Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'defend insight are bloody'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        defense insight are body
                                    
                                
                                    
                                        defeat insight are body
                                    
                                
                                    
                                        defense insight are blood
                                    
                                
                                    
                                        defeat insight are blood
                                    
                                
                                    
                                        defense insight are bloody
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     thoughts. Wisdom (Insight) checks to ascertain the Returnedâs intentions or sincerity are made with disadvantage.Scimitar. Melee Weapon Attack: +4;{"diceNotation":"1d20+4","rollType":"to hit
                                                
                                            
                                                
                                                    . Despite this, even the most languorous Returned defend themselves if threatened and might be pressed into the service of their more willful brethren.
Returned have escaped the Underworld and dwell among
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     defenders from here in the keep to defend it through the rest of the night, but that will take time. Youâd do us a great service if you could get to the mill quickly and drive away the raiders before they
                                                
                                            
                                                
                                                     can set it aflame. Youâll need to defend it until our force arrives to take over, but it shouldnât be more than fifteen minutes behind you.â
 The mill is about 500 feet from the keep. The distance is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     defenders from here in the keep to defend it through the rest of the night, but that will take time. Youâd do us a great service if you could get to the mill quickly and drive away the raiders before they
                                                
                                            
                                                
                                                     can set it aflame. Youâll need to defend it until our force arrives to take over, but it shouldnât be more than fifteen minutes behind you.â The mill is about 500 feet from the keep. The distance is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     courtly intrigue. A monarch presides over the group, though regime changes are frequent and often bloody. The current leader is Gullop XIX, who won the throne by boiling his predecessor, Molubb XVI
                                                
                                            
                                                
                                                    . They will defend themselves and Downfall if they deem it necessary or politically advantageous. Bullywugs of the Soggy Court speak Bullywug, Common, and Sylvan. Use the Bullywug Names table and the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     tentacles sprouting from its dark corners.
 The nothic uses the fissure in the ceiling as a private lair. It observes intruders and uses its Weird Insight on interesting-looking characters so it can
                                                
                                            
                                                
                                                     later report any secrets it learns to Dezmyr Shadowdusk. It leaves the niche only if attacked and fights to the death to defend its lair. Treasure Stashed on a shelf inside the nothicâs ceiling niche
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    The Crew of the Sea Ghost Aside from Captain Sigurd âSnake Eyesâ (pirate captain; see appendix C), the crew of the Sea Ghost consists of the following members: Bloody Bjorn, a pirate first mate (see
                                                
                                            
                                                
                                                     the proper signal, the crew members are in the positions described in the text that follows. The lizardfolk in area 7 do not help defend the ship unless they are directly threatened by the actions of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    , preparing themselves for the bloody fight that inevitably follows. A griffon ignores a horseâs rider when possible, and a rider that abandons its mount, or a herder that releases one or two horses, can
                                                
                                            
                                                
                                                     territorial, griffons engage in brutal aerial combat to defend their aeries, tearing and shredding the wings of flying intruders to send them spiraling to the ground. Creatures that climb to a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     Mist Talismans: Arms marked with the Blood Falcon, bloody spear head, correspondence from Lekar, sample of zombie flesh The days of the living are numbered in Falkovnia. The people would flee if they
                                                
                                            
                                                
                                                     densest populations of the living. Thatâs currently the Falkovnian capital of Lekar, where unfit and underfed conscripts defend crumbling walls alongside General Drakov and her crimson-armored elite
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     Fort Beluarian in the name of Grand Duke Ulder Ravengard of Baldurâs Gate. The fort will not fall on my watch!â
 Flaw. âItâs a ghoul-eat-you world out here. I have no pity for those who canât defend
                                                
                                            
                                                
                                                    )
 
  CON
  15 (+2)
 
  INT
  14 (+2)
 
  WIS
  14 (+2)
 
  CHA
  16 (+3)
Saving Throws Con +4, Wis +4
 Skills Athletics +5, Deception +5, Insight +4, Intimidation +5
 Senses passive
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    Riverine More than mere waterway guardians, riverines are embodiments of particular rivers. These spirits of nature take shape to defend their waters and interact with those who travel along their
                                                
                                            
                                                
                                                     +5, Wis +7, Cha +9
 Skills Insight +7, Nature +5, Perception +7
 Damage Resistances acid, fire
 Senses blindsight 60 ft., passive Perception 17
 Languages Aquan, Common, Sylvan
 Challenge 12
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    , a radiant idol appears to be a warped angel. It might have bloody stumps in place of its wings, or its wings could be weighted down with chains representing its pride. A radiant idol uses disguise
                                                
                                            
                                                
                                                     Deception +9, Insight +9, Perception +9, Persuasion +9
 Damage Resistances radiant; bludgeoning, piercing, and slashing from nonmagical attacks
 Condition Immunities charmed, exhaustion, frightened
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     brackets. The bar can be lifted with a successful DC 15 Strength check. The doors require a siege engine to break them open. There arenât enough people in Krezk to adequately defend its outer wall. Every
                                                
                                            
                                                
                                                     does everything he can to expedite the charactersâ departure. A character who succeeds on a DC 12 Wisdom (Insight) check can discern that Dmitri is trying to hide the fact that he is distraught. He is grieving over the natural death of his youngest son, Ilyaâthe last of his children (see area S3).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     trinket is found. Z3. Shrine to Yeenoghu A crude stone altar with a mountain goatâs bloody head resting atop it dominates this eight-foot-high cave. The floor around the altar is littered with gnawed
                                                
                                            
                                                
                                                     (Insight) check can ascertain that these gnolls have lost faith in their leader and would be delighted to see Chyzka fall. Cackling Chasm Roster    Area Occupants 
     Z3  4 gnolls 
   Z5  1 gnoll fang
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     subtlety and precision over simply busting heads. Add in your knowledge of the more cerebral aspects of combat, including all-important insight into the strengths and weaknesses of the enemy, and itâs
                                                
                                            
                                                
                                                     eldritch knight. Your focus on abjuration and evocation ensures that your fighting style is supported by magic that can either defend allies or deal massive damage to your foes. And if your franchise
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Adult Bronze Dragon Matt Stewart  An adult bronze dragon defends the deep from a ravenous giant shark Adult bronze dragons often dwell near places they defend or where they help others work toward
                                                
                                            
                                                
                                                      15  +2  +7 
  Cha  20  +5  +5 
   
 Skills Insight +7, Perception +12, Stealth +5
 Immunities Lightning
 Senses Blindsight 60 ft., Darkvision 120 ft.; Passive Perception 22
 Languages Common
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     with werebat lycanthropy in the Underdark and the tribeâs subsequent ordeals. Any character who studies the chalk drawings and succeeds on a DC 10 Wisdom (Insight) check can ascertain as much. Among the
                                                
                                            
                                                
                                                     their only other form is that of a Tiny bat. If the nursery comes under attack, the adults defend the young. If the adults are slain, the children turn into bats and flee. 16d. Werebat Treasury Werebats
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morteâs Planar Parade
                                                    
                                                
                                            
                                                     inevitables, beings dedicated to the smooth exaction of laws across the planes. Kolyaruts wield blades with deadly efficiency, allowing them to defend themselves on their excursions and slice through any who
                                                
                                            
                                                
                                                    
 12 (+1)
 CON
 19 (+4)
 INT
 25 (+7)
 WIS
 22 (+6)
 CHA
 18 (+4)
 
 Saving Throws Int +13, Wis +12, Cha +10
 Skills History +13, Insight +12, Perception +12
 Damage Resistances thunder
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     mince words: âA dangerous army is headed for Vogler. The Ironclad Regiment will do what it can to defend Vogler, but we must be ready to flee.â
 Following the mayorâs report, the locals stand in
                                                
                                            
                                                
                                                    : Cudgel has directed the Ironclad Regiment to hold a position north of the village. The mercenaries believe they can, for a time, defend against a larger force. She hopes they wonât have to fight. With
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     dragon Cozmioko. She was slain recently trying to defend this land from Anthradusk, a blue dragon who seeks to resurrect his ancestors: generations of blue dragons, each an architect of untold calamities
                                                
                                            
                                                
                                                    , and she doesnât want to jeopardize the mission. The Brazen Egg. The egg is indestructible and magical. It has no obvious powers, and the Identify spell gives no insight into its nature. The eggâs true might awakens only when it is returned to Cozmiokoâs remains in Haskasori (see area H15).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     go through half-hearted parodies of life, impeded by distraction and ennui. Despite this, even the most languorous Returned defend themselves if threatened and might be pressed into the service of
                                                
                                            
                                                
                                                     any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the Returnedâs intentions or sincerity are made with disadvantage.
 Actions
 Scimitar. Melee
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     enters through the front door, read the following: The front room is filled with heat and smoke, and flames lick the ceiling. A slender half-elf with a bloody gash on his forehead is sprawled on the
                                                
                                            
                                                
                                                     shelter for the night. They had heard about other homesteaders gathering at the Dellmon Ranch to defend against the raiding parties and would like to go there. They ask the characters to escort them. If the adventurers agree, the group can reach Dellmon Ranch in a couple hours.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    -tall granite obelisk with a lidless eye carved near its top on the south-facing side. The bottom half of the obelisk is covered with dirty, bloody handprints.
 Alcoves. Wide alcoves surround the
                                                
                                            
                                                
                                                     of subdued madness in them with a successful DC 15 Wisdom (Insight) check. (The obelisk was created by Halaster and sounds just like him.) The obeliskâs âvisionâ refers to the secret passage at area
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    . Crossing the wall is riskier than the average power play, and those in the know predict the coming conflict to be a bloody one. Guild operations in the Outer City center on smuggling and gambling
                                                
                                            
                                                
                                                    )
Saving Throws Dex +7, Int +4
 Skills Acrobatics +10, Deception +5, Insight +6, Intimidation +5, Perception +6, Sleight of Hand +10, Stealth +10
 Senses passive Perception 16
 Languages Common
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
                                                    
                                                
                                            
                                                    . Crossing the wall is riskier than the average power play, and those in the know predict the coming conflict to be a bloody one. Guild operations in the Outer City center on smuggling and gambling
                                                
                                            
                                                
                                                    , Int +4
 Skills Acrobatics +10, Deception +5, Insight +6, Intimidation +5, Perception +6, Sleight of Hand +10, Stealth +10
 Senses passive Perception 16
 Languages Common, thievesâ cant
 Challenge
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     leader. Realizing that the village couldnât defend itself against the cloud giantsâ bombardment, he led his fellow villagers to the Dripping Caves. In the confusion and panic, Morak left behind his
                                                
                                            
                                                
                                                     the goblins, whom she believes have nothing to do with the giants. Characters can see through her ruse with a successful Wisdom (Insight) check contested by Kellaâs Charisma (Deception) check. Any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    . Characters who succeed on a DC 14 Wisdom (Insight) check sense animosity toward Prince Simbon. In the course of the conversation, Kedjou discreetly mocks the prince, going so far as to sympathize with
                                                
                                            
                                                
                                                     position. Despite this being said to his face, Simbon chuckles awkwardly and doesnât defend himself except to say that everyoneâs entitled to their opinion. Kedjou requests the characters leave soon after
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     with magic. While they prefer to let magical servants or other yugoloths do their fighting for them, arcanaloths can defend themselves with arcane might, banishing opponents into the pages of their
                                                
                                            
                                                
                                                     +5 Con 14 +2 +6     Ability Score Mod Save   Int 20 +5 +9 Wis 16 +3 +7 Cha 17 +3 +3   
 Skills Arcana +9, Deception +7, Insight +7, Perception +7
 Resistances Cold, Fire, Lightning
 Immunities Acid
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    . Some of the godâs most devout followers work as architects, artists, or philosophers, all striving to serve the public good. Epharaâs Favor Ephara seeks champions who will defend her cities fiercely
                                                
                                            
                                                
                                                     breaking just laws for personal gain Epharaâs Devotee Piety 3+ Ephara trait Ephara grants you insight into how people communicate. You can cast comprehend languages with this trait, requiring no
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    , Intimidation, Insight, Investigation, Nature, Religion, Perception, or Persuasion. You gain proficiency in that skill if you donât already have it, representing the symbioteâs counsel and guidance. If you
                                                
                                            
                                                
                                                     symbiote seeks to defend the servants and interests of a powerful being or organization. 
   5  The symbiote wants to keep you from harm at all costs and believes it knows whatâs best for you. 
   6  The symbiote seeks to experience new sensations, the more bizarre the better.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     has nothing of value on its deck or in the communal bunks below deck. However, two air elementals on the deck defend the vessel against intruders. They attack any non-elf that sets foot upon the ship
                                                
                                            
                                                
                                                     City of Lost Names, he pretends not to recognize the name until he knows more about the characters (see the âMutual Understandingâ section). A character who succeeds on a DC 14 Wisdom (Insight) check
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     and succeed on a DC 15 Wisdom (Insight) check realize Mickeyâs plight. They can then attempt to remove the bone fragment without permanently inhibiting Mickeyâs stride. A successful DC 15 Wisdom
                                                
                                            
                                                
                                                     lie, telling the characters that a madcap named Wazzik is planning to kill Lulu and urging them to take care of this threat first. A successful DC 14 Wisdom (Insight) check reveals that the imps are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     about the damage to the Pronged Goat, Grynsk gives them a dismissive wave of the hand. âDonât you see? Bloody ice everywhere. Last crew were apparently born with pits for eyes, because they sailed right
                                                
                                            
                                                
                                                     into a damned ice floe! I ainât gotten around to repairinâ the gunwale yet, but she floats just fine.â
 A character who succeeds on a DC 11 Wisdom (Insight) check can tell that Grynsk is lying. If
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    )
 
  CHA
  16 (+3)
Skills Athletics +4, Insight +3, Survival +3
 Senses passive Perception 11
 Languages Common, Orc
 Actions
 Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
                                                
                                            
                                                
                                                    
  14 (+2)
 
  CHA
  16 (+3)
Skills Deception +5, Insight +4, Persuasion +5
 Senses passive Perception 12
 Languages Common, Dwarvish, Giant, Orc
 Actions
 Dagger. Melee or Ranged Weapon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    . While confined to her antimagic cell, she is cautious since she canât rely on her magic tattoos to defend herself. Outside her cell, she grows overly confident and even banters if sheâs able to do so
                                                
                                            
                                                
                                                    , Deception +9, Insight +5, Perception +5, Stealth +6
 Damage Resistances poison
 Damage Immunities psychic
 Condition Immunities charmed
 Senses darkvision 60 ft., passive Perception 15
 Languages Common
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Prisoner 13
                                                    
                                                
                                            
                                                    . While confined to her antimagic cell, she is cautious since she canât rely on her magic tattoos to defend herself. Outside her cell, she grows overly confident and even banters if sheâs able to do so
                                                
                                            
                                                
                                                    , Deception +9, Insight +5, Perception +5, Stealth +6
 Damage Resistances poison
 Damage Immunities psychic
 Condition Immunities charmed
 Senses darkvision 60 ft., passive Perception 15
 Languages Common
                                                
                                            
                                        






