Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 24 results for 'points implanted'.
Monsters
Monster Manual
Magic Resistance. The slaad has Advantage on saving throws against spells and other magical effects.
Regeneration. The slaad regains 10 Hit Points at the start of each of its turns if it has at
is subjected to the following effect. Constitution Saving Throw: DC 14. Failure: The target is cursed unawares, and a minuscule slaad egg is implanted in it. Removing the curse destroys the egg. Over
Blue Slaad (control gem variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects.
Regeneration. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit
point.
Control Gem. Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.
Certain spells can be used to
Monsters
Tomb of Annihilation
","rollAction":"Touch","rollDamageType":"psychic"} psychic damage. If the target is a humanoid that drops to 0 hit points as a result of this damage, it dies and is implanted with a yellow musk creeper bulb
False Appearance. While the creeper remains motionless, it is indistinguishable from an ordinary flowering vine.
Regeneration. The creeper regains 10 hit points at the start of its turn. If the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can’t regain hit points or gain
temporary hit points.
Telepathic Shroud. The swarm is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.Bites. Melee Weapon Attack: +5
Magic Items
Tasha’s Cauldron of Everything
tooth replaces one of your teeth as if you implanted it (potentially replacing another implanted tooth, see below).
Each tooth can only be used once. Track which teeth have been used. If a tooth’s
your own teeth falls out, and the drawn tooth takes its place, resizing to fit in your mouth. Once the tooth is implanted, you gain the effect noted in the Implanted Effect column. The tooth can
Gray Slaad (control gem variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
.
Regeneration. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.
Control Gem. Implanted in the slaad’s brain is a magic control gem. The slaad must obey
attracted to the Spawning Stone, so most end up with a gem. A slaad with a control gem in its brain has the following additional trait.
Control Gem. Implanted in the slaad’s brain is a magic
Death Slaad (control gem variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
spells and other magical effects.
Magic Weapons. The slaad's weapon attacks are magical.
Regeneration. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.
Control
Gem. Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.
Certain spells can be used to acquire the
Green Slaad (control gem variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
advantage on saving throws against spells and other magical effects.
Regeneration. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.
Control Gem. Implanted in the
Stone, so most end up with a gem. A slaad with a control gem in its brain has the following additional trait.
Control Gem. Implanted in the slaad's brain is a magic control gem. The slaad must obey
Red Slaad (control gem variant)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
Magic Resistance. The slaad has advantage on saving throws against spells and other magical effects.
Regeneration. The slaad regains 10 hit points at the start of its turn if it has at least 1 hit
point.
Control Gem. Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.
Certain spells can be used to
Monsters
Icewind Dale: Rime of the Frostmaiden
ceremorph. Hit: 55 (10d10);{"diceNotation":"10d10","rollType":"damage","rollAction":"Extract Brain","rollDamageType":"piercing"} piercing damage. If this damage reduces the target to 0 hit points, the
previous existence.
For reasons unknown, ceremorphosis can go awry when an illithid tadpole is implanted in the brain of a gnome. This deviation might be due to the quasi-magical nature of gnomes, or
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"damage", "rollAction":"Extract Brain", "rollDamageType":"piercing"} piercing damage. If this damage reduces the target to 0 hit points, the ulitharid kills the target by extracting and devouring its
, plane shift (self only), project image, scrying, telekinesisVery rarely, when a tadpole from the brine pool of an elder brain is implanted into a creature, that creature transforms into an ulitharid
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Yellow Musk Zombie Humanoid Hosts. A yellow musk creeper destroys the minds of humanoids, then implants bulbs in those it kills. Twenty-four hours after being implanted, a bulb sprouts a creeper vine
block presented in this section. A Small humanoid transformed into a yellow musk zombie becomes a Small undead with 27 (6d6 + 6) hit points, but otherwise has the same statistics. Yellow Musk Zombie
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
) psychic damage. If the target is a humanoid that drops to 0 hit points as a result of this damage, it dies and is implanted with a yellow musk creeper bulb. Unless the bulb is destroyed, the corpse
Points 60 (11d8 + 11)
Speed 5 ft., climb 5 ft.
STR
12 (+1)
DEX
3 (–4)
CON
12 (+1)
INT
1 (–5)
WIS
10 (+0)
CHA
3 (–4)
Condition Immunities blinded
Compendium
- Sources->Dungeons & Dragons->Monster Manual
saving throws against spells and other magical effects.
Regeneration. The slaad regains 10 Hit Points at the start of each of its turns if it has at least 1 Hit Point.
Actions
Multiattack. The slaad
following effect. Constitution Saving Throw: DC 14. Failure: The target is cursed unawares, and a minuscule slaad egg is implanted in it. Removing the curse destroys the egg.
Over 2d4 × 10 days, the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium rat by its mind flayer creators, bestowing upon the swarm psionic powers. Cranium
Rat Cranium Rat
Tiny Aberration, Unaligned
Armor Class 12
Hit Points 2 (1d4)
Speed 30 ft.
STR
2 (-4)
DEX
14 (+2)
CON
10 (+0)
INT
4 (-3)
WIS
11
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
retain their heightened intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium rat by its mind flayer creators, bestowing upon
the illithids can always make more if they so desire. Cranium Rat
Tiny beast, lawful evil
Armor Class 12
Hit Points 2 (1d4)
Speed 30 ft.
STR
2(−4)
DEX
14(+2)
CON
10(+0
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
without being implanted in a brain so they can’t become such threats. Neothelids are not intelligent enough for elder brains to detect, so mind flayers are always alert for signs of their presence
and organize hunting parties to exterminate any of these murderous worms they learn of. Neothelid
Gargantuan Aberration, Typically Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 232 (15d20
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
mission of every barghest, implanted in it by the General of Gehenna, is to consume souls. It eats these souls by devouring the bodies of those it kills, preferring goblinoids. A barghest hungers for
and banishes it to that plane, where it is likely to be slain or enslaved by a yugoloth for its failure. Barghest
Large Fiend, Typically Neutral Evil
Armor Class 17 (natural armor)
Hit Points
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
passage to area 8a is blocked by an invisible wall of force that is generated from area 16c.
The mind flayers gained control of two scaladar (see appendix A) and implanted duergar brains in them
can’t be knocked over, but it can be destroyed, rendering the generator irreparable. The pedestal is a Small object with AC 13, 20 hit points, and immunity to poison and psychic damage. Treasure. The diamond is worth 5,000 gp.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. 4 You were implanted with a mind flayer tadpole, but the ceremorphosis never completed. And now its psionic power is yours. When you use it, your flesh shines with a strange mucus. 5 As a child, you
of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
unknown, ceremorphosis can go awry when an illithid tadpole is implanted in the brain of a gnome. This deviation might be due to the quasi-magical nature of gnomes, or simply a facet of how their minds
expended, the device becomes inoperable. The energy cell can’t be removed without destroying the weapon. Gnome Ceremorph
Small aberration, any alignment
Armor Class 16 (breastplate)
Hit Points 58
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the ability to assume its true form: that of a large, fiendish canine. The mission of every barghest, implanted in it by the General of Gehenna, is to consume seventeen goblinoid souls by devouring the
is likely to be slain or enslaved by a yugoloth for its failure. Barghest
Large fiend (shapechanger), neutral evil
Armor Class 17 (natural armor)
Hit Points 90 (12d10 + 24)
Speed 60 ft. (30 ft
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
cover up her husband’s blindness, but her efforts were undone by a mind flayer acting as Skullport’s ambassador. This mind flayer secretly implanted intellect devourers in the skulls of several goblins
6.)
If the characters accept her quest, Lurkana suggests they search Skullport first and points them in the right direction (beyond area 23). She also suggests that they speak with Skullport’s
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
mind?
Perhaps a psychic wind from the Astral Plane carried psionic energy to you, or you were exposed to the Far Realm’s warping influence. Alternatively, you were implanted with a mind flayer tadpole
normal or by spending a number of Sorcery Points equal to the spell’s level. If you cast the spell using Sorcery Points, it requires no Verbal or Somatic components, and it requires no Material






