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Spells
Player’s Handbook
Until the spell ends, one willing creature you touch has Immunity to Psychic damage and the Charmed condition. The target is also unaffected by anything that would sense its emotions or alignment
, read its thoughts, or magically detect its location, and no spell—not even Wish—can gather information about the target, observe it remotely, or control its mind.
Monsters
Monster Manual
Advanced Telepathy. The flumph perceives the content of any telepathic communication within 60 feet of it.
Prone Deficiency. If the flumph receives the Prone condition, roll a die. On an odd number
, it has the Incapacitated condition. At the end of each of its turns, the flumph makes a DC 10 Dexterity saving throw, ending the Incapacitated condition on a success.
Telepathic Shroud. The flumph
Monsters
Monster Manual
Shielded Mind. The couatl’s thoughts can’t be read by any means, and other creatures can communicate with it telepathically only if it allows them.Bite. Melee Attack Roll: +7
, and the target has the Poisoned condition until the end of the couatl’s next turn.
Constrict. Strength Saving Throw: DC 15, one Medium or smaller creature the couatl can see within 5 feet
Monsters
Monster Manual
.
Read Thoughts. The doppelganger casts Detect Thoughts, requiring no spell components and using Charisma as the spellcasting ability (spell save DC 12).
Unsettling Visage (Recharge 6);{"diceNotation
: The target has the Frightened condition and repeats the save at the end of each of its turns, ending the effect on itself on a success. After 1 minute, it succeeds automatically.Shape-Shift. The
Monsters
Bigby Presents: Glory of the Giants
"} psychic damage. If the target is Large or smaller, it has the grappled condition (escape DC 14) and must succeed on a DC 15 Intelligence saving throw or have the stunned condition until this grapple
saving throw or have the stunned condition until the end of its next turn.Mind flayer;Mind flayers, which are described in the Monster Manual, are created through ceremorphosis, a process that begins
Monsters
Spelljammer: Adventures in Space
, righting itself and ending the incapacitated condition if it succeeds.
Telepathic Shroud. Flapjack is immune to any effect that would sense its emotions or read its thoughts, as well as all divination
Monsters
Spelljammer: Adventures in Space
Aberrant Mind. Magic can’t read the psurlon’s thoughts or put the psurlon to sleep.
Two Heads. The psurlon has advantage on saving throws it makes to avoid or end the frightened, stunned
, or unconscious condition on itself. While one of the psurlon’s heads is asleep, its other head is awake.Multiattack. The psurlon makes two Bite attacks and two Claw attacks. It can also use
Monsters
The Book of Many Things
and other magical effects.
Thought Shield. The hierophant’s thoughts can’t be read by any means unless the hierophant allows it.Multiattack. The hierophant makes two Herald’s Axe
", "rollDamageType":"psychic"} psychic damage and has the incapacitated condition until the start of its next turn. On a successful save, a creature takes half as much damage only. The manifestation persists
Monsters
The Book of Many Things
can’t be targeted by divination magic or features that would read its mind or determine its creature type.Multiattack. The infiltrator makes two Poison Blade attacks and can use Beguiling
throw or have the stunned condition due to fear or delight (the infiltrator’s choice) until the end of the target’s next turn, after which the target is immune to this Beguiling Whisper
Monsters
The Book of Many Things
Alien Mind. Magic and other features can’t determine the corrupter’s creature type. If a creature tries to read the corrupter’s thoughts, that creature must succeed on a DC 20
Intelligence saving throw or have the stunned condition for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Legendary
Magic Items
Quests from the Infinite Staircase
condition until the start of your next turn. Celestials have disadvantage on the save.
Faith Hunter. While holding the sword, you can use an action to expend 1 or more of its charges to cast one of the
17, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak, read, and understand Common and Giant, and it can communicate with its wielder telepathically
Monsters
Van Richten’s Guide to Ravenloft
Metabolic Control. At the start of each of its turns, the inquisitor regains 10 hit points and can end one condition on itself, provided the inquisitor has at least 1 hit point.Multiattack. The
Fire—their name for the fire of thought that blazes within each person’s mind. They used that power to read thoughts, reshape memories, and dominate the recalcitrant. The inquisitors in the
Monsters
The Book of Many Things
Inviolate Presence. The veiled presence can’t be targeted by divination magic or by features that would read its mind or determine its creature type.
Legendary Resistance (3/Day). If the
presence reveals a glimpse of its otherworldly nature to a creature it can see within 30 feet of itself. The target must succeed on a DC 22 Wisdom saving throw or have the paralyzed condition until
Monsters
Keys from the Golden Vault
, she loses her immunity to psychic damage and the charmed condition, and her Tattooed Strike becomes a melee attack that deals 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction
.
Shroud Tattoo. Prisoner 13 can’t be targeted by divination spells or any feature that would read her thoughts, and she can’t be perceived through magical scrying sensors. She can&rsquo
Magic Items
The Book of Many Things
the transformation early. When you revert to your normal form, you return to the same state you were in when you initially transformed.
Book. You gain the ability to speak, read, and write 1d6 + 2
unconscious condition, and must begin making death saving throws. Spells and other magical effects that restore hit points have no effect on you until you are stabilized. If you fail three death saving throws
Mind Blank
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
Until the spell ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The
feats
) checks.
Iron Mind. You have Advantage on saving throws made to avoid or end the Charmed condition and to avoid having your memories read or altered.
Flumph
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
throw, righting itself and ending the incapacitated condition if it succeeds.
Telepathic Shroud. The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all
monsters
Ancestral Shame. If a creature that can speak Orc within 30 feet of the reaper takes an action to read aloud the names carved in the stone on the reaper’s back, the reaper takes 20 Radiant
", "rollDamageType":"Piercing"} Piercing damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 15) from one of four chains.
Chain Slam. Constitution Saving Throw
monsters
Alien Mind. If a creature tries to read the intruder’s mind or deals Psychic damage to it, that creature must succeed on a DC 16 Intelligence saving throw or have the Stunned condition for 1
magical effects.
Weak Constitution. The invader has Disadvantage on saving throws to avoid or end the Poisoned condition. If the invader is Poisoned at the start of its turn, it takes 20 Necrotic
monsters
it starts its turn with 0 Hit Points and doesn’t regenerate.
Veiled Ignorance. A creature whose mind can’t be read, or that is under the effect of a Mind Blank or Nondetection spell, has
the Invisible condition toward the surgeon (this ignores the surgeon's Blindsight).Multiattack. The surgeon makes two Bone Saw attacks.
Bone Saw. Melee Attack Roll: +7;{"diceNotation":"1d20+7
monsters
Inscrutable Mind. If a creature tries to read the worm’s mind, that creature must succeed on a DC 19 Intelligence saving throw or have the Stunned condition. The creature repeats the save at
", "rollAction":"Bite", "rollDamageType":"Force"} Force damage. If the target is a Large or smaller creature, it has the Grappled condition (escape DC 19).
Psychic Caress. Intelligence Saving Throw: DC 19
feats
most of them turn out to be mere fables. Most of them. The one book you read turned out to be the key to unleashing some ancient evil. Now it’s in the world, and it’s up to you to find it
spell, at the cost of overwhelming your mind with a horrifying, cosmic insight. When you cast a spell, you can give that spell’s save DC a +2 bonus but you have the paralyzed condition until the
Human
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
sang from every page. Long into the night Liriel read, lighting candle after precious candle.
She’d never given much thought to humans, but these stories fascinated her. In these yellowed
single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling
Compendium
- Sources->Dungeons & Dragons->Monster Manual
believe these creations have natural origins and territories. Most such gorgons continue to follow age-old commands, guarding sites long fallen to ruin. Gorgon Large Construct, Unaligned
AC 19
condition.
Petrifying Breath (Recharge 5–6). Constitution Saving Throw: DC 15, each creature in a 30-foot Cone. First Failure: The target has the Restrained condition and repeats the save at the end
Compendium
- Sources->Dungeons & Dragons->Monster Manual
believe these creations have natural origins and territories. Most such gorgons continue to follow age-old commands, guarding sites long fallen to ruin. Gorgon Large Construct, Unaligned
AC 19
condition.
Petrifying Breath (Recharge 5–6). Constitution Saving Throw: DC 15, each creature in a 30-foot Cone. First Failure: The target has the Restrained condition and repeats the save at the end
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Hold of the Deepking The Hold of the Deepking stands south of Laduguer’s Furrow and north of Themberchaud’s lair. When the characters first lay eyes on it, read the following boxed text aloud to the
filled with molten lava bathe the palace facade in a hellish glow, and the thick stone walls bristle with iron turrets and battlements.
There appears to be no one guarding the palace, but this is an
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Hold of the Deepking The Hold of the Deepking stands south of Laduguer’s Furrow and north of Themberchaud’s lair. When the characters first lay eyes on it, read the following boxed text aloud to the
filled with molten lava bathe the palace facade in a hellish glow, and the thick stone walls bristle with iron turrets and battlements.
There appears to be no one guarding the palace, but this is an
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Living Iron Statue This squat, solid-looking statue, currently guarding the evil cult’s treasure in Isle of the Abbey, is made from pure iron. Its hands are shaped into deadly weapons. Living Iron
)
WIS
10 (+0)
CHA
5 (-3)
Damage Vulnerabilities acid
Damage Immunities lightning, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Living Iron Statue This squat, solid-looking statue, currently guarding the evil cult’s treasure in Isle of the Abbey, is made from pure iron. Its hands are shaped into deadly weapons. Living Iron
)
WIS
10 (+0)
CHA
5 (-3)
Damage Vulnerabilities acid
Damage Immunities lightning, poison
Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
Senses
Compendium
- Sources->Dungeons & Dragons->Monster Manual
or circumstances afflicted its ancestor.
2 Created by a god and tasked with guarding a treasure or secret.
3 A cultist who made a fiendish bargain and enjoyed rewards that have since
30-foot Cone. If the medusa sees its reflection in the Cone, the medusa must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if
Compendium
- Sources->Dungeons & Dragons->Monster Manual
or circumstances afflicted its ancestor.
2 Created by a god and tasked with guarding a treasure or secret.
3 A cultist who made a fiendish bargain and enjoyed rewards that have since
30-foot Cone. If the medusa sees its reflection in the Cone, the medusa must make this save. First Failure: The target has the Restrained condition and repeats the save at the end of its next turn if
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, remains a danger due to undead guarding the only safe approach: a beach called the Skull Dunes. The mariners’ guild is willing to pay 2,000 gp to the characters if they can land, explore the island
any equipment used by the characters must be deposited with the guild and will be refunded when it is returned in good condition or after the successful completion of the mission.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
able to perform simple yet important tasks, such as guarding eggs or patrolling for intruders. Broodguards can speak but rarely do so, preferring to use snake-like hisses and guttural noises. Yuan-ti
(–2)
WIS
11 (+0)
CHA
4 (–3)
Saving Throws Str +4, Dex +4, Wis +2
Skills Perception +2
Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
that would sense its emotions or read its thoughts, divination spells, and the charmed condition. The spell even foils wish spells and spells or effects of similar power used to affect the target’s mind or to gain information about the target.