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Returning 35 results for 'elder regains'.
Elder Brain
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
end of another creature’s turn. The elder brain regains spent legendary actions at the start of its turn.
Tentacle. The elder brain makes a tentacle attack.
Break Concentration. The elder
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of another creature’s turn. The elder brain regains spent legendary actions at the start of its turn.
Break Concentration. The elder brain targets one creature within 120 feet of it with which
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
monsters
Exhaustion level. The target’s Hit Point maximum decreases by an amount equal to the Psychic damage taken, and the mind flayer regains Hit Points equal to that amount.
Mind Burst (Recharge 5–6
originate from the alien domain of Bluetspur (see “Other Domains of Dread”). In seeking a cure for their degenerating elder brain, the illithids of that realm tried radical experiments. The
Monsters
Mordenkainen Presents: Monsters of the Multiverse
creature’s turn. The mage regains spent legendary actions at the start of its turn.
Slam. The mage makes one Slam attack.
Eldritch Bolt (Costs 2 Actions). The mage makes one Eldritch Bolt attack
or Kezef—usually a warlock or other spellcaster—contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the
Monsters
Fizban's Treasury of Dragons
options below. Only one legendary action can be used at a time and only at the end of another creature’s turn. The dragon regains spent legendary actions at the start of its turn.
Tentacle. The
available to those who must contend with a mind flayer colony is the limit of its reach, which spreads only as far as the influence of the colony’s elder brain. But this small solace withers
Vampiric Mind Flayer
Legacy
This doesn't reflect the latest rules and lore.
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monsters
Van Richten’s Guide to Ravenloft
","rollDamageType":"psychic"} psychic damage and gain 1 level of exhaustion. The mind flayer regains a number of hit points equal to the psychic damage dealt. A creature reduced to 0 hit points by the
psychic damage dies.When the mind flayers of Bluetspur (see chapter 3) could find no cure for their overlord’s affliction, their degenerating elder brain turned to radical methods to stave off
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, reach 5 ft., one target. Hit: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Chilling Grasp", "rollDamageType":"cold"} cold damage, and the alhoon regains 14 hit points.
Arcane
pursue arcane magic are exiled as deviants, and for them no everlasting communion with an elder brain is possible. The road to lichdom offers an alternative way to escape the permanency of death, but
Monsters
Mordenkainen Presents: Monsters of the Multiverse
used at a time and only at the end of another creature’s turn. The tempest regains spent legendary actions at the start of its turn.
Move. The tempest moves up to its speed.
Lightning Strike
DC 19 Dexterity saving throw or take the same damage and be knocked prone.Terrifying storms manifest in the bodies of elder tempests. Beings carved from clouds, wind, rain, and lightning, elder
Monsters
The Book of Many Things
instead regains a number of hit points equal to the radiant damage dealt.Multiattack. The breath drinker makes two Enervating Claw attacks. It can also use Drink Breath.
Enervating Claw. Melee Weapon
, the target takes half as much necrotic damage only. On a successful or failed save, the breath drinker regains a number of hit points equal to the necrotic damage dealt.
Invisibility. The breath
Monsters
Mordenkainen Presents: Monsters of the Multiverse
a time and only at the end of another creature’s turn. The phoenix regains spent legendary actions at the start of its turn.
Move. The phoenix moves up to its speed.
Peck. The phoenix makes
the sky. An enormous fiery bird forms in the center of the flames and smoke—an elder Elemental possessed by a need to burn everything to ash. The phoenix rarely stays in one place for long as
Monsters
Quests from the Infinite Staircase
Legendary Resistance (4/Day). If Zargon fails a saving throw, it can choose to succeed instead.
Regeneration. Zargon regains 20 hit points at the start of each of its turns. If Zargon takes cold or
save, it takes half as much damage.Zargon the Returner is an elder evil—an undying abomination from eons past with an insatiable appetite. A tentacled, slime-covered horror with a cyclopic red
Monsters
Acquisitions Incorporated
":"Spellcasting"} to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest, and knows the following warlock spells:
Cantrips (at will): chill touch, eldritch
largely indifferent elder entity from beyond reality. Tapped into this dark power, the “C” Team's hoardsperson sees all existence as a puzzle to unlock, and he is obsessed by the essential lack of meaning
Monsters
Acquisitions Incorporated
actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The ancient deep crow regains spent legendary actions at the
cousins, the ancient deep crows. Whether these gargantuan specimens are elder deep crows grown to great size or some higher form that holds lesser deep crows in thrall remains to be determined. Ideally
monsters
only.Legendary Action Uses: 2 (3 in Domain). Immediately after another creature’s turn, Ivana can expend a use to take one of the following actions. Ivana regains all expended uses at the start
power.
Ivana looks eternally youthful, causing some to doubt her competence and attribute her success to her elder cousin, Ivan Dilisnya. Perpetually bored with and disappointed by predictable people
Monsters
Waterdeep: Dungeon of the Mad Mage
).Halaster can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Halaster regains spent
casting elder runes on them. 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
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
brain regains spent legendary actions at the start of its turn.
Break Concentration. The elder brain targets one creature within 120 feet of it with which it has a psychic link. The elder brain breaks
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
, choosing from the options below. It can take only one legendary action at a time and only at the end of another creature’s turn. The elder brain regains spent legendary actions at the start of its turn
no eternal communion with an elder brain is possible. The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. Alhoons are mind flayers that use a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Elder Tempest Terrifying storms manifest in the body of the elder tempest. A being carved from clouds, wind, rain, and lightning, the elder tempest assumes the shape of a serpent that slithers
through the sky. The tempest drowns the land beneath it with rain and stabs the earth with lances of lightning. Punishing winds scream around it as it flies, feeding the chaos it creates. Elder Tempest
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Elder Brain Dragon One of the few consolations available to those who must contend with a mind flayer colony is the limit of its reach, which spreads only as far as the influence of the colony’s
elder brain. But this small solace withers away when a colony manages to capture a dragon. Teams of mind flayers bind the dragon, which is subject to a gruesome transformation as the elder brain latches
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Elder Tempest Terrifying storms manifest in the bodies of elder tempests. Beings carved from clouds, wind, rain, and lightning, elder tempests assume the shape of serpents that slither through the
sky. They drown the land beneath them with rain and stab the earth with lances of lightning. Punishing winds scream around them as they fly, feeding the chaos they create. Elder Tempest
Gargantuan
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
balloon made from a bulging rain cloud is tethered to the balcony’s battlements.
If Charm the darkling elder and her two cohorts, the darklings Trinket and Bauble, fled Hither in their rain cloud
. The creature regains consciousness, and the reduction to its Strength score disappears, after it finishes a short or long rest. If Charm’s shadow stole the magic spool of thread from Bavlorna’s cottage
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
. The nosferatu regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point. If the nosferatu takes Radiant damage, this trait doesn’t function on the nosferatu’s next turn
nosferatu regains Hit Points equal to that amount.
Claw. Melee Attack Roll: +8, reach 5 ft. Hit: 9 (1d8 + 5) Slashing damage.
Blood Spew (Recharge 5–6). Constitution Saving Throw: DC 16, each creature
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Vampiric Mind Flayer When the mind flayers of Bluetspur (see chapter 3) could find no cure for their overlord’s affliction, their degenerating elder brain turned to radical methods to stave off
the cerebral fluids from sapient minds. After doing so, they return to the Elder Brain of Bluetspur, which liquefies them into its pool and releases their stolen essences amid a hormone brine. This
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Alhoon Mind flayers that pursue arcane magic are exiled as deviants, and for them no everlasting communion with an elder brain (appears in this book) is possible. The road to lichdom offers an
alternative way to escape the permanency of death, but that path is long and fraught with barriers. Alhoons are mind flayers who have used a shortcut to attain a lich-like state. Elder brains forbid mind
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. It opens as described in the “Illithinoch Features” section. Once the characters open this door and trigger its jarring mental pulse, the infected elder brain in area X15 takes notice of their
elder brain’s proximity magically creates the mucus that drips from the statue. The mucus is bland but nutritious, and oddly mentally fortifying; if the mind flayers here are on good terms with the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 10 on level 6, in the closest unoccupied
. The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. A creature attuned to the sword can use an action and expend 1 or more charges to cast one of the following spells from it
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
other spellcaster — contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the original cultist’s personality survives
only at the end of another creature’s turn. The larva mage regains spent legendary actions at the start of its turn.
Cantrip (Costs 2 Actions). The larva mage casts one cantrip.
Slam (Costs 2
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
that falls to the floor. “Binky!” shrieks the caged goblin.
Endelyn uses the lightning-powered arcane device in this room to punish those who irritate her. The device has 3 charges and regains all
either rod renders the device inoperable until it is repaired. The creature holding the lever is a darkling elder (see appendix C) who takes sadistic pleasure in turning other creatures into masks. A
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
ravenous, inscrutable, and largely indifferent elder entity from beyond reality. Tapped into this dark power, the “C” Team’s hoardsperson sees all existence as a puzzle to unlock, and he is obsessed by the
-level spellcaster. His spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). He regains his expended spell slots when he finishes a short or long rest, and knows the following
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Planes creates an explosion of fire that spreads across the sky. An enormous fiery bird forms in the center of the flames and smoke—an elder Elemental possessed by a need to burn everything to ash
, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The phoenix regains spent legendary actions at the start of its
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Phoenix Releasing a phoenix from the Inner Planes creates an explosion of fire that spreads across the sky. An enormous fiery bird forms in the center of the flames and smoke — an elder elemental
be used at a time and only at the end of another creature’s turn. The phoenix regains spent legendary actions at the start of its turn.
Peck. The phoenix makes one beak attack.
Move. The phoenix
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
these realms: entities that are ever hungering, searching, warring, and sometimes dreaming. These Elder Evils are far older than most of the mortal peoples and always inimical to such creatures’ minds
. However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
merchant’s stall, which is open for business. Their boss, Charm, is a darkling elder (see appendix C) who is presently visiting Bavlorna Blightstraw in her cottage. Charm travels around Prismeer in her
least 1 hit point, it regains all lost hit points when it is fully recharged. Trinket, Bauble, and Charm’s Rain Cloud Balloon
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Zargon’s Lair Zargon’s lair is a slimy cavern beneath the lost city of Cynidicea. The elder evil lurks in the depths, feasting on sacrifices cast down by its worshipers. Lair Actions On initiative
instead.
Regeneration. Zargon regains 20 hit points at the start of each of its turns. If Zargon takes cold or fire damage, this trait doesn’t function at the start of Zargon’s next turn. Zargon dies only
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wizards. His expertise with magic gates allows him to travel far and wide to engage in magical research. He spends much of his time creating gates, moving them around, and casting elder runes on them
legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Halaster regains spent legendary actions at the