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Returning 27 results for 'deception inherited are burn'.
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Monsters
Candlekeep Mysteries
, wrapped in a cloak-like darkness that appears to devour the light.
Nintra’s eyes burn with green fire, and she speaks in a high, musical voice. Deception comes naturally to her, but imprisonment
Backgrounds
Ghosts of Saltmarsh
burning river.
Skill Proficiencies: Athletics, Deception
Tool Proficiencies: Vehicles (water)
Equipment: A fancy leather vest or a pair of leather boots, a set of common clothes, and a
value on friendship. (Any)
6
Daring. I am most happy when risking everything. (Any)
D6
BOND
1
My vessel was stolen from me, and I burn with the desire to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, Deception +3, Perception +6, Stealth +7
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
Languages Elvish, Sylvan
Challenge 2 (450 XP) Proficiency Bonus +2
Death Burn. When
the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a DC 11
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
)
Speed 30 ft.
STR
9 (-1)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Skills Acrobatics +5, Deception +2, Perception +5, Stealth
light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must succeed on a DC 10 Constitution saving throw or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
apparel on display was taken from wizards whom Maddgoth killed. Consequently, they come in all sizes and fashions. Many of these items have obvious burn marks, tears, bloodstains, and other defects
, complete with black robe, cowl, and rubber mask. A Medium character who wears the costume can make Charisma (Deception) checks to impersonate a mind flayer. Such checks are made with advantage if the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
(3d6 + 3)
Speed 30 ft.
STR
9 (−1)
DEX
16 (+3)
CON
12 (+1)
INT
10 (+0)
WIS
12 (+1)
CHA
10 (+0)
Skills Acrobatics +5, Deception +2, Perception +5
, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must succeed on a DC 10 Constitution saving
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, Deception +3, Perception +6, Stealth +7
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 16
Languages Elvish, Sylvan
Challenge 2 (450 XP)
Death Burn. When the darkling elder dies
Acrobatics +5, Deception +2, Perception +5, Stealth +7
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 15
Languages Elvish, Sylvan
Challenge 1/2 (100 XP)
Death Flash. When the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
devour the light. Nintra’s eyes burn with green fire, and she speaks in a high, musical voice. Deception comes naturally to her, but imprisonment in The Scrivener’s Tale has made her impatient and prone
, Dex +12, Wis +7
Skills Deception +12, Insight +7, Perception +7
Condition Immunities charmed, exhaustion, stunned
Senses truesight 60 ft., passive Perception 17
Languages Common, Elvish
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of fire and eager to show the cult’s enemies firsthand what it feels like to burn. They light things aflame to honor elemental fire and just for entertainment, but they don’t always think ahead about
+ 16)
Speed 30 ft.
STR
12 (+1)
DEX
15 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
11 (+0)
CHA
16 (+3)
Skills Deception +5, Intimidation +5, Religion +2
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Dusk Hag Dusk hags resemble gnarled crones with shriveled orange skin, tangled gray hair, and eyes that burn like hot coals. They see visions of the future in their dreams, and their dark magic
)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws Int +6, Wis +6
Skills Deception +7, Insight +6, Perception +6
Condition Immunities blinded, charmed, frightened
Senses blindsight 60 ft
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
.
Mod Save
Str 11 +0 +0
Dex 12 +1 +1
Con 10 +0 +0
Mod Save
Int 10 +0 +0
Wis 11 +0 +2
Cha 10 +0 +0
Skills Deception +2, Religion +2
Gear
+1 +1
Mod Save
Int 10 +0 +0
Wis 14 +2 +4
Cha 13 +1 +1
Skills Deception +3, Persuasion +3, Religion +2
Gear Holy Symbol, Leather Armor
Senses Passive
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
burning river. Skill Proficiencies: Athletics, Deception Tool Proficiencies: Vehicles (water) Equipment: A fancy leather vest or a pair of leather boots, a set of common clothes, and a leather pouch with
many lies, I place a high value on friendship. (Any) 6 Daring. I am most happy when risking everything. (Any) Smuggler Bonds d6 Bond 1 My vessel was stolen from me, and I burn with the desire to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
been ruined by fire. Her eyes burn with a furious white light that can cause creatures looking upon her to burst into flame. Dis. Dis, the second layer of the Nine Hells, is a labyrinth of canyons wedged
the Nine Hells is a freezing realm of ice within which cold flames burn. A frozen sea surrounds the layer, and its gloomy sky crackles with lightning. Archduke Levistus once betrayed Asmodeus and is now
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes
. 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->Mythic Odysseys of Theros
walls or trees). The webs are flammable. Any webs exposed to fire burn away in 1 round. Any destroyed webs are magically repaired at the next dawn. If Arasta dies, the spiders and insects lose their
., climb 40 ft.
STR
24 (+7)
DEX
16 (+3)
CON
23 (+6)
INT
15 (+2)
WIS
22 (+6)
CHA
17 (+3)
Saving Throws Dex +10, Con +13, Wis +13
Skills Arcana +9, Deception
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
reward for faithful service, although they can also be bought. Deeds can be bought or inherited. A small estate might sell for as little as 100 gp or as much as 1,000 gp. A large estate might cost
the rumor, the character must make a DC 15 Charisma (Deception or Persuasion) check. If the check succeeds, the community’s prevailing attitude toward the subject shifts one step toward friendly or
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
as Lady Icekiss or the Brittle Maiden, is that of a 10-foot-tall woman of fearsome aspect made entirely of ice and frost. Her eyes burn with a cold blue light, and a thin cloak of mist forms around her
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
dream, the creature arrives at the star’s cold surface and wakes with a start, having inherited a fragment of Mazikoth’s psyche. The creature gains proficiency in one of the following skills (its
choice): Arcana, Deception, History, Insight, Intimidation, or Survival. Once the throne bestows its gift on a creature, the throne ceases to be magical for one year, during which time nothing happens
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
“inherited” the tavern after the previous owner fled in the wake of a scandal and has done the minimum amount of work necessary to keep it operational. Kaelen has dreams of turning the Troll into a theater
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, characters have advantage on Charisma (Deception) checks made to fool devils and cult members in the dungeon under Vanthampur Villa.
A character who listens at the double door or one of the secret doors
enough to alert the room’s occupant. Read the following when the characters enter: This room is lit by a pair of tall wrought-iron candlesticks in the northeast and southeast corners. Nine candles burn
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
obscures parts of the room. Stone braziers built into the walls burn with orange flame, as do braziers in various places across the room. The floor is covered with sand, on which rest dozens of large
pass phrase (see area 22). The wights challenge those who know the phrase but look like intruders. It takes a successful DC 15 Charisma (Deception, Intimidation, or Persuasion) check to convince the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
judgments. Whenever one of these precepts is broken, Tinder can make a Wisdom (Perception) check contested by the characters’ Charisma (Deception) checks to see through the ruse. If additional characters
Wyrmheart Mine. The dragon doesn’t hold back when it comes to using her breath weapon; she loves watching her prey scream and burn in the flames. In a desperate situation, she’s confident she can fly up the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
aren’t being worn or carried; otherwise, the droplets burn out immediately. The smoke, soot, crackle, and low roar of the storm impose disadvantage on Wisdom (Perception) checks and ranged attack rolls. A
(Intimidation) checks and disadvantage on Charisma (Deception) and Charisma (Persuasion) checks. 11 A creature that touches or drinks the water of this spring grows a set of donkey ears. The ears
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
by. The two creatures work together to burn, petrify, and trample intruders. If Chossos is reduced to 50 hit points or fewer, the chimera feigns surrender and vows to give the characters his treasure
(Deception) check, Kasdu’ul summons a water weird and orders it to serve the characters for 1 hour, after which it vanishes. In either case, Kasdu’ul then bids the characters farewell and returns to the Elemental Plane of Water.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
emblazoned with Vrakir’s symbol—a crown encircling the branches of a tree wreathed in flame—as well his motto, atka ignari (Ignan for “all shall burn”). Two erinyes are stationed on the rooftops of the
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->Princes of the Apocalypse
inherited the business from her father, who was a respected town elder, but she hasn’t yet been approached for membership in the Believers. 11. Jalessa Ornra, Butcher Next door to Drouth’s Fine
Market This muddy, well-used field is ringed with outhouses and rings of stones that have obviously been used as cook-fires or trash burn sites many times in the past. Once a tenday, it’s crowded with
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
’ living quarters is barred from the inside. Characters who give the proper password (“Ticklecorn!” spoken in Draconic; see area 15) or who make a successful DC 15 Charisma (Deception) check can convince
mounted in crude sconces burn fitfully around this chamber, filling the air with a haze. A double row of marble columns carved with entwining dragons runs the length of the hall.
As long as the torches






