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Returning 35 results for 'mind some with only asked for for linked'.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
are so-called among non-illithids because they act as the central communication hub for an entire mind flayer colony, just as a brain does for a living body. Linked to the elder brain, the colony acts
, incomprehensible whispers in the deepest recesses of its mind. This psychic detritus consists of the elder brain’s stray thoughts commingled with those of other creatures to which it is linked
Elder Brain
Legacy
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Monsters
Volo's Guide to Monsters
well as each one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in
","rollDamageType":"psychic"} psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6
Monsters
Phandelver and Below: The Shattered Obelisk
and establishes a psychic link with the target. Until the link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it
’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner
Monsters
Phandelver and Below: The Shattered Obelisk
ends, the brain breaker can perceive everything the target senses. The target becomes aware that something is linked to its mind once it no longer has the incapacitated condition, and the brain breaker
one’s Intelligence score, but can’t sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can’t be perceived in this manner
Monsters
Candlekeep Mysteries
, mage hand, prestidigitation
3/day each: detect magic, dispel magic, faerie fire, hold monster
1/day each: mind blank, teleport
Supreme Mockery. Quill hurls a string of insults laced with enchantments
cheekbone down to his jaw. If asked about the scar, he explains that he got it years ago when the man who burned down his home village slashed his face with a dagger. It serves as a constant reminder of his
Monsters
Curse of Strahd
Deathly Choir. Any creature within 10 feet of Rahadin that isn't protected by a mind blank spell hears in its mind the screams of the thousands of people Rahadin has killed. As a bonus action
whatever Strahd asked of him, and he instilled terror in the castle staff by routinely flogging those who didn't perform their duties to his exacting standards.
When a dusk elf named Patrina Velikovna
Tiefling
Legacy
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Species
Basic Rules (2014)
jolted her.
“What is it they say?” he asked. “One’s a curiosity, two’s a conspiracy—”
“Three’s a curse,” she finished. “You think I
haven’t heard that rubbish before?”
“I know you have.” When she glared at him, he added, “It’s not as if I’m plumbing the depths of your mind, dear girl. That
Species
Sword Coast Adventurer's Guide
jolted her.
“What is it they say?” he asked. “One’s a curiosity, two’s a conspiracy—”
“Three’s a curse,” she finished. “You think I
haven’t heard that rubbish before?”
“I know you have.” When she glared at him, he added, “It’s not as if I’m plumbing the depths of your mind, dear girl. That
Kalashtar
Legacy
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Species
Eberron: Rising from the Last War
me in dreams, and at times her voice whispers in the silence of my mind. As long as at least one of my sisters is alive, Kashtai will survive — and as long as she lives, she will fight il
to determine the nature of your linked spirit. Typically, a kalashtar knows the name and nature of their spirit, but some may know nothing of their spirit or the source of their psychic gifts, such as
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
secrets. When the characters clash with the cult, they become linked to the lich, which sets them on the path to discover Vecna’s plot to remake the multiverse. Seeking the Rod. In chapter 2, the characters
’ link to Vecna shunts them to Sigil when powerful spellcasters botch a Wish spell to stop the lich. The characters are asked to retrieve the pieces of the Rod of Seven Parts, as detailed in chapters
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Chapter 4: Giant Enclaves When I set my mind on creating a lasting legacy, I asked Diancastra to help me find a place where I could craft an item with the power I had in mind. She brought me to the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
come to the floating skull, the more strongly they feel a presence — the mind of Araumycos, to which they are linked. That consciousness is largely unaware of them, lulled by the insidious influence of Zuggtmoy’s spores and unable to resist the demon queen’s presence.
The Mind of Araumycos Navigating on the Astral Plane is largely a matter of thought and perception. The characters feel a psychic “pull” in the right direction as they seek out the consciousness of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ring of Elemental Command Ring, legendary (requires attunement) This ring is linked to one of the four Elemental Planes. The DM chooses or randomly determines the linked plane. While wearing this
ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
itself. Overmind. The God-Brain commands untold numbers of mind flayers, intellect devourers, and other creatures. Within Bluetspur, it is constantly telepathically linked with all its servants and
these schemes is the God-Brain’s own: the creation of degenerate servants that hunt for balms for its affliction. These vampiric mind flayers (see chapter 5) slip from Bluetspur to prey upon Humanoids
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Psychic Gray Ooze Psychic gray oozes exhibit violent psionic abilities. These oozes sometimes result from failed attempts to summon or create creatures linked to the Elemental Plane of Earth, like
damage.
Reactions
Mind Corrosion. Trigger: The ooze fails a saving throw against a spell or another magical effect created by a creature. Response: The triggering creature takes 3 (1d6) Psychic damage.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
air from rows of golden whistles. As you watch, a goblin dressed as a ladybug toddles up to you, rattling a tin cup.
The calliope can be heard throughout the carnival and is magically linked to the
play without end. Ernest the monkey turns the handle of a piano roll; the punched holes in the roll of parchment provide the melody. Ernest has the mind of a middle-aged human, the result of a prank
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Into the Gray Dream The rapport with Araumycos affects the adventurers like an astral projection spell, sending their astral bodies out into the Astral Plane where Araumycos’s vast, dreaming mind
distance, but whether they are small stones or rocks the size of mountains, you can’t say for certain. Your moment of reverie is broken by the sound of Basidia’s voice in your mind. “It begins.”
The
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the elder brain can terminate the link at
for an entire mind flayer colony, just as a brain does for a living body. Linked to the elder brain, the colony acts like a single organism, acting in concert as if each illithid were the digit of a
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
steading linked to the others by a tangled network of bridges. Steadings that make up a larger settlement are often arranged geographically according to the ordning ranking of the giants who live there
with its effects. 6 Adventurers are asked to deliver a ransom to a giants’ settlement to secure the freedom of a very important captive, but the giants decide the adventurers would be even more valuable captives!
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
.
“What is it they say?” he asked. “One’s a curiosity, two’s a conspiracy —”
“Three’s a curse,” she finished. “You think I haven’t heard that rubbish before?”
“I know you have.” When she glared
at him, he added, “It’s not as if I’m plumbing the depths of your mind, dear girl. That is the burden of every tiefling. Some break under it, some make it the millstone around their neck, some revel
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. “I’ve a mind to know about the rumblings and rumors about goings-on in the depths outside my city. If ye relate to me what ye know, we can talk about what ye might want to do next.”
King Bruenor
answers questions from the characters if they have any. However, if asked about his overall plans, he says simply that he must consider all the information presented to him and consult with advisors
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
.
“What is it they say?” he asked. “One’s a curiosity, two’s a conspiracy —”
“Three’s a curse,” she finished. “You think I haven’t heard that rubbish before?”
“I know you have.” When she glared
at him, he added, “It’s not as if I’m plumbing the depths of your mind, dear girl. That is the burden of every tiefling. Some break under it, some make it the millstone around their neck, some revel
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
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
the creature shakes it off, as described in the infected elder brain’s stat block, or until the linked creature leaves Illithinoch (including by passing through the Far Realm rifts). Smooth Shapes
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Nautiloids Mind flayers employ bizarre flying ships called nautiloids. Able to move through the Astral Plane, nautiloids can also transport mind flayers between the various worlds of the Material
Plane. A nautiloid looks like an enormous conch shell fitted with an exterior deck and a large mass of rubbery tentacles. Ages ago, when the mind flayers could fly through the worlds of the Material
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
unleashed by this spell. Mage Hand. The summoned hand is shaped like a claw. Rary’s Telepathic Bond. Characters linked together by the spell can hear vague, infernal whispering in the background, but
weapon also runs the risk of being overheard in Avernus. Rings of mind shielding work the same in Avernus as they do on any other plane and are highly valuable items in the Nine Hells, coveted by all fiends to avoid the prying minds of their masters.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
central communication hub for an entire mind flayer colony just as a brain does for a living body. Linked to the elder brain, the colony acts like a single organism, acting in concert as if each illithid
a psychic link with that creature. Until the psychic link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
moons. This is not surprising because mind flayers are the undisputed masters of Glyth. The planet’s air smells like it came from a charnel house, but it is not poisonous. The surface of the planet is
a desolate wasteland, but beneath the crust is a labyrinth of subterranean caves inhabited by mind flayer colonies. Garden Garden is a cluster of seven planetoids inside a common air envelope, each
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->Waterdeep: Dungeon of the Mad Mage
12. Dynamo The central feature of the mind flayer colony is a psionic, quasi-magical turbine powered by a thunderous underground river that flows through it. River water entering the dynamo is
through a submerged tunnel in the east wall of the cistern, 30 feet below the water’s surface. Two dead grimlocks float in the cistern, with the brains torn out of their skulls. This is where the mind
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
having them light a candle detailed in area 25. When every character has asked a question and the spirit conveys its message, the presence moves the planchette to the word “Farewell” and departs. The
investigators are pleased with the progress and eager to contact the same spirit again. They encourage the party to continue their exploration of the house with the spirit’s words in mind, but they don’t
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
device to shut down the automatons in the event of malfunction. The device is in her workshop, protected by a magic symbol on the floor that messes with the mind of any creature that sets foot on it
claim the items for themselves. If asked why the items were left behind, Mayor Broadfoot admits she forgot about them in her rush to evacuate Little Lockford. The items are as follows: Four potions of healing A packet of dust of disappearance Two flasks of alchemist’s fire Map 5.1: Players’ Map
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, and I knew it could never be sated. Yet I felt driven to feed my lord. I killed and devoured a goat while linked to the gnoll’s mind. I had set aside a knife for the deed but killed it with my bare
is beauty. INSIDE THE MIND OF A GNOLL
From a journal recovered from a slain cultist of Yeenoghu:
Day 2: The subject continues to growl and struggle, despite the removal of its arms and legs. I
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
senses. The target becomes aware that something is linked to its mind once it no longer has the incapacitated condition, and the elder brain can terminate the link at any time (no action required). The
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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Each capsule is tilted at a 45-degree angle, connected to metal floor panels with thick copper wires, and coated in a thin, slimy residue.
Illithids. Four mind flayers carrying dark sheets of metal
resembling clipboards are inspecting the capsules, nine of which contain unconscious humanoids.
The mind flayers are tasked with ensuring that the equipment in this room is functioning properly
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Rahadin his castle chamberlain. Rahadin was pleased to do whatever Strahd asked of him, and he instilled terror in the castle staff by routinely flogging those who didn’t perform their duties to his
vampire. Rahadin continued to do his master’s bidding. Eager to put Tatyana out of his mind, Strahd lured more women to the castle, taking several of them as brides before draining their lives and turning






