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Returning 32 results for 'deception imbued are blades'.
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deception imbues are blades
Monsters
Icewind Dale: Rime of the Frostmaiden
beneath its feet. Iron golems wield enormous blades to extend their reach, and all can belch clouds of deadly poison.
An iron golem's body is smelted with rare tinctures and admixtures. Though other
that drive them, and are susceptible only to weapons imbued with magic or the strength of adamantine.
Blind Obedience. When its creator or possessor is on hand to command it, a golem performs flawlessly
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
giant suits of armor. Its fist can destroy creatures with a single blow, and its clanging steps shake the earth beneath its feet. Iron golems wield enormous blades to extend their reach, and all can
bound within them, iron golems were designed to be nearly invulnerable. Their iron bodies imprison the spirits that drive them, and are susceptible only to weapons imbued with magic or the strength of
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
-white uniforms, these budding mages practice bolstering speeches and wield inky blades. Some Silverquill students prefer the benevolent side of language, using their words to uplift their friends and
)
CON
13 (+1)
INT
12 (+1)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws Dex +4, Cha +4
Skills Deception +4, Performance +6, Persuasion +6
Senses passive Perception 10
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Whispers Features Bard Level Feature 3rd Psychic Blades, Words of Terror 6th Mantle of Whispers 14th Shadow Lore Psychic Blades When you join the College of Whispers at 3rd level, you gain the ability
through this disguise by succeeding on a Wisdom (Insight) check contested by your Charisma (Deception) check. You gain a +5 bonus to your check. Once you capture a shadow with this feature, you can’t
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
23 (+6)
CON
18 (+4)
INT
12 (+1)
WIS
20 (+5)
CHA
19 (+4)
Saving Throws Dex +14, Con +12, Wis +13
Skills Deception +12, Insight +13, Perception +13, Stealth +14
Damage
encounter with this champion. All of a sudden, everything around me went painfully silent. The ringing of blades, the rustle of clothing, the hum of magic—all gone. It was like I was stuck, observing the world through a frosted pane of glass.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
while avoiding harm through stealth. Then embody the...
Arcane Trickster to enhance stealth with spells.
Assassin to deliver ambushes and poison.
Soulknife to strike foes with psi blades.
Thief
forbidden lore.
Wizard. Study arcane magic and master spells for every purpose. Then embody the...
Abjurer to shield allies and banish foes.
Diviner to learn the multiverse’s secrets.
Evoker to create explosive effects.
Illusionist to weave spells of deception.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
enhance stealth with spells.
Assassin to deliver ambushes and poison.
Soulknife to strike foes with psi blades.
Thief to master infiltration and treasure hunting.
Sorcerer. Wield magic innate to
. Then embody the...
Abjurer to shield allies and banish foes.
Diviner to learn the multiverse’s secrets.
Evoker to create explosive effects.
Illusionist to weave spells of deception.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
number of drowned ones that stayed behind from the most recent assault on Firewatch Island take notice. Three drowned blades, one drowned ascetic, and one drowned assassin lurk inside the ruined Tammeraut
the ocean’s perils, all preserved by the rift’s dark magic. The hollow to the north is the access point to the ancient evil that has imbued the Pit of Hatred with its sinister aura. Tammeraut’s captain
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, Deception +22, Insight +18, Perception +11, Performance +22, Persuasion +22, Sleight of Hand +14
Damage Resistances acid, cold, fire, lightning, thunder
Condition Immunities charmed, frightened
Senses
Windfall fails a saving throw, she can choose to succeed instead.
Special Equipment. Windfall wears an iridescent magic coat that was tailored specifically for her and imbued with Tiamat’s power. When
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
of a giant who outwitted a celestial being to win a feather imbued with the light of an extinct sun, and another who obtained a fraction of power from the demon lord Orcus. To depict a destiny gambler
22 (+6)
INT
19 (+4)
WIS
16 (+3)
CHA
22 (+6)
Saving Throws Con +12, Int +10, Wis +9, Cha +12
Skills Deception +18, Insight +9, Perception +9
Damage Immunities thunder
Senses
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
muttering about omens and prophecies, while others become imbued with supernatural power and rise to positions of leadership. Eyes of Gruumsh. A few of the orcs touched by the power of Gruumsh are given
chosen by Ilneval and are groomed to serve as blades of Ilneval. These individuals are battle captains that follow the orders of the tribe’s chief, leading a portion of the tribe’s warriors into the thick
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
following ability checks to impress her. Consider these examples:
DC 13 Charisma (Deception). The character spins a grand yarn about a harrowing experience that never happened.
DC 13 Charisma
an Influence action, a character can try to defuse the situation and make one of the following ability checks. Consider these examples:
DC 13 Charisma (Deception). The character lies to Pral to
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
great ape’s. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of
. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb’luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Welcome to the City of Blades Entering the city is the first major hurdle the characters must surmount in Gracklstugh. Unless they heed Buppido’s advice to arrive by way of the Darklake (or come up
interrogation by speaking for the party and making a DC 15 Charisma check (Deception and Persuasion apply; Intimidation or Performance are met with scorn). Depending on how believable the party’s story is
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
retrieve empty buckets stacked there. Arch of Blades. The 3-foot-thick, 15-foot-diameter arch is a former trap imbued with enchantment magic. The Red Wizards suppressed the magic, but they couldn’t
that connects with the Augmentation Chambers. Beyond the secret door to the east is a gate that offers access to the Blood Pools. 68. Arch of Blades A large archway of worked stone stands at the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
flail imbued with powerful magic by Yeenoghu himself. A war band can have only one flind, and that creature sets a war band’s path. Because of its special connection to Yeenoghu, a flind uses god
use of ranged weapons in favor of short blades that they wield with speed and efficiency. In the thick of a fight, they are capable of dashing across the field, slashing and snarling as they run down
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
their loyalty and succeed on a DC 10 Charisma (Deception) check to convince him. Peluze attacks the characters if they fail to convince him. When a character claims loyalty to an element, Peluze offers
Drule’s music and make a DC 12 Charisma (Deception or Persuasion) check. On a successful check, Drule stops playing, motions for his oozes to stand down, and chats with the characters. If Drule becomes
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
reality. New arrivals are subject to forced conscription when encountered (whether by angel, demon, or devil), if they aren’t summarily dispatched. Amid the constant strife, windstorms of blades scour
Feature 1 Blades crafted here have a reputation for being especially fine and sharp. When a creature in the zone scores a critical hit with an attack that deals piercing or slashing damage, the attack
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, Deception +9, Insight +5, Perception +5, Stealth +6
Damage Resistances poison
Damage Immunities psychic
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 15
Languages Common
her neck and across her shoulder blades reads, “Endless dreams entombed in stone.” Flames. A roiling storm of brilliant flames covers her back and ribs. Shroud. Black and gray smoke and shadows coil
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
, Deception +9, Insight +5, Perception +5, Stealth +6
Damage Resistances poison
Damage Immunities psychic
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 15
Languages Common
her neck and across her shoulder blades reads, “Endless dreams entombed in stone.” Flames. A roiling storm of brilliant flames covers her back and ribs. Shroud. Black and gray smoke and shadows coil
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Skills Deception +9, Perception +5, Stealth +10
Condition Immunities charmed, frightened
Senses blindsight 10 ft., passive Perception 15
Languages Common, thieves’ cant, plus any one language
(+5)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws Dex +9, Int +9
Skills Deception +12, Perception +7, Stealth +13
Condition Immunities charmed, frightened
Senses blindsight 30 ft., passive
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
(+7)
WIS
26 (+8)
CHA
28 (+9)
Saving Throws Con +9, Wis +12
Skills Deception +13, Insight +12, Intimidation +13, Perception +16
Damage Vulnerabilities radiant
Damage Immunities
. Blades of ice grow out of her body at odd angles, breaking off before they get too long. When she moves, her body crackles. In this form, Auril creates weapons of ice with which to combat foes
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
expectantly.
PROPHA DRAN
The door closes behind the characters as soon as they are all inside. Powerful magic imbued into the door makes it impossible to hold it open, as it pushes anything
the characters. When Propha is asked any questions, characters can attempt a Wisdom (Insight) check contested by the doppelganger’s Charisma (Deception) check, which is usually made with advantage
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Smiling ones are cloud giants who honor and emulate Memnor’s craftiness and deceit above all else. They are tricksters supreme who use sleight of hand, deception, misdirection, and magic in their
)
INT
15(+2)
WIS
16(+3)
CHA
17(+3)
Saving Throws Con +10, Int +6, Cha +7
Skills Deception +11, Insight +7, Perception +7, Sleight of Hand +9
Senses passive Perception 17
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
)
CHA
16 (+3)
Skills Deception +5, Religion +2, Stealth +2
Senses passive Perception 10
Languages Aquan, Common
Challenge 2 (450 XP)
Spellcasting. The priest is a 5th-level
the death if an avenue of retreat is open to them. Reavers carry shields made of giant crab shells, and the blades of their swords are lined with shark’s teeth. Crushing Wave Reaver
Medium humanoid
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
long ago trapped a magical experiment in this cell: a gargoyle that has been imbued with the personality of a human knight of Tyr (god of justice) named Lady Gondafrey. This gargoyle has an
Charisma (Deception) check convinces these Zhents that the characters are their allies. Treasure. Resting in small piles and neat stacks on the table are 74 cp, 52 sp, 19 gp, and 4 taols. K15. Summoning
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
from the Garynmor Menagerie 8 1d6 stirges 9 1d4 jackalweres that live in Little Calimshan 10 Dead Three squad (4 fists of Bane, 3 night blades, and 2 necromites of Myrkul) trying to capture one or more
bazaars, local merchants have a near-monopoly on many southern imports, from silks and fine blades of Calishite steel to tomes of rare magical lore, thanks to exclusive trade agreements with various
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
; the character must either talk their way out of trouble with a successful DC 18 Charisma (Deception or Persuasion) check or be attacked. Barred Door. Two iron bars seal the double door to the south
details.) Raw Oztocanite. Chunks of oztocanite (the giant’s magic-imbued remains) are gathered into crates around the room. A fist-sized chunk of oztocanite can be used as a spellcasting focus that
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the following changes: Mirran and Nym are neutral evil. They are unarmed and unarmored (AC 12). They have the following additional skills: Deception +9, Performance +9. The sisters are entertaining
important information about her father!” or “Princess Serissa told you that we were coming, or have you forgotten?” Have the liar make a Charisma (Deception) check contested by the giants’ Wisdom (Insight
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, from silks and fine blades of Calishite steel to tomes of rare magical lore, thanks to exclusive trade agreements with various caravans. As soon as mid-afternoon arrives, however, shoppers are
)
INT
10 (+0)
WIS
11 (+0)
CHA
15 (+2)
Saving Throws Dex +6, Wis +2
Skills Acrobatics +6, Athletics +4, Deception +4, Perception +2, Sleight of Hand +6, Stealth +6
Senses
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
(Deception) check contested by Urlam’s Wisdom (Insight) check. T10. Northshield House Northshield House is a fine local inn — stately, clean, and quiet. The proprietor, Urgala Meltimer (see appendix D
warns armed guests to keep their blades sheathed during their stay. Urgala has three mastiffs (hunting dogs) that sleep in the ground floor common room, and she employs a staff of six loyal, well-paid
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
until the end of its next turn.
Bonus Actions
Fog of Deception. The scion conjures a magical cloud that fills a 30-foot-radius sphere centered on a point it can see within 90 feet of itself. Each
the scion’s choice, throwing its weapon if necessary. On a successful save, a creature is immune to the scion’s Fog of Deception for the next 24 hours.
Regional Effects The region surrounding a






