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Returning 35 results for 'deception infused are beast'.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
feel like a Beast or a Humanoid it has seen or to return to its true form. Any equipment the giant is wearing or carrying is absorbed by the new form. Its statistics, other than its size, don’t
giants who honor and emulate the craftiness and deceit of the deity Memnor above all else. They are tricksters supreme who use sleight of hand, deception, misdirection, and magic in their pursuit of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"necrotic"} necrotic damage.
Cast a Spell (Costs 2 Actions). Demogorgon uses Spellcasting.Prince of Demons, the Sibilant Beast, and Master of the Spiraling Depths, Demogorgon is the embodiment of
disadvantage, and all Charisma (Deception) and Charisma (Intimidation) checks have advantage.
Frenzied Animals. Beasts within 1 mile of the lair become frenzied and violent—even creatures that are
Monsters
Mordenkainen Presents: Monsters of the Multiverse
. Baphomet casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 18):
3/day each: dispel magic, dominate beast, maze, wall of
:
Beguiling Realm. Within 6 miles of the lair, all Charisma (Persuasion) and Charisma (Performance) checks have disadvantage, and all Charisma (Deception) and Charisma (Intimidation) checks have advantage
Elder Brain
Legacy
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Monsters
Volo's Guide to Monsters
that loom large in its mind (including things the target worries about, loves, or hates). The elder brain can also make a Charisma (Deception) check with advantage to deceive the target’s mind
into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the elder brain succeeds, the mind believes the deception for 1 hour
Species
Eberron: Rising from the Last War
The illusions that I weave dazzle and deceive. Sometimes that deception eases your burdens, letting you forget your troubles for a moment. But I can also ease your burdens by ending your life
accompanied by a shadowy pair, rumored to be embodiments of shadow itself. The displacer beast serves as the young house’s emblem.
The lands of House Phiarlan, known as the Demesnes, are the
Backgrounds
The Wild Beyond the Witchlight
with each passing day, your heart swells with a mixture of fear and joy at the prospect of one day venturing back to the Plane of Faerie—your home away from home.
Skill Proficiencies: Deception
understand, even if the Feywild visitor can’t speak that language normally.
Feywild Visitor
d8
Visitor
1
Awakened creature (a Beast or an ordinary plant that has had the awaken
Aasimar
Legacy
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Species
Mordenkainen Presents: Monsters of the Multiverse
Whether descended from a celestial being or infused with heavenly power, aasimar are mortals who carry a spark of the Upper Planes within their souls. They can fan that spark to bring light, ease
character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant
Goliath
Legacy
This doesn't reflect the latest rules and lore.
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Species
Mordenkainen Presents: Monsters of the Multiverse
The first goliaths lived on the highest mountain peaks—far above the tree line, where the air is thin and frigid winds howl. Distantly related to giants and infused with the supernatural
’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid
Species
Mordenkainen Presents: Monsters of the Multiverse
Sylvan, and encounters with human visitors prompted many of them to learn Common as well.
Infused with the magic of the Feywild, most fairies look like Small elves with insectile wings, but each fairy has
you what your character’s creature type is.
Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend
Actions
ChecksAbility CheckInteractionCharisma (Deception)Deceiving a monster that understands youCharisma (Intimidation)Intimidating a monsterCharisma (Performance)Amusing a monsterCharisma (Persuasion)Persuading a monster that understands youWisdom (Animal Handling)Gently coaxing a Beast or Monstrosity
Make a Charisma (Deception, Intimidation, Performance, or Persuasion) or Wisdom (Animal Handling) check to alter a creature's attitude.With the Influence action, you urge a monster to do something
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
ft. in spider form)
STR
6 (–2)
DEX
17 (+3)
CON
13 (+1)
INT
11 (+0)
WIS
12 (+1)
CHA
14 (+2)
Skills Deception +4, Insight +3, Persuasion +4
Senses Darkvision 120 ft., passive Perception 11
Languages Infernal, Common
Challenge 1 (200 XP)
Shapechanger. The imp can use its action to polymorph into the beast form of a rat, a raven, or a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, deception, misdirection, and magic in their pursuit of wealth. They also possess a flair for unpredictability and a wicked sense of humor. Smiling ones overstep all bounds of decorum with their behavior
Throws Con +10, Int +6, Cha +7
Skills Deception +11, Insight +7, Perception +11, Sleight of Hand +9
Senses passive Perception 21
Languages Common, Giant
Challenge 11 (7,200 XP) Proficiency Bonus
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Snack Sampling Characters who investigate any of the tavern tables laden with snacks find an array of magic-infused dishes. Roll or choose an option from Bow’s End Snacks table to see what’s
Charisma (Deception) check to avoid making an alarmed face, coughing loudly, or having another potentially embarrassing reaction. Bow’s End Snacks d6 Snack 1 Eel rolls with sticky rice, jalapeno
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Cambion Mortal Infused with Fiendish Might Habitat: Any; Treasure: Relics Justin Gerard It seems that I must do everything myself, since I have only fools for servants. Clearly disappointment must
ft.
Ability Score Mod Save Str 18 +4 +7 Dex 18 +4 +4 Con 16 +3 +6 Ability Score Mod Save Int 14 +2 +5 Wis 12 +1 +1 Cha 16 +3 +6
Skills Deception +6, Perception +4, Stealth +7
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ranger Subclasses A Ranger subclass is a specialization that grants you features at certain Ranger levels, as specified in the subclass. This section presents the Beast Master, Fey Wanderer, Gloom
Stalker, and Hunter subclasses. Beast Master Bond with a Primal Beast A Beast Master forms a mystical bond with a special animal, drawing on primal magic and a deep connection to the natural world
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. On a failed check, you must wait 24 hours (or a duration set by the DM) before urging it in the same way again. Influence Checks Ability Check Interaction Charisma (Deception) Deceiving a
monster that understands you Charisma (Intimidation) Intimidating a monster Charisma (Performance) Amusing a monster Charisma (Persuasion) Persuading a monster that understands you Wisdom (Animal Handling) Gently coaxing a Beast or Monstrosity
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
. On a failed check, you must wait 24 hours (or a duration set by the DM) before urging it in the same way again. Influence Checks Ability Check Interaction Charisma (Deception) Deceiving a monster
that understands you Charisma (Intimidation) Intimidating a monster Charisma (Performance) Amusing a monster Charisma (Persuasion) Persuading a monster that understands you Wisdom (Animal Handling) Gently coaxing a Beast or Monstrosity
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. On a failed check, you must wait 24 hours (or a duration set by the DM) before urging it in the same way again. Influence Checks Ability Check Interaction Charisma (Deception) Deceiving a
monster that understands you Charisma (Intimidation) Intimidating a monster Charisma (Performance) Amusing a monster Charisma (Persuasion) Persuading a monster that understands you Wisdom (Animal Handling) Gently coaxing a Beast or Monstrosity
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
preserve life, joy, and nature.
Vengeance to hunt down evildoers.
Ranger. Weave together martial prowess, nature magic, and survival skills. Then embody the...
Beast Master to bond with a primal
beast.
Fey Wanderer to manifest fey mirth and fury.
Gloom Stalker to hunt foes that lurk in darkness.
Hunter to protect nature with martial versatility.
Rogue. Launch deadly Sneak Attacks
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
+ 3)
Speed 20 ft., fly 40 ft.
STR
6 (−2)
DEX
17 (+3)
CON
13 (+1)
INT
11 (+0)
WIS
12 (+1)
CHA
14 (+2)
Skills Deception +4, Insight +3
darkvision 120 ft., passive Perception 11
Languages Infernal, Common
Challenge 1 (200 XP)
Shapechanger. The imp can use its action to polymorph into a beast form that resembles a rat (speed 20
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
shadow and see through every deception. Some are deities of beauty and artistry, who teach that art is a vehicle for the soul’s improvement. Clerics of a god of light are enlightened souls infused with
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Weave together martial prowess, nature magic, and survival skills. Then embody the...
Beast Master to bond with a primal beast.
Fey Wanderer to manifest fey mirth and fury.
Gloom Stalker to hunt
. 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->Acquisitions Incorporated
)
CON
16 (+3)
INT
13 (+1)
WIS
12 (+1)
CHA
14 (+2)
Skills Deception +6, Insight +3, Perception +3
Condition Immunities charmed
Senses darkvision 60 ft., passive
three melee attacks.
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.
Change Shape. Portentia magically polymorphs into a humanoid or beast
Magic Items
Infernal Machine Rebuild
random Huge beast appears next to you (chosen by the DM) as if with the conjure animals spell. You have a telepathic link to this beast, such that you can give it commands even if it can’t hear
you.
A random Huge beast appears next to you (chosen by the DM) and attacks at once.
20
You have 1 luck point, which you can use as if you had taken the Lucky feat. If you have taken that feat
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+8
Dex 12 +1 +8
Con 25 +7 +7
Ability Score Mod Save
Int 20 +5 +5
Wis 17 +3 +10
Cha 22 +6 +6
Skills Deception +13, Perception +17, Stealth +8
, Mind Spike (level 5 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points gained from the spell, and no Concentration or Temporary Hit Points required to maintain
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
)
DEX
14 (+2)
CON
15 (+2)
INT
9 (−1)
WIS
12 (+1)
CHA
6 (−2)
Skills Deception +2, Perception +5
Senses darkvision 60 ft., passive Perception 15
Languages
Abyssal, Gnoll
Challenge 3 (700 XP) Proficiency Bonus +2
Mimicry. The leucrotta can mimic Beast sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations only with a
Compendium
- Sources->Dungeons & Dragons->Monster Manual
+2 +7
Cha 18 +4 +4
Skills Deception +9, Perception +12, Stealth +6
Immunities Acid
Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22
Languages Common, Draconic
using Charisma as the spellcasting ability (spell save DC 17):
At Will: Detect Magic, Mind Spike (level 4 version), Minor Illusion, Shapechange (Beast or Humanoid form only, no Temporary Hit Points
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
)
DEX
10 (+0)
CON
14 (+2)
INT
15 (+2)
WIS
13 (+1)
CHA
17 (+3)
Saving Throws Con +5, Cha +6
Skills Deception +6, Intimidation +6
Senses passive
):
At will: light, mage hand, prestidigitation
1/day each: dominate beast, fly, mirror image, web
Reactions
Arcane Defense (3/Day). When he is hit by an attack, Kelek protects himself with an
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Champion of Desolation rides a malevolent draconic beast with pale, leathery wings and emaciated skin; this mount uses the wyvern stat block, but it is an Undead instead of a Dragon. An eerie, hollow
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
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
day, your heart swells with a mixture of fear and joy at the prospect of one day venturing back to the Plane of Faerie—your home away from home. Skill Proficiencies: Deception, Survival Tool
Awakened creature (a Beast or an ordinary plant that has had the awaken spell cast on it) 2 Centaur 3 Dryad 4 Faerie dragon 5 Pixie 6 Satyr 7 Sprite 8 Unicorn Feature: Feywild Connection Your mannerisms
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ability Score Mod Save
Int 16 +3 +3
Wis 13 +1 +4
Cha 15 +2 +2
Skills Deception +5, Perception +7, Stealth +4
Immunities Poison; Poisoned
Senses Blindsight
former homes of those they’ve conquered.
The region containing an adult or ancient green dragon’s lair is warped by its presence, creating the following effects:
Beast Spies. Tiny Beasts magically
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. (hover)
STR
6(-2)
DEX
19(+4)
CON
16(+3)
INT
16(+3)
WIS
15(+2)
CHA
14(+2)
Skills Deception +6, Intimidation +4, Perception +4
Damage Resistances acid
, such as vomit blood, twist its head all the way around, or cause a quadruped to move as a biped. Any beast or humanoid that sees this behavior must succeed on a DC 12 Wisdom saving throw or become
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
15 +2 +2
Skills Deception +5, Perception +7, Stealth +4
Immunities Acid
Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 17
Languages Common, Draconic
CR 7 (XP 2,900
.
Ability Score Mod Save
Str 23 +6 +6
Dex 12 +1 +6
Con 21 +5 +5
Ability Score Mod Save
Int 18 +4 +4
Wis 15 +2 +7
Cha 18 +4 +4
Skills Deception
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
)
CHA
18 (+4)
Saving Throws Dex +5, Cha +7
Skills Deception +7, History +9, Insight +6, Survival +9
Damage Immunities cold (while wearing the Ring of Winter)
Senses passive Perception 13
-foot cube, and has the density and durability of metal or stone (Artus’s choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
displacer beast is trapped. 6 A green hag from the coven hidden in the Feygrove is on a mysterious errand. If she detects the adventurers before they spot her, the hag uses Illusory Appearance to
)
CON
14 (+2)
INT
8 (−1)
WIS
16 (+3)
CHA
10 (+0)
Skills Deception +2, Perception +7, Religion +1
Senses darkvision 60 ft., passive Perception 17
Languages Abyssal, Common






