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Returning 35 results for 'mind some with only adhere for for located'.
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Monsters
Waterdeep: Dragon Heist
rings. The gargoyle doesn't know where the teleportation circle is located, nor does she know why Duhlark transferred her consciousness into her present form.
The gargoyle retains fragmented memories of
Year of the Lost Keep. Annoyed by this invasion of his privacy and not in his right mind, Duhlark captured Lady Gondafrey, used a spell to meld her form with that of a gargoyle, and imprisoned her.
If
Backgrounds
Planescape: Adventures in the Multiverse
Fraternity of Order
History
Hands of Havoc
Stealth
Harmonium
Perception
Heralds of Dust
Medicine
Mercykillers
Survival
Mind’s Eye
Persuasion
Society of Sensation
these groups or another ideological faction, perhaps one of your own creation.
The primary factions of Sigil, which are further detailed in chapter 2, adhere to the following philosophies:
Athar
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
Jack of spades
Rogue
Two of spades
Balance*
Joker (with TM)
Fool*
Joker (without TM)
Jester
* Found only in a deck with twenty-two cards
Balance. Your mind suffers a wrenching
you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.
Euryale. The card's medusa
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
an elusive concept. Most folks who call the Rock home adhere to two principles: mind your own business whenever possible, and enough gold can fix anything.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, mercenaries, pirates, nobles, and entrepreneurs. Generally, law enforcement is sporadic, which means that order is elusive. Most folks who call the Rock home adhere to two principles: mind your own business whenever possible, and enough gold can fix anything.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Whispers, which is located deep inside the floating city. She sits on her Throne of Bones, a mighty artifact fueled by the intellects of mind flayers and elder brains that were defeated by her minions
Githyanki Since winning their freedom from the mind flayers, the githyanki have become corrupt raiders and destroyers under the rulership of their dread lich-queen, Vlaakith. They dwell on the Astral
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
grimlocks can come and go with ease. The dangers of Gibbet Crossing itself have proven harder to uproot, but Qunbraxel has an idea where the obelisk fragment is located, so the mind flayer hasn’t
mind flayers attacked the area long ago, the groups didn’t fight alongside one another and were individually annihilated. Only monsters live in the crossroads region today. Humanoids rarely travel
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Zorzula’s Rest Zorzula’s Rest is an ancient duergar mining outpost located in one of the Sword Mountains east of Phandalin. The meaning of its name has been lost to time, though some history books
overtaken by mind flayers. After conquering the outpost, the illithids reigned over the area for decades, even at one point housing an elder brain within the outpost’s underground sanctum. Eventually, the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Modrons Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend its eternally revolving gears, their existence a clockwork routine of
violence. Other modrons hunt down such rogues.
A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular
Compendium
- Sources->Dungeons & Dragons->Rrakkma
, a place beyond space and time. The mind flayers have traveled through a nearby portal to the plane of Pandemonium, where they are rumored to have located a direct path to the Far Realm. Belthomias
hunting party brought together for the explicit purpose of hunting mind flayers. A group of mind flayers have created a weapon of immense power called the Gith Capacitor. They intend to use this artifact
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
manifest as Undead creatures, others are spiritual forces that seek to express an unfulfilled desire or familial shame. Reputation is of paramount importance to the people of Yeonido, who adhere to strict
choice within the fog must make a DC 16 Wisdom saving throw. On a failed save, the creature is cursed and permanently loses its memory of the fog and what happened within, its mind filling in the gap
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
their inner strength during crises. Thanks to their ring of mind shielding—a gift from their mother, who was also a magistrate—they have not been affected by Wong-Ha’s curse, as the spirit can’t
they don’t know what’s befallen the city or why, and they fear the strangeness is all in their own mind. Personality Trait. “Please let me know how I can help. I’ll do my best!” Ideal. “I know who I
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Mind Flayer Lairs In the lair of a mind flayer colony, the safety and security of its residents is all-important. As a result, illithid lairs are always well hidden and well defended, almost always
difficult as possible for ordinary two-legged creatures. In such locations, thralls must climb or use ropes to move from place to place. Brain Chamber Mind flayers sometimes preserve extracted brains in a
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
can be amplified or distorted in unpredictable ways. This phenomenon matters for Strixhaven because a luminous snarl is situated at the very heart of campus, located in the Hall of Oracles in the
answer a burning question in their mind. Some scholars believe each arch marks a place of great magic, such as the site of a great mage’s birth or the location of a time-lost spell. Other folk believe
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
are so accustomed to the buzzing that they pay it no mind. ELECTING A NEW TOWN SPEAKER
Good Mead also needs a new leader, and two locals have emerged as contenders to replace Kendrick Rielsbarrow as
agents located Shandar a few years back and are blackmailing him into serving as their eyes and ears in town. Once a month, Shandar travels to Targos to brief Naerth Maxildanarr, its speaker, on
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
cultist activity in the area is located at the Thunder Cliffs. Valdi Estapaar is the best person in Leilon to counsel the characters on finding passage to the Thunder Cliffs. Use the bullet points below to
vessels and captains in mind who frequently travel along the Sword Coast, transporting goods on behalf of merchants, as well as carrying travelers. Both are trustworthy and should be traveling toward
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
of measuring a character’s devotion to that code. The Honor ability is useful in any campaign that revolves around orders of knights or other warriors who adhere to a formal code. Honor measures not
score if your campaign revolves around entities of an utterly alien and unspeakable nature, such as Great Cthulhu, whose powers and minions can shatter a character’s mind. A character with a high Sanity
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
vice versa. After the coin is used once, it disappears in a flash, accompanied by Halaster’s booming laugh. 5b. Teleport Trap This trap is located in the far west alcove in the south wall (see
(Arcana or Nature) check confirms that she is holding the skull of a long-dead mind flayer. Treasure. A detect magic spell reveals an aura of illusion magic around the mind flayer skull, and an identify
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, a githyanki knight with 140 hit points, stands at a 5-foot-diameter round table in the center of the room, poring over reports written in Gith that document recent clashes with the mind flayers on
small, shiny, black metal chest next to it (see “Treasure” below). Mounted on other walls are thirteen stuffed mind flayer heads.
Secret Trapdoor. A secret trapdoor in the floor under the table opens
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Ilvaash’s Anima The characters don’t spot this nodule until they’ve visited at least five other nodules. This is where the mind flayer fanatics are engaging in the ritual to transform Phandalin into
the seat of their new mind flayer empire. This location is presented on map 8.9. Mike Schley Map 8.9: Ilvaash’s Anima View Player Version Arched tentacles surround a shallow pit forty feet in
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
travel. He also gives the characters a sheet of parchment that shows all six circles and their sigil addresses (show the players figure 3.1). The circles are located in Everlund, Loudwater, Mirabar
teleportation circle spell prepared instead of cone of cold. Everlund Circle The teleportation circle in Everlund is located inside a circular chamber in Moongleam Tower. An arcane lock spell has been cast on the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
captured a pentadrone and afterward became convinced the Maze Engine existed in the Underdark. Unfortunately, the modron’s axiomatic mind couldn’t be broken, and it perished rather than reveal anything
his mind and his will. Shedrak is completely mad, considers Karazikar a god, and brooks no defiance or disrespect toward his “divine master.” Slaves One hundred slaves of various humanoid races serve
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
mate, Figaro, are encamped on this segment. A death slaad recently infiltrated the camp, sowing chaos and magically manipulating Figaro’s mind. This drove Figaro into a paranoid state, causing him to
lock himself in his quarters, where one of the safe room’s ward runes is located. Characters approaching this wreck segment can land on either the sterncastle deck (area Z1a) or in the companionway
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
located and feels it tugging on their consciousness when their mind is quiet. If you aren’t using the Deck of Many Things, the characters can discover Harrowhall another way. Introduce the keep when
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
”). A creature that passes through the gate appears in area 24c on level 15, in the closest unoccupied space next to the identical gate located there. 7b. Barracks Light. Resting on the floor are two
glass lanterns with continual flame spells cast on them.
Wounded Githyanki. Four githyanki warriors are recovering from wounds inflicted on them by the mind flayers’ thralls. Each has 30 hit points
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
arrival. Wade Acuff The gates of Illithinoch are slimy and foreboding X2: Reception Hall An enormous statue at the east end of this long room depicts a massive mind flayer with its arms outstretched
. Flowing designs decorate the walls. Lounging against the south wall are two mind flayers, their face tentacles periodically gesticulating.
Two mind flayers named Shalghast and Ulthundul guard this room
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, and through them come horrific fiends that scream, shriek, and howl as they are wrenched from the Abyss and cast into the Underdark.
A woman’s deep, dark laugh echoes in your mind as the drow wizard
great hunger speaks to him, his already broken mind a shield against the hunger’s shattering power. That power seems to recognize and acknowledge something in the gnome that will serve it well. The great
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
E6: Passenger Car A mind flayer in a beige coat kneels beside a body in the aisle of this passenger car. Three curious onlookers—a cambion, a drow, and bronze dwarf with flames for hair—poke their
heads out of nearby cabins. “No one move a muscle!” warns the mind flayer. “This whole car just became a crime scene.”
This car contains three cozy passenger cabins and two privies (one at each end of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
traditions of the Nine Hells, compelled to adhere to law and to maintain the devils’ trafficking in souls. If he violated those laws, he would be no better than the demons he fought. Mortals who refused a
who, if left to their own devices, will turn the cosmos into a demon-infested maelstrom. The powers of good are sentimental fools, too delicate and soft to do what must be done. In his mind, Asmodeus
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
from encounters with the mind flayers of Bluetspur (see chapter 3). Survivors provide players front row seats to important historic events. It’s one thing to hear about the massacre at Castle Ravenloft
be easy-to-use characters with a hint of talent but little that makes them remarkable: Apprentices have a minor talent for magic and tend to be well-read. Disciples faithfully adhere to the tenets of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
chamber, keeping it a sweltering 90 degrees Fahrenheit. Two duergar — a male named Prax and a female named Torga — mind this watch post, incidentally standing guard over a variety of extra supplies that
are told to seek out Rojkarn Ironhead, the captain of the guard. “He wears a big helmet,” one says with a sneer. The other can provide directions to area 6c, where Rojkarn’s office is located
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
8. Operation: Eat Them All The mind flayers have spawned a neothelid and trapped it behind magic walls of force controlled from area 16c. The illithids are waiting for Extremiton to give the order to
triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 15 on level 19, in the closest unoccupied space next to the identical gate located there. 8c. Dead-End
Compendium
- Sources->Dungeons & Dragons->Rrakkma
walls. Other Features Though it is not marked on the map this room has a thick stone door (AC 17, hp 30), located at the far end of the hall just before entering the room itself. The door was
. Creatures/NPCs Three star spawn manglers were the first creatures to emerge from the portal to the Far Realm when the mind flayers opened it. These shadowy low-slung, creeping horrors each have six arms, and
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
keeps a lower profile in Sharn than Tharashk’s Finders Guild. Only one notable agency readily accepts walk-in clients: the Watchful Eye, located in Redstone (in Upper Dura). This agency’s principal is
calls on these agencies to consult in difficult cases, members of the Watch tend to find Medani mind games infuriating and their idealism naive. Medani inquisitives also serve as bodyguards and
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
who searches the secondary storage area spots a ring of mind shielding seemingly lost by someone while working in the room. The inscription “V. Lang” inside the band hints that the ring belongs to
.
Located just in front of the large sofa along the north wall, the three creatures are subjects of study by the manor’s faculty. Each uses the pteranodon stat block but has the magic ability to






