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Returning 35 results for 'monster stitched with only above for for link'.
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Magic Items
Dungeon Master’s Guide
evil have added their own input to the book’s catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some
attuned to the book, you can cast the following spells (save DC 18) from it:
Animate Dead
Circle of Death
Dominate Monster
Finger of Death
Once you use the book to cast a spell, you can’t
Monsters
Mordenkainen Presents: Monsters of the Multiverse
1/day each: dominate monster, plane shift (self only)The elder brain can take 3 legendary actions, choosing from the options below. It can take only one legendary action at a time and only at the end
it has a psychic link. The elder brain breaks the creature’s concentration on a spell it has cast. The creature also takes 2 (1d4);{"diceNotation":"1d4","rollType":"damage","rollAction":"Break
Monsters
Mordenkainen Presents: Monsters of the Multiverse
in this manner.
Magic Resistance. The ulitharid has advantage on saving throws against spells and other magical effects.
Psionic Hub. If an elder brain establishes a psychic link with the ulitharid
, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
on which it stands; it is populated by minotaur;minotaurs, goristro;goristros, and quasit;quasits all of which appear in the Monster Manual.
Lair Actions
On initiative count 20 (losing initiative
traveled.
Unerring Tracker. As a bonus action, this creature magically creates a psychic link with one creature it can see. For the next hour, as a bonus action this creature learns the current
Monsters
Bigby Presents: Glory of the Giants
would alter its form.
Magic Resistance. The colossus has advantage on saving throws against spells and other magical effects.
Siege Monster. The colossus deals double damage to objects and
energy.During the dawn of the giants’ empires, twisted minds sought to make their fallen comrades continue their service. Wizard giants stitched and wove the flesh of various giants over an
Monsters
Mythic Odysseys of Theros
attack with her claws.
Swarm (Costs 2 Actions). Arasta causes two Swarm of Insects (Spiders) ;swarms of spiders (see the Monster Manual) to appear in unoccupied spaces within 5 feet of her.
Toxic Web
ground ripples and bursts over the monster, revealing itself as a wave of countless spiders. The tiny arachnids swarm the larger horror, girding it in skittering bodies.
Fighting Arasta as a mythic
Magic Items
Keys from the Golden Vault
added their own input to its catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some cases, made notations
-evil creatures.
Command Evil. While you are attuned to the book and holding it, you can use an action to cast the dominate monster spell on an evil target (save DC 18). You can’t use this
Magic Items
Tasha’s Cauldron of Everything
pouch, stitched with images of heroes and whimsical creatures. Where the teeth fall, they bring legends to life.
Using the Teeth. While you are holding the pouch, you can use an action to draw one tooth
telepathy out to 120 feet as described in the Monster Manual, and you can cast the detect thoughts spell at will, requiring no components. You also have disadvantage on Wisdom (Insight) and Wisdom
Ulitharid
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
in this manner.
Magic Resistance. The ulitharid has advantage on saving throws against spells and other magical effects.
Psionic Hub. If an elder brain establishes a psychic link with the ulitharid
, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the
Elder Brain
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Volo's Guide to Monsters
:
At will: detect thoughts, levitate
1/day each: dominate monster, plane shift (self only)
Legendary Resistance (3/Day). If the elder brain fails a saving throw, it can choose to succeed instead
the saving throw at the end of each of its turns, ending the effect on itself on a success.
Psychic Link. The elder brain targets one incapacitated creature it can perceive with its Creature Sense
Book of Vile Darkness
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
added their own input to its catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some cases, made notations
made to interact with non-evil creatures.
Command Evil. While you are attuned to the book and holding it, you can use an action to cast the dominate monster spell on an evil target (save DC 18). You
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dominate Monster Level 8 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
One creature you can see
damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Dominate Monster Level 8 Enchantment (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 hour
One creature you can see
damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dominate Monster 8th-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour You attempt to beguile a creature that you can see within range. It
charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dominate Monster 8th-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 hour You attempt to beguile a creature that you can see within range. It
charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
spell components and using Intelligence as the spellcasting ability (spell save DC 18):
At will: detect thoughts, levitate
3/day: modify memory
1/day each: dominate monster, plane shift (self
only)
Bonus Actions
Psychic Link. The elder brain targets one incapacitated creature it senses with its Creature Sense trait and establishes a psychic link with the target. Until the link ends, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
magical effects.
Psionic Hub. If an elder brain establishes a psychic link with the ulitharid, the elder brain can form a psychic link with any other creature the ulitharid can detect using its
Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the ulitharid and the elder brain. The ulitharid can maintain its psychic link with the elder brain regardless
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Flayers Three members of the horrific illithid family appear here, joining the regular mind flayer in the Monster Manual.
Alhoon Mind flayers that pursue arcane magic are exiled as deviants, and for them
thoughts, levitate
1/day each: dominate monster, plane shift (self only)
Spellcasting. The alhoon is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Flesh Colossus During the dawn of the giants’ empires, twisted minds sought to make their fallen comrades continue their service. Wizard giants stitched and wove the flesh of various giants over an
throws against spells and other magical effects.
Siege Monster. The colossus deals double damage to objects and structures.
Actions
Multiattack. The colossus makes two Fist attacks.
Fist
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
palace is a towering structure whose interior is as labyrinthine as the plane on which it stands; it is populated by minotaurs, goristros, and quasits, all of which appear in the Monster Manual. Lair
, this creature magically creates a psychic link with one creature it can see. For the next hour, as a bonus action this creature learns the current distance and direction to the target if it is on the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
came across or devised. Other practitioners of evil have added their own input to the book’s catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they
Spells. While attuned to the book, you can cast the following spells (save DC 18) from it: Animate Dead Circle of Death Dominate Monster Finger of Death Once you use the book to cast a spell, you can’t
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
(DC 16) reveals his true form. Mister Threadneedle is a scarecrow disguised with magic to appear human. In a pocket, he carries the Sewn Sisters’ hag eye (see the “Hags” entry in the Monster Manual
. Each is made up of pentagonal patches stitched together. Any character who inspects the tapestry on the southwest wall and succeeds on a DC 15 Wisdom (Perception) check sees something more: a subliminal
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
shelves contain books of Feywild lore, all written in Elvish, each of which has a withered frog’s body stitched into its spine. Kissing the frog or stroking it with a moistened finger causes the frog to
Hourglass Coven’s hag eye (described in the “Hag Covens” sidebar in the Monster Manual). A black-feathered quill with a bone tip that magically produces its own ink (150 gp). The ink is the crimson
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
stitched whatever they were writing into the tome or, in some cases, made notations and additions to existing text. There are places where pages are missing, torn, or covered so completely with ink
Charisma (Intimidation) checks made to interact with non-evil creatures. Command Evil. While you are attuned to the book and holding it, you can use an action to cast the dominate monster spell on an evil
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
stat block in the Monster Manual). Overjoyed, Blinsky has begun training the monkey to fetch toys from hard-to-reach shelves. The toymaker has also fitted Piccolo with a custom-tailored ballerina
one with its eyes and mouth stitched shut (price 9 cp) A miniature gallows, complete with trapdoor and a weighted “hanged man” (price 9 cp) A set of wooden nesting dolls; the smaller each one gets
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
rest, violate the cycle and must be thwarted. A gnome druid of spores picks mushrooms with his bullywug zombie companion. Circle Spells 2nd-level Circle of Spores feature Your symbiotic link to
creature uses the zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies. In combat, the zombie’s turn comes immediately after yours. It obeys
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the spells Cephalossk has prepared (see the sidebar in the “Mind Flayer” entry in the Monster Manual). 11e. Elan’s Room Familiar. Elan’s familiar, a black spider with blood-red markings, clings to the
of Hand) check. No check is needed to remove the book if the zombie is incapacitated or destroyed. Nylas’s spellbook has covers carved from coffin wood, pages made of stitched humanoid flesh, and
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
ability (spell save DC 16):
At will: dancing lights, detect magic, detect thoughts, disguise self, mage hand, prestidigitation
1/day each: dominate monster, globe of invulnerability, invisibility
who rest here. The infected elder brain can automatically establish a Psychic Link (see its stat block later in this chapter) with a creature that lies in the goo, even if the creature doesn’t have the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
supernatural link to her. The webs remain, but they dissolve within 1d10 days. Arasta
Huge monstrosity, neutral evil
Armor Class 19 (natural armor)
Hit Points 300 (24d12 + 144)
Speed 40 ft
regains spent legendary actions at the start of her turn.
Claws. Arasta makes one attack with her claws.
Swarm (Costs 2 Actions). Arasta causes two swarms of spiders (see the Monster Manual) to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
shared pool of spells (see the “Hag Covens” sidebar in the Monster Manual). The scarecrow Mister Threadneedle (see area 74) carries the coven’s hag eye.
For more information on heartstones and soul
bags, see the “Night Hag Items” sidebar in the Monster Manual.
Cage A heavy padlock secures the gate of the rusted cage, inside which a naked figure cowers under a bloodstained blanket. Mister
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
and sculpted bronze with a backpack-like carrying harness fashioned from tough leather. A water weird (see the Monster Manual for statistics) is contained within the tank. While wearing the tank, you
. Wingwear Wondrous item, uncommon (requires attunement) This snug uniform has symbols of air stitched into it and leathery flaps that stretch along the arms, waist, and legs to create wings for gliding
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
hooks on the western wall hold fishing equipment: dozens of harpoons, nets, and coils of rope. Curtains made of stitched walrus hide hang over doorways at the north and south ends of the east wall. 1C
in a wooden scroll tube fastened to his belt. He also carries a spellbook in which are written the spells he has prepared (see the mage in the Monster Manual). 1F. Winter Wolves’ Den The floor of this
Magic Items
Infernal Machine Rebuild
concentration can be concentrated on by a remote user. The Infernal Machine’s effects have a spell save DC of 14 or the attuned user’s spell save DC, whichever is higher.
Summon Monster. When first
wear and metal weapons you hold—reproducing the effect of the rust monster;s;rust monster's Rust Metal trait.
06
Your fingers sprout tiny clockwork picks, granting you advantage on ability
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
empty wine bottles under the bed. The label on each bears the winery’s name, the Wizard of Wines, and wine’s name, Purple Grapemash No. 3. Izek’s Doll Collection. Each doll has a small tag stitched
the center of the room. The chair behind the desk is comfortably padded and has the symbol of a roaring bear stitched into its back cushion. If the burgomaster has not been drawn elsewhere, he is here
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
sack made of stitched flesh, a lustrous black gem shaped like a human baby’s fist, an iron flask containing a berserk fiendish flesh golem that can’t be controlled, and three soul coins. The sack is
Yiggleblight’s soul bag, which is of no use to the characters. The black gem is the night hag’s heartstone. (For more information on these two magic items, see the “Night Hag” entry in the Monster






