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Returning 35 results for 'deception intend are blast'.
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Monsters
Heroes of the Borderlands
Multiattack. Ivlis makes three Chaos Blast attacks. She can replace one attack with a use of Sinister Command if available.
Chaos Blast. Melee or Ranged Attack Roll: +4;{"diceNotation":"1d20+4
", "rollType":"to hit", "rollAction":"Chaos Blast"}, reach 5 ft. or range 60 ft. Hit: 7 (2d6) damage. Roll 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Chaos Blast Damage Type"} to determine
Monsters
Phandelver and Below: The Shattered Obelisk
Blast (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Mind Blast"}. The nothic magically emits psychic energy in a 30-foot cone. Each creature in that area must succeed on a
DC 12 Intelligence saving throw or take 10 (2d8 + 1);{"diceNotation":"2d8+1", "rollType":"damage", "rollAction":"Mind Blast", "rollDamageType":"psychic"} psychic damage and have the stunned condition
Elder Brain
Legacy
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Monsters
Volo's Guide to Monsters
","rollDamageType":"psychic"} psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6
","rollType":"recharge","rollAction":"Mind Blast"}. The elder brain magically emits psychic energy. Creatures of the elder brain’s choice within 60 feet of it must succeed on a DC 18 Intelligence
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
recover it.
2
I intend to become the leader of the network of smugglers that I belong to.
3
I owe a debt that cannot be repaid in gold.
4
After one last job, I will retire from the
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Ivlis Secret Cult Leader Beneath a pretense of charity and goodness, Ivlis is a demon worshiper who leads a wicked cult. She uses deception and skulduggery to advance her power. Though she feigns
Wis 14 +2 +2
Cha 14 +2 +2
Skills Deception +4, Persuasion +4
Gear Leather Armor
Senses Passive Perception 12
Languages Common
CR 2 (XP 450; PB +2)
Actions
Multiattack
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the characters don’t intend to return to the main hall, Strahd and his minions wait for the characters in another room of the house, such as the dining room (area D5) or the den of wolves (area D3
asks the characters if this is true. A character can then make a DC 20 Charisma (Deception) check to convince Strahd they are members or otherwise important to the group. On a successful check, Strahd
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
(+1)
WIS
16 (+3)
CHA
18 (+4)
Skills Deception +6, Insight +5, Intimidation +6, Religion +3
Senses passive Perception 13; see also “Devil’s Sight” below
Languages Common, Infernal
nonmagical, out to a distance of 120 feet.
Actions
Multiattack. Thalamra uses eldritch blast twice or makes two unarmed strikes.
Eldritch Blast (Cantrip). Ranged Spell Attack: +6 to hit, range 120 ft
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
refers to your level in this class. Agonizing Blast Prerequisite: eldritch blast cantrip When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit. Armor of Shadows You
spell slot or material components. Beast Speech You can cast speak with animals at will, without expending a spell slot. Beguiling Influence You gain proficiency in the Deception and Persuasion skills
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
(+2)
CON
15(+2)
INT
12(+1)
WIS
12(+1)
CHA
18(+4)
Saving Throws Wis +4, Cha +7
Skills Arcana +4, Deception +7, Persuasion +7, Religion +4
Damage Resistances
): eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp
1st–5th level (4 5th-level slots): banishment, burning hands, flame strike, hellish rebuke, magic
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
intend to impersonate, studying them and probing their minds for secrets. A doppelganger can read a creature’s surface thoughts, allowing it to glean that creature’s name, desires, and fears, along with a
Armor Class 14
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
11 (+0)
DEX
18 (+4)
CON
14 (+2)
INT
11 (+0)
WIS
12 (+1)
CHA
14 (+2)
Skills Deception +6
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
11 (+0)
INT
13 (+1)
WIS
12 (+1)
CHA
16 (+3)
Skills Deception +5, Nature +3, Persuasion +5, Religion +3
Senses passive Perception 11
Languages Auran, Common
expended spell slots when she finishes a short or long rest. She knows the following warlock spells:
Cantrips (at will): eldritch blast, mage hand
1st level (2 slots): charm person, protection from evil
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
before Illig is ready to pull off his attempted coup, Illig and his allies become suspicious of them unless the party succeeds on a DC 13 Charisma (Deception or Persuasion) group check. On a failed check
crate are seven woodland animal carcasses, which the bullywugs intend to deliver to Bavlorna (an amateur taxidermist) once Illig is installed as the new king of the Soggy Court. Development. If the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Shu they don’t intend to attack Rigus. Shu’s demand to remove the walking castle is nonnegotiable, though, and the distance he insists on is a day’s travel away. The Castellan can drop the characters
interplanar destruction to declare? If a character answers truthfully, or lies and succeeds on a DC 12 Charisma (Deception) check, the guards grant the character a gray badge that can be worn as a pin or
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
powerful warlocks with mighty spells at their disposal. They can commune with the alien mind of the All-Consuming Star, blast enemies with beams of eldritch energy, and conjure manifestations of this entity
(+1)
CON
18 (+4)
INT
15 (+2)
WIS
17 (+3)
CHA
20 (+5)
Saving Throws Wis +7, Cha +9
Skills Arcana +10, Deception +9, Persuasion +9, Religion +6
Damage Resistances psychic
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
)
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
Deception +5, Perception +7, Religion +3
Senses darkvision 60 ft., passive Perception 17
Languages Abyssal, Common
Challenge 3 (700 XP) Proficiency Bonus +2
Demonic Ritual. Brusipha can spend 3
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Deception +5, Stealth +4
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 120 ft. (penetrates magical darkness), passive Perception 11
Languages Abyssal, Common, Draconic
when it finishes a short or long rest. It knows the following warlock spells:
Cantrip (at will): chill touch, eldritch blast (range 300 ft., +3 bonus to each damage roll), mage hand, message, poison
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
100 ft.
STR
27 (+8)
DEX
14 (+2)
CON
22 (+6)
INT
24 (+7)
WIS
18 (+4)
CHA
18 (+4)
Saving Throws Wis +10, Cha +10
Skills Arcana +13, Deception +10, Perception +10
Damage
damage.
Psychic Wave (Recharge 6). The herald unleashes a blast of psionic energy into the minds of up to three creatures it can see within 90 feet of itself. Each target must make a DC 21
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
of his allies get caught in a blast, so be it. Kelek
Medium Humanoid (Human, Sorcerer), Chaotic Evil
Armor Class 12 (bracers of defense)
Hit Points 45 (7d8 + 14)
Speed 30 ft.
STR
15 (+2
)
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
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, which ignited with himself at its center. As one might imagine, this blast drew the attention of all manner of twisted predators and hungry undead, which came forth to investigate. I don’t know how
these creatures kept from being caught in these traps, or if they had simply dwelt here long enough to know how to avoid them. Before I could give the matter any thought, I was forced to flee, and I don’t intend to ever return.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, conical projectiles—each made of rusted iron and over fifteen feet long—blast through the gate in rapid succession, impacting amid Rigus’s defenders. Soldiers scream and barricades shatter. Then a wave of
doesn’t intend her harm. Unbeknownst to the character, the fake Luggik is using telepathy to relate information to this spy mid-battle. If called out for this, the fake Luggik appears at the map’s
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
)
CHA
23 (+6)
Saving Throws Dex +10, Con +13, Wis +10, Cha +13
Skills Deception +13, Intimidation +13, Perception +10
Damage Resistances bludgeoning, piercing, and slashing from
Blast. Geryon causes a blast of cold to burst from the ground at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
try to appease the kobold and make one of the following ability checks. Consider these examples:
DC 10 Charisma (Deception). The character tricks the kobold with an outlandish lie.
DC 10 Charisma
a 9 or lower, it fails. In either case, the area’s description tells you what happens. Example. A Rogue tries to deceive the kobold with a Charisma (Deception) check. The player rolls a d20 and adds
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
(+3)
CHA
17(+3)
Saving Throws Con +7, Int +8, Wis +7, Cha +7
Skills Arcana +8, Deception +7, History +8, Insight +7, Perception +7, Stealth +5
Damage Resistances cold, lightning
on saving throws against any effect that turns undead.
Actions
Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (3d6) cold damage.
Mind Blast (Recharge 5–6). The
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
)
CON
14(+2)
INT
14(+2)
WIS
11(+0)
CHA
14(+2)
Saving Throws Str +4, Dex +5, Wis +2
Skills Athletics +4, Deception +4
Senses passive Perception 10
Languages any
., fly 40 ft.
STR
18(+4)
DEX
16(+3)
CON
18(+4)
INT
13(+1)
WIS
14(+2)
CHA
16(+3)
Saving Throws Int +5, Wis +6, Cha +7
Skills Deception +7, Insight +6
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
)
Saving Throws Wis +4, Cha +7
Skills Arcana +4, Deception +7, Intimidation +7
Damage Resistances poison
Senses darkvision 120 ft., passive Perception 11
Languages Dwarvish, Undercommon
Challenge
innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: eldritch blast (see
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
intend to conquer. A colony usually adopts one of three approaches to dealing with its neighbors. Control. A colony that desperately needs to increase its population concentrates on capturing humanoids
to turn them into thralls and illithids. Operating individually or in small groups, its members use stealth and deception to infiltrate the humanoid community while keeping their presence secret
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
recover it. 2 I intend to become the leader of the network of smugglers that I belong to. 3 I owe a debt that cannot be repaid in gold. 4 After one last job, I will retire from the business. 5 I was
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Lot are indifferent to the characters, but not to Fellik. They share the following details: They followed Fellik to Curst, hoping to track down Valder. They intend to capture Fellik and force him to
Mercykillers fight to the death. A character who succeeds on a DC 20 Charisma (Deception) check convinces the Mercykillers that Valder is dead or not in Curst. Tunnel. The tunnel to the north winds for
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
+7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +5
Senses darkvision 120 ft., passive Perception 16
Languages Deep Speech, Gnomish, Undercommon, telepathy 120 ft.
Challenge 5
ft., one target. Hit: 12 (3d6 + 2) radiant damage.
Mind Blast (Recharge 5–6). The ceremorph magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
12 (+1)
INT
19 (+4)
WIS
17 (+3)
CHA
17 (+3)
Saving Throws Int +7, Wis +6, Cha +6
Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
hit points, the mind flayer kills the target by extracting and devouring its brain.
Mind Blast (Recharge 5–6). The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that
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
approach, the elk lopes into the thorny thicket. “Blast!” cries a husky voice from somewhere in the brambles.
A character can safely navigate the thicket to the source of the noise by succeeding on one
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
+4, Cha +5
Skills Deception +7, Investigation +4, Performance +5, Persuasion +5
Damage Resistances cold, fire
Senses darkvision 60 ft., passive Perception 11
Languages Abyssal, Common
)
DEX
16(+3)
CON
10(+0)
INT
11(+0)
WIS
10(+0)
CHA
10(+0)
Skills Deception +4, Perception +2, Stealth +5
Senses passive Perception 12
Languages understands
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
20 (losing initiative ties), Geryon can take a lair action to cause one of the following effects; he can’t use the same effect two rounds in a row: Geryon causes a blast of cold to burst from the
, Con +13, Wis +10, Cha +13
Skills Deception +13, Intimidation +13, Perception +10
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
)
Saving Throws Con +7, Int +8, Wis +7, Cha +7
Skills Arcana +8, Deception +7, History +8, Insight +7, Perception +7, Stealth +5
Damage Resistances cold, lightning, necrotic
Damage Immunities
. Hit: 14 (4d6) cold damage, and the alhoon regains 14 hit points.
Arcane Bolt. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 28 (8d6) force damage.
Mind Blast (Recharge 5–6). The
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
would never be fooled by such deception again. 6 I was poor or I feared becoming poor, so I learned the tricks I needed to keep myself out of poverty. Criminal d6 I became a criminal because … 1 I
decided to leave it behind. Noble d6 I became a noble because … 1 I come from an old and storied family, and it fell to me to preserve the family name. 2 My family has been disgraced, and I intend






