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Returning 27 results for 'confusion relatively groups to have recluse'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
thoughts, fear
1/day each: confusion, dominate person, mass suggestionGreen abishais are adept at discovering secrets and other sensitive information, while their diplomatic skills and their magic
responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.
Abishais stand
Monsters
Mordenkainen Presents: Monsters of the Multiverse
first of them appeared in the aftermath of Vecna’s bid to conquer the world of Greyhawk, after the vampire Kas betrayed Vecna and took his eye and hand. In the confusion resulting from this turn
of events, Vecna’s warlords turned against each other, and his plans were dashed. In a rage, Vecna gathered up his generals and captains and bound them in groups of three, fusing them into
Monsters
Waterdeep: Dungeon of the Mad Mage
, shield, silent image
2nd level (3 slots): arcane lock, cloud of daggers, darkvision, knock
3rd level (3 slots): counterspell, dispel magic, fireball
4th level (3 slots): confusion, hallucinatory
groups of adventurers try to gain decisive control of just a small section of Undermountain’s halls, Halaster constantly alters the dungeon’s perils to thwart them.
Halaster’s true
Backgrounds
Sword Coast Adventurer's Guide
few organizations operating in the North are described below. The Chill. The cold and mysterious Lurkwood serves as the home of numerous groups of goblinoids that have banded together into one tribe
called the Chill. Unlike most of their kind, the Chill refrains from raiding the people of the North and maintains relatively good relations so that they can hire themselves out as warriors. Few city
Human
Legacy
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Species
Basic Rules (2014)
build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves
, humans champion causes rather than territories or groups.
Human Names and Ethnicities
Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Medusa Snake-Haired Recluse with a Petrifying Gaze Habitat: Desert; Treasure: Any With their hair of living snakes and their infamous petrifying gazes, medusas are hubristic creatures that inhabit
sites of fallen glory. They often dwell beyond the fringes of civilization or travel in disguise, leaving trails of petrified victims. Some medusas dominate groups of monsters or criminals, controlling
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Hard Labor The drow divide their prisoners into three roughly equal-sized groups and put them to work for a third of the day, supervised by the quaggoths. Their menial tasks include filling and
into dropping useful bits of information, such as how long the journey to Menzoberranzan is expected to take, or that the outpost is relatively close to the Darklake.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
faiths or groups, to stir up as much conflict and confusion as possible. The Phenax’s Villains table suggests a variety of foes that might arise from among the god’s followers. Phenax’s Villains d8
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
one of the most powerful monsters, and you can include multiple copies of weaker monsters so they’re more likely to be encountered. Groups. A group is a collection of creatures that might be
encountered together. Identical creatures always form a group, but you can also form groups using other criteria. A group might be based on a shared creature type, such as Undead or Fiend, or might consist of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
serves as the home of numerous groups of goblinoids that have banded together into one tribe called the Chill. Unlike most of their kind, the Chill refrains from raiding the people of the North and
maintains relatively good relations so that they can hire themselves out as warriors. Few city-states in the North are willing to field an army alongside the Chill, but several are happy to quietly pay
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
chapter 9, “Dungeon Master’s Workshop”), a creature makes a Sanity saving throw instead.
Madness Effects Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose
a saving throw against the confusion spell. The confusion effect lasts for 1 minute. 91–95 The character loses the ability to speak. 96–100 The character falls unconscious. No amount of jostling or
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Madness Effects Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative
damage, he or she must succeed on a DC 15 Wisdom saving throw or be affected as though he or she failed a saving throw against the confusion spell. The confusion effect lasts for 1 minute. 91-95 The
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
thirty students are typically here during the day, studying quietly. F2. Seating Area This area is usually more crowded than the café’s study tables. At least fifty students sit sociably in groups
make nearly any form of those drinks on request. A relatively common coffee or tea costs 1 cp, while a more complicated order might cost 2 cp. The café’s signature firejolt latte costs 10 gp; it confers
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
his eye and hand. In the confusion resulting from this turn of events, Vecna’s warlords turned against each other, and the dark one’s plans were dashed. In a rage, Vecna gathered up his generals and
captains and bound them in groups of three, fusing them into undead abominations cursed to fight among themselves for all time. Since the first skull lords were exiled into shadow, others have joined
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. In the confusion resulting from this turn of events, Vecna’s warlords turned against each other, and his plans were dashed. In a rage, Vecna gathered up his generals and captains and bound them in
groups of three, fusing them into abominations cursed to fight among themselves for all time. Since the first skull lords were exiled into the shadows, others have arisen, typically created from other
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
demon cults, I’ve seen the corrosive effect of these groups not just on individual giants, but on whole societies.
—Bigby
It’s hard to express just how deeply most giants loathe and distrust
stone giant recluse asks adventurers to help stop a hill giant who has gathered a band of other giants and is plundering nearby giant steadings in Grolantor’s name. 4 A fire giant priest of Hiatea
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Halaster’s gates connect the different levels of Undermountain, thus enabling him to bring new monsters into the dungeon to replenish those that die or escape. Even as groups of adventurers try to gain
, cloud of daggers, darkvision, knock
3rd level (3 slots): counterspell, dispel magic, fireball
4th level (3 slots): confusion, hallucinatory terrain, polymorph
5th level (3 slots): Bigby’s hand, geas
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
encounter another group of creatures and neither side is being stealthy, the two groups automatically notice each other once they are within sight or hearing range of one another. The Audible
can see things up to 10 miles away, assuming clear skies and a relatively calm sea. Overcast skies reduce that distance by half. Lightly Obscured conditions reduce visibility just as they do on land
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
constantly wary of betrayal. The only allies it considers relatively safe are individuals that it (or its predecessor) has worked with for years, and most of these are creatures it has no reason to fear
because they aren’t a physical threat to it or the guild. It is hesitant to form alliances with other powerful groups, and is likely to break off ties with a new ally if it senses even a hint of betrayal
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
groups, and their fear and despair in the face of a mind flayer incursion make their brains tasty to the illithid palate. They are also relatively easy for larger, stronger humanoid thralls to control
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
a dozen or two dozen halfling or gnome families, living in homes molded gently into rolling hills. Relatively shallow valleys serve as agricultural land, while the slopes are used for growing vine
small communities aren’t exclusively populated by halflings or gnomes, since such groups seem to prosper better when members of both races are in residence. Halfling families often focus on
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving
):
At will: alter self, major image
3/day each: charm person, detect thoughts, fear
1/day each: confusion, dominate person, mass suggestion
Red Abishai Red abishais have no equals among the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
serves as an adviser and mediator to scattered groups of giants, traveling extensively to visit far-flung communities. In some places, priests of Annam are great kings who rule over realms comprising
so disparate that it’s possible two gods exist with the same name. More likely, the confusion surrounding his nature and identity is a result of his own duplicity. In most myths, Memnor is constantly
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais
, major image
3/day each: charm person, detect thoughts, fear
1/day each: confusion, dominate person, mass suggestion
Magic Resistance. The abishai has advantage on saving throws against spells
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Ascendant Factions Factions wax and wane, shifting the balance of power in Sigil. The most influential factions are known as ascendant factions, widely recognized groups that oversee aspects of daily
state of superior being. Factol Saladryn (neutral, elf archmage) guides the relatively young faction. She rarely sojourns beyond Sigil anymore, sacrificing her own journey of personal discovery to lead
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Marches. The section between Triboar and Yartar is an ancient road, relatively flat and composed of tight-fitting stones. East of Yartar, the road becomes a gravel and dirt wagon trail that passes a
lined with 10-foot-tall dwarven statues. Assume the two groups are 60 feet apart when they see each other. The dark elves are making their way toward a secret door set into the wall behind one of the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
each: blur, confusion, mirror image
1/day each: modify memory, Rary’s telepathic bond
Legendary Resistance (3/Day). If Lazav fails a saving throw, he can choose to succeed instead.
Shapechanger
shamans of the Gruul Clans are wildly aggressive.
True to their name, the Gruul Clans include a number of different groups with their own leaders and traditions. Beyond the six most prominent clans