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Returning 35 results for 'duplicate insight are breathe'.
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Monsters
Monster Manual
Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the
a successful DC 14 Wisdom (Insight) check.Multiattack. The hag makes two Claw attacks.
Claw. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit
Monsters
Van Richten’s Guide to Ravenloft
occasional lapses. An observer familiar with the digested creature can recognize the discrepancies with a successful DC 20 Wisdom (Insight) check, or automatically if the podling does something in direct
comatose. Over the course of hours, the creature is dissolved and its body repurposed into a podling duplicate.
Podlings are near-perfect mimics of the creatures they replace. Despite having the
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
of common deer. Second, it can duplicate the call or the vocal expressions of just about any creature it has heard. The monster uses its mimicry to lure in potential victims, then attacks while they
Monsters
The Book of Many Things
illusory duplicate of itself in its space, then teleports, along with any equipment it is wearing or carrying, to an unoccupied space within 15 feet of itself. The image flings illusory blades at two
on the Insight, Perception, and Persuasion skills.
Potent Toxins. When members of the villain’s organization deal poison damage while within 3 miles of the lair, they ignore the target’s
Monsters
Candlekeep Mysteries
Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring
imitations with a successful DC 14 Wisdom (Insight) check.
Shared Spellcasting. While all three members of the Fetid Gaze are within 30 feet of one another, they can each cast the following spells from
Monsters
Bigby Presents: Glory of the Giants
Amphibious. The herald can breathe air and water.
Magic Resistance. The herald has advantage on saving throws against spells and other magical effects.Multiattack. The herald makes one Claw attack
from the world, storm giants sometimes stray into the orbit of such creatures, perhaps while seeking insight into some omen, vision, or prophecy. Kraken;Krakens, aboleth;aboleths, and Great Old Ones
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.Bite. Melee Weapon Attack: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 9
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 foundations
Monsters
Curse of Strahd
Feature"} or chosen by the DM:
1–3: Amphibious. The mongrelfolk can breathe air and water.4–9: Darkvision. The mongrelfolk has darkvision out to a range of 60 feet.10: Flight. The mongrelfolk
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
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +9;{"diceNotation":"1d20+9", "rollType":"to hit
multiverse.
2
I am a sworn protector against the depredations of the Far Realm, and I will root out its corruption wherever it may arise.
3
What use is vast knowledge or insight if it is not
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
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
Monsters
Fizban's Treasury of Dragons
Amphibious. The dragon can breathe both air and water.
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite
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
Cloaker
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker
an area of bright light, the duplicates disappear.
Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine
Green Hag
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no
with a successful DC 14 Wisdom (Insight) check.Claws. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Claws"} to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4
Green Hag (Coven Variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no
with a successful DC 14 Wisdom (Insight) check.
Shared Spellcasting. While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
do. Although they mostly learn their secrets from the dead, they aren’t above spying on the living to take knowledge from them as well. A berbalang can create a spectral duplicate of itself and send
the duplicate out to gather information on other planes by watching places where the gods and their servants gather. When a berbalang is perceiving its environment through its duplicate, its actual body
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
spectral duplicate of itself and send the duplicate out to gather information on other planes by watching places where the gods and their servants gather. When a berbalang is perceiving its
environment through its duplicate, its actual body is unconscious and can’t protect or nourish itself. Thus, a berbalang typically uses its duplicate for only a short time before returning its consciousness to
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
14 (+2)
INT
18 (+4)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws Int +7, Wis +5
Skills Arcana +7, Deception +3, Insight +5, Stealth +6
Senses passive Perception 12
Languages
when Rath Finishes a Short or Long Rest). When a creature Rath can see makes an attack roll against him, he can interpose an illusory duplicate between the attacker and him. The attack automatically misses Rath, then the illusion dissipates.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
(+2)
INT
18 (+4)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws Int +7, Wis +5
Skills Arcana +7, Deception +3, Insight +5, Stealth +6
Senses passive Perception 12
Illusory Self (Recharges after a Short or Long Rest). When a creature Rath can see makes an attack roll against him, he can interpose an illusory duplicate between the attacker and himself. The attack automatically misses Rath, then the illusion dissipates.
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
+1 bonus to initiative rolls.
You are unable to hear any speech louder than a whisper.
17
An exact duplicate of you appears next to you, dressed as you but lacking any gear. The duplicate
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
is 30 feet. Expert Forgery. You can duplicate other creatures’ handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects. Kenku Training
hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check. Languages. You can read and write Common and Auran, but you can speak only by using your Mimicry trait.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
walking speed is 30 feet. Expert Duplication. When you copy writing or craftwork produced by yourself or someone else, you have advantage on any ability checks you make to produce an exact duplicate. Kenku
finish a long rest. Mimicry. You can accurately mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the target’s head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the
targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
walking speed is 30 feet. Changeling Instincts. Thanks to your connection to the fey realm, you gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation
duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
14 (+2)
INT
18 (+4)
WIS
14 (+2)
CHA
10 (+0)
Saving Throws Int +7, Wis +5
Skills Arcana +7, Deception +3, Insight +5, Stealth +6
Senses passive Perception 12
Languages
when Rath Finishes a Short or Long Rest). When a creature Rath can see makes an attack roll against him, he can interpose an illusory duplicate between the attacker and him. The attack automatically misses Rath, then the illusion dissipates.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
duplicate the appearance of a creature you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait. You
, Insight, Intimidation, and Persuasion. Languages. You can speak, read, and write Common and two other languages of your choice.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of a creature you’ve never seen
revert to your true form or until you die. Changeling Instincts. You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion. Languages. You can speak, read, and write Common and two other languages of your choice.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
)
Hit Points 85 (10d10 + 30)
Speed 30 ft., swim 30 ft.
STR
17 (+3)
DEX
12 (+1)
CON
16 (+3)
INT
15 (+2)
WIS
16 (+3)
CHA
12 (+1)
Skills Deception +3, Insight +5, Stealth
+3
Senses blindsight 30 ft., passive Perception 13
Languages Olman
Challenge 3 (700 XP)
Amphibious. Kalka-Kylla can breathe air and water.
False Appearance. While Kalka-Kylla remains
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
)
DEX
12 (+1)
CON
16 (+3)
INT
14 (+2)
WIS
10 (+0)
CHA
18 (+4)
Skills Arcana +5, Deception +7, Insight +3, Persuasion +7
Damage Resistances acid, lightning
, thunder
Senses passive Perception 10
Languages Aquan, Common
Challenge 6 (1,100 XP)
Amphibious. Shoalar can breathe air and water.
Innate Spellcasting. Shoalar’s innate spellcasting ability is
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Skills Insight +4, Perception +7, Stealth +3
Immunities Lightning
Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 17
Languages Common, Draconic
CR 8 (XP 3,900; PB +3)
Traits
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The dragon makes three Rend attacks. It can replace one attack with a use of Repulsion Breath.
Rend. Melee Attack Roll
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Ability Score Mod Save
Int 16 +3 +3
Wis 13 +1 +5
Cha 20 +5 +5
Skills Insight +5, Perception +9, Persuasion +9, Stealth +6
Immunities Fire
Senses Blindsight
30 ft., Darkvision 120 ft.; Passive Perception 19
Languages Common, Draconic
CR 10 (XP 5,900; PB +4)
Traits
Amphibious. The dragon can breathe air and water.
Actions
Multiattack. The
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Lightning
Senses Blindsight 10 ft., Darkvision 60 ft.; Passive Perception 14
Languages Draconic
CR 2 (XP 450; PB +2)
Traits
Amphibious. The dragon can breathe air and water.
Actions
Cha 17 +3 +3
Skills Insight +4, Perception +7, Stealth +3
Immunities Lightning
Senses Blindsight 30 ft., Darkvision 120 ft.; Passive Perception 17
Languages Common, Draconic
CR 8
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
with the spell. Demogorgon doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round. Illusory Duplicate. Demogorgon creates an illusory duplicate of himself
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
)
DEX
12 (+1)
CON
14 (+2)
INT
12 (+1)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws Wis +6
Skills Insight +6, Perception +6
Senses darkvision 120 ft., passive
Amphibiousness. The high priestess can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The high priestess can magically command
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
)
DEX
12 (+1)
CON
14 (+2)
INT
12 (+1)
WIS
16 (+3)
CHA
10 (+0)
Saving Throws Wis +6
Skills Insight +6, Perception +6
Senses darkvision 120 ft., passive
Amphibiousness. The high priestess can breathe air and water, but she needs to be submerged at least once every 4 hours to avoid suffocating.
Shark Telepathy. The high priestess can magically command any
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Skills Deception +6, Insight +3, Sleight of Hand +3, Stealth +3
Senses darkvision 120 ft., passive Perception 11
Languages Aquan, Common, thieves’ cant
Challenge 3 (700 XP)
Shapechanger. The deep
carrying isn’t transformed. The deep scion reverts to its true form if it dies.
Amphibious (Hybrid Form Only). The deep scion can breathe air and water.
Actions
Multiattack. In humanoid form






