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Returning 33 results for 'deception inherent are breaking'.
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deception inherently are beating
Monsters
Mordenkainen's Fiendish Folio Volume 1
, set itself up as a petty lord, and rule over all those who fall into its grasp.
A Sinister Cycle. A forlarren in its fey aspect demonstrates self-destructive urges that reflect the inherent tension in
. Unfortunately, when it reaches that breaking point, its diabolical nature asserts itself, and it remains in this scheming, dominating mindset until its plans are foiled and it faces defeat. Then, overwhelmed
Criminal / Spy
Legacy
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Backgrounds
Basic Rules (2014)
You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer
.
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One type of gaming set, thieves’ tools
Equipment: A crowbar, a set of dark common clothes including a hood, and a pouch
Backgrounds
Baldur’s Gate: Descent into Avernus
only breaking knees when it can plausibly be claimed as an act of personal revenge. Others join up with crews for protection, or with the Guild itself. A few former Guild members have been cast out of
the organization due to incompetence or after offending a more powerful member, and now shuffle for scraps to survive.
You are an experienced criminal with a history of breaking the law. You have
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
characters in your party: Bruiser. Sometimes subtlety means breaking just one of a snitch’s kneecaps. The Bruiser uses force and the threat of force to make sure that the crime syndicate gets what it
wants. Strength is a natural prerequisite for the role, but Charisma can also be useful, especially when combined with proficiency in Intimidation to reinforce the danger inherent in the Bruiser’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
past the yuan-ti guards. Malisons are the easiest to fool: their inherent disdain for the lower strata of yuan-ti society means that they pay little heed to purebloods moving through the temple. The
pretending to be a yuan-ti pureblood must succeed on a DC 15 Charisma (Deception) check. Nonhumans have a much harder time fooling the yuan-ti without the aid of magic. Nonhuman characters attempting to pose as yuan-ti purebloods have disadvantage on any ability checks made to act in disguise.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
into its grasp. A Sinister Cycle. A forlarren in its fey aspect demonstrates self-destructive urges that reflect the inherent tension in its nature. That aspect might drive it to drink itself nearly to
death, or to throw itself into caring for others with such relentless energy that it eventually collapses from exhaustion. Unfortunately, when it reaches that breaking point, its diabolical nature
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
okay to do bad deeds—starting with breaking things or wandering without permission, then graduating to pushing someone down the stairs or setting a house on fire. Eventually, the child’s terrified
)
CHA
15 (+2)
Saving Throws Con +5
Skills Deception +5, Perception +5
Damage Resistances cold
Senses darkvision 60 ft., passive Perception 15
Languages Common, Giant, Sylvan
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
events that leads some to whisper that either Titivilus is Dispater in disguise, or that Titivilus has removed the archduke and replaced him altogether. Titivilus recognizes the inherent precariousness of
ft., fly 60 ft.
STR
19(+4)
DEX
22(+6)
CON
17(+3)
INT
24(+7)
WIS
22(+6)
CHA
26(+8)
Saving Throws Dex +11, Con +8, Wis +11, Cha +13
Skills Deception
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Criminal You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far
. Skill Proficiencies: Deception, Stealth Tool Proficiencies: One type of gaming set, thieves’ tools Equipment: A crowbar, a set of dark common clothes including a hood, and a pouch containing 15 gp
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Criminal You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far
. Skill Proficiencies: Deception, Stealth Tool Proficiencies: One type of gaming set, thieves’ tools Equipment: A crowbar, a set of dark common clothes including a hood, and a pouch containing 15 gp
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
favor. They speak in voices as soft as the sea breeze or as sonorous as storm waves breaking against a rocky cliff. In flight, their lower bodies transform into columns of foamy water. Water Lords
marids in general and of the speaker in particular. Fanciful genies, they lie often and creatively. They aren’t always malicious in their deception, but embellishments suit their fancy. Marids consider
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
domain to Undermountain where it belongs. Characters can try to turn Umbraxakar back into a bronze dragon by ending his despair and breaking Shar’s hold over him. To accomplish this, they must present the
in any way, replace the Persuasion check with a DC 20 Charisma (Deception) check. On a failed check, the dragon is not swayed by the characters’ words but still keeps the gift. With each successful
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
force open this door from the other side, breaking the crossbar with a successful DC 22 Strength (Athletics) check. When the dining room is in use, the guard retires to the barracks (area K10). K12
)
DEX
15 (+2)
CON
14 (+2)
INT
15 (+2)
WIS
9 (−1)
CHA
16 (+3)
Skills Arcana +4, Deception +5, History +4
Senses darkvision 60 ft., passive Perception 9
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
form the emissary has ever mimicked. Manifestations of alien hunger erupt from this horror in waves of ravenous organs and mind-breaking psychic assaults. Lesser Star Spawn Emissary
Medium
20 (+5)
CHA
23 (+6)
Saving Throws Int +13, Wis +11, Cha +12
Skills Arcana +19, Deception +18, Perception +11
Damage Resistances acid, force, necrotic, psychic
Condition Immunities
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
veterans, a Watch sergeant and eleven constables. They demand that the characters surrender their weapons and come along quietly. For guidance on how to handle character arrests, see “Breaking the Law
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->Monsters of the Multiverse
whether an abishai follows Tiamat’s orders or Asmodeus’s. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus’s plans invites certain destruction. Black
ft.
STR
12 (+1)
DEX
17 (+3)
CON
16 (+3)
INT
17 (+3)
WIS
12 (+1)
CHA
19 (+4)
Saving Throws Int +8, Cha +9
Skills Deception +9, Insight +6
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
place, and gives it an iron token that it can use to confide in her. Over time, “Granny” convinces the child that it’s okay to have bad thoughts and do bad deeds — starting with breaking things or
)
Saving Throws Con +5
Skills Deception +5, Perception +5
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
Senses darkvision 60 ft., passive Perception 15
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Searching for Dran Enterprises The characters’ main goal in this episode is to find Dran Enterprises’ secret headquarters. However, owing to that organization’s habit of breaking the legs of anyone
this, they might need to attempt DC 15 Charisma checks (using Deception, Intimidation, or Persuasion, depending on the situation) to talk Eriss down. If the characters stay on her good side, Eriss
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
inherent magic in a deadly burst of lightning. Aurak Draconian
Medium Monstrosity (Sorcerer), Typically Lawful Evil
Armor Class 17 (natural armor)
Hit Points 67 (9d8 + 27)
Speed 35 ft.
STR
13
)
Saving Throws Dex +5
Skills Deception +4, Perception +3, Stealth +7
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
whether an abishai follows Tiamat’s orders or Asmodeus’s. There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus’s plans invites certain destruction. Tiamat is a
30 ft., fly 40 ft.
STR
12(+1)
DEX
17(+3)
CON
16(+3)
INT
17(+3)
WIS
12(+1)
CHA
19(+4)
Saving Throws Int +8, Cha +9
Skills Deception + 9, Insight +6
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->Baldur's Gate: Descent into Avernus
creatures, many neighbors fear that Ubis doesn’t take security seriously enough, and that his desire to coddle such dangerous beasts could lead to them breaking free and rampaging through the district
artistic genius can appreciate his flagrant breaking of taboos, with risqué burlesque and satirical scripts mocking everyone from the dukes to Nine-Fingers Keene herself. The fact that these performances
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
(Investigation) or Charisma (Deception) check can represent careful play or cagey bluffing. The DC of any checks made to gamble increases by 1 for each drink a character consumes. If a character
successful DC 14 Dexterity (Sleight of Hand) check, or to sweet talk the bartender into “lending” it with a successful DC 13 Charisma (Deception or Persuasion) check. Lounging Duergar. A few duergar are
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
for the spirits of Jarlmoot (see "Jarlmoot"). Changing the giant’s attitude in this way requires a successful DC 17 Charisma (Deception or Persuasion) check in addition to a sufficient bribe or a
through the snow, belly-surfing down a snowy hill, or breaking through the ice on a frozen pond to catch a fish. If this encounter occurs during a blizzard, the characters might come upon the bear in a
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
them breaking free and rampaging through the district. Hamhocks Slaughterhouse This huge complex of pens, barns, and abattoirs is the largest slaughterhouse and knackery in Baldur’s Gate. Located in the
(+4)
CON
14 (+2)
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
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
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
nearly to the breaking point. K’thriss Drow’b has a neat room decorated in black and purple, a crystal ball that displays only a haze of smoke, and a collection of strange purple rocks. Walnut Dankgrass’s
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
troops of the legion. They are adept at breaking up mobs and organized lines of defense. Sometimes described as living thunderstorms, reckoners charge their bodies with lightning that bursts forth in
)
CON
18(+4)
INT
22(+6)
WIS
20(+5)
CHA
22(+6)
Saving Throws Dex +13, Int +12, Wis +11, Cha +12
Skills Deception +18, Insight +11, Perception +11, Stealth +19
Damage
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
DC 18 Charisma (Deception or Persuasion) check convinces the mages to allow the characters to recover the statue for them. The wizards are willing to give 500 gp to the characters if they help with
Golem. When the characters arrive at the wreck of the Marshal, Arla and Vengi’s iron golem is in area M3, breaking the chains that bind the statue before it attempts to lift it out of the ship. If the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
below). A character can take the Influence action and make a DC 12 Charisma (Deception) check to try to fool the bugbears into thinking the character is a guest of Uncle Nibblecheek. Bugbears fooled
inside the cage. If the check fails, the character can try again. The cage doors are comparable to stone doors for the purpose of breaking or forcing them open. Prisoners. Two cages are occupied, though
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
a successful DC 10 Dexterity check, or by breaking the lock with a successful DC 12 Strength check. If the lock is opened without first disarming the trap, the magic trap spews out noxious green gas
the dragon not to attack by making a DC 12 Charisma check and applying the Deception, Intimidation, or Persuasion skill as appropriate. A character who succeeds on the check stops Sparkrender from
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->Keys from the Golden Vault
loincloth.
A chaotic neutral ogre named Yug occupies this cell. For the past three days, Yug has been confined here for breaking a duergar’s arm in anger over the theft of Gruk-Gruk, a crude rag doll
for their intrusion and succeed on a DC 20 Charisma (Deception or Persuasion) check, the erinyes try to capture the characters for questioning. B16: Common Room This room is furnished with two long
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, and immunity to poison and psychic damage. The noise of breaking down the doors can be heard by all creatures on the tomb’s lower level. These creatures remain in their respective locations but are
; 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






