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Returning 35 results for 'elder remain'.
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;shoggoths (both detailed in Ravenloft: The Horrors Within). Those elder things that remain guard the remnants of their power and seek to subjugate those they consider lesser beings.LightningBludgeoning
Magic Resistance. The elder thing has Advantage on saving throws against spells and other magical effects.Multiattack. The elder thing makes two Soothing Tentacle attacks and uses Psychic Skewer
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant
tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.
Wandering Outcasts
Most tabaxi remain in their distant
Monsters
Waterdeep: Dungeon of the Mad Mage
changes. He prefers to remain unseen, skulking about invisibly or peering through scrying sensors that resemble wide-open eyes surrounded by sparkling motes of light.
Halaster’s abilities far
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's Tome of Foes
promises destruction. Deadly When Summoned. The methods for summoning elder elementals remain hidden in forbidden tomes or inscribed on the walls of lost temples raised to honor the Elder Elemental Eye
Elder Elementals On their native planes, elementals sweep across the weird and tempestuous landscape. Some possess greater power, gained by feeding on their lesser kin and adding the essence of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Conclusion Defeating the prophet in the Temple of the Elder Elemental Eye (area F21) causes the two remaining elemental prophets to receive a vision of the defeated prophet’s final moments and the
final incantations of a summoning ritual they haven’t yet attempted. Each surviving prophet retreats into his or her respective elemental node and begins preparations to summon one of the four Prince of Elemental Evil. Any monsters in the fane remain until the characters defeat them.
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
shoggoths (both detailed later in this chapter). Those elder things that remain guard the remnants of their power and seek to subjugate those they consider lesser beings. Elder Thing Large Aberration
Elder Thing Inscrutable Entity from Another Realm Habitat: Mountain, Underdark; Treasure: Arcana Mathias Kollros The aliens known as elder things have colonized countless worlds over unfathomable
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
curiosity are compelled to wander far and wide. They seek out stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant of the world beyond their home.
Wandering Outcasts Most tabaxi remain in their distant homeland, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves. However, not all
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Enemies Everywhere Elder brains seek stability and safety for their colonies, and a colony can remain in a relatively peaceful state for decades if it can evade discovery while it acquires food. Two
as much of a threat to a colony. Although the mind flayers and their elder brain are incredibly powerful, they aren’t invincible: highly accomplished heroes, drow raiding parties, rampant demons, and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
The Elder Brain Mind flayers use telepathy to communicate with each other and with other creatures. Among their own kind, they form a network of minds. Each mind flayer is an individual node of the
network, taking on specific tasks, sharing information, and so on. At the center of this network is the elder brain. The elder brain is the most powerful member of a mind flayer colony. Just as mind
Compendium
- Sources->Dungeons & Dragons->Rrakkma
for weapons are arrayed throughout the room. The few weapons that remain resemble the glaive, though the blades are pitted, scored, and brittle. The wood that makes up their hafts is all but rotted
away. About a dozen of the aged polearms hang from the walls haphazardly about the room. Creatures/NPCs There is an elder oblex in this chamber, though the bulk of the creature resides as a strange pool
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
known as the Elder Elemental Eye (perhaps the Dragon Below, the Dreaming Dark, or the Lords of Dust), the four Elemental Princes assemble their cults as described in the adventure. Their goal isn’t
just to bring the region under the control of Elemental Evil, but to freeze the progression of all the planes of existence so that their four planes remain coterminous with Eberron. Then they will march
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Secrets of the Free City
bonds. For this reason, Tharizdun acts through masks and guises. One such guise is the Elder Elemental Eye, a false identity through which his cult recruits followers who remain unaware of their true master.
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Secrets of the Free City
bonds. For this reason, Tharizdun acts through masks and guises. One such guise is the Elder Elemental Eye, a false identity through which his cult recruits followers who remain unaware of their true master.
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Secrets of the Free City
bonds. For this reason, Tharizdun acts through masks and guises. One such guise is the Elder Elemental Eye, a false identity through which his cult recruits followers who remain unaware of their true master.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
torment, considering only those that remain within sight of the victim for the entire hour and aren’t incapacitated during it. The process can be repeated. A humanoid that drops to 0 hit points as a
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->Waterdeep: Dungeon of the Mad Mage
opens the book triggers an elder rune that targets that individual (see “Elder Runes”). Draw a card from the Elder Runes Deck (see appendix B) to determine which rune appears. Treasure. Most of the
spellbook’s pages have been torn out. Written on the few pages that remain is the following meager collection of spells: disguise self, levitate, nondetection, and unseen servant.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
targeted by spells or attacks while trapped inside the crystal menhirs. They remain asleep until awakened (see “Standing Gate” below). An awakened nalfeshnee teleports out of its menhir and attacks, then
must be 16th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
throughout the many ages. This sinister force — the Elder Elemental Eye — is well hidden in Faerûn. Individuals remain susceptible to its call: those lured by the promise of power, those who know only
symbol associated with each of the four cults. They could figure out how the four symbols connect to form a fifth symbol: that of the Elder Elemental Eye.
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
their past lives. Even in these instances, though, they remain duplicitous schemers.
Jarel Threat
Vampire Nosferatu Medium or Small Undead, Chaotic Evil
AC 16 Initiative +7 (17)
HP 85
.
Vampire Mind Flayer Vampire mind flayers originate from the alien domain of Bluetspur (see “Other Domains of Dread” in chapter 2). In seeking a cure for their degenerating elder brain, the illithids of
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
classes
Basic Rules (2014)
water—must remain in equilibrium. If one element were to gain power over the others, the world could be destroyed, drawn into one of the elemental planes and broken apart into its component
, birch, elder, hazel, holly, juniper, mistletoe, oak, rowan, willow, and yew. Druids often use such plants as part of a spellcasting focus, incorporating lengths of oak or yew or sprigs of mistletoe
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
The Grand Design The first priority of any mind flayer colony is to survive. The elder brain and its servants seek to remain hidden, typically deep within the earth, while harvesting enough
. Lacking the numbers or the ability to overwhelm and dominate the entire population, a colony turns its research toward more effective ways to exert control, such as finding a way to amplify an elder
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
other creatures, because such objects are more likely to be in good condition and thus more useful or valuable.
When they go after items that aren’t free for the taking, kobolds try to remain
of dragons — a view supported by their reptilian (they would say draconic) appearance. In every kobold tribe, the legend of the creatures’ origin is passed down from elder to hatchling
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
that he will never reclaim his throne. Some of these giants look for purpose in the service of other gods or powers. Giants who remain faithful to the gods of the Ordning call these other powers
Snurre’s hall houses a temple where drow priests lead rites to the Elder Elemental Eye Another popular avenue for giants who turn from the gods of the Ordning derives from giants’ close ties to the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
floor show evidence of stone furnishings long since removed.
Characters who hold bright light sources in this room or make a lot of noise alert the githzerai in area 24c, who remain where they are
can be found in area 14b). Characters must be 14th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. God-Watched Gates These rooms house shrines dedicated to gods of the drow pantheon. The 20-foot-high vaulted ceilings are obscured by thick webs. 9a. The Elder Eye A 20-foot-diameter hemisphere of
the doors. The doors remain open until someone or something closes them. 9b. The Masked Lord Characters who bring light sources into this room notice that the shadows created by their light seem to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
their newly established bases in Tyar-Besil. Unfortunately, other members of the delegation remain missing, and various other leads and mysteries remain unresolved. Worse yet, it quickly becomes clear
Tyar-Besil to the far older (and more dangerous) caverns known as the Fane of the Eye, dug long ago by drow. Here they find the evil altar dedicated to the Elder Elemental Eye, where the characters
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
bardic colleges of the distant past, particularly the seven elder colleges: Fochlucan, Mac-Fuirmidh, Doss, Canaith, Cli, Anstruth, and Ollamh. These seven are said to be the origin of the instrument of
master bard attended each of the elder colleges, seeking to learn its musical and magical secrets. Traditionally, the colleges were attended in the order given above, starting with Fochlucan. That
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, causing all the gears to lock again. Characters must be 10th level or higher to pass through this gate (see “Jhesiyra 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 17c on level 8, in the closest unoccupied space next to the identical gate located there. 25c. Entrance Stairs. Stairs carved
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
remain unseen, skulking about invisibly or peering through scrying sensors that resemble wide-open eyes surrounded by sparkling motes of light. Halaster’s abilities far exceed those of most mortal
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
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, died. His unprepared twin sons shared the rule until the elder, Bromm, was himself killed by a dragon, leaving young King Harnoth with the rule of the ancient citadel. What followed was a great bleeding
necessary for newcomers to get around safely. Beneath the citadel proper, miles of dwarf-sized caverns form a confusing maze that frustrates most non-dwarf visitors. These tunnels are what remain of the early
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
allied Red Wizards, but its ambitions in the region remain. Belaphoss is a demon that serves Demogorgon. It considers itself the greatest servitor of the Prince of Demons and thus a rival for
of Dendar’s hiss and the dry rasp of her scales when they first realize their potential. Ghaunadaur, That Which Lurks, Underdark god of aberrations, also known as the Elder Eye. It is worshiped (if
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
action to open. If any of the quasits escaped from area 11, they warn the cultists that intruders are near. Otherwise, the characters might catch the cultists by surprise. The quasits remain invisible
Cavern will allow the elder giant to end Rihuud’s curse. Trap The tunnel west of this cavern contains a hidden pit (see “Sample Traps” in chapter 5 of the Dungeon Master’s Guide). Debris conceals the lid
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
and its people. Roll or pick from the Sovereign Types table to determine what sort of liege you serve. Sovereign Types d6 Sovereign 1 Village Elder. The wizened leader of a community offers both
as you remain in the sovereign’s good graces, you are nearly immune to prosecution under the laws within their sphere of influence. When you are carrying out your orders, you have a great deal of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
call for the guest in the hostel. The guards then escort the visitor across the bridge, through the entrance chamber, and into the Questioner’s Hall. The guards remain with the visitor until the
intruders, particularly those scaling the walls. When a guard spots an intruder, three guards remain at their post to fight while three run to area T6 to warn Captain Mainwaring. T12: Lesser Library