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                        Returning 35 results for 'draw insight are beasts'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     column of the Deck of Many Things table when randomly determining cards drawn from the deck.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any
                                                
                                            
                                                
                                                     cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If
                                                
                                            
                                        
                                                     Magic Items
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     kit as long as it is on your person, with no need to draw or stow it. If you are ever searched, finding your travel alchemical kit requires a successful DC 20 Intelligence (Investigation) or Wisdom (Insight) check.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Mimicry. The leucrotta can mimic Beast sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check.
Stench. Any
                                                
                                            
                                                
                                                     like doing their own killing, since leucrottas are meticulous in their cruelty and able to draw out kills for better and longer sport. And when there are no victims to be had, a leucrotta can mimic the
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     reclaim its prey by shooting a filament out to capture it again.
Scarce food might draw a group of cave fishers up to the surface, into a shadowy canyon or a gloomy forest that features both native animal
                                                
                                            
                                                
                                                     passages or serve as beasts of war. Cave fishers have a natural aversion to fire, since their blood is flammable. As such, Underdark denizens often use the threat of fire when training them.Adhesive
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Magic Items
                                                    Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     pouch, stitched with images of heroes and whimsical creatures. Where the teeth fall, they bring legends to life.
Using the Teeth. While you are holding the pouch, you can use an action to draw one tooth
                                                
                                            
                                                
                                                    . Roll on the Teeth of Dahlver-Nar table to determine which tooth you draw, and you can either sow the tooth or implant it (both of which are described later).
If you donât sow or implant the
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise
                                                
                                            
                                                
                                                    , you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devilâs true name. If your check
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                     finally know peace. (Any)
Bonds
d6
Bond
1
I would give my life in the defense of the small enclave where I first encountered MatâSelesnya.
2
I love beasts and
                                                
                                            
                                                
                                                    .
Contacts
The Selesnya Conclave is all about connections, so its members cultivate contacts throughout the guild. The guild also engages in energetic recruitment to draw converts from other
                                                
                                            
                                        
                                                     Backgrounds
                                                    Planescape: Adventures in the Multiverse
                                                    
                                                
                                            
                                                    Prerequisite: Planescape Campaign
You subscribe to a philosophy that seeks to understand the nature of the planes or some hidden truth of the multiverse. You draw strength from your conviction and
                                                
                                            
                                                
                                                     coins from different worlds and planes
Sigil Faction Affinities
Faction
Skill
Athar
Religion
Bleak Cabal
Insight
Doomguard
Nature
Fated
Intimidation
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    , and characters need keen ears and sharp insight to determine which stories have weight. Have each character make a DC 20 Intelligence (Investigation) check or Wisdom (Insight) check. If the check
                                                
                                            
                                                
                                                     succeeds, the character learns a secret about Undermountain, and the player can draw a card from the Secrets Deck. Players can hold onto these cards for later reference. When the characters meet an NPC in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    Handling the Cards The Deck of Many Things has the power to transform anyone who draws from it, but to trigger its effects, the individual handling the cards must state their desire to draw from it
                                                
                                            
                                                
                                                    , as well as the number of cards they intend to draw. Otherwise, the deckâs magical powers lie dormant. Anyone who identifies a deck learns this about the deck in the process, per the rules for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     beasts or a fire giant with two pet hell hounds (with the two hell hounds represented by a single card). Because youâre more likely to draw both twin cards when the encounter deck has thinned out
                                                
                                            
                                                
                                                     creatures that often work together, such as gnolls and hyenas. Whenever you draw two or more creature cards of the same group for an encounter, those creatures work together against the party. Not all
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     Proficiencies Choose 2: History, Insight, Medicine, Persuasion, or Religion Weapon Proficiencies Simple weapons Armor Training Light and Medium armor and Shields Starting Equipment Choose A or B: (A) Chain
                                                
                                            
                                                
                                                     Shirt, Shield, Mace, Holy Symbol, Priestâs Pack, and 7 GP; or (B) 110 GP  Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     characters see the deck, and if theyâre willing to perform a service for Oddlewin, he might let them draw from it. This is a good way to introduce the deck to low-level characters. Heroes of a more
                                                
                                            
                                                
                                                     adventurous bent might explore the ruins of Gardmore Abbey presented in chapter 16. The abbey has long been associated with the deck, since an ill-fated draw caused a massacre of both the knights who
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Cleric  Core Cleric Traits   Primary Ability Wisdom Hit Point Die D8 per Cleric level Saving Throw Proficiencies Wisdom and Charisma Skill Proficiencies Choose 2: History, Insight, Medicine
                                                
                                            
                                                
                                                     GP; or (B) 110 GP  Clerics draw power from the realms of the gods and harness it to work miracles. Blessed by a deity, a pantheon, or another immortal entity, a Cleric can reach out to the divine
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     distant and muted, as if their thoughts and feelings were trapped behind glass. Soon, the seriousness of the problem becomes clear. Soul Loss The soulless character has disadvantage on Wisdom (Insight
                                                
                                            
                                                
                                                    , the character gains 1 level of exhaustion that canât be removed until the soul is restored. The character grows more listless and withdrawn as the exhaustion builds. Instinctive Draw The soulless
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs 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
                                                
                                            
                                                
                                                     thoughts or similar magic. Characters can fake it âtil they make it. Use Charisma (Deception) checks extensively as characters work their way through the ball. Failed checks draw increased attention
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     whim or errand dictates. The residentsâ demesnes are indicated on map 4.2. Awakened Animals Feywild magic has bestowed sapience on some of the Beasts that dwell within the Eternal Garden. Awakened
                                                
                                            
                                                
                                                     violent actions such as damming a river, clear-cutting a forest, or slaughtering pixies draw the Gardenerâs ire. The Gardener demands an explanation for transgressions worthy of their attention, and if
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     some have twenty-two. Use the appropriate column of the Deck of Many Things table when randomly determining cards drawn from the deck. Before you draw a card, you must declare how many cards you intend
                                                
                                            
                                                
                                                     to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     some have twenty-two. Use the appropriate column of the Deck of Many Things table when randomly determining cards drawn from the deck. Before you draw a card, you must declare how many cards you intend
                                                
                                            
                                                
                                                     to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     plane of dreams, imbued with wisdom and telepathic talent. Shifters draw on their distant lycanthropic heritage to manifest bestial traits for short periods of time. A diverse race shaped by the beasts
                                                
                                            
                                        
                                                     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->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     the Lykortha Expanse on a map. If one or more characters try to draw some conclusion about the outbreak based on the forestâs location, a successful DC 20 Wisdom (Insight) check allows them to safely
                                                
                                            
                                                
                                                     gaining insight into their actions and ascertaining where they could be coming from. The writing gradually turns into almost incomprehensible fragments, many alluding to the author's desire to combine
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or
                                                
                                            
                                                
                                                     Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devilâs true name. If your check fails, the devil becomes immune to your verbal commands for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     magic, and the presence of death seems to fortify them. They draw power from the defeat of their enemies and channel it to their followers, ensuring the continuation of the cycle. The current leader
                                                
                                            
                                                
                                                     40 ft.
   STR
 16(+3)
 
  DEX
 12(+1)
 
  CON
 14(+2)
 
  INT
 12(+1)
 
  WIS
 15(+2)
 
  CHA
 10(+0)
Saving Throws Con +4, Wis +4
 Skills Insight +4, Nature +3, Religion +3
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     is immortal and has been tested like no other.â Adventures with Firan Zalâhonan Firan Zalâhonan is an arrogant, pragmatic, amoral genius. Furthering his schemes or adopting him as a patron can draw a
                                                
                                            
                                                
                                                     piebald raven. Consider the following plots when featuring Firan in an adventure: The characters happen upon Firan, who claims to be waiting for them. He offers insight into rare magic or their ongoing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     the edge of the bridge, and draw their weapons. The robed fellow pulls out a wand.
 The figures on the bridge include five thugs (male shield dwarves) and a mercenary mage named Cavil Zaltobar (male
                                                
                                            
                                                
                                                     to make haste and catch up with him!â
 Characters who have reason to suspect Gargosh might be lying or holding back information can make a DC 16 Wisdom (Insight) check. A character who succeeds on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     alchemistâs supplies grants additional insight into any chemicals or other substances that might have been used in the area. Alchemical Crafting. You can use this tool proficiency to create alchemical
                                                
                                            
                                                
                                                    . Components. Brewerâs supplies include a large glass jug, a quantity of hops, a siphon, and several feet of tubing. History. Proficiency with brewerâs supplies gives you additional insight on
                                                
                                            
                                        
                                                     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
                                                    
                                                
                                            
                                                     prey by shooting a filament out to capture it again. Scarce food might draw a group of cave fishers up to the surface, into a shadowy canyon or a gloomy forest that features both native animal prey and
                                                
                                            
                                                
                                                     some folk hunt cave fishers to kill them to harvest their filaments, shells, and blood, others capture cave fisher eggs and rear the hatchlings, which can be trained to guard passages or serve as 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->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    , is joined by three creatures that are beneficiaries of the druidâs awaken spell. These awakened beasts and plants serve as the druidâs companions and spies, and they share the druidâs evil
                                                
                                            
                                                
                                                     win the tug oâ war. If the sums are the same, the contest ends in a draw. Otherwise, the goliaths win. 
   2  Hand Standing. Each participant must do a handstand and hold that position for as long as
                                                
                                            
                                        






