight are beast
                                    
                                
                                    
                                        drawing insight are beast
                                    
                                
                                    
                                        delving insight are beauty
                                    
                                
                                    
                                        defying insight are beast
                                    
                                
                                    
                                        drawing insight are beauty
                                    
                                
                        
                    
                
                        
                                                     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
                                                
                                            
                                                
                                                    . Convincing a merchant to buy a Returned mask, or dealing with the ramifications of such a sale, might prove to be an adventure in itself.
Returned Nature. The Returned are undead. They need water
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     thoughts. Wisdom (Insight) checks to ascertain the Returnedâs intentions or sincerity are made with disadvantage.Scimitar. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
                                                
                                            
                                                
                                                     effectively another sapient beingâs face. Convincing a merchant to buy a Returned mask, or dealing with the ramifications of such a sale, might prove to be an adventure in itself.
Returned Nature. The
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     thoughts. Wisdom (Insight) checks to ascertain the Returnedâs intentions or sincerity are made with disadvantage.Spear. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit
                                                
                                            
                                                
                                                    . Convincing a merchant to buy a Returned mask, or dealing with the ramifications of such a sale, might prove to be an adventure in itself.
Returned Nature. The Returned are undead. They need water
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     regains spent legendary actions at the start of its turn.
Attack. The greatwyrm makes one Claw or Tail attack.
Wing Attack (Costs 2 Actions). The greatwyrm beats its wings. Each creature within 30 feet
                                                
                                            
                                                
                                                     greatwyrmâs choice it can see within 120 feet of it, dealing 12 (1d8 + 8);{"diceNotation":"1d8+8","rollType":"damage","rollAction":"Arcane Spear","rollDamageType":"force"} force damage to its target
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     regains spent legendary actions at the start of its turn.
Attack. The greatwyrm makes one Claw or Tail attack.
Wing Attack (Costs 2 Actions). The greatwyrm beats its wings. Each creature within 30
                                                
                                            
                                                
                                                     greatwyrmâs choice it can see within 120 feet of it, dealing 12 (1d8 + 8);{"diceNotation":"1d8+8","rollType":"damage","rollAction":"Arcane Spear","rollDamageType":"force"} force damage to its
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     greatwyrm regains spent legendary actions at the start of its turn.
Attack. The greatwyrm makes one Claw or Tail attack.
Wing Attack (Costs 2 Actions). The greatwyrm beats its wings. Each creature
                                                
                                            
                                                
                                                     the greatwyrmâs choice it can see within 120 feet of it, dealing 12 (1d8 + 8);{"diceNotation":"1d8+8","rollType":"damage","rollAction":"Arcane Spear","rollDamageType":"force"} force damage to
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     regains spent legendary actions at the start of its turn.
Attack. The greatwyrm makes one Claw or Tail attack.
Wing Attack (Costs 2 Actions). The greatwyrm beats its wings. Each creature within 30 feet
                                                
                                            
                                                
                                                     greatwyrmâs choice it can see within 120 feet of it, dealing 12 (1d8 + 8);{"diceNotation":"1d8+8","rollType":"damage","rollAction":"Arcane Spear","rollDamageType":"force"} force damage to its target
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     regains spent legendary actions at the start of its turn.
Attack. The greatwyrm makes one Claw or Tail attack.
Wing Attack (Costs 2 Actions). The greatwyrm beats its wings. Each creature within 30 feet
                                                
                                            
                                                
                                                     greatwyrmâs choice it can see within 120 feet of it, dealing 12 (1d8 + 8);{"diceNotation":"1d8+8","rollType":"damage","rollAction":"Arcane Spear","rollDamageType":"force"} force damage to its target
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     a Returned mask, or dealing with the ramifications of such a sale, might prove to be an adventure in itself.
Returned Nature. The Returned are undead. They need water and air but not food or sleep
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     allies can be found in the strangest places.
Hoarded Arcana
In addition to material wealth, amethyst dragons delight in collecting knowledge and magic dealing with the nature of the planes of
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     in collecting knowledge and magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     magic dealing with the nature of the planes of existence, cosmic forces, and distant worlds. They prize treasures drawn from different worlds of the Material Plane, especially magic items and artworks
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                    Acolyte
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Backgrounds
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    .
 
Skill Proficiencies: Insight, Religion
Languages: Two of your choice
Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of
                                                
                                            
                                                
                                                     society among my templeâs elite. Rough living grates on me.
8
Iâve spent so long in the temple that I have little practical experience dealing with people in the outside world
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     Talent. If youâre not going to play a magic-using class, consider creating a high elf or a human with the Magic Initiate feat. Whether you favor damage-dealing cantrips or more utilitarian ones, every
                                                
                                            
                                                
                                                     Aundairian should know a little magic. Magic Beats Mundane. Why use your hand when you could use mage hand? Why strain your muscles tugging on a bowstring when you could use a wand? Show Some Style
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     in your faction (though you can choose to do so), and it might enhance your status in the faction.
 
Skill Proficiencies: Insight and one Intelligence, Wisdom, or Charisma skill of your
                                                
                                            
                                                
                                                     dealing with people in the outside world.
d6
Ideal
1
Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
2
Charity. I always
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                     member of the Azorius guild, which both enacts and enforces the laws that make Ravnican society function smoothly and safely.
Skill Proficiencies: Insight, Intimidation
Languages: Two of your
                                                
                                            
                                                
                                                     (though it might cause more problems than it solves when youâre dealing with incorrigible lawbreakers). If you abuse this privilege, though, you can get in serious trouble with your superiors and
                                                
                                            
                                        
                                                     Backgrounds
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    , or even an occult group that served a fiendish master that you now deny. 
 
Skill Proficiencies: Insight, Religion
Languages: Two of your choice
Equipment: A holy symbol (a gift
                                                
                                            
                                                
                                                     on me.
8
Iâve spent so long in the temple that I have little practical experience dealing with people in the outside world.
d6
Ideal
1
Tradition. The ancient
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     Starâs opportunity to fire on the Moondancer. It then takes another minute for the two ships to come within boarding distance. Dealing with the Dark Star Once the ships are close enough, the three astral
                                                
                                            
                                                
                                                     that attempt succeeds or fails, the star moth beats a hasty retreat. The star priest, Altura, remains aboard the Dark Star and uses a sending spell to relay what has happened to Helix, an astral elf on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sleeping Dragonâs Wake
                                                    
                                                
                                            
                                                    
 12(+1)
 
  CON
 25(+7)
 
  INT
 20(+5)
 
  WIS
 17(+3)
 
  CHA
 19(+4)
Saving Throws Dex +8, Con +14, Wis +10, Cha +11
 Skills Deception +11, Insight +10, Perception +17,
Persuasion
                                                
                                            
                                                
                                                     (Perception) check.
 Tail Attack. The dragon makes a tail attack.
 Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal
                                                    
                                                
                                            
                                                    )
 INT
 17 (+3)
 WIS
 10 (+0)
 CHA
 16 (+3)
 
 Saving Throws Int +7, Wis +4
 Skills Arcana +7, Insight +4
 Damage Resistances lightning, necrotic; bludgeoning, piercing, and slashing from
                                                
                                            
                                                
                                                    ) acid damage. Any nonmagical weapon that hits the Ooze Master corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     perceptiveness and intuition. Insight reflects a characterâs skill at reading other peopleâs moods and intentions. The DM set the DC at 15, which Gareth beats. With a successful Wisdom (Insight) check
                                                
                                            
                                                
                                                     fatherâs.â Gareth, make a Wisdom (Insight) check.
 Phillip: Gareth got 18.
  Jared: You notice that Ismark is trying to conceal his terror. Heâs afraid to even touch the letterâs seal.
 Phillip: I ask him
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     character who suspects that âVilroyâ is hiding something can make a Wisdom (Insight) check contested by the changelingâs Charisma (Deception) check. A character who wins the contest detects slight
                                                
                                            
                                                
                                                     real Sergeant Vilroy and flubs any sustained questioning. If the characters realize theyâre not dealing with the real Sergeant Vilroy and confront the changeling, Jas leaps out of the skycoach, uses a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    â leader, whom the outlaws call âGlasstaff,â and bring her any correspondence found in his quarters. The characters are wise to be cautious when dealing with Halia. She doesnât reveal that she wants to take
                                                
                                            
                                                
                                                     over the Redbrands herself. A successful DC 15 Wisdom (Insight) check indicates Halia has ulterior motives for removing the Redbrandsâ leader. Further, in chapter 4, Halia smuggles Nezznar the Spider
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Keranosâs Influence Keranos is the embodiment of wisdom and insight unhindered by compassion or patience. Just as the storm vents its fury unpredictably and without warning, so does Keranos deliver
                                                
                                            
                                                
                                                     the wisdom he chooses to impart. A storm, for all its unpredictability, can still be weathered by those who apply foresight and knowledge. So it is when dealing with Keranos. He rewards those who act
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    )
 
  INT
 16(+3)
 
  WIS
 16(+3)
 
  CHA
 18(+4)
Saving Throws Con +9, Int +8, Wis +8
 Skills Insight +8, Intimidation +9, Perception +8
 Senses passive Perception 18
 Languages Gith
                                                
                                            
                                                
                                                     material body, instead of dealing damage.
 Reactions
 Parry. The githyanki adds 5 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Dealing with Amrik Unless the characters attack him at once, Amrik assumes theyâve come to him for a loan. He is more than happy to provide one, up to a limit of 150 gp (the amount currently carried
                                                
                                            
                                                
                                                     paying it back. Characters who plan to rip off Amrik must succeed on a Charisma (Deception) check contested by Amrikâs Wisdom (Insight) check, as described under âContestsâ in chapter 7 of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     actions at the start of its turn.
 Detect. The dragon makes a Wisdom (Perception) check.
 Tail Attack. The dragon makes a tail attack.
 Wing Attack (Costs 2 Actions). The dragon beats its wings. Each
                                                
                                            
                                                
                                                     (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    . The greatwyrm makes one Claw or Tail attack.
 Wing Attack (Costs 2 Actions). The greatwyrm beats its wings. Each creature within 30 feet of it must succeed on a DC 26 Dexterity saving throw or take
                                                
                                            
                                                
                                                     spear hits a creature of the greatwyrmâs choice it can see within 120 feet of it, dealing 12 (1d8 + 8) force damage to its target, then disappears.
 Mythic Actions
 If the greatwyrmâs Chromatic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     action, he can make a melee weapon attack with his claws (+3 to hit), dealing 1d4 slashing damage on a hit. He carries a longbow instead of a crossbow (range 150/600 ft.). Feline Agility. When the
                                                
                                            
                                                
                                                     of ever finding it. A successful DC 15 Wisdom (Insight) check reveals that the tabaxi has no intention of letting the characters leave his domain alive. He laces the stew with midnight tears (see
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    
  30 (+10) 
 
  DEX
  16 (+3) 
 
  CON
  29 (+9) 
 
  INT
  21 (+5) 
 
  WIS
  22 (+6) 
 
  CHA
  30 (+10)
Saving Throws Dex +11, Con +17, Int +13, Cha +18
 Skills Insight +14
                                                
                                            
                                                
                                                     another creatureâs turn. The greatwyrm regains spent legendary actions at the start of its turn.
 Attack. The greatwyrm makes one Claw or Tail attack.
 Wing Attack (Costs 2 Actions). The greatwyrm beats
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Yagnoloth Anyone who would contract yugoloths for a task usually ends up dealing with a yagnoloth. Cunning negotiators, these strange Fiends handle the writing of contracts for their fellow yugoloths
                                                
                                            
                                                
                                                    
  15 (+2) 
 
  CHA
  18 (+4)
Saving Throws Dex +6, Int +7, Wis +6, Cha +8
 Skills Deception +8, Insight +6, Perception +6, Persuasion +8
 Damage Resistances cold, fire, lightning; bludgeoning
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     make a business out of predicting events that occur in the next 30 minutes. In dealing with a magewright, think about the form their magic takes. A locksmith can perform knock as a ritual. But they
                                                
                                            
                                                
                                                     donât just snap their fingers. They may use lengths of wire or iron rods, tracing patterns around the lock theyâre dealing with while murmuring incantations. An oracle might work with cards or dice, or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    
 Skills Insight +6, Perception +6, Stealth +6
 Senses passive Perception 16
 Languages Gith
 Challenge 10 (5,900 XP) Proficiency Bonus +4
 Actions
 Multiattack. The githyanki makes three Longsword
                                                
                                            
                                                
                                                    ) 
  CHA
  18 (+4)
Saving Throws Con +9, Int +8, Wis +8
 Skills Insight +8, Intimidation +9, Perception +8
 Senses passive Perception 18
 Languages Gith
 Challenge 14 (11,500 XP) Proficiency Bonus
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                    )
Saving Throws Con +17, Int +18, Wis +11
 Skills Arcana +18, Insight +11, Perception +11
 Damage Resistances cold, psychic, thunder
 Damage Immunities fire, lightning
 Condition Immunities
                                                
                                            
                                                
                                                    .
 Wing Attack (Costs 2 Actions). Niv-Mizzet beats his wings. Each creature within 15 feet of him must succeed on a DC 25 Dexterity saving throw or take 14 (2d4 + 9) bludgeoning damage and be knocked
                                                
                                            
                                        






