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Returning 32 results for 'descends insight are both'.
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descended insight are both
descent insight are both
descended insights are both
descend insight are both
Monsters
The Book of Many Things
half as much damage on a successful one.The ultimate threat created by the Rogue card, the veiled presence is a Celestial for tier 4 play (levels 17 to 20). This being descends from an Outer Plane to
lair, creatures that aren’t members of the villain’s organization have disadvantage on ability checks that rely on the Insight, Perception, and Persuasion skills.
Potent Toxins. When
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
transitions here from being a winding path through the Balinok Mountains to a lazy trail that hugs the mountainside as it descends into a fog-filled valley. In the heart of the valley you see a walled
the door is a raven. It hops about and squawks at you, seemingly agitated. A character who succeeds on a DC 12 Wisdom (Insight) check senses that the raven is trying to warn the party. After delivering
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
text to the players when this occurs: As you cross a bridge that views the city from a dizzying height, you hear a familiar voice from above. “Need a lift?” asks Sergeant Vilroy as she descends toward
character who suspects that “Vilroy” is hiding something can make a Wisdom (Insight) check contested by the changeling’s Charisma (Deception) check. A character who wins the contest detects slight
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, use the following boxed text instead: A great white dragon descends from the sky, beating its wings furiously to slow its descent. A dark, humanoid figure is mounted on the dragon’s back.
If the
characters’ lives if they lend a helping hand. Someone who makes a successful Wisdom (Insight) check contested by the dragon’s Charisma (Deception) check discerns that she has no intention of keeping
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
cave, it hides behind one of the large stone columns and watches them, attempting to use its Weird Insight (see the creature’s stat block) to discern the characters’ secrets. The nothic communicates
bottom of the crevasse, under the north bridge. The chest can’t be seen from the edge of the crevasse, but is obvious to any character who descends into the fissure. The chest contains 160 sp, 120 gp, five
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(Deception) check contested by the guards’ Wisdom (Insight) checks; if all the characters succeed, the guards are fooled and allow them to pass. If combat erupts here, two earth elementals burst up
to the ledge, where a passage leads north. A tunnel on the lower level leads south.
Earth cultists call this river of elemental mud the Mudflow. The river is 6 feet wide, 3 feet deep, and descends a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
descends 15 feet to area V27 of the dungeon. If the Vanthampurs need to flee the dungeon, they can use the trapdoor to reach their horses quickly. Thurstwell Vanthampur
Medium humanoid (human
+3, Insight +5, Perception +5, Religion +4
Senses passive Perception 15
Languages Common, Elvish, Infernal
Challenge 1/8 (25 XP)
Dark Devotion. Thurstwell has advantage on saving throws
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
as far as the dryad’s grove (area H36) before taking refuge in this cave. The nothics use their Weird Insight to glean secrets from the characters. They are reluctant to provoke a well-armed group of
memory of their lost humanity, and any information they might provide is garbled with bits of nonsense. Characters who succeed on a DC 12 Wisdom (Insight) check can glean the following information from
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
that opens up through the crumbling wall of the antechamber is illuminated by a single brazier. At the end of the passage, a set of curving stone stairs descends farther down into darkness.
If the
10 minutes examining the books can ascertain their lack of importance with a successful DC 15 Wisdom (Insight) check. B5. Symbol Workshop A bronze oil lamp burns on one of two tables in this area
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the ocean deity Eadro, killed Ogrorlo and freed the merfolk, but the influence of the aberration still lingers around the reef and in a nearby gorge that descends into darkness. Cove Reef Features
that touches the statue feels bolstered and happy, gaining 10 temporary hit points. This feeling also makes the creature more likely to trust others, giving it disadvantage on Wisdom (Insight) checks and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
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
poorly, for how could she know that Hekaton has been abducted? If the players fail to pick up on her self-incriminating words, have Serissa and all characters present make a DC 15 Wisdom (Insight) check
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
staircase descends 10 feet to area E2, and another ascends 10 feet to area E6. Urstul Floxin. If he survived earlier encounters with the characters, Urstul Floxin (see appendix B) stands at the table
is confronted, Urstul feigns anger toward the wizard and offers to help the characters defeat him, but this ruse can be seen through by someone who makes a successful DC 14 Wisdom (Insight) check
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
: A circular gaping wound near the top of the scab forms a tunnel that descends into darkness.
The tunnel tapers as it descends toward area S2. S2. Angelic Window Demons digging in this tunnel
progress for Zariel. If Alazub is freed, a character who makes a successful Charisma (Deception) check against Alazub’s Wisdom (Insight) check can convince the devil that Zariel sent the characters to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
of the workers or pose as wealthy guests. A character who wants to get aboard in this fashion must succeed on a Charisma (Deception) check contested by Captain Storn’s Wisdom (Insight) check. A
along the walls, with much of the floor space kept open for dancing. A wooden spiral staircase descends to the gambling hall (area 9), and doors lead out to the upper deck balcony. Behind a curtain next
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. But when any creature in the room speaks aloud a secret, the trapdoor flips open, giving access to a spiral stone staircase that descends 120 feet to area V9. The spoken admission must be true, and it
of their story. Fooling the dragon requires each character within his line of sight to succeed on a Charisma (Deception) check contested by the dragon’s Wisdom (Insight) check. If even one character
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, Yinark. A detect magic spell reveals an aura of divination magic around it. A creature seated on the throne has advantage on Wisdom (Insight) checks. For information on Wyllow, see the “Wyllow” section at
, coursing through the starry skies.
Staircase. A stone spiral staircase in the northwest corner descends 10 feet to area 6c and climbs 10 feet to area 6h.
The stone door to area 6f has an arcane lock
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
frighten intruders. Each statue is carved in the vague likeness of a kobold, which a character can discern with a successful DC 10 Wisdom (Insight) check. Each ice sculpture is a Small object that weighs
Death. A tunnel to the south contains a staircase that leads down to area H19. The stench of death grows stronger as one descends these stairs. H18. Snow Golems These areas have slippery, uneven floors
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
or raised. The true monster of the mine reveals itself M7. Bucket Lift Landing The mechanism creaks as the bucket lift descends to the floor of a small cave where two dusty tunnels lead in opposite
13 Wisdom (Insight) check can tell that Trex is lying. The ghost controlling Trex wants safe access to Termalaine so that it can possess someone more powerful and influential than a kobold. If the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
in the west wall opens into a shaft that descends 30 feet. This shaft once held a magical lift that the duergar miners used as transport into the mining tunnels, but the lift has since fallen into
offers to aid the characters. However, a character who succeeds on a DC 13 Wisdom (Insight) check intuits that while his offer of help is earnest, Hjoldak knows less than he claims. The jar is sealed
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
through the area without taking damage earns a gift of supernatural insight that lasts until it finishes a long rest. While it has this gift, the creature can roll a d8 and add the number rolled to one
smell dissipates as the water cools and reverts to holy water over the course of 1 hour. Divine Insight. Any character who has a background involving Savras, or who succeeds on a DC 20 Intelligence
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
dangles down into the darkness. The tear in the earth descends at an angle, making it impossible to see how far down it goes or what waits at the bottom.
Descending into the fissure is easily done by
smaller stalagmites in the southeast section of the cavern. Any character who succeeds on a DC 14 Wisdom (Perception) check spots him hiding there. A character who succeeds on a DC 10 Wisdom (Insight
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
revenant looks like a zombie and might be mistaken for such. A character within 30 feet of the revenant who succeeds on a DC 10 Wisdom (Insight) check can see the intelligence and hate in its sunken eyes
of one skeleton doesn’t prevent future encounters with the other. Strahd Zombies Not even the cloying fog can hide the stench of death that descends upon you. Something evil approaches, its footsteps
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
secret doors finds the trapdoor with a successful DC 15 Wisdom (Perception) check. The trapdoor pulls open to reveal a candy ladder that descends to the dungeon (area C15). C5: Taffy Factory Rhythmic
. 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->Waterdeep: Dragon Heist
dimly lit staircase descends for hundreds of feet, ending before a circular stone door that swings open into area X2. X2. Watched Hall This magically lit hall has the following features: The walls are
successful DC 15 Wisdom (Perception) check. X15. Stairs to the Maze Characters at the top of these magically lit stairs can hear loud music and raucous laughter boiling up from below. The staircase descends
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
to expose the tunnel beyond. There, a flight of nine hundred crudely shaped stone steps descends to area G1 of the greater caverns (detailed later in this adventure). Hollow Boulder. If the
enough to delve into the greater caverns. It offers cryptic insight on how to enter Iggwilv’s inner sanctum (area G21), where the archmage’s true prize resides. The poem reads as follows: In the center
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
by surprise. With 5 minutes of work, the characters can clear enough of the rocks to expose the tunnel beyond. There, a flight of nine hundred crudely shaped stone steps descends to the greater
the hollow boulder is a bronze tablet worth 100 gp. The tablet is etched with a poem for those hoping to delve into the greater caverns. It offers cryptic insight on how to enter Iggwilv’s inner
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
columns and watches them, attempting to use its Weird Insight to discern the intruders’ secrets. Ssarnak communicates via telepathy. If detected, it prefers to negotiate and will betray the Redbrands
character who descends into the fissure. The chest contains 160 sp, 120 gp, five malachite gems worth 12 gp each, a potion of healing, a potion of climbing, and a potion of growth. The chest also
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
descends deeper underground. Several landings on the staircase hold statues, and some bear doorways. The stairs end abruptly at a wall of tumbled boulders from some long-ago collapse.
Two galeb duhr
on a DC 14 Wisdom (Insight) check predicts his impending treachery. The Spigots. Only the fungus-choked spigot remains operational. The fast-growing fungus is edible, and the water passing through it
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
. Reinforcements. If the bugbears are defeated, they are replaced within a day by the trolls from area C12. C19. Cavern Lakeshore This natural cavern widens and descends toward a pebble-covered lakeshore
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
(Perception) check finds the secret door, which swings inward when pushed. A foul, sewer-like stench greets anyone who opens the secret door. Behind the door, a staircase descends 20 feet to area D5
their robes. Any character who watches the bodies carefully can determine that they’re alive with a successful DC 10 Wisdom (Insight) check. The necromites leap to their feet and attack when any
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
drunken guest. Only Guildmaster Dusk knows Jaymont’s true nature. The doppelganger pretends to be asleep, but a character can discern that it’s awake with a successful DC 15 Wisdom (Insight) check
. Pulling open the trapdoor reveals a wooden ladder that descends 15 feet to area G37. Treasure. The coins on the table amount to 65 cp, 35 sp, and 11 gp. G13: Tower Rotunda A lit fireplace warms this
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
into one side of the shaft. It descends to a tunnel, 10 feet wide by 10 feet high, that leads to another identical vertical shaft that ascends into area 34. The tunnel and the shafts have neither light
Class is 13 (natural armor). He has a swimming speed of 30 feet, and he can hold his breath for 15 minutes. He has a Wisdom score of 18 (+4). His skills are Deception +7, Insight +6, Persuasion +7






