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Returning 35 results for 'day mythos adopt'.
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Classes
Player’s Handbook
Adopt Animal Forms to Guard the Wilds
Druids of the Circle of the Moon draw on lunar magic to transform themselves. Their order gathers under the moon to share news and perform rituals.
Changeable
as the moon, a Druid of this circle might prowl as a great cat one night, soar over the treetops as an eagle the next day, and then crash through undergrowth as a bear to drive off a trespassing monster. The wild is in the Druid’s blood.
Monsters
Eberron: Rising from the Last War
their true identities behind false faces. Their gifts of mimicry allow them to appear as members of any humanoid culture, playing the part of a dwarf one day and a dragonborn the next. Although
changelings can adopt any guise, most rely on a few established personas, each with a developed history and a network of friends and acquaintances.
Monsters
Curse of Strahd
spells, requiring no material components:
3/day each: counterspell, crown of madness, hypnotic pattern, telekinesis
False Appearance. While the figure in the portrait remains motionless, the portrait
best of their ability, and can act independently to fulfill simple instructions. Some animated objects might converse fluently or adopt a persona, but most are simple automatons.
Constructed Nature
Monsters
Keys from the Golden Vault
(Humanoid or Hybrid Form Only). Eliphas casts one of the following spells, using Intelligence as the spellcasting ability (save DC 15):
At will: light, minor illusion, prestidigitation
2/day each: detect
magic, fog cloud
1/day each: phantasmal force, shatterEliphas is a gentleman and a tinkerer. For years, he offered his services to the Golden Vault, an organization dedicated to preserving historical
Monsters
Quests from the Infinite Staircase
stretches of isolation, mistreatment, or neglect are prone to malfunctions. Some robots become despondent or cruel, while others obsessively repeat their last directive or adopt new, peculiar purposes
of their own.Cold, PoisonAcid, FireEmergency Speed (2/Day). The robot takes the Dash or Disengage action.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
can’t make attacks while grappling a creature in this way.
Spellcasting. The hag casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 13):
3/day each
child.
Much as annis hags befriend children in order to corrupt them, they may adopt a group of ogres, trolls, or other creatures (ogre;ogres and troll;trolls appear in the Monster Manual), ruling them
Monsters
Fizban's Treasury of Dragons
least get close without arousing suspicion. Once in a position to observe, the dragon studies the day-to-day life of local folk, with a keen interest in any magical phenomena.
Emerald dragons&rsquo
to impress visitors by reciting epic poetry.
4
The only people I’m interested in are those who know history and those who make history.
5
I like to adopt the personas of characters
Monsters
Fizban's Treasury of Dragons
hand is invisible), minor illusion
1/day each: detect thoughts, invisibility, silent imageEmerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding psionic power to
, or at least get close without arousing suspicion. Once in a position to observe, the dragon studies the day-to-day life of local folk, with a keen interest in any magical phenomena.
Emerald dragons
Monsters
Fizban's Treasury of Dragons
Intelligence as the spellcasting ability (spell save DC 14):
At will: dancing lights, guidance
1/day each: hypnotic pattern, lesser restorationShimmering with radiant energy and brimming with life
; connection to the radiant forces of the Positive Plane fosters a nurturing, optimistic attitude in most of these dragons. They sometimes adopt the abandoned eggs or hatchlings of other dragons; many
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +9
(Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 16):
At will: dancing lights, guidance
1/day
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +13
(Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 19):
At will: dancing lights, guidance
1/day each
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Shift Perception (1/Day). The dragon can cast hallucinatory terrain, requiring no spell components
Intelligence as the spellcasting ability (spell save DC 17):
At will: mage hand (the hand is invisible), minor illusion
1/day each: detect thoughts, dispel magic, invisibility, major imageThe dragon can
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 20
-foot-diameter tunnel in its wake.
Warp Perception (1/Day). The dragon can cast mirage arcane, requiring no spell components and using Intelligence as the spellcasting ability.Multiattack. The dragon
monsters
to whatever strange realm he dwells in as his defeated form is torn apart by unseen forces. Mythos creatures with a combined CR of up to 20 emerge from the pile of gore, occupying the nearest, empty
space. These creatures attack those who were hostile to Nyarlathotep and fight to the death.
Legendary Resistance (4/day). If Nyarlathotep fails a saving throw, it can choose to succeed instead
magic-items
The most infamous of mythos tomes, the Necronomicon contains within its pages untold secrets of the mythos.
Language: Infernal.
Attunement Check: Intelligence (Arcana) DC 20. To end your attunement
to the Necronomicon, you must defeat a mythos deity in combat.
Benefits: While attuned to the Necronomicon, you gain the following benefits:
You double your proficiency bonus if it applies to an
magic-items
gain one additional spell slot of the highest level you can use.
You can cast gate once per day without expending a spell slot. Wisdom is your casting ability for this spell. When you cast it, you open
deity since claimed by agents of the Cthulhu mythos.
Drawbacks: You have an overwhelming drive to use the books to visit the realms it allows you to access. If you go a week without using the gate
monsters
using Intelligence as the spellcasting ability (spell save DC 15):
At Will: Charm Person, Scorching Ray, Thunderwave.
1/day: Cone of Cold, Fear, Ice Storm.Legendary Action
, forbidding corners of the world. In their heyday, the elder things dug deep into the lore around the Cthulhu Mythos. They crafted the first shoggoths, and used them to erect great, cyclopean cities. They
monsters
ability (spell save DC 14):
At Will: Darkness, Hold Person, Invisibility, Magic Missile, Ray of Sickness
1/day: Bestow Curse, Dispel Magic, Fear, ShatterLegendary Action Uses: 1. Immediately after
Command. The lesser crawling one chooses up to three willing Undead or Mythos creatures it can see. Each of the chosen creatures can take a Reaction to move up to its Speed, and each creature gains
monsters
Material components and using Intelligence as the spellcasting ability (spell save DC 18).
At Will: Cone of Cold, Darkness, Greater Invisibility, Hold Monster, Invisibility, Wall of Force
1/day: Bestow
following actions. The greater crawling one regains all expended uses at the start of each of its turns.
By My Command. The greater crawling one chooses up to three willing Undead or Mythos
monsters
, using Intelligence as the spellcasting ability (spell save DC 17):
At Will: Detect Thoughts, Mage Hand
1/Day Each: Dispel Magic, Fabricate, Legend Lore, Stone Shape
Legendary Action
... no voice save the imitated accents of their bygone masters.
—H.P. Lovecraft, At the Mountains of Madness
Shoggoths are among the most powerful and loathsome of Mythos monsters. As vast
monsters
ability (spell save DC 15):
At Will: Darkness, Hypnotic Pattern.
1/Day: Cone of Cold, Disintegrate, Wall of Force
They were pinkish things about five feet long; with
mining operations. They use their magic, along with promises of magical power and support, to draw humans and other folk into serving them. The mi-go tend to worship Mythos entities, and they recruit
monsters
as the spellcasting ability (spell save DC 18):
At Will: Dispel Magic, Entangle, Pass without Trace, Plant Growth
1/Day Each: Call Lightning, Cone of Cold, Insect Plague, Tree StrideLegendary Action
tree when its shape was cast against the moon. The smell was appalling, like the stench of open graves.
—Malleus Monstrorum Volume I: Monsters of the Mythos
These horrid abominations are
monsters
, Suggestion.
1/Day Each: Cone of Cold, Forcecage, Hold Monster, Wall of ForceLegendary Action Uses: 2. Immediately after another creature’s turn, the greater star-spawn of Cthulhu can expend a
agents in the world. They venture forth from the ocean depths when called by a cult of Cthulhu, protecting the cult from its enemies and lending the Mythos lore needed to enact the cult’s aims
monsters
Plant’s melee attack gains the Prone condition.
Legendary Resistance (4/day). If Shub-Niggurath fails a saving throw, it can choose to succeed instead.Multiattack. Shub-Niggurath makes four
;Iä! Iä! Shub-Niggurath! The Black Goat of the Woods with a Thousand Young!”
—H.P. Lovecraft, The Whisperer in Darkness
Shub-Niggurath is a primordial Mythos entity who
Firbolg
Legacy
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Species
Volo's Guide to Monsters
We spent three months tracking the green dragon before locating the forest in which it sought refuge. On our second day in that place, we woke to find the dragon’s head placed in the center
formidable skills with weapons and druidic magic.
Humble Guardians
Firbolgs love nothing more than a peaceful day spent among the trees of an old forest. They see forests as sacred places, representing the
monsters
for 10d10;{"diceNotation":"10d10", "rollType":"roll", "rollAction":"Even Death May Die"} years.
Horrid Aura. A non-mythos entity that starts its turn within 30 feet of Great Cthulhu takes 10 psychic
damage.
Legendary Resistance (6/day). If Great Cthulhu fails a saving throw, it can choose to succeed instead.Multiattack. Great Cthulhu makes six Crushing Claw attacks.
Crushing Claw. Melee Attack
monsters
Person, Banishment, Dispel Magic, Fly, Lightning Bolt, Misty Step.
1/Day: Dominate Monster, Foresight, Meteor SwarmLegendary Action Uses: 2. Immediately after another creature’s turn, the
cosmos. In this bizarre time, they existed in an uneasy truce with other, strange creatures of the Cthulhu Mythos. Eventually, they were among the creatures swept away by the arrival of the dreaded flying
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Oselo Darklord Chakuna’s home village, Oselo appears prosperous and relaxed, and the people are friendly to traders and visitors. Nothing strange occurs during the day. But at night, everything
disquiet permeates the entire village. A spiritual struggle torments the community, the people torn between wanting to live in peace and obeying Chakuna’s will. The Oselo people occasionally adopt wayward
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Oselo Darklord Chakuna’s home village, Oselo appears prosperous and relaxed, and the people are friendly to traders and visitors. Nothing strange occurs during the day. But at night, everything
disquiet permeates the entire village. A spiritual struggle torments the community, the people torn between wanting to live in peace and obeying Chakuna’s will. The Oselo people occasionally adopt wayward
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
the characters inform Fill about Asger, the dwarf baker offers to adopt him. Along with Briochebane, the three make for an unlikely family, but they live happily ever after, nonetheless. Reuniting
Asger with Edith. If the characters return Asger to Edith, the elderly confectioner crumples at the sight of her brother, who hasn’t aged a day since they wandered into the woods together. Teary-eyed and
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
the characters inform Fill about Asger, the dwarf baker offers to adopt him. Along with Briochebane, the three make for an unlikely family, but they live happily ever after, nonetheless. Reuniting
Asger with Edith. If the characters return Asger to Edith, the elderly confectioner crumples at the sight of her brother, who hasn’t aged a day since they wandered into the woods together. Teary-eyed and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, playing the part of a dwarf one day and a dragonborn the next. Although changelings can adopt any guise, most rely on a few established personas, each with a developed history and a network of friends and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, playing the part of a dwarf one day and a dragonborn the next. Although changelings can adopt any guise, most rely on a few established personas, each with a developed history and a network of friends and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
(Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage.
Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to
succeed instead.
Actions
Multiattack. The sphinx makes two Claw attacks and uses Roar.
Claw. Melee Attack Roll: +12, reach 5 ft. Hit: 20 (4d6 + 6) Slashing damage.
Roar (3/Day). The sphinx emits a
Compendium
- Sources->Dungeons & Dragons->Monster Manual
(Insight) checks made to ascertain its intentions or sincerity are made with Disadvantage.
Legendary Resistance (3/Day, or 4/Day in Lair). If the sphinx fails a saving throw, it can choose to
succeed instead.
Actions
Multiattack. The sphinx makes two Claw attacks and uses Roar.
Claw. Melee Attack Roll: +12, reach 5 ft. Hit: 20 (4d6 + 6) Slashing damage.
Roar (3/Day). The sphinx emits a