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                        Returning 35 results for 'down insight are breaks'.
                    
                
                        
                            
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                                        down insight are breath
                                    
                                
                                    
                                        down insight are beats
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     it has a psychic link. The elder brain breaks the creatureâs concentration on a spell it has cast. The creature also takes 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Break
                                                
                                            
                                                
                                                     apart. The elder brain can form psychic links with up to ten creatures at a time.
Sense Thoughts. The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the targetâs emotional state and foremost thoughts (including worries, loves, and hates).
                                                
                                            
                                        
                                                    Elder Brain
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     creatures at a time.
Sense Thoughts. The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the targetâs reasoning, its emotional state, and thoughts
                                                
                                            
                                                
                                                     into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the elder brain succeeds, the mind believes the deception for 1 hour
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     any party who breaks them. A marut resorts to lethal force only when a contract calls for it, when the contract is fully broken, or when the marut is attacked. Word Is Law. Inevitables care nothing
                                                
                                            
                                                
                                                    )
Saving Throws Int +12, Wis +10, Cha +12
 Skills Insight +10, Intimidation +12, Perception +10
 Damage Resistances thunder; bludgeoning, piercing, and slashing from nonmagical attacks
 Damage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    . Characters who have a passive Wisdom (Perception) score of 18 or higher see fleeting glimpses of the drow spies over a period of several days and can, with a successful DC 15 Wisdom (Insight) check
                                                
                                            
                                                
                                                     breaks off all contact with the characters for the time being. On the other hand, if the characters try to confront the drow spies, they avoid contact but leave behind a black eye patch as a calling
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     character who succeeds on a DC 14 Wisdom (Insight) check gets the sense Hadley is looking for a specific reply. If the party doesnât respond with the other half of the phrase, Hadley offers to take
                                                
                                            
                                                
                                                     text as Hadley ferries the characters to the island: A relieved grin breaks across Hadleyâs face. âI had a feeling you were more than you appeared.â He lowers his voice and speaks hastily. âThey say
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    16. Werebat Caves These dark, rough-hewn caves have rubble-strewn floors and 30-foot-high ceilings. In total, nineteen goblin werebats (see appendix A) dwell here. If combat breaks out anywhere in
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     party who breaks them. A marut resorts to lethal force only if a contract calls for it, if the contract is fully broken, or if the marut is attacked. Inevitables care nothing for the spirit of an
                                                
                                            
                                                
                                                     Throws Int +12, Wis +10, Cha +12
 Skills Insight +10, Intimidation +12, Perception +10
 Damage Resistances thunder; bludgeoning, piercing, and slashing from nonmagical attacks
 Damage Immunities
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    ) 
  CON
  13 (+1) 
  INT
  15 (+2) 
  WIS
  12 (+1) 
  CHA
  11 (+0)
Saving Throws Con +3, Int +4
 Skills History +6, Insight +3, Investigation +6
 Senses passive Perception 11
                                                
                                            
                                                
                                                     +7, Insight +3, Investigation +7
 Senses passive Perception 11
 Languages Common plus any two languages
 Challenge 4 (1,100 XP) Proficiency Bonus +2
 Actions
 Multiattack. The pledgemage makes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    
  21 (+5) 
  CON
  18 (+4) 
  INT
  18 (+4) 
  WIS
  20 (+5) 
  CHA
  14 (+2)
Saving Throws Str +8, Dex +10, Int +9, Wis +10
 Skills Arcana +9, Insight +10, Perception +10
                                                
                                            
                                                
                                                    . If the anarch moves more than 120 feet from the object, the anarchâs concentration breaks. Move Object. The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     defeat them on his own. If combat breaks out in T12 and Nezzarum is aware of it (either because Xia comes and implores the statue of Orcus for aid or because he notices the battle unfolding from his
                                                
                                            
                                                
                                                     bizarre nature of âOrcusâsâ commands can take the Search action and make a DC 15 Wisdom (Insight) check. On a success, the character realizes a deception is afoot. Friendly Dragon. If he becomes Friendly
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     Meltharond to ready his spells. If she suspects that intruders are still aboard the vessel but hiding in places she canât reach, she breaks through walls to get at them. The characters are no match
                                                
                                            
                                                
                                                     charactersâ lives if they lend a helping hand. Someone who makes a successful Wisdom (Insight) check contested by the dragonâs Charisma (Deception) check discerns that she has no intention of keeping
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     just before Chalaska asked for the keys. If the character succeeds on a DC 10 Wisdom (Insight) check, he or she remembers the man looked worried and held a small note in his hand. Suspicion Spreads. As
                                                
                                            
                                                
                                                     the box falls, it breaks and releases four exotic spiders. He has dropped the note on his bed. Kendrin shoves or punches anyone who gets in his way. He draws a weapon only if one is used against him
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     than 120 feet from the object, its concentration breaks. The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with advantage. The DC depends on the
                                                
                                            
                                                
                                                     +9, Insight +10, Perception +10
 Senses passive Perception 20
 Languages Gith
 Challenge 16 (15,000 XP)
 Innate Spellcasting (Psionics). The anarchâs innate spellcasting ability is Wisdom (spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     elder brain to be insufferable, it breaks off from the colony, taking a group of mind flayers with it, and forms a new colony. After the death of the ulitharidâs body, mind flayers place its brain in a
                                                
                                            
                                                
                                                    (+1)
 
  CON
 15(+2)
 
  INT
 21(+5)
 
  WIS
 19(+4)
 
  CHA
 21(+5)
Saving Throws Int +9, Wis +8, Cha +9
 Skills Arcana +9, Insight +8, Perception +8, Stealth +5
 Senses darkvision
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    ) 
  CON
  20 (+5) 
  INT
  21 (+5) 
  WIS
  19 (+4) 
  CHA
  24 (+7)
Saving Throws Int +10, Wis +9, Cha +12
 Skills Arcana +10, Deception +12, Insight +14, Intimidation +12
                                                
                                            
                                                
                                                     elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the targetâs emotional state and foremost thoughts (including worries, loves, and hates
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Prisoner 13
                                                    
                                                
                                            
                                                    , 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
                                                
                                            
                                                
                                                    . When Prisoner 13 talks about the key, each character present can make a DC 19 Wisdom (Insight) check. If the check is successful, the character notices Prisoner 13 flexing her right hand and tracing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    , 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
                                                
                                            
                                                
                                                    . When Prisoner 13 talks about the key, each character present can make a DC 19 Wisdom (Insight) check. If the check is successful, the character notices Prisoner 13 flexing her right hand and tracing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     disagreement, the eldest of the council exerts his seniority to bend the council to his will. Grandfather Karlov. The head of the council, who gives final approval to its decisions and breaks ties within the
                                                
                                            
                                                
                                                    )
Saving Throws Int +7, Wis +8
 Skills Insight +8, Perception +8
 Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
 Damage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    , each one emerging from its corresponding megalith. If combat breaks out, these six korreds help Argantle capture the characters for questioning. The other korred clan leaders are Budoc of Flint, Azil of
                                                
                                            
                                                
                                                     (Insight) check determine that Shale can beat Chalk in a single move. Making this move causes the victorious Queen Argantle to emerge from her stone, laughing and cheering. Jagu emerges grumpily to join
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    (+3)
 
  CHA
 17(+3)
Saving Throws Con +7, Int +8, Wis +7, Cha +7
 Skills Arcana +8, Deception +7, History +8, Insight +7, Perception +7, Stealth +5
 Damage Resistances cold, lightning
                                                
                                            
                                                
                                                     a DC 18 Wisdom (Insight) check when telepathic contact is first established. If the check succeeds, the creature is aware that something is eavesdropping on the conversation. The nature of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     Dexterity saving throw or fall 60 feet to the floor below. The middle bridge has a 15-foot-wide gap in it. A character can clear this gap with a running jump â but part of the bridge breaks away under the
                                                
                                            
                                                
                                                     violent one. Aurinax is patient, wise, merciful, and vigilant. He remains in humanoid form until combat breaks out, since he canât easily carry the dragonstaff of Ahghairon in dragon form. The dragon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     around to give it commands. Treasure. The blue sphere is an  Ioun stone (insight) that belongs to Iggwilv. Any other creature that attunes to the Ioun stone is cursed. While cursed in this way, the
                                                
                                            
                                                
                                                    ) check. On a successful check, the trapped creature breaks through the surface and is no longer submerged. P36. Costume Room This room contains eight wooden mannequins in tall glass cases. Each
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     M2) to determine what, if anything, is found. M9. Hungry Kobolds A table and chairs are set up in this area to create a space for the miners to take breaks. On top of the table, two kobolds are
                                                
                                            
                                                
                                                    , or slashing damage to the rope causes it to snap. If the rope is cut, the bucket and its contents fall down the shaft, likely gone forever. A character in the bucket when the rope breaks can grab one
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                    . The tentacles cannot attack or grapple.
You are constantly followed by 1d4 octopus;octopuses that can breathe air and water, and which have a walking speed of 30 feet. Each time combat breaks out, you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     (+7)
 
  WIS
 26 (+8)
 
  CHA
 28 (+9)
Saving Throws Con +9, Wis +12
 Skills Deception +13, Insight +12, Intimidation +13, Perception +16
 Damage Vulnerabilities radiant
 Damage Immunities
                                                
                                            
                                                
                                                    
 Skills Deception +13, Insight +12, Intimidation +13, Perception +16
 Damage Vulnerabilities fire
 Damage Immunities cold, poison
 Condition Immunities charmed, exhaustion, frightened, paralyzed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     of 15 or higher or succeeds on a DC 15 Wisdom (Perception) check spots the frog. If combat breaks out, the frog jumps down and joins the fight in the second round. Three twig blights are here, too
                                                
                                            
                                                
                                                     (Sharwyn stands next to Belak). Combat. If a fight breaks out (which will happen unless the characters actually submit to Belak), the twig blights, the frog, and Sir Braford attack the characters physically
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     instead of the fly spell, and she carries a yellow elemental gem. In battle, Kaevja breaks the elemental gem, summoning an earth elemental and commanding it to attack her enemies. E4. Pantry This
                                                
                                            
                                                
                                                     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->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                      Swirling smoke forms macabre shapes. 
   Omens of Heliod    d8 d100 Omen of Heliod 
     1  21  A brilliant pattern appears around the sun. 
   2  22  A shaft of sunlight breaks through cloud
                                                
                                            
                                                
                                                     starts drowning on dry land. 
   Divination Clerics and oracles have spells at their disposal that allow them to ask the gods for insight. The divination and commune spells contact a god and promise a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     progress for Zariel. If Alazub is freed, a character who makes a successful Charisma (Deception) check against Alazubâs Wisdom (Insight) check can convince the devil that Zariel sent the characters to
                                                
                                            
                                                
                                                     Crokekâtoeck are destroyed, the monster is able to move its body again and breaks free of the scab. If Crokekâtoeck breaks out of the scab, it leaves a 30-foot-radius passage in its wake. The fiend is hungry
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     creature gains insight as if it had cast the contact other plane spell. On a failure, the creature is affected as if it failed a saving throw against the confusion spell. This effect ends at the end of the
                                                
                                            
                                                
                                                     creature in the region gains the benefits of the blink spell for 1 minute, shimmering with overlapping shattered reflections. 19â24 Creatures in the region donât cast reflections. Wisdom (Insight
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     giant, a mouth of Grolantor is thin as a whippet, alert like a bird, and constantly twitching around the edges. A mouth of Grolantor is kept perpetually imprisoned or shackled; if it breaks free, itâs
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    . That devotion has granted them an uncanny ability to hold their ground against the buffeting assaults. It has also earned them the right to wear special plate armor of elemental stone, which breaks down
                                                
                                            
                                                
                                                     (12d8 + 24)
 Speed 50 ft.
   STR
  13 (+1)
 
  DEX
  18 (+4)
 
  CON
  14 (+2)
 
  INT
  10 (+0)
 
  WIS
  15 (+2)
 
  CHA
  13 (+1)
Skills Acrobatics +7, Athletics +4, Insight +5
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     their stay in his settlement. Any character who interacts with him and succeeds on a DC 17 Wisdom (Insight) check realizes that the hobgoblin warlord is blind but is hiding that fact, never looking
                                                
                                            
                                                
                                                     are done speaking with Azrok, Lurkana takes them aside and offers them a quest (see âSide Quest: Retrieve Azrokâs Daggerâ). If they refuse, Lurkana scowls and kicks them out. If combat breaks out, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     wagon. A successful DC 10 Dexterity check using thievesâ tools unlocks the box, inside which are five vials of holy water and five vials of antitoxin. Smashing the box open works automatically but breaks
                                                
                                            
                                                
                                                     Zhentarim. A character who succeeds on a DC 15 Wisdom (Insight) check can tell that Rasqel seems unsure about the bite behind his threat. His little operation is off the books, with no sanction from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     the characters. Individual blobs of ooze congeal around these statue armatures as they erupt out of their staged scenes and attack. If a serious fight breaks out with ooze-folk, that fight attracts
                                                
                                            
                                                
                                                     ten steam mephits trapped in retort flasks. A successful DC 15 Intelligence (Investigation) check grants a character enough insight into the instruments to gain basic control over the lab, such that the
                                                
                                            
                                        






