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Returning 35 results for 'master shapes with only advisors from for lore'.
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Magic Items
Dungeon Master’s Guide
it longs to be more than mere reference material.
Abyssal Lore. You can reference the Demonomicon whenever you make an Intelligence check to discern information about demons or a Wisdom (Survival
the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The book has 8 charges and regains 1d8 expended charges daily
Monsters
Baldur’s Gate: Descent into Avernus
":"damage","rollDamageType":"necrotic"} necrotic damage.Those who follow Myrkul are either wizards or those who seek to master the necromantic arts.
Delvers into Lore. Cultists of Myrkul study rituals
that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore. They seek out arcane secrets in ancient ruins, and attempt to steal
Monsters
Eberron: Rising from the Last War
Keen Senses. The defender has advantage on Wisdom (Perception) checks.
Telepathic Bond. While the defender is on the same plane of existence as its master, it can magically convey what it senses to
its master, and the two can communicate telepathically.Bite. Melee Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Bite"} to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3
Monsters
Baldur’s Gate: Descent into Avernus
","rollAction":"Scorching Ray","rollDamageType":"fire"} fire damage per ray.Those who follow Myrkul are either wizards or those who seek to master the necromantic arts.
Delvers into Lore. Cultists of
Grave Magic. When the master of souls cast a spell that deals damage, it can change the spell's damage type to necrotic.
Spellcasting. The master of souls is a 5th-level spellcaster. Its spellcasting
Monsters
Baldur’s Gate: Descent into Avernus
master the necromantic arts.
Delvers into Lore. Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten
lore. They seek out arcane secrets in ancient ruins, and attempt to steal spellbooks and other tomes from wizards outside of the cult.
Cult Ranks. A follower of Myrkul wields a flail that has a skull
Monsters
Candlekeep Mysteries
resident lore experts are master sage;master sages and sages who dedicate themselves to scholarship above all.
Monsters
Candlekeep Mysteries
missile.Candlekeep’s resident lore experts are master sages and sage;sages who dedicate themselves to scholarship above all.
, dispel magic, identify, levitate, locate object, Tenser's Floating Disk, unseen servant
1/day each: banishment, contact other plane, Drawmij's instant summons, legend lore, locate creature, planar
Monsters
Ghosts of Saltmarsh
head retain their former shapes, but its legs have split into shadowy tentacles. The drowned master is tethered to a source of powerful magic that prevents it from traveling far. It commands other drowned ones, compelling them to serve as agents in its dark plots.Poison
Bound Together. The drowned master shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation
Magic Items
Planescape: Adventures in the Multiverse
can use an action to cast legend lore from the device. The device speaks the revealed lore aloud. Once this property has been used, it can’t be used again until the next dawn.
Planar Knowledge
knows the information about the planes in the Dungeon Master’s Guide, as well as basic information about the gate-towns of the Outlands (presented in chapter 3 of Sigil and the Outlands).
Magic Items
Waterdeep: Dungeon of the Mad Mage
.
The orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the “Sentient Magic Items” section in the Dungeon Master’s
.
The orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including
Magic Items
Waterdeep: Dragon Heist
Stone of Golorr has the following properties, determined by rolling on the tables in the “Artifacts” section in chapter 7 of the Dungeon Master’s Guide:
1 minor beneficial property
1 minor detrimental property
Legend Lore. The Stone of Golorr has 3 charges and regains 1d3 expended charges daily at dawn. While holding the stone, you can expend 1 of its charges to cast the
Monsters
Eberron: Rising from the Last War
range of simple shapes. A point of blue light suspended within its tendrils serves as the hashalaq's sensory organ, which can be moved around to suit the creature's current shape.
The Power of Pleasure
members understand the ways of magic. In Dal Quor, the hashalaq quori are typically found as advisors to the Kalaraq Quori;kalaraq. They also serve as judges, policing the quori and ensuring that the rivalries of the Tsucora Quori;tsucora never threaten the greater plans of the Dreaming Dark.Psychic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Creature.Thought to be as old as the Abyss itself, sibriexes haunt remote parts of that plane, where they use their vile abilities to create new horrors and they seek ancient lore. Rivulets of blood and
their incredible intellects and stores of information that many seek them out, including demon lords. Some sibriexes act as advisors and oracles, manipulating demons into serving their ends, while others
Monsters
Icewind Dale: Rime of the Frostmaiden
painfully obvious to Zelenn that Nass has been slow to master the arcane tradition of divination. Zelenn’s suggestion that Nass leave the Hosttower of the Arcane and gain experience abroad left Nass
overheard her master talking to another wizard about a covert expedition to Icewind Dale being undertaken to seek out long-lost magic from a bygone empire. Rather than carry out her original plan, Nass
Monsters
Curse of Strahd
capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.No creature in Barovia is older than the master of the Abbey of Saint Markovia in Krezk. This
forbidden lore plucked from the Amber Temple (chapter 13), then helped the Abbot transform the Belviews into mongrelfolk—maniacal humans with bestial deformities and traits. The Belviews were happy, albeit
Monsters
The Book of Many Things
often decorated with the petrified bodies of creatures that raised arms against the medusa or its followers. The lair is typically a rich repository of knowledge, with lore both worldly and esoteric
altered by the medusa’s presence, creating one or more of the following effects:
Faces in Stone. Stone within 3 miles of the lair takes on subtle shapes that suggest people, animals, and other
Monsters
Waterdeep: Dungeon of the Mad Mage
form is that of a tall, gaunt, male human, but he uses magic to take on many other visages and shapes. No matter what form he wears, the Mad Mage giggles and mutters incessantly. Contrary to appearances
master of Undermountain, Halaster can alter the entire dungeon to some extent. His lair actions and regional effects don’t extend beyond Undermountain.
Lair Actions
On initiative count 20
Monsters
Eberron: Rising from the Last War
Dungeon Master’s Guide has more information on madness.
Madness of Belashyrra
d6
Flaw (lasts until cured)
1
“I constantly see shapes moving in the shadows.”
2
Monsters
Mordenkainen Presents: Monsters of the Multiverse
master, which then absorbs the knowledge and experience contained therein. Mind flayers conceive of this oneness with the elder brain as a sacred state akin to an afterlife.
Hive Mind
Elder brains
reign as tyrants, while others serve as sages, counselors, and repositories of information and lore for the mind flayers that protect and nourish them.The lair of an elder brain lies deep in the
Monsters
Fizban's Treasury of Dragons
before swapping back.
5
A cult devoted to a Great Old One of the Far Realm seeks an alien monolith that can summon its master, but the site is guarded by an amethyst dragon.
6
An amethyst
adult amethyst dragon;adult amethyst dragon's lair.
3
The Enlightened Dragon Master of an isolated monastery is, in fact, an adult amethyst dragon.
4
An adult amethyst dragon is at war
Monsters
Fizban's Treasury of Dragons
A cult devoted to a Great Old One of the Far Realm seeks an alien monolith that can summon its master, but the site is guarded by an amethyst dragon.
6
An amethyst dragon wyrmling is actually
lore spell, requiring no spell components, naming any person, place, or object within 1 mile of the lair as the spell’s subject.
Crystal Profusion. Amethyst crystals and geodes form along muddy
Sage
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Basic Rules (2014)
You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a
master in your fields of study.
Skill Proficiencies: Arcana, History
Languages: Two of your choice
Equipment: A bottle of black ink, a quill, a small knife, a letter from a dead
Backgrounds
Baldur’s Gate: Descent into Avernus
with opportunities for arcane study, although its masters are dispersed across individual wizards’ abodes and lack concentrated communities.
You spent years learning the lore of the multiverse
. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.
Skill
Backgrounds
Guildmasters’ Guide to Ravnica
6
Noise musician
7
Nightmare clown
8
Master of ceremonies
Feature: Fearsome Reputation
People recognize you as a member of the Cult of Rakdos, and they’re careful not
of harmless flame and shadowy shapes. When you manipulate an opponent’s mind, a flaming symbol of Rakdos might momentarily appear like a mask over the target’s face.
Suggested
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Delvers into Secrets Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and
shapes their later careers as well. Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Charisma of 16. Aphelion can speak and read all languages. It appears as a shifting, face-like arrangement of complex, technological shapes. Aphelion has extensive knowledge of astronomy, spacefaring
, and any subject you deem related to its purpose. When making an Intelligence check to recall lore from its areas of expertise, Aphelion has a +10 bonus to its roll (including its Intelligence modifier
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Delvers into Secrets Warlocks are driven by an insatiable need for knowledge and power, which compels them into their pacts and shapes their lives. This thirst drives warlocks into their pacts and
shapes their later careers as well. Stories of warlocks binding themselves to fiends are widely known. But many warlocks serve patrons that are not fiendish. Sometimes a traveler in the wilds comes to a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Pharika’s Champions The champions of Pharika are custodians of her experiments, keepers of her secrets, and practitioners of her esoteric arts. They serve as doctors, herbalists, and advisors as
catalyze one of Pharika’s experiments.
6 Perfect a perilous ritual to awaken the landscape and learn how to discover its forgotten lore.
A Pharika Campaign Pharika delights in testing the limits
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
spellcasters, acting as advisors, spies, and familiars. An imp urges its master to acts of evil, knowing the mortal’s soul is a prize the imp might ultimately claim. Imps display an unusual loyalty to
Imp Imps are found throughout the Lower Planes, either running errands for their infernal masters, spying on rivals, or misleading and waylaying mortals. An imp will proudly serve an evil master of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Patron to heal with heavenly magic.
Fiend Patron to call on sinister powers.
Great Old One Patron to delve into forbidden lore.
Wizard. Study arcane magic and master spells for every purpose
. Perform spells that inspire and heal allies or beguile foes. Then join the College of...
Dance to harness agility in battle.
Glamour to weave beguiling Feywild magic.
Lore to collect knowledge
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
forbidden lore.
Wizard. Study arcane magic and master spells for every purpose. Then embody the...
Abjurer to shield allies and banish foes.
Diviner to learn the multiverse’s secrets.
Evoker to create explosive effects.
Illusionist to weave spells of deception.
battle.
Glamour to weave beguiling Feywild magic.
Lore to collect knowledge and magical secrets.
Valor to wield weapons with spells.
Cleric. Invoke divine magic to heal, bolster, and smite
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Lore to collect knowledge and magical secrets. Cleric. Invoke divine magic to heal, bolster, and smite. Then harness the Life Domain to be a master of healing. Druid. Channel nature magic to heal
, shape-shift, and control the elements. Then join the Circle of the Land to draw on the magic of the environment. Fighter. Master all weapons and armor. Then embody the Champion to strive for peak combat
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Nothic Witness to the Weird Consumed by their thirst for forbidden knowledge, nothics are cursed lore seekers transformed by secrets never meant to be known. The bodies of these former scholars are
warped into otherworldly shapes, each with a head dominated by a gigantic, unblinking eye. Nothic Medium Aberration, Neutral Evil
AC 15 Initiative +3 (13)
HP 45 (6d8 + 18)
Speed 30 ft
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Nolzur Fated to one day become a spellcaster of great renown, Nolzur (a neutral male human master thief) has not yet begun to hone his magical art in this time, but has already started a
. Who’s Who
According to game lore, Nolzur belonged to the Company of Seven, a famed group of adventurers whose names are immortalized in spells, artifacts, and magic items such as Keoghtom’s ointment
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a story. Some bards acquire their magical music through extraordinary means, including the inspiration of fey or other supernatural creatures. Did you serve an apprenticeship, studying under a master
, following the more experienced bard until you were ready to strike out on your own? Or did you attend a college where you studied bardic lore and practiced your musical magic? Perhaps you were a






