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Returning 21 results for 'defined insight are bargains'.
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Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, and merchants and trade guilds are vulnerable to his bargains. Mammon’s cultists can gain the Grasping Hands trait. Cult leaders can also gain the Promise of Wealth trait. Grasping Hands (Recharges
after a Short or Long Rest). As a bonus action, this creature makes a Dexterity (Sleight of Hand) check contested by the Wisdom (Insight) check of a creature it can see within 15 feet of it. If this
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Actions When you do something other than moving or communicating, you typically take an action. The Action table lists the game’s main actions, which are defined in more detail in the Rules Glossary
. Ready Prepare to take an action in response to a trigger you define. Search Make a Wisdom (Insight, Medicine, Perception, or Survival) check. Study Make an Intelligence (Arcana, History
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Actions When you do something other than moving or communicating, you typically take an action. The Action table lists the game’s main actions, which are defined in more detail in the rules glossary
. Ready Prepare to take an action in response to a trigger you define. Search Make a Wisdom (Insight, Medicine, Perception, or Survival) check. Study Make an Intelligence (Arcana, History
Compendium
- Sources->Dungeons & Dragons->Monster Manual
collection of one kind of thing—typically items of rare pedigree or emblems of power. Barbed devils refuse to steal what they covet; instead they strike bargains to claim both treasure and mortal souls. Barbed
+4 +7
Ability Score Mod Save
Int 12 +1 +1
Wis 14 +2 +5
Cha 14 +2 +5
Skills Deception +5, Insight +5, Perception +8
Resistances Cold
Immunities Fire
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
one-sided bargains from unnerved sailors. Bronze dragons have a romantic view of their role as guardians of justice and prefer treasures that tie into their heroic narrative. Their hoards teem with
blade that’s never seen combat. They love collecting and studying histories that can give them tactical insight or inspiration, as well as safeguarding artifacts they deem too dangerous to entrust to
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wizard Core Wizard Traits Primary Ability Intelligence Hit Point Die D6 per Wizard level Saving Throw Proficiencies Intelligence and Wisdom Skill Proficiencies Choose 2: Arcana, History, Insight
, Scholar’s Pack, and 5 GP; or (B) 55 GP Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of explosive fire, arcing lightning, subtle deception, and spectacular
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Wisdom Skill Proficiencies Choose 2: Arcana, History, Insight, Investigation, Medicine, Nature, or Religion Weapon Proficiencies Simple weapons Armor Training None Starting Equipment Choose A or B: (A) 2
Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of explosive
Compendium
- Sources->Dungeons & Dragons->Monster Manual
from the Green Hag Bargains table to inspire what a green hag charges for its secrets.
Green Hag Bargains 1d6 A Green Hag Trades Its Knowledge For...
1 A bargainer’s memories of a
mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check.
Actions
Multiattack. The hag makes two Claw
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Those who strike such bargains gain physical beauty, restored youth, immortality, and the adoration of all who behold them, granting them the influence and power they so desire. However, after years
Points 127 (17d8 + 51)
Speed 30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
16 (+3)
INT
12 (+1)
WIS
13 (+1)
CHA
15 (+2)
Skills Deception +5, Insight +4
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
bargains with a dusk hag in exchange for its prophecies and visions of the future. But the information gained from a dusk hag often has a way of causing more pain than joy. Like all hags, dusk hags
)
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->Infernal Machine Rebuild
(Insight) check or a speak with animals spell, but the torturer speaks to the characters only in bold threats. In combat, Andras uses weapons coated in blood of the lycanthrope poison (see appendix C
form, it insists that it is the real Big Gadai, as does the real Big Gadai. Francache bargains with the characters for his freedom, promising anything he can in return—including knowledge of the Tomb
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
has withdrawn to his palace and left day-to-day decisions to Titivilus, even authorizing him to answer and negotiate bargains with mortals who attempt to summon Dispater. Titivilus now represents his
)
INT
24 (+7)
WIS
22 (+6)
CHA
26 (+8)
Saving Throws Dex +11, Con +8, Wis +11, Cha +13
Skills Deception +13, Insight +11, Intimidation +13, Persuasion +13
Damage Resistances
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, the gold composition of a coin was strictly defined at the time of the coin’s creation, but no law governed a coin’s state after it left the mint. As long as it was made in the mint, it was legal
matters of contracts, bargains, and legalities. She and her agents offer mortal petitioners advice on how to manipulate or circumvent the law, or to identify escape clauses — all to ensure that
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
lichdom on a whim, and the process of becoming a lich is a well-guarded secret. Wizards that seek lichdom must make bargains with fiends, evil gods, or other foul entities. Many turn to Orcus, Demon
(+3)
Saving Throws Con +10, Int +12, Wis +9
Skills Arcana +19, History +12, Insight +9, Perception +9
Damage Resistances cold, lightning, necrotic
Damage Immunities poison; bludgeoning
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
and succeed on a DC 15 Wisdom (Insight) check realize Mickey’s plight. They can then attempt to remove the bone fragment without permanently inhibiting Mickey’s 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->Mordenkainen's Tome of Foes
decisions to Titivilus, while also authorizing him to answer and negotiate bargains with mortals who attempt to summon Dispater. Titivilus now represents his master and speaks with his voice, a turn of
+13, Insight +11, Intimidation +13, Persuasion +13
Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Damage Immunities fire, poison
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
)
INT
15(+2)
WIS
16(+3)
CHA
17(+3)
Saving Throws Con +10, Int +6, Cha +7
Skills Deception +11, Insight +7, Perception +7, Sleight of Hand +9
Senses passive Perception 17
surface doesn’t matter. Promises and bargains made there needn’t be honored. Life and even art hold less value there. Dream Dwellers. Stone giants sometimes go on dream quests in the surface world
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Nibblecheek, he claps his hands and commands the dragon wyrmling to defend him (see “Briochebane” below). The hag then fights until Bloodied, at which point he bargains for his life (see “Parleying
. Until this condition ends, the wyrmling regards the hag as her ally and obeys Uncle Nibblecheek. A character who takes the Search action to observe the wyrmling and succeeds on a DC 13 Wisdom (Insight
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
god, he has the power to grant divine spells. Brass Dragon The most gregarious of the true dragons, brass dragons crave conversation, sunlight, and hot, dry climates. A brass dragon’s head is defined
)
WIS
17 (+3)
CHA
21 (+5)
Saving Throws Dex +7, Con +15, Wis +10, Cha +12
Skills Insight +10, Perception +17, Stealth +7
Damage Immunities lightning
Senses blindsight 60 ft
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
bargains, a glabrezu hoards riches that it uses to fulfill promises to shortsighted summoners and weak-willed mortals. However, if its attempts to entice or deceive fail, a glabrezu has the strength to
)
Saving Throws Dex +6, Int +5, Wis +6, Cha +6
Skills Deception +10, Insight +6
Damage Resistances cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the monsters’ weird insight. They let large and well-armed parties pass through unmolested, but then attempt to pick off a character bringing up the rear. Gargoyle Fountain. The fountain is fed through
, answering only to Gar Shatterkeel. She is a sly, calculating creature, quick to offer bargains and make deals that she can later turn to her advantage. The hag wields great influence over the cult’s






