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                        Returning 35 results for 'dying insight are beats'.
                    
                
                        
                            
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                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     a dying laugh that scars the minds of other nearby creatures. Each creature within 10 feet of the cackler must succeed on a DC 11 Wisdom saving throw or take 2 (1d4);{"diceNotation":"1d4","rollType
                                                
                                            
                                                
                                                     are imitations with a successful DC 11 Wisdom (Insight) check.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 5
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    Dying Burst. When the clown drops to 0 hit points, it pops like a balloon, releasing a splash of putrid, corrosive ichor. Each creature within 5 feet of the clown when it bursts must make a DC 12
                                                
                                            
                                                
                                                     Dexterity saving throw, taking 10 (3d6);{"diceNotation":"3d6","rollType":"damage","rollAction":"Dying Burst","rollDamageType":"acid"} acid damage on a failed save, or half as much damage on a successful
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     type of artisan's tools
2
Entertainer
Minor illusion, thaumaturgy. Ritual only: disguise self.
Performance (+3)
3
Healer
Resistance, spare the dying. Ritual only: detect poison and disease
                                                
                                            
                                                
                                                     hour), knock.
Thieves' tools, tinker's tools
6
Mediator
Guidance. Ritual only: comprehend languages, zone of truth
Insight (+4), Persuasion (+3)
7
Medium
Minor illusion. Ritual only
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     Whisperer. A purple star whose guidance and minions seem to help for a time but whose influence inevitably leads to disaster.
Hadar, the Dark Hunger. A cinder-red dying star that siphons life from its
                                                
                                            
                                                
                                                     minions to avert its own demise.
Khirad, the Star of Secrets. A blue-white star whose gifts grant insight but also reveal terrible truths.
Zhudun, the Corpse Star. A dead star that whispers of the
                                                
                                            
                                        
                                                    Androsphinx
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the
                                                
                                            
                                                
                                                     following cleric spells prepared:
Cantrips (at will): sacred flame, spare the dying, thaumaturgy
1st level (4 slots): command, detect evil and good, detect magic
2nd level (3 slots): lesser restoration
                                                
                                            
                                        
                                                    Ki-rin
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     (at will): light, mending, sacred flame, spare the dying, thaumaturgy
1st level (4 slots): command, cure wounds, detect evil and good, protection from evil and good, sanctuary
2nd level (3 slots
                                                
                                            
                                                
                                                     regains spent legendary actions at the start of its turn.
Detect. The ki-rin makes a Wisdom (Perception) check or a Wisdom (Insight) check.
Smite. The ki-rin makes a hoof attack or casts sacred flame
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     innately cast the following spells, requiring no material components:
 At will: fire bolt
 1/day: Tasha’s hideous laughter
 Last Laugh. When the cackler dies, it releases a dying laugh that scars
                                                
                                            
                                                
                                                     it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 11 Wisdom (Insight) check.
 Actions
 Bite. Melee Weapon Attack: +5 to hit, reach 5
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     someone’s feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of
                                                
                                            
                                                
                                                     Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver. Insight Your Wisdom (Insight) check decides whether you can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     someone’s feelings, notice things about the environment, or care for an injured person. The Animal Handling, Insight, Medicine, Perception, and Survival skills reflect aptitude in certain kinds of
                                                
                                            
                                                
                                                     Wisdom (Animal Handling) check. You also make a Wisdom (Animal Handling) check to control your mount when you attempt a risky maneuver. Insight. Your Wisdom (Insight) check decides whether you can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     whims of the gods and petition them for glimpses of their vast insight. This gift also comes with a curse, though, which typically takes the form of dire insights. Consult the Oracle Curse table to
                                                
                                            
                                                
                                                     through you, and you can decide whether to use your own voice or to allow the god’s voice to come through your mouth to deliver the message, translated into any language you speak. Oracle’s Insight. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     that attempt succeeds or fails, the star moth beats a hasty retreat. The star priest, Altura, remains aboard the Dark Star and uses a sending spell to relay what has happened to Helix, an astral elf on
                                                
                                            
                                                
                                                     adventure.) Questioning the Plasmoids The plasmoids are mercenaries and have no insight into the astral elves’ motives or plans. Even so, they can provide the characters with the following pieces of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     harvested from Xaryxis, our dying star. Once the crystal vines have drained all the energy from your world, they will discharge that energy in a beam of light back to Xaryxis, replenishing it.
 “Xeleth
                                                
                                            
                                                
                                                     than sympathy. Understandably, Krux is hesitant to trust a princess of the Xaryxian Empire, but the commodore is willing to give her the benefit of the doubt, if only to gain insight into the empire’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     Healer Resistance, spare the dying. Ritual only: detect poison and disease, lesser restoration (1 hour). Medicine (+4), herbalism kit 4 Lamplighter Light. Ritual only: continual flame (1 hour). Tinker’s
                                                
                                            
                                                
                                                     tools 5 Locksmith Mending. Ritual only: arcane lock (1 hour), knock. Thieves’ tools, tinker’s tools 6 Mediator Guidance. Ritual only: comprehend languages, zone of truth. Insight (+4), Persuasion (+3
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    ) 
 
  CON
  17 (+3) 
 
  INT
  16 (+3) 
 
  WIS
  19 (+4) 
 
  CHA
  16 (+3)
Saving Throws Wis +8, Cha +7
 Skills Insight +12, Perception +8, Religion +7
 Damage Immunities fire
                                                
                                            
                                                
                                                     spellcasting ability (spell save DC 16):
 At will: light, spare the dying, thaumaturgy
 1/day each: blade barrier, dispel magic, flame strike, lesser restoration, revivify
 Bonus Actions
 Dragon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     guidance and minions seem to help for a time but whose influence inevitably leads to disaster.
 Hadar, the Dark Hunger. A cinder-red dying star that siphons life from its minions to avert its own
                                                
                                            
                                                
                                                     demise.
 Khirad, the Star of Secrets. A blue-white star whose gifts grant insight but also reveal terrible truths.
 Zhudun, the Corpse Star. A dead star that whispers of the power to defy death
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     garrote, so that he can hear the dying breath of his hapless prey. If defeat seems likely, he quaffs his potion of invisibility and flees. Zarak
 Medium Humanoid (Orc), Chaotic Evil
 Armor Class 14
                                                
                                            
                                                
                                                     +5, Int +2
 Skills Acrobatics +7, Insight +6, Perception +6, Stealth +7
 Senses darkvision 60 ft., passive Perception 16
 Languages Common, Orc
 Challenge 2 (450 XP) Proficiency Bonus +2
 Special
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    )
 
  CHA
  17 (+3)
Saving Throws Wis +5, Cha +5
 Skills Insight +5, Medicine +5
 Senses passive Perception 13
 Languages Common, Dwarvish
 Challenge 3 (700 XP) Proficiency Bonus +2
 Special
                                                
                                            
                                                
                                                     save, or half as much damage on a successful one.
 Spellcasting. Mercion casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13):
 At will: light, spare the dying
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Green Hag The wretched and hateful green hags dwell in dying forests, lonely swamps, and misty moors, making their homes in caves. Green hags love to manipulate other creatures into doing their
                                                
                                            
                                                
                                                     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->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     (Insight) check reveals that the statues once depicted drow. 29b. Wraith This Way This room is deathly cold and contains the following: Undead. A wraith and three specters haunt the room. They attack all
                                                
                                            
                                                
                                                     Constitution saving throw; on a failed save, the creature drops to 0 hit points and is dying. After revealing its ghastly visage, the skull-faced Halaster then turns back around so that only its hair is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     Throws Con +4, Wis +6, Cha +7
 Skills Insight +6, Perception +6, Religion +4, Stealth +5
 Senses darkvision 120 ft., passive Perception 16
 Languages Elvish, Undercommon
 Challenge 8 (3,900 XP
                                                
                                            
                                                
                                                    , resistance, spare the dying, thaumaturgy
 1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness
 2nd level (3 slots): lesser restoration, protection from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
                                                    
                                                
                                            
                                                    
 12(+1)
 
  CON
 25(+7)
 
  INT
 20(+5)
 
  WIS
 17(+3)
 
  CHA
 19(+4)
Saving Throws Dex +8, Con +14, Wis +10, Cha +11
 Skills Deception +11, Insight +10, Perception +17,
Persuasion
                                                
                                            
                                                
                                                     (Perception) check.
 Tail Attack. The dragon makes a tail attack.
 Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     perceptiveness and intuition. Insight reflects a character’s skill at reading other people’s moods and intentions. The DM set the DC at 15, which Gareth beats. With a successful Wisdom (Insight) check
                                                
                                            
                                                
                                                     father’s.” Gareth, make a Wisdom (Insight) check.
 Phillip: Gareth got 18.
  Jared: You notice that Ismark is trying to conceal his terror. He’s afraid to even touch the letter’s seal.
 Phillip: I ask him
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     actions at the start of its turn.
 Detect. The dragon makes a Wisdom (Perception) check.
 Tail Attack. The dragon makes a tail attack.
 Wing Attack (Costs 2 Actions). The dragon beats its wings. Each
                                                
                                            
                                                
                                                     (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    )
 CON
 20 (+5)
 INT
 17 (+3)
 WIS
 20 (+5)
 CHA
 18 (+4)
 
 Saving Throws Dex +7, Con +9, Wis +9, Cha +8
 Skills Insight +9, Nature +11, Perception +9, Survival +13
 Damage Resistances cold
                                                
                                            
                                                
                                                     the Gardener wills it to (no action required). A creature reduced to 0 hit points by the vine has the unconscious condition but is stable instead of dying.
 Breath of Tranquility (Recharge 5–6). The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     refuses. Wisdom (Insight) checks made to ascertain the sphinx’s intentions or sincerity have disadvantage.
 Magic Weapons. The sphinx’s weapon attacks are magical.
 Spellcasting. The sphinx is a 12th
                                                
                                            
                                                
                                                     prepared:
 Cantrips (at will): sacred flame, spare the dying, thaumaturgy
 1st level (4 slots): command, detect evil and good, detect magic
 2nd level (3 slots): lesser restoration, zone of truth
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Worshiping Pharika The diseased and the dying alike often make written entreaties to Pharika for a remedy. Prayers are written on scraps of paper or shards of pottery, sealed in small pots, and
                                                
                                            
                                                
                                                     venom. Those desperate for a cure to a rare affliction often pray to the goddess to reveal the monster that embodies the malady tormenting them. Such insight, though, rarely decreases the danger of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     insight into their current predicament or a portent of events to come. Maybe the soul of a long dead sage offers guidance or a legend the hero long idolized provides advice on how they defeated a
                                                
                                            
                                                
                                                     character’s dead rivals could have known. Whatever a character learns during their temporary death, they can carry with them back into the mortal world. Such might make dying one of the most helpful things to happen in a character’s greater heroic career.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    )
 
  CON
 14(+2)
 
  INT
 16(+3)
 
  WIS
 17(+3)
 
  CHA
 18(+4)
Saving Throws Con +6, Wis +7
 Skills History +7, Insight +7, Persuasion +8, Religion +7
 Damage Immunities poison
 Condition
                                                
                                            
                                                
                                                     following cleric spells prepared:
 Cantrips (at will): guidance, light, mending, spare the dying, thaumaturgy
 1st level (4 slots): charm person, command, detect magic, disguise self, protection from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                    )
 
  CHA
 12 (+1)
Saving Throws Wis +7, Cha +4
 Skills Deception +4, Insight +7, Intimidation +4, Medicine +7, Perception +7, Persuasion +4
 Senses darkvision 60 ft., passive Perception 17
                                                
                                            
                                                
                                                     dying, thaumaturgy
 1st level (4 slots): bless, command, divine favor, shield of faith
 2nd level (3 slots): enhance ability, hold person, magic weapon, silence, spiritual weapon
 3rd level (3 slots
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
                                                    
                                                
                                            
                                                    )
Skills Acrobatics +5, Performance +5, Sleight of Hand +5
 Senses darkvision 60 ft., passive Perception 10
 Languages Abyssal, Common
 Challenge 2 (450 XP) Proficiency Bonus +2
 Dying Burst
                                                
                                            
                                                
                                                     DC 15 Wisdom (Insight) check, piercing the illusion and discerning the clown’s true form on a success.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    
  30 (+10) 
 
  DEX
  16 (+3) 
 
  CON
  29 (+9) 
 
  INT
  21 (+5) 
 
  WIS
  22 (+6) 
 
  CHA
  30 (+10)
Saving Throws Dex +11, Con +17, Int +13, Cha +18
 Skills Insight +14
                                                
                                            
                                                
                                                     another creature’s turn. The greatwyrm regains spent legendary actions at the start of its turn.
 Attack. The greatwyrm makes one Claw or Tail attack.
 Wing Attack (Costs 2 Actions). The greatwyrm beats
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                    )
Saving Throws Con +17, Int +18, Wis +11
 Skills Arcana +18, Insight +11, Perception +11
 Damage Resistances cold, psychic, thunder
 Damage Immunities fire, lightning
 Condition Immunities
                                                
                                            
                                                
                                                    .
 Wing Attack (Costs 2 Actions). Niv-Mizzet beats his wings. Each creature within 15 feet of him must succeed on a DC 25 Dexterity saving throw or take 14 (2d4 + 9) bludgeoning damage and be knocked
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     madam’s parlor in a brothel, complete with a gaudy chandelier and a fainting couch. Westra Moltimmur (CG female Illuskan human commoner with Insight +2 and Performance +6), the play’s leading lady, is one
                                                
                                            
                                                
                                                    , and has at them. If the characters fall in combat, Jarlaxle and his guards stabilize dying party members before dragging all of them to a snowy alley and leaving them there with their gear. After the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     cook’s tools. Healer. Proficient with Medicine and herbalism kits. Spare the dying, detect poison and disease (ritual), lesser restoration (1-hour ritual, 40 gp component cost). Launderer. Mending
                                                
                                            
                                                
                                                     minor illusion to conjure an image of the deceased. A medium might be proficient in Insight to help mourners deal with grief—or in Deception. Oracle. Augury (ritual, 65 gp cost); divination (1-hour
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    Green Hag The wretched and hateful green hags dwell in dying forests, lonely swamps, and misty moors, making their homes in caves. Green hags love to manipulate other creatures into doing their
                                                
                                            
                                                
                                                     with a successful DC 14 Wisdom (Insight) check.
 Actions
 Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
 Illusory Appearance. The hag covers
                                                
                                            
                                        






