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Returning 35 results for 'day mythos agent'.
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Monsters
Acquisitions Incorporated
, message, vicious mockery
1st level (4 slots): charm person, heroism, illusory script, sleep, unseen servant
2nd level (3 slots): cloud of daggers, invisibility
Taunt (2/Day). Brahma can use a bonus action
);{"diceNotation":"1d6+2","rollType":"damage","rollAction":"War Lute","rollDamageType":"slashing"} slashing damage.
Song of Domination (3/day). Brahma targets one creature that can see or hear her
Monsters
Eberron: Rising from the Last War
attacks). She can innately cast the following spells, requiring no material components:
At will: counterspell, detect magic, detect thoughts, dispel magic, eyebite, fireball, lightning bolt, shield
3/day
each: chain lightning, create undead, dream, hold monster, mass suggestion, scrying
1/day each: foresight, gate, power word kill, teleport
Legendary Resistance (3/Day). If Sul Khatesh fails a saving
Backgrounds
Sword Coast Adventurer's Guide
organization, but who serve as its hands, head, and heart.
As a prelude to your adventuring career (and in preparation for it), you served as an agent of a particular faction in Faerûn. You might have
proliferation of secret societies and conspiracies in those lands. If your background is as an agent for one of the main factions of the North and Sword Coast, here are some possibilities.
The Harpers
Backgrounds
Guildmasters’ Guide to Ravnica
become as rich as the oligarchs. (Evil)
3
Power. One day, I will be the one giving orders. (Evil)
4
Prestige. I want to be admired, respected, feared, or even hated for my position
secretly a Dimir agent and tries to make sure that I keep that secret hidden.
4
I’m fascinated by the culture of the Golgari kraul, and I have formed a friendship with one of their death
Backgrounds
Guildmasters’ Guide to Ravnica
Traits
d8
Trait
1
I try never to let my judgment become clouded by emotion.
2
I have infinite patience with the dolts and boors I’m forced to deal with every day
the same fate.
2
I hope one day to write the laws, not just enforce them.
3
I tried and failed to prevent a murder, and I have sworn to find and arrest the perpetrator.
4
I
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
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
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
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->Acquisitions Incorporated
out with husband Oak Truestrike, and Brahma has been operating as a solo agent for some time now. Known for a personality that is murderous and cheery in equal part, she utilizes an instrument of
): mage hand, message, vicious mockery
1st level (4 slots): charm person, heroism, illusory script, sleep, unseen servant
2nd level (3 slots): cloud of daggers, invisibility
Taunt (2/Day). Brahma
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
out with husband Oak Truestrike, and Brahma has been operating as a solo agent for some time now. Known for a personality that is murderous and cheery in equal part, she utilizes an instrument of
): mage hand, message, vicious mockery
1st level (4 slots): charm person, heroism, illusory script, sleep, unseen servant
2nd level (3 slots): cloud of daggers, invisibility
Taunt (2/Day). Brahma
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
.
“An agent of Celene in disguise will escort you in a cart to the outskirts of the temple. From there, I suggest you pose as cultists while undertaking your mission.
“Here are your disguises. Once
described in the “Temple of Elemental Evil” section later in this adventure.) Where Is the Temple? “The temple is a three-day journey by cart from the palace. On the morning of the fourth day, you
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Iron Keep under the watchful eye of guards, who claimed to suffer bizarre visions and disturbing ailments until the day Raakan perished. Society has always had a divided and suspicious view of arcane
dangerous foe, such as an agent of the Arcanist Inquisition. However, cultures across Etharis do treat their spellcasters with differing attitudes. In some corners of the continent a mage may yet find sanctuary.
Suzanne Helmigh
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
.
“An agent of Celene in disguise will escort you in a cart to the outskirts of the temple. From there, I suggest you pose as cultists while undertaking your mission.
“Here are your disguises. Once
described in the “Temple of Elemental Evil” section later in this adventure.) Where Is the Temple? “The temple is a three-day journey by cart from the palace. On the morning of the fourth day, you
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
thirty days for that trip, depending on conditions. The wagons pulled out at least a day ahead of the characters’ return to the camp, and the characters probably spent a day exploring the abandoned camp
waiting for them in the hands of a Harper agent in Waterdeep. That night, Frume sees that the characters are all equipped with new clothing and gear, and even new weapons if they want. He suggests that
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
thirty days for that trip, depending on conditions. The wagons pulled out at least a day ahead of the characters’ return to the camp, and the characters probably spent a day exploring the abandoned camp
waiting for them in the hands of a Harper agent in Waterdeep. That night, Frume sees that the characters are all equipped with new clothing and gear, and even new weapons if they want. He suggests that
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
table shows the number of miles a given conveyance can travel in a day, provided it has sufficient crew aboard. Modes of Travel Conveyance Miles per Hour Miles per Day Airship 8 192 Cloud castle 1 24
Dragon mount 8 192 Sailing ship 2 48 To create a more realistic journey, you can use the Weather table in chapter 5 of the Dungeon Master’s Guide to determine the prevailing weather on a given day
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
table shows the number of miles a given conveyance can travel in a day, provided it has sufficient crew aboard. Modes of Travel Conveyance Miles per Hour Miles per Day Airship 8 192 Cloud castle 1 24
Dragon mount 8 192 Sailing ship 2 48 To create a more realistic journey, you can use the Weather table in chapter 5 of the Dungeon Master’s Guide to determine the prevailing weather on a given day
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Silvermane The characters’ primary contact is Jalester Silvermane (see appendix B), a field agent who reports to Open Lord Laeral Silverhand. Jalester spends much of his time in the Yawning Portal and
Tavern, on Ship Street in the Dock Ward, at six bells and guard them while they work. Do this every day for a tenday.” Each morning, the characters meet with a team of four dungsweepers (commoners) and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Silvermane The characters’ primary contact is Jalester Silvermane (see appendix B), a field agent who reports to Open Lord Laeral Silverhand. Jalester spends much of his time in the Yawning Portal and
Tavern, on Ship Street in the Dock Ward, at six bells and guard them while they work. Do this every day for a tenday.” Each morning, the characters meet with a team of four dungsweepers (commoners) and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, the conspiracy that maintains order in Zilargo. If you are working for the Trust, you could have a specific mission, but you could also be a sleeper agent—gathering information and allies and
waiting for the day when your skills will be put to use. Zil Schemes 1d10 Scheme
1 Your family is working on a new form of elemental binding, but they need Khyber dragonshards—lots of them
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, the conspiracy that maintains order in Zilargo. If you are working for the Trust, you could have a specific mission, but you could also be a sleeper agent—gathering information and allies and
waiting for the day when your skills will be put to use. Zil Schemes 1d10 Scheme
1 Your family is working on a new form of elemental binding, but they need Khyber dragonshards—lots of them
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
having an agent of the Harpers approach the party and suggest that they visit Moongleam Tower, particularly if they’re looking for a faster mode of travel. Moongleam Tower is described in more detail
chamber door, though tower mages can bypass it. Krowen has assigned a brusque but reliable apprentice named Nespril Menk (LG male Damaran human mage) to watch over this circle during the day, and a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
having an agent of the Harpers approach the party and suggest that they visit Moongleam Tower, particularly if they’re looking for a faster mode of travel. Moongleam Tower is described in more detail
chamber door, though tower mages can bypass it. Krowen has assigned a brusque but reliable apprentice named Nespril Menk (LG male Damaran human mage) to watch over this circle during the day, and a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
objectives is to get an agent into the place that can start sending copies of that information back to the Xanathar for review. The Xanathar’s ultimate goal is to control the entire region under
that establishes a clear hierarchy from the top to the lowest underling. As long as a lieutenant’s operation runs smoothly, the Xanathar doesn’t object to methods or micromanage day-to-day activity. When
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
power and an agent of divine will. A champion’s role is to act as the god’s eyes and hands, upholding the deity’s ideals and shaping the world to conform to those ideals. In return for the gods’ divine
quest or pursues opposite aims, they might suffer any of the following consequences: The character’s piety score might decrease by 1 each day, or each play session, for as long as the character continues