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                        Returning 35 results for 'draw insight are blood'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Master’s 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
                                                    
                                                
                                            
                                                    Flammable Blood. If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage.
Spider Climb. The cave fisher can climb difficult surfaces, including upside down on
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     droplets wherever it goes.
Like sharks in water, vampiric mists can scent blood from up to a mile away. Any injury, no matter how small, might catch their attention and draw them toward their victims
                                                
                                            
                                                
                                                    , insatiable thirst for blood remains.
Indistinguishable from fog aside from the charnel reek it exudes, a vampiric mist descends on a creature and causes the blood in the creature’s body to ooze
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                     makes them look like flesh-and-blood people, and the constructs conduct themselves as convincingly real humanoids who are simply living their lives in Wisteria Vale. Detect magic spells do not reveal
                                                
                                            
                                                
                                                     whenever a villager touches a hard surface. The villagers are also cold to the touch, which can be ascertained only through physical contact. A character who succeeds on a DC 15 Wisdom (Insight) check
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Aura of Blood Thirst. If the flind isn’t incapacitated, any creature that has Rampage can make a Bite attack as a bonus action while within 10 feet of the flind.Multiattack. The flind makes one
                                                
                                            
                                                
                                                     Yeenoghu, a flind uses demonic insight to guide the gnolls toward weak prey ripe for slaughter.
Unlike other leaders who might skulk behind their minions, a flind leads the charge in battle. Its flail causes wracking pain, paralysis, and disorientation in those it strikes.
                                                
                                            
                                        
                                                     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
                                                    
                                                
                                            
                                                     that has been turned to stone. The ritual, which requires a mixture of basilisk blood and the ashes from the burned feathers of a cockatrice, awakens a dim echo of the petrified victim’s spirit
                                                
                                            
                                                
                                                     original victim’s memories resonates within the skull. A skilled magic-wielder can attempt to extract memories from it to gain insight into the victim’s past or find lore that otherwise
                                                
                                            
                                        
                                                     Magic Items
                                                    Tasha’s 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 don’t sow or implant the
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    
Combat
Utility
Whimsy
9
2
8
Named after a strange document found in the ancient observatory, the Venus fly rat can draw blood from an unwary beast without any sensation
                                                
                                            
                                        
                                                     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 devil’s true name. If your check
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     draw the blood of your enemies, or even directly touch their souls.
Suggested Characteristics
Members of the Orzhov Syndicate range from the decadent nobility at the top of the oligarchy to the debt
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     to draw your anger or ridicule. You can get away with minor criminal offenses, such as refusing to pay for food at a restaurant or breaking down a door at a local shop, if no legal authorities witness
                                                
                                            
                                                
                                                     the same performance troupe for years, and these people mean everything to me.
2
A blood witch told me I have a special destiny to fulfill, and I’m trying to figure out what it is.
3
                                                
                                            
                                        
                                                     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 deck’s 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->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                    Rogue The Mastermind matches well with any character of cunning, intelligence, and insight who might be involved in court intrigue. But it also serves as a good way to portray a cunning pirate
                                                
                                            
                                                
                                                     captain from the Blood Sea Isles. The Swashbuckler provides another option for characters who hail from that region. Serving as pirates or mariners plying the Blood Sea, a Swashbuckler’s emphasis on speed and light armor is ideal for an environment where heavy armor is little more than a deadly anchor.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     buyer’s head. She owns a pair of rusty iron shears that can be used to draw blood and cut hair. After consuming this payment, Olive gains the innate ability to cast the animate dead spell once per day for
                                                
                                            
                                                
                                                     zombies in her cramped shop. “They’re great for setting off traps!” she says with a chuckle. As payment for each zombie, she demands a tiny vial of the buyer’s blood and three hairs plucked from the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     have the ability to devise and cast a ritual, similar to Gromph’s but nowhere near as dangerous or foolish, that will draw the most powerful demon lords together to the site of the original summoning
                                                
                                            
                                                
                                                     extinguished. They will thus be cast back into the Abyss, as effectively as if they had been banished.
 “The ritual needs certain components to produce the talisman that will draw the demons. Then a rite to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     depictions of grasping ghouls and is stained with dry blood. The water is 2 feet deep. The ledges and central dais are 5 feet high (3 feet higher than the water’s surface), and the chamber’s ceiling is 16
                                                
                                            
                                                
                                                     knives, and allow the altar to be bathed in blood. Half embedded in the east wall is a wooden wheel connected to hidden chains and mechanisms. A character can use an action to turn the wheel, raising
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                    Sahuagin Warrior Sahuagin warriors are vicious combatants that savage their foes with webbed claws. Once sahuagin draw blood, they usually attack until either they or their foe is slain. Sahuagin
                                                
                                            
                                                
                                                    
 Languages Sahuagin
 CR 1/2 (XP 100; PB +2)
 Traits
 Blood Frenzy. The sahuagin has Advantage on attack rolls against any creature that doesn’t have all its Hit Points.
 Limited Amphibiousness. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s 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, Priest’s 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 they’re 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->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     and draw them toward their victims. In battle, a mist focuses its attacks on injured targets, since open wounds are a more ready source of blood. Undead Nature. A vampiric mist doesn’t require air or
                                                
                                            
                                                
                                                     only an unholy, insatiable thirst for blood remains. Blood Thief. Indistinguishable from fog aside from the charnel reek it exudes, a vampiric mist descends on a creature and causes the blood in its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
                                                    
                                                
                                            
                                                     flickers of divine insight. Near the base of the mountain is a giant carving of a snake’s head, its forked tongue forming a ten-foot-wide, twenty-foot-high stone ramp. Stone fangs descend from the
                                                
                                            
                                                
                                                     diameter, caked with dried blood. Set into the base of the bowl is an empty niche, and hanging from the ceiling above the altar is a bloodstained iron hook at the end of a rusty chain. A search of the wall
                                                
                                            
                                        
                                                     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 can’t 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 Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    . Characters can apply magic or intuition to discern the response or behavior that a questioner expects. Use Wisdom (Insight) checks unless characters have access to mind-reading spells such as detect
                                                
                                            
                                                
                                                     thoughts or similar magic. Characters can fake it ’til 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->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
                                                
                                            
                                                
                                                     can be woven into rope that is thin, tough, and nearly invisible. The creature’s shell is used in the manufacture of tools, armor, and jewelry. Its blood is alcoholic and tastes like strong liquor
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     the Founder Dragons passed him over in favor of Jadzi, his bitterness knew no bounds. He now uses the Oriq to gather the spells and magical energy he needs to summon a devastating being, the Blood
                                                
                                            
                                                
                                                     to their cause. The Oriq take pains to hide their true allegiance and wear masks to hide their identities. These masks have magical properties that function only for their intended wearers.  Oriq Blood
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     don’t is left up to you. Strahd periodically feeds on the blood of Barovians who have souls, but he can’t draw nourishment from the blood of the soulless. He can tell at a glance whether a Barovian has a
                                                
                                            
                                                
                                                    Souls and Shells Barovians are made of flesh and blood. They are born, they live, they age, and they die. But not all of them—only about one in every ten—have souls. When a being with a soul dies in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     droplets wherever it goes. Like sharks in water, vampiric mists can scent blood from up to a mile away. Any injury, no matter how small, might catch their attention and draw them toward their victims. In
                                                
                                            
                                                
                                                    , insatiable thirst for blood remains. Indistinguishable from fog aside from the charnel reek it exudes, a vampiric mist descends on a creature and causes the blood in the creature’s body to ooze through
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     greater demon (from Araumycos’s cavern in chapter 16, or elsewhere) Gromph Baenre’s grimoire (from Sorcere in chapter 15) A few drops of blood or ichor from a demon lord (from Yeenoghu’s battle with the
                                                
                                            
                                                
                                                     goristro in chapter 14, or from fighting Juiblex in chapter 16) After Vizeran DeVir uses these components to create the talisman known as the dark heart to draw forth the exiled demon lords from across
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    Ataaz Yklwazi Blades of black basalt thrust up from the floor of this deep, volcanic canyon to create a forest of sorts: one that can easily draw blood from unwary trekkers who brush against the ebon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s 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
                                                
                                            
                                        






