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Returning 35 results for 'beyond brain devourer construct remove'.
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Magic Items
Dungeon Master’s Guide
rejects you but also places a curse on you, causing you to make D20 Test;D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you’re
+1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by
Monsters
Infernal Machine Rebuild
with controlling a construct for all time as punishment.
If this adventure is played as a sequel to Lost Laboratory of Kwalish, this creature began as the Brain in a jar;brains in jars encountered in the
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
monsters
Monster Manual
condition, is a Humanoid or Beast, and has 10 Hit Points or fewer. Failure: The intellect devourer possesses the target, consumes its brain, and teleports inside its skull. While there, the intellect
intellect devourer must leave it. The intellect devourer is also forced out if the target regains its devoured brain by means of a Wish spell. By spending 5 feet of its movement, the intellect devourer
Intellect Devourer
Legacy
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Monsters
Monster Manual (2014)
damage.
Devour Intellect. The intellect devourer targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or
the contest, the intellect devourer magically consumes the target’s brain, teleports into the target’s skull, and takes control of the target’s body. While inside a creature, the
Blue Slaad (control gem variant)
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Monsters
Monster Manual (2014)
point.
Control Gem. Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.
Certain spells can be used to
remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10);{"diceNotation":"4d10
monsters
teleport up to 30 feet to an unoccupied space it can see.Multiattack. Dyrrn makes one Tentacle Whip attack and uses its Corruption once. Dyrrn can replace its Tentacle Whip attack with Extract Brain if it
the spell fails and is wasted. The corrupted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Extract Brain. Attack Roll: +15
Monsters
Spelljammer: Adventures in Space
.
After a neh-thalggu kills a victim, it uses its pincers to cut open the victim’s head and remove the brain. It then swallows the brain whole. The collected brain is stored inside one of several
Brain Dump. Whenever the neh-thalggu consumes a brain, it gains the magical ability to speak and understand languages known by the brain’s previous owner.
Unusual Nature. The neh-thalggu doesn
Gray Slaad (control gem variant)
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Monsters
Monster Manual (2014)
.
Regeneration. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.
Control Gem. Implanted in the slaad’s brain is a magic control gem. The slaad must obey
cast on the slaad destroys the gem without harming the slaad.
Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of
Death Slaad (control gem variant)
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Monsters
Monster Manual (2014)
Gem. Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.
Certain spells can be used to acquire the
presence, can be worded to acquire the gem.
A greater restoration spell cast on the slaad destroys the gem without harming the slaad.
Someone who is proficient in Wisdom (Medicine) can remove the gem
Green Slaad (control gem variant)
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Monsters
Monster Manual (2014)
slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.
Certain spells can be used to acquire the gem. If the slaad
to acquire the gem.
A greater restoration spell cast on the slaad destroys the gem without harming the slaad.
Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated
Red Slaad (control gem variant)
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Monsters
Monster Manual (2014)
point.
Control Gem. Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.
Certain spells can be used to
remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10);{"diceNotation":"4d10
monsters
creature isn’t a Construct or an Undead, it becomes infested with illithid tadpoles.
While infested, the creature takes 16 (3d10);{"diceNotation":"3d10", "rollType":"damage", "rollAction":"Tadpole
spreads only as far as the influence of the colony’s elder brain. But this small solace withers away when a colony manages to capture a dragon. Teams of mind flayers bind the dragon, which is
Monsters
Phandelver and Below: The Shattered Obelisk
grappled condition (escape DC 16) and must succeed on a DC 16 Intelligence saving throw or have the stunned condition until the grapple ends.
Extract Brain. Melee Weapon Attack: +8;{"diceNotation":"1d20+8
", "rollType":"to hit", "rollAction":"Extract Brain"} to hit, reach 5 ft., one Humanoid grappled by the mind flayer. Hit: 55 (10d10);{"diceNotation":"10d10", "rollType":"damage", "rollAction":"Extract
Monsters
Eberron: Rising from the Last War
teleport up to 30 feet to an unoccupied space it can see.Multiattack. Dyrrn makes one Tentacle Whip attack and uses its Corruption once. Dyrrn can replace its Tentacle Whip attack with Extract Brain if it
fails and is wasted. The corrupted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Extract Brain. Melee Weapon Attack: +15
Monsters
Acquisitions Incorporated
Mechachimera. In addition to defeating the construct in combat, characters can pull out its charged disks to hinder its attacks. With a successful DC 12 Wisdom (Perception) check, any character
fighting the mechachimera notes that each of its heads features a slot from which a charged disk protrudes slightly. A character within 5 feet of the construct who succeeds on a DC 10 Dexterity (Sleight of
Monsters
Fizban's Treasury of Dragons
much damage on a successful one. On a success or failure, if the creature isn’t a Construct or an Undead, it becomes infested with illithid tadpoles.
While infested, the creature takes 16 (3d10
available to those who must contend with a mind flayer colony is the limit of its reach, which spreads only as far as the influence of the colony’s elder brain. But this small solace withers
magic-items
possess greater knowledge and sentience; such stories sometimes end with the Spellburrow consuming the brain of the wizard who pushed it too far—but these are surely just fanciful stories!
A
.
Symbiotic Nature. Once you attune to this symbiote, you can’t remove it unless you are targeted by a Remove Curse spell or similar magic.
Monsters
Curse of Strahd
, drink, or sleep.
The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use
anything that tries to remove the gem; a creature trying to remove the gem must make a DC 20 Dexterity saving throw. On a successful save, the creature claims the stone without getting bitten. On a
Monsters
Mordenkainen Presents: Monsters of the Multiverse
external assault, and the elder brain is killed, the colony’s tadpoles are suddenly freed from their fate. They no longer serve as food—and are no longer fed by their caretakers. Driven by
hunger, they turn to devouring one another. Only one tadpole survives out of the thousands in the colony’s pool, and it emerges as a neothelid.
Neothelids know nothing beyond their predatory
Monsters
Eberron: Rising from the Last War
throw or be cursed. The curse lasts until it's removed by a remove curse or greater restoration spell.
The cursed target suffers 1 level of exhaustion every 24 hours, and finishing a long rest
guide the quori race, and the Devourer of Dreams — the personal emissary of the Dreaming Dark — is of this order. Although the kalaraqs never fight one another overtly, each has its own agenda, and
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
the creature is targeted by a remove curse spell or similar magic.
Reaping Scythe. Melee Weapon Attack: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Reaping Scythe"} to hit
heralds of death. Specters are said to utter a keening wail, mournful beyond all other sounds and audible only to those who are about to die.PoisonNecrotic
Gynosphinx
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Monsters
Basic Rules (2014)
, suggestion
3rd level (3 slots): dispel magic, remove curse, tongues
4th level (3 slots): banishment, greater invisibility
5th level (1 slot): legend loreMultiattack. The sphinx makes two claw attacks
spells, using a spell slot as normal.A Sphinx’s Lair
A sphinx presides over an ancient temple, sepulcher, or vault, within which are hidden divine secrets and treasures beyond the reach of
Monsters
Lost Laboratory of Kwalish
, suggestion
3rd level (3 slots): dispel magic, remove curse, tongues
4th level (3 slots): banishment, greater invisibility
5th level (1 slot): legend lore
It has a +1 bonus to Intelligence checks and
, within which are hidden divine secrets and treasures beyond the reach of mortals.
Lair Actions
On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the
Monsters
The Book of Many Things
under the DM’s control and remains so until the night ends. A Remove Curse spell or similar magic ends this curse.
Shortsword (Humanoid or Hybrid Form Only). Melee Weapon Attack: +8
him dangerous. He can smile and shake someone’s hand while simultaneously plotting to ruin that person.
Expanding the guild’s activities beyond thievery was Delour’s idea. He
Monsters
Strixhaven: A Curriculum of Chaos
: detect magic
2/day each: dispel magic, mage armor, remove curse, sending
1/day each: power word stun, scrying (as an action), wall of force
Teleport. The Oracle teleports, along with any
"} force damage.Somewhere in the lands beyond Strixhaven’s borders lives the Oracle: a wise and accomplished mage, tasked by the Founder Dragons to ensure that the magic of Strixhaven is used to
Monsters
Adventure Atlas: The Mortuary
", "rollType":"spell", "rollAction":"Spellcasting"} to hit with spell attacks):
At-will: detect evil and good, mage armor (self only), mage hand
2/day each: protection from evil and good, remove curse
calls throughout Sigil and the planes beyond.
The vagaries of undeath make spirits difficult to predict. Nevertheless, exorcists are well equipped for their work. Molded by experiences with
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Intellect Devourer An intellect devourer resembles a walking brain protected by a crusty covering and set on bestial clawed legs. This foul aberration feeds on the intelligence of sentient creatures
devourer by taking the brain of a thrall and subjecting it to a horrible ritual. As it sprouts legs, the brain becomes an intelligent predator as twisted and evil as its masters. Deadly Puppet Masters. An
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Intellect Devourer An intellect devourer resembles a walking brain protected by a crusty covering and set on bestial clawed legs. This foul aberration feeds on the intelligence of sentient creatures
devourer by taking the brain of a thrall and subjecting it to a horrible ritual. As it sprouts legs, the brain becomes an intelligent predator as twisted and evil as its masters. Deadly Puppet Masters. An
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Intellect Devourer An intellect devourer resembles a walking brain protected by a crusty covering and set on bestial clawed legs. This foul aberration feeds on the intelligence of sentient creatures
devourer by taking the brain of a thrall and subjecting it to a horrible ritual. As it sprouts legs, the brain becomes an intelligent predator as twisted and evil as its masters. Deadly Puppet Masters. An
races
Spelljammer: Adventures in Space
blossom into hard feelings, loud arguments, and head-butting contests, but they rarely escalate beyond that.
Creating Your Character
When you create your D&D character, you decide whether your
DM is free to add or remove languages from that list for a particular campaign.
Creature Type
Every creature in D&D, including every player character, has a special tag in the rules that
Animate Objects
Legacy
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Spells
Basic Rules (2014)
12
+5 to hit, 2d6 + 1 damage
Large
50
10
14
10
+6 to hit, 2d10 + 2 damage
Huge
80
10
18
6
+8 to hit, 2d12 + 4 damage
An animated object is a construct with AC, hit points
speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining
races
Strixhaven: A Curriculum of Chaos
of widespread languages to choose from. The DM is free to add or remove languages from that list for a particular campaign.
Creature Type
Every creature in D&D, including every player character
Construct type.
Life Span
The typical life span of a player character in D&D is about a century, assuming the character doesn’t meet a violent end on an adventure.
Height and Weight
Player
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Intellect Devourer Brain-Eating Body Thief Habitat: Underdark; Treasure: None Intellect devourers serve their mind flayer creators by consuming other creatures’ brains and puppetizing the mindless
Incapacitated condition, is a Humanoid or Beast, and has 10 Hit Points or fewer. Failure: The intellect devourer possesses the target, consumes its brain, and teleports inside its skull. While there, the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Intellect Devourer Brain-Eating Body Thief Habitat: Underdark; Treasure: None Intellect devourers serve their mind flayer creators by consuming other creatures’ brains and puppetizing the mindless
Incapacitated condition, is a Humanoid or Beast, and has 10 Hit Points or fewer. Failure: The intellect devourer possesses the target, consumes its brain, and teleports inside its skull. While there, the
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Intellect Devourer Brain-Eating Body Thief Habitat: Underdark; Treasure: None Intellect devourers serve their mind flayer creators by consuming other creatures’ brains and puppetizing the mindless
Incapacitated condition, is a Humanoid or Beast, and has 10 Hit Points or fewer. Failure: The intellect devourer possesses the target, consumes its brain, and teleports inside its skull. While there, the