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Returning 17 results for 'directly its are brain'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
, rewriting their thoughts and authoring their dreams.
An elder brain sustains itself by consuming the brains of other creatures. If its mind flayer servants don’t bring meals directly to it, the
Creature Sense. The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
flayer servants don’t bring meals directly to it, the elder brain reaches out with tendrils of thought, compelling creatures to come to it so that it can feed on them. When a mind flayer perishes, the
Elder Brain The ultimate expression of mind flayer domination, an elder brain sprawls within a vat of viscous brine, cared for by mind flayer minions as it touches the thoughts of creatures near and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
insidious suggestions fail to take hold, an elder brain asserts its dominance more directly. It seizes control of a resistant mind and controls the creature’s body as it would a puppet. Against the rare
.
Devourer of Thoughts. An elder brain sustains itself by consuming the brains of other creatures. When the mind flayer servants that guard and tend to an elder brain don’t bring its meals directly to it
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
latches. When a creature looks directly at a door for more than a few seconds, it swings open and assails the creature opening it with a jarring mental pulse that sounds to the creature like the
clashing of cymbals. This pulse deals no damage, but all creatures other than mind flayers find it unpleasant. No one else within Illithinoch can hear this mental pulse except for the infected elder brain
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
ability to move directly from one world to another in the Material Plane. Normally, travelers must venture to Sigil, a city in the Outer Planes, and find a doorway leading to the specific world they seek
an elder brain. The illithids have lost the secret of manufacturing nautiloids, meaning that the loss of any vessel brings them one step closer to remaining trapped on the Material Plane. Ships that
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
produces a fresh Humanoid brain from an extraplanar repository. The brain slowly squelches from the tube and, if not caught, plops onto the ground. Each tube can produce a maximum of one brain per hour
. Four Fragments. If the fanatics have recovered four obelisk fragments, Hashutu is in this room, eating a brain while pondering the fanatics’ failures. Treasure. A shelf on one wall holds a potion of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
him as honest, optimistic, and extraordinarily lucky. Until recently, he was a member of Force Grey and reported directly to the Blackstaff. In recent months, Meloon has spent much of his time at the
adventuring party was attacked by monsters unleashed by Xanathar — including a number of intellect devourers. One of the creatures succeeded in magically devouring and replacing Meloon’s brain, turning the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
members of the tribe to be branded as heretics, to provide the pretense for occasionally seizing a humanoid and devouring its brain. After the colony depletes and demoralizes the population sufficiently
, making it no small matter. Although it takes only one mind flayer to perform the process, any illithid not directly involved in the process is required to donate its psionic power to the effort while
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragon’s death, it can be passed on to others—or claimed. Sometimes (as discussed in “Reproduction” above) a dragon’s death gives rise to an egg, transferring the dragon’s power directly to a new
for a short time. Drinking or bathing in the dragon’s blood; sleeping entombed in the carcass; or consuming the dragon’s heart, brain, eyes, breath-producing organ, or muscle can be an effective way
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
attacked or its orders are openly defied, the bone devil orders the characters attacked at once. The Grand Master fights only if directly threatened, or if its bodyguards and monks appear to be losing the
laboratory’s machinery while trying to convert the planar craft into the monastery. This rendered the devil into the treasury’s brain in a jar. In the aftermath, the Grand Master’s servant Whazzit
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Hobgoblin Barracks The old furnishings were cleared out of this chamber to make room for thirty-two wooden cots. Five hobgoblins rest here between patrols. 21f. Brain-Dog Kennel The mind flayer
furniture and broken crates.
Goblins. Feeding on rats in the middle of the room are two goblins and a goblin boss, all with intellect devourers implanted in their skulls.
Brain-Dogs. Two more
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
prying eyes and wandering feet of normal folk. He therefore created the magic lens that allowed him to teleport directly from the top of the lighthouse to his underground workshop. When the Order of
paraphrase the following: A blinding flash leaves an indelible mark in your brain as you step into the lens. When your vision clears, you find yourselves in the corner of a stone chamber filled with
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
at the start of each of its turns until the slime is scraped off or destroyed. Pushing Vines. A detect magic spell reveals that the vines directly above the slime pools radiate an aura of
treasure hoard (area C14), for she believes one day her ancient brain may no longer remember such details. C13. Claugiyliamatar’s Cavern Claugiyliamatar spends most of her time in this cavern, looking
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Thick, pale roots here form two dense walls on either side of the room. Six bulbous, brain-shaped creatures with snapping beaks and barbed tentacles bob through the air.
Six grells have made their home
directly beneath the ship’s bridge. To protect the rod piece from raiders, the safe room was equipped with magical security wards that triggered when the ship crashed. Deactivating the Ward Runes. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
eyestalk (scrying sensor) protruding from the ceiling directly in front of the double door to the south. A secret door is hidden in the west wall. Blinking Eyes. The blinking eye carvings are slightly
circle on the floor. Their eyes are scrunched shut, but they are aware of their surroundings. Protruding from the ceiling, directly above the circle, is a large, flaring bronze “bell” similar in shape
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
double door. The lever is directly above the doors. Z3: Mess Hall Blue-tinted lava flows through geometric carvings that run along the walls’ top edges, bathing the room in eerie light. Three
Intelligence (Arcana) or Wisdom (Medicine) check realizes that the crushed skulls are indicative of mind flayers’ brain extractions. Mine Carts. The mine carts are in disrepair and roll squeakily along the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
other kind. Directly in front of the missing door, the walls, ceiling, and floor have fallen away to reveal a deep sinkhole fissure. Inside the ruin, a hempen rope anchored firmly in the rubble
possibilities of the multiverse seep into their brain. On a failure, overwhelming theoretical possibilities impose one level of exhaustion on the character. On a successful save, the character gains a






