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                        Returning 34 results for 'down insight are beasts'.
                    
                
                        
                            
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                                        down insights are beast
                                    
                                
                                    
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                                                     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
                                                
                                            
                                                
                                                     whose ancestors underwent, horrific magical transformations, to the extent that they retain only a fraction of their original being. Their humanoid bodies incorporate the features of various beasts. For
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    :
Agitated Beasts. Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.
Beguiling Realm. Within 6 miles of
                                                
                                            
                                                
                                                     the lair, all Wisdom (Insight) checks have disadvantage, and all Charisma (Deception) and Charisma (Persuasion) checks have advantage.
Mirrors Everywhere. Flat surfaces within 1 mile of the lair that
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     wherever it may arise.
3
What use is vast knowledge or insight if it is not shared with those who can appreciate it?
4
Although some are fascinated by words, I think numbers are the true
                                                
                                            
                                                
                                                    
Responsibility. Having knowledge and power gives one a responsibility to those who have less of either. (Lawful)
5
Noble Obligation. My superior experience, intellect, and insight give me a duty to
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     use is vast knowledge or insight if it is not shared with those who can appreciate it?
4
Although some are fascinated by words, I think numbers are the true foundations of creation.
5
To
                                                
                                            
                                                
                                                     power gives one a responsibility to those who have less of either. (Lawful)
5
Noble Obligation. My superior experience, intellect, and insight give me a duty to mediate disputes when I can. (Good
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     bidding, masking their intentions behind layers of deception. They lure victims to them by mimicking voices calling out for help, or drive unwanted visitors away by imitating the cries of fierce beasts
                                                
                                            
                                                
                                                     illusion, vicious mockery
 Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     +9, Con +12, Wis +12
 Skills Deception +15, Insight +12, Perception +12, Persuasion +15
 Damage Resistances cold, fire, lightning
 Damage Immunities poison; bludgeoning, piercing, and slashing that
                                                
                                            
                                                
                                                     Dexterity (Stealth) checks made to hide. Regional Effects The region containing Grazâztâs lair is warped by his magic, creating one or more of the following effects: Agitated Beasts. Wild beasts
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    )
Saving Throws Dex +10, Con +16, Wis +11, Cha +15
 Skills Insight +11, Perception +19
 Damage Resistances cold, fire, lightning
 Damage Immunities poison; bludgeoning, piercing, and slashing that is
                                                
                                            
                                                
                                                     of the lair, all Charisma (Persuasion) and Charisma (Performance) checks have disadvantage, and all Charisma (Deception) and Charisma (Intimidation) checks have advantage. Frenzied Animals. Beasts
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
                                                    
                                                
                                            
                                                    
 Skills Insight +7, Nature +4, Perception +7
 Damage Immunities poison
 Condition Immunities charmed, paralyzed, poisoned
 Senses darkvision 60 ft., passive Perception 17
 Languages Celestial
                                                
                                            
                                                
                                                     Resistance. The Forest Master has advantage on saving throws against spells and other magical effects.
 Master of Beasts. The Forest Master can comprehend and communicate with any Beast, even if the Beast
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    . Their humanoid bodies incorporate the features of various beasts. For example, one mongrelfolk might have the basic body shape of a dwarf with a head that combines the features of a cat and a lizard, one
                                                
                                            
                                                
                                                     various animal cries and nonsense. They can effectively imitate sounds made by beasts and humanoids that theyâve heard. Mongrelfolk arenât sophisticated enough to use these sounds as a covert form of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     rolls. Beast Whisperer. The creature can communicate with Beasts as if they shared a common language. Death Jinx. When the creature dies, one random creature within 10 feet of the dead creature is
                                                
                                            
                                                
                                                     imitations with a successful DC 14 Wisdom (Insight) check. Poison Tolerant. The creature has Advantage on saving throws it makes to avoid or end the Poisoned condition. Resonant Connection. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                    
 14(+2)
 
  CON
 20(+5)
 
  INT
 16(+3)
 
  WIS
 30(+10)
 
  CHA
 25(+7)
Saving Throws Con +11, Wis +16, Cha +13
 Skills Arcana +9, Insight +16, Nature +9, Perception +16, Persuasion +13
                                                
                                            
                                                
                                                     succeed instead.
 Magic Resistance. Trostani has advantage on saving throws against spells and other magical effects.
 Magic Weapons. Trostaniâs weapon attacks are magical.
 Speak with Beasts and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     emissaries of divine will. These immortal messengers adopt the shapes of mystical beasts or idealized, winged mortals. As with all angels, their true forms are known only to the gods they serve.
 Rather
                                                
                                            
                                                
                                                     Score Mod Save 
    Str  18  +4  +4 
  Dex  18  +4  +4 
  Con  18  +4  +4 
      Ability Score Mod Save 
    Int  17  +3  +3 
  Wis  20  +5  +9 
  Cha  20  +5  +9 
   
 Skills Insight +9
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    . The prince has offered Kedjou the position the priest seeks if he helps Kirina take the throne. Barbs and Beasts Kedjou expresses delight at seeing Prince Simbon and respectfully greets the characters
                                                
                                            
                                                
                                                    . 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     still a step above humankind in the eyes of the serpent gods. Malisons tend to be receptive to religion, seeking insight about how they can improve toward the serpent ideal, and many of them become
                                                
                                            
                                                
                                                    , charmed or trained beasts, and even undead or conjured minions. Regardless of their nature, all are treated as slaves: no creature that is not a yuan-ti is fit for anything other than menial labor and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    , so do cloud giants keep griffons, perytons, and wyverns as their own flying beasts of prey. Such creatures also patrol the cloud giantsâ gardens by night, along with trained predators such as owlbears
                                                
                                            
                                                
                                                     (+0)
 
  CON
  22 (+6)
 
  INT
  12 (+1)
 
  WIS
  16 (+3)
 
  CHA
  16 (+3)
Saving Throws Con +10, Wis +7, Cha +7
 Skills Insight +7, Perception +7
 Senses passive Perception 17
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     bidding, masking their intentions behind layers of deception. They lure victims to them by mimicking voices calling out for help, or drive unwanted visitors away by imitating the cries of fierce beasts
                                                
                                            
                                                
                                                     with a successful DC 14 Wisdom (Insight) check.
 Actions
 Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
 Illusory Appearance. The hag covers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     
  Wis  20  +5  +9 
  Cha  20  +5  +9 
   
 Skills Insight +9, Perception +9
 Resistances Radiant
 Immunities Charmed, Exhaustion, Frightened
 Senses Darkvision 120 ft.; Passive Perception 19
                                                
                                            
                                                
                                                    , Insight +3
 Immunities Charmed
 Senses Darkvision 60 ft.; Passive Perception 11
 Languages Common plus three other languages
 CR 3 (XP 700; PB +2)
 Actions
 Multiattack. The doppelganger makes
                                                
                                            
                                        
                                                     Magic Items
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    , causing those creatures to recall their saddest memories.
08
You have a +1 bonus to Wisdom (Insight checks) involving creatures you can see.
Your body is ghostly and translucent except for your
                                                
                                            
                                                
                                                     next to you that is a hybrid of any two nonmagical beasts (akin to the owlbear). The creature serves you as if created by a conjure animals spell. The DM determines the creatureâs statistics.
A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    )
 
  CHA
  18 (+4)
Saving Throws Dex +5, Cha +7
 Skills Deception +7, History +9, Insight +6, Survival +9
 Damage Immunities cold (while wearing the Ring of Winter)
 Senses passive Perception 13
                                                
                                            
                                                
                                                     spell targets only spiders that are beasts. Once this property is used, it canât be used again until the next dawn.  Actions
 Multiattack. Artus makes three attacks with Bookmark or his longbow
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    )
Skills Perception +9, Insight +9, Religion +8
 Damage Immunities poison
 Condition Immunities poisoned
 Senses darkvision 120 ft., truesight 30 ft., passive Perception 19
 Languages all
                                                
                                            
                                                
                                                     following magical effects is possible for travelers to encounter in the vicinity: Blessed Nature. Beasts, Plants, and Celestials within 3 miles of the ki-rinâs lair grow more vigorous as they evolve toward
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     anemone, attacking creatures that get in its way. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Aberrations, beasts, and creatures that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     Danuvien  NG  Winter, harsh weather  Tempest  Spear between two circles 
   Rillifane Rallathil  CG  Nature, beasts, the seasons  Nature  Oak 
   Sarula Iliene  CG  Lakes, streams  Tempest, Trickery
                                                
                                            
                                                
                                                     welfare of forests and prairies, the passing of the seasons, and the lives of beasts. Most of his followers and priests are elf druids. Theyâre just as insular and secretive as any other druids, which
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     joining the Union, the crew uses the location as its de facto headquarters, regularly renting out and conducting meetings in its vast central pool. Insight Park Forty years ago, an lawful neutral shield
                                                
                                            
                                                
                                                     the jutting outcropping still known as Dumperâs Rock. The main appeal of Insight Park is the Drawing Tree. Planted by Torimesh and grown to full-size in a matter of days, the tree is of a species no one
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     vegetation might be its work.
 Kyrzin. The cults of the Prince of Slime are based in the Shadow Marches and are infamous for cultivating gibbering beasts. Kyrzin creates sentient slimes that can enter
                                                
                                            
                                                
                                                     of the passage sometimes feel as if theyâre being watched. Beasts that live within 5 miles of the passage undergo magical transmutation, growing eyes or eyestalks that Belashyrra can see through. A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
                                                    
                                                
                                            
                                                    , regularly renting out and conducting meetings in its vast central pool. Insight Park Forty years ago, an lawful neutral shield dwarf druid named Torimesh arrived home in the city after decades of
                                                
                                            
                                                
                                                     Insight Park is the Drawing Tree. Planted by Torimesh and grown to full-size in a matter of days, the tree is of a species no one can identify, and Torimesh steadfastly refuses to say anything about its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                    . Any low-challenge cavern-dwelling beasts are perfect for prodding the adventurers along.
 3. Traps This part of the underground complex contains a number of traps installed by the previous occupants
                                                
                                            
                                                
                                                     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->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     speed instead of a flying speed. The creature hides in the treetops, mimicking the cries of distressed Beasts to attract prey. A character who hears the sounds recognizes them as imitations with a
                                                
                                            
                                                
                                                     successful DC 15 Wisdom (Insight) check. The squealerâs lair is an artificial burrow close by. Inside is a red key card, a concussion grenade, and four gems worth 100 gp each. S56f: Dew Drinkers. Three
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     lunatic. The ground nearby is crawling with tiny twig monsters. The Barovian wilderness is home to druids who worship Strahd because of his ability to control the weather and the beasts of Barovia. The
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     beasts of the wild. Stay your hand, or face natureâs wrath.â
 Each day, the trees in this area magically sprout 1d10 crisp apples coated in a brittle, sugary shell. The applesâ stems are candy sticks that
                                                
                                            
                                                
                                                    . 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)
                                                    
                                                
                                            
                                                     part with the item. Solitary Shapeshifters. At some point in their long lives, metallic dragons gain the magical ability to assume the forms of humanoids and beasts. When a dragon learns how to
                                                
                                            
                                                
                                                    )
 
  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->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     their robes. Any character who watches the bodies carefully can determine that theyâre alive with a successful DC 10 Wisdom (Insight) check. The necromites leap to their feet and attack when any
                                                
                                            
                                                
                                                     represent Flennisâs skeletal rats, which are undead instead of beasts. The swarm can be turned by any character with the Turn Undead feature, but spells that target beasts have no effect on it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     Playerâs Handbook. Step 3. Type A monsterâs type provides insight into its origins and nature. The Monster Manual describes each monster type. Choose the type that best fits your concept for the monster
                                                
                                            
                                                
                                                    , although few monsters know more than one or two, and many monsters (beasts in particular) have no spoken language whatsoever. A monster that lacks the ability to speak might still understand a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     serve the sahuagin as war beasts (see the âShell Sharkâ entry in appendix C). In his absence, a character can glean the same information with a successful DC 14 Intelligence (Nature) check. 9. Barracks
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect. Dangerous Lairs. A dragonâs lair serves as the seat of its power and a vault for its
                                                
                                            
                                                
                                                    )
 
  CON
  25 (+7)
 
  INT
  20 (+5)
 
  WIS
  17 (+3)
 
  CHA
  19 (+4)
Saving Throws Dex +8, Con +14, Wis +10, Cha +11
 Skills Deception +11, Insight +10, Perception +17, Persuasion +11
                                                
                                            
                                        






