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Returning 17 results for 'deception immense are beating'.
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deception immersed are being
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backgrounds
Ability Scores: Dexterity, Intelligence, CharismaFeat: Tireless RevelerSkill Proficiencies: Deception and PersuasionTool Proficiency: Choose one kind of Gaming SetEquipment: Choose A or B: (A) Dagger
, Gaming Set (same as above), Fine Clothes, Glass Bottle, Mirror, Perfume, Pouch, Tinderbox, 19 GP; or (B) 50 GP
You grew to adulthood in the beating heart of a large city, such as Baldur’s
compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
Carouser Ability Scores: Dexterity, Intelligence, Charisma
Feat: Tireless Reveler
Skill Proficiencies: Deception and Persuasion
Tool Proficiency: Choose one kind of Gaming Set
Equipment
: Choose A or B: (A) Dagger, Gaming Set (same as above), Fine Clothes, Glass Bottle, Mirror, Perfume, Pouch, Tinderbox, 19 GP; or (B) 50 GP
You grew to adulthood in the beating heart of a large city, such
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
immense dragon fills the bowels of the ship. “I smell warm flesh and hear the panic of beating hearts. Ready your spells, Meltharond! We have uninvited guests.”
If one or more characters are topside
wings followed by the cracking of ice under the weight of something immense. A loud snort accompanies the sound of claws scraping against ice-glazed timbers.
The voice of what could only be a truly
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
plague to devour crops. A planetar’s celestial ears detect every falsehood, and its radiant eyes see through every deception. Planetars are muscular and hairless and have opalescent green skin and
white-feathered wings. They tower over most humanoids, brandishing immense swords with grace. Sometimes sent to aid powerful mortals on important tasks for good, planetars are especially fond of missions
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
to one or more stellar entities in exchange for a taste of their immense power. These entities—known by such names as Acamar, Caiphon, Gibbeth, and Hadar—resemble stars and embody the essence of evil
)
CON
14 (+2)
INT
16 (+3)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws Wis +3, Cha +6
Skills Arcana +5, Deception +6, Intimidation +6, Perception +3, Persuasion +6
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the following: The path ends at a clearing before an immense waterfall. It cascades down the tepui’s cliffs into a pool coated with oily, gray slime. Dense mist hangs above the pool.
The water of
Wisdom (Insight) check contested by the cloakers’ Charisma (Deception) check recognizes that the “spirit” is a little too eager with its request. Additionally, a character who succeeds on a DC 18
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
company of Syndra Silvane. For details of a sample villa, see “Merchant Prince’s Villa.” 6. Grand Souk The Grand Souk, or market, is one of the three beating hearts of Port Nyanzaru — the others being
many artisans, craftspeople, smiths, ivory carvers, and hydro-engineers. Where most such temples have a forge as a centerpiece, this one features an immense fountain whose water jets shift continually
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
and two veterans) down upon the characters, whom “Hyustus” accuses of beating the cell block guards to death. These reinforcements have no reason to believe that Captain Staget isn’t who he appears to
their case while he asks questions. A character who tries to deceive Zastro must make a Charisma (Deception) check contested by the magister’s Wisdom (Insight) check. A character who loses this contest
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
). Another thirty to seventy are in the immediate area, close enough to respond within fifteen minutes to the beating of the drum in the barbican. The bullywugs already believe themselves to be lords of the
supremacy. The bullywugs consider him a constant threat and tremble whenever his shadow passes near. The yuan-ti grant him grudging respect and covet his immense wealth. The lizardfolk honor him and
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
center of a muddy lake. The camp is ringed by immense bone spurs, with makeshift wooden walls between. A wooden palisade surrounds a camp composed of tents, huts, and a crooked watchtower. Dozens of
draconians and enter the camp. The guards ask in Draconic where the characters are coming from. A character convinces the draconians to let them through with a successful DC 16 Charisma (Deception) check
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
in the immediate area, close enough to respond within fifteen minutes to the beating of the drum in the barbican. The bullywugs already believe themselves to be lords of the mere, and they act like it
bullywugs consider him a constant threat and tremble whenever his shadow passes near. The yuan-ti grant him grudging respect and covet his immense wealth. The lizardfolk honor him and wonder why he allows
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Charisma (Deception, Intimidation, or Persuasion) check. If the check fails, the horrors try to kill and eat the interlopers, but the negotiations can be renewed if two or more horrors are slain. Black
. Against the eastern ledge is a black gate. On the wall southwest of the gate is a contact stone.
Creatures. Three trolls live in this area, two males that fight constantly and one immense
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
something. If the characters push the issue, a successful DC 10 Charisma (Deception or Persuasion) check causes Squid to dish up information. Any Charisma (Intimidation) check inspires him to first
particularly convincing about their ignorance, Moguhl and her bandits attack in hopes that a good beating can convince them to tell what they know. Moguhl uses the wererat stat block and wields a +1 shortsword
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
can stop the druids’ attacks by claiming to be allies of Claugiyliamatar and succeeding on a DC 15 Charisma (Deception) check made as an action. The druids lead characters they believe to be allies
powerful being would almost surely result in your demise.
Claugiyliamatar is an ancient green dragon of immense power. You can find her stats in Appendix A: Creatures. Roleplaying Claugiyliamatar
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
deception, attempting to cheat her in a deal, and buried her under a mountain of molten gold as punishment. A commemoration of that event, Leiruin is the day for guild members to pay their annual dues and
prayers in thanks for the lives they have under their gods. The Griffon Cavalry sets up an immense bonfire at the peak of Mount Waterdeep, honoring the fallen and the risen gods Myrkul, Cyric, Kelemvor
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
poisoned condition if swallowed) Wisdom (Medicine or Survival)
Guidebook to famous Chultan day spas (none of which exist) Intelligence (History) or Charisma (Deception)
Jim Darkmagic’s feral
Hand) check. On a failed check, the captain and crew members spot and prevent the theft, and each character takes 3 (1d6) bludgeoning damage from the beating they endure as they escape through the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Illithinoch Locations The following locations are keyed to map 7.2. Mike Schley Map 7.2: Illithinoch View Player Version X1: Gates The long tunnel ends at an immense double door. An eerie green
. Tricking Duoro requires a successful DC 12 Charisma (Deception) check. If Duoro believes the characters are allies, he shares the following: Ilvaash Details. Duoro relays that Ilvaash was formed from






