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Returning 10 results for 'distract insight are being'.
Other Suggestions:
distant insight are being
distinct insight are being
Monsters
Curse of Strahd
with a successful DC 12 Wisdom (Insight) check.Multiattack. The mongrelfolk makes two attacks: one with its bite and one with its claw or dagger.
Bite. Melee Weapon Attack: +3;{"diceNotation":"1d20+3
use the sounds to lure enemies into a trap or otherwise distract them.
Outcasts. Mongrelfolk are seldom welcome in other humanoid societies, where they are abused, enslaved, or shunned. They typically
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Characters can apply magic or intuition to discern the response or behavior that a questioner expects. Use Wisdom (Insight) checks unless characters have access to mind-reading spells such as detect
; on successful checks, the questioners lose interest. Characters can distract watchers to shift attention if things go badly. Use Charisma (Deception) or Dexterity (Sleight of Hand) checks (or any other reasonable skill checks the players suggest) to determine whether they turn the focus away from their errors.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
pier. Suddenly, two invisible duergar appear next to him and stab him viciously with glowing swords. The assassins’ faces are masked and hooded. The characters have 2 rounds to distract the two
targeted him. A successful DC 12 Wisdom (Insight) check suggests he’s lying. He flees the scene, but not before telling the characters to meet him at the Shattered Spire the following day so he can reward
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
communication, but they can use the sounds to lure enemies into a trap or otherwise distract them. Outcasts. Mongrelfolk are seldom welcome in other humanoid societies, where they are abused, enslaved
successful DC 12 Wisdom (Insight) check.
Actions
Multiattack. The mongrelfolk makes two attacks: one with its bite and one with its claw or dagger.
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can’t use
the enemy than you started. Primal Intuition. You have proficiency in two of the following skills of your choice: Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, and Survival
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
controls the flying citadel using a throne linked to the Cataclysmic fire holding the citadel aloft. Soth is fantastically powerful. Caradoc urges the characters to find a way to distract him or otherwise
DC 14 Intelligence (Religion) or Wisdom (Insight) check. On a successful check, a character recalls Leedara said the power of the gods could quell the flames, and they remember the dragonlance bears
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Subclass
The Light Domain is associated with gods of truth, vigilance, beauty, insight, and renewal. Some of these gods are identified with the sun or as charioteers who guide the sun across the sky
illusion’s space, but you must use your own senses. Distract. When both you and your illusion are within 5 feet of a creature that can see the illusion, you have Advantage on attack rolls against that
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
landing in its space. Distracting Strike When you hit a creature with an attack roll, you can expend one Superiority Die to distract the target. Add the Superiority Die roll to the attack’s damage
Intelligence (History or Investigation) check or a Wisdom (Insight) check, you can expend one Superiority Die and add that die to the ability check. Trip Attack When you hit a creature with an attack roll using
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
. (Knocking over the table or mixing up all the enemies’ loot is a great way to distract them for a short time.) The total amounts to 75 cp, 55 sp, 22 ep, 15 gp, and a gold earring set with a tiny ruby worth 30
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
)
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
)
DEX
10 (+0)
CON
23 (+6)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws Dex +5, Con +11, Wis +7, Cha +9
Skills Insight +7, Perception +12, Stealth +5






