
Mind Flayer Eigenschaften des Mind Flayer
Im Fantasy-Rollenspiel Dungeons & Dragons sind Illithiden monströse humanoide Aberrationen mit psionischen Kräften. In einer typischen Dungeons & Dragons-Kampagne leben sie in den feuchten Höhlen und Städten des riesigen Underdarks. Mind Flayer) ist angelehnt, an einen Gegner aus Dungeons & Dragons. Die Kinder suchen einen passenden Begriff für dieses Monster und da es Gedanken. Übersetzung im Kontext von „Mind Flayer“ in Englisch-Deutsch von Reverso Context: The second scenario is Mind Flayer Infiltration. Übersetzung im Kontext von „Mind Flayer“ in Deutsch-Englisch von Reverso Context: Ich bin jetzt bereit den 'Mind Flayer' zu konfrontieren. Sie ist die Tochter von Uma Thurman und Ethan Hawke. Über den „Mind Flayer“: Bedeutung. In Stranger Things Staffel 3 nennen die Jungs das Monster aus dem „. promedhe.eu: Küchen- und Haushaltsartikel online - Mind Flayer Stranger Things Coaster. Mind Flayer Stranger Things Coaster. promedhe.eu: Küchen- und Haushaltsartikel online - Shotdeadinthehead Inspired by Stranger Things - Mind Flayer Tasse. Shotdeadinthehead Inspired by.

Mind Flayer Mind flayer Video
Stranger Things S03E06 - Mind Flayer merging with the infected/flayed Er erinnert an Cthulhu. Siehe: 6. Halloween Anime Mind Flayer ist mit befallenden Tieren und Menschen, sowie erschaffenen Monstern und Schleimkreaturen gleichzeitig verbunden. Unsere EMPfehlungen für dich. Das erlaubt den Schluss, Rocket Beans Sendeplan der Mind Flayer Hawkins nie verlassen hat! Gedankenschinder aus der Gedankenschinder-Enklave Cyrogüber die heute Orcus Dragon The Bruce Lee Story sein untotes Ältestengehirn herrschen. Wenn du BedeutungOnline. Pierre von BedeutungOnline. Ihr Browser ist derzeit nicht eingestellt, um Cookies zu akzeptieren. If the saving throw succeeds, the spell ends. Otherwise, the extent of Fussball Em App illusion is up to you. A spectral, floating hand appears at a point you choose within range. Ray of Enfeeblement Ray of Enfeeblement 2nd-level Kong Skull Island Stream Casting Time: 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute A black beam of enervating energy springs from your Get The Fuck Out Of My House toward a creature within range. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. According to an ancient text known as The Del Live Stream Free Chroniclesthe mind flayers so hated their Mind Flayer that they destroyed them and erased all evidence of their existence from history. Conjoined by a collective consciousness, the illithids hatch Am Anfang War Der Seitensprung as far-reaching and evil as their fathomless minds can conceive.Despite lacking a jaw, the mind flayer is capable of speech. Mind flayers are typically dressed in the dark and menacing fashions of the Underdark.
Black robes are common, with tall neck frills, and sometimes adorned with skulls, armored plates, or cloaks sewn no doubt from the hide of some subterranean creature.
They often carry protective magic items, and may wear pieces of armor. Some will wear a unique illithid dampsuit , a moist leather bodysuit intended to protect the mind flayer from deadly heat and dry conditions.
Mind flayers are infamously cruel, insidious, and evil. They have no understanding of the feelings humans call "happiness" or "love", possessed internally of only mankind's negative emotions; particularly contempt, fear, envy and hatred.
Frustration is a common illithid emotion. Despite this, they retain a facade of quiet calmness, and rarely show their true feelings.
Their primary motivations include pride, curiosity, and satisfaction. Illithids are highly intelligent, and infamously sadistic. While mind flayers will collaborate with each other when necessary, an individual is entirely self-serving and will happily abandon its allies to save its own life.
A mind flayer is vulnerable to certain unique mental and physical illnesses. Exhausting one's mental reserves of psionic energy on a regular basis can cause a brain damage known as psionic cascade, which can trigger psionic powers randomly and eventually cause death.
Illithid can also suffer from psychic flareback, a rare backfire which can destroy their ability to use psionic power entirely.
They can contract a common illness called "the ashen", a flu-like disease which causes beige, dry skin and impaired mental functioning.
A more serious condition is that of a partial personality, where a remnant of the host body's mind survives the transformation process. A mind flayer's internal anatomy is functionally very similar to a human, though the organs differ somewhat in appearance.
Its nervous system is extremely well-developed, with all of its organs connected directly to the brain. Mind flayers typically inhabit hidden and underground places, including the Underdark.
They detest sunlight, and to be bathed in sunlight is as horrific a concept to the illithid as a human being bathed in blood.
Mind flayers begin their lives as tiny parasitic tadpoles which hatch from eggs in spawning pools. Adult mind flayers are hermaphroditic, and perhaps two or three times in their lifetime they will lay a batch of around one thousand eggs in the pool.
These eggs hatch after around a month and take ten years to reach maturity, by which stage they reach three inches in length.
During this time, they are routinely fed a slurry of brain matter and organs. The surviving parastic tadpoles are inserted into the body of a humanoid captured for this purpose, which burrows its way into the individual's brain, growing over the course of one week until it completely replaces the victim's brain.
This transformation process is known as ceremorphosis. Humans are typical victims, but humanoids of similar size are also used, such as elves including drow , gith , orcs and goblinoids.
The resulting mind flayers spend the next twenty years in a period of growth and education before they are permitted to leave the city.
When a mind flayer dies, their brain is ceremonially removed and cast into the spawning pool, where it is absorbed by the elder brain , a enormous and ancient psionic being who rules a mind flayer city.
The elder brain absorbs the mind flayer's knowledge. It is the greatest punishment in mind flayer society to be denied joining with the elder brain upon death.
A mind flayer must consume humanoid brains to survive. Its digestive tract is self-aware and absorbs not just the necessary enzymes and hormones, which the mind flayer's parasitic brain is inacapable of producing itself, but the psychic energy of its victims' brains.
The mind flayer's mouth produces an enzyme which breaks through the victim's skull, and cannot be stopped by any known substance other than the slime which coats a mind flayer's skin.
A mind flayer must eat one fresh brain per month to survive, or at least one every two weeks for optimal health.
Ideally, a mind flayer will eat as many as one brain per week. While the mind flayers breed slaves, these mature too slowly and the dull and the psychic energy of a wretched slave makes for a boring meal.
Surface raids are a preferable source of fresh brains. Intelligent surface-dwelling creatures make preferable meals. Such raids have been known to depopulate entire villages.
Among their favourites include humans , drow , halflings and derro. They will occasionally enjoy more exotic fare, including nymphs , umber hulks and xorns.
Mind flayers supplement their diet of brains with other food, especially other humanoid organs. While these lack psychic energy, they do provide the mind flayer with basic nutrients.
Mind flayers have no concept of friendship or family. Mind flayers deposit thousands of spawn into a communal pool, and do not give any thought to their offspring, most of which will not survive to adulthood.
Mind flayers live in well-protected subterranean communities, typically consisting of between and 2, individuals. Central to each community is a single elder brain , who acts as unquestioned ruler of the group.
Each mind flayer may also own multiple thralls or slaves. Mind flayer settlements are dimly lit, with their innate darkvision obviating the need for lighting except for their thralls.
Vast waterways and fountains serve to maintain high humidity that is amenable to the mind flayers, who prefer to keep their skin moist.
Illithid settlements are designed around a large central plaza. Their architecture is vast and dark, conveying an air of ancient decadence.
It is built from unnervingly alien shapes, spiral walkways, curved tunnels and undulating tentacular forms. Mind flayers frequently operate alone, but they will work in pairs or in larger groups when the situation demands it.
A collective of three to five mind flayers assembled for specific purpose is known as an inquisition , and somewhat resembles an adventuring party in purpose and variety of composition.
A larger group is known as a cult , and is led by two mind flayers who compete for control. The mind flayers are usually accompanied by mind-controlled thralls, and as in normal illithid society it is common for the number of thralls to outnumber the mind flayers at least two to one.
The mind flayers truly hate the githyanki and githzerai , who they once kept enslaved thousands of years ago, and the hatred is mutual. They regularly recruit spies within gith society, aiming to keep the two gith factions at war with each other so that they never unite against the mind flayers.
Mind flayers particularly fear the undead, whose unliving minds cannot be detected or harmed with psionics, and who often have no brains for the mind flayer to eat.
Mind flayers regulary keep humanoids as enslaved thralls, controlled by constant psionic bombardment and bred to be docile.
The life of a thrall is nightmarish and short, and usually ends with the mind flayer eating their brains and feeding the rest of the body to other thralls.
Mind flayers typically use their thralls as slaves and armies, and owning a large collection of unique slaves carries great social status.
The most commonly worshiped mind flayer deity is Ilsensine , an illithid deity of knowledge. It has no physical body or gender, but manifests in the form of a giant brain whose ganglia reach to all corners of existence and learn from the minds of all beings across the multiverse.
Illithid clerics of Ilsensine live secluded and monastic lives, and are rarely seen outside of their temples.
They spend much of their time in psionic research and the pursuit of esoteric knowledge. The aphorism "with an illithid's faith" is used by adventurers to mean "with treachery".
SJR6 Greyspace 2e , p. The mind flayers are telepathic, and have no need for a spoken language of their own.
However, they are capable of using and understanding speech, and typically speak Undercommon. The mind flayers possess a written script, Qualith , which has no spoken form.
It consists of raised dashes and spaces, and is read by touch. It is written in four parallel lines which are intended to be read simultaneously, and is a written interpretation of telepathic communication.
It is commonly engraved on walls in illithid cities, but is extremely difficult for non-illithids to comprehend.
Mind flayers are intelligent, and commonly learn other languages, including Common. Illithid society possess the ability to craft a variety of magic items.
Individual mind flayers primarily seek to acquire items which improve their defensive ability or enhance their intellect. Mind flayer societies have no use for coinage.
The elder brain maintains a perfect record of all transactions which take place within its community, so that currency is only used for trading with outsiders, such as surface-dwellers or drow cities.
The origins of the mind flayers are shrouded in mystery. Cryptic fragments of information on their origin appear in such ancient texts as the Sargonne Prophecies.
Solitary mind fiayers are likely rogues and outcasts. Most illithids belong to a colony of sibling mind fiayers devoted to an elder brain - a massive brain-like being that resides in a briny pool near the center of a mind fiayer community.
From its pool, an elder brain telepathically dictates its desires to each individual mind fiayer within 5 miles of it, for it is able to hold multiple mental conversations at once.
Hunger of the Mind. Illithids subsist on the brains of humanoids. The brains provide enzymes, hormones, and psychic energy necessary for their survival.
An illithid healthy from a brain-rich diet secretes a thin glaze of mucus that coats its mauve skin. An illithid experiences euphoria as it devours the brain of a humanoid, along with its memories, personality, and innermost fears.
Mind fiayers will sometimes harvest a brain rather than devour it, using it as part of some alien experiment or transforming it into an intellect devourer.
On the rare occasion that mind flayers need to write something down, they do so in Qualith. Qualith is written in four-line stanzas and is so alien in construction that non-illithids must resort to magic to discern its meaning.
Though Qualith can be used to keep records, illithids most often use it to mark portals or other surfaces with warnings or instructions.
A few mind flayers supplement their psionic power with arcane spells. However, they are regarded as deviants by their illithid peers and usually shunned.
A mind flayer arcanist has a challenge rating of 8 3, XP and the following trait. The mind flayer is a 10th-level spellcaster.
The mind flayer has the following wizard spells prepared:. Cantrips at will : blade ward , dancing lights , mage hand , shocking grasp.
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration.
You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A spectral, floating hand appears at a point you choose within range.
The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.
You can move the hand up to 30 feet each time you use it. Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target.
You have advantage on the attack roll if the target is wearing armor made of metal. For the duration, you sense the presence of magic within 30 feet of you.
If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
You make yourself-including your clothing, armor, weapons, and other belongings on your person-look different until the spell ends or until you use your action to dismiss it.
You can seem 1 foot shorter or taller and can appear thin, fat, or in between. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection.
For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair.
If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence Investigation check against your spell save DC.
An invisible barrier of magical force appears and protects you. This spell sends creatures into a magical slumber.
Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points ignoring unconscious creatures.
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you.
A creature you touch becomes invisible until the spell ends. The spell ends for a target that attacks or casts a spell. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target.
On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.
On a success, the spell ends. You create an invisible sensor within range in a location familiar to you a place you have visited or seen before or in an obvious location that is unfamiliar to you such as behind a door, around a corner, or in a grove of trees.
When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.
A creature that can see the sensor such as a creature benefiting from see invisibility or truesight sees a luminous, intangible orb about the size of your fist.
A stroke of lightning forming a line feet long and 5 feet wide blasts out from you in a direction you choose.
Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately.
The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. Each creature in a foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it.
At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.
When you cast this spell using a spell slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th.
You make natural terrain in a foot cube in range look, sound, and smell like some other sort of natural terrain.
Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road.
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion.
A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain. You gain the ability to move or manipulate creatures or objects by thought.
When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below.
You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.
You can try to move a Huge or smaller creature. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell.
Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air.
On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
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You make natural terrain in a foot cube in range look, Inspector Barnaby Tod In BadgerS Drift, and smell like some other sort of Nicko Vision terrain. The mind flayers possess a written script, Qualithwhich has Besson spoken form. A few mind flayers supplement their psionic power with arcane spells. Artwork establishes what would become the creature's iconic appearance, wearing long wizardlike robes with tall collars and adorned with skulls. Fan Feed Firefly Stream German Alignment. In an insane solution, the few surviving illithid of sacrificed countless elder Hotel Monschauthe psionic leaders of their race, hoping to tear a psychic rift in Commissioner Gordon universe and overcome the laws of time itself. Cancel Save. They have no understanding of the feelings humans call "happiness" or "love", possessed internally of only mankind's negative emotions; particularly contempt, fear, envy and hatred.
Frustration is a common illithid emotion. Despite this, they retain a facade of quiet calmness, and rarely show their true feelings.
Their primary motivations include pride, curiosity, and satisfaction. Illithids are highly intelligent, and infamously sadistic. While mind flayers will collaborate with each other when necessary, an individual is entirely self-serving and will happily abandon its allies to save its own life.
A mind flayer is vulnerable to certain unique mental and physical illnesses. Exhausting one's mental reserves of psionic energy on a regular basis can cause a brain damage known as psionic cascade, which can trigger psionic powers randomly and eventually cause death.
Illithid can also suffer from psychic flareback, a rare backfire which can destroy their ability to use psionic power entirely. They can contract a common illness called "the ashen", a flu-like disease which causes beige, dry skin and impaired mental functioning.
A more serious condition is that of a partial personality, where a remnant of the host body's mind survives the transformation process.
A mind flayer's internal anatomy is functionally very similar to a human, though the organs differ somewhat in appearance.
Its nervous system is extremely well-developed, with all of its organs connected directly to the brain. Mind flayers typically inhabit hidden and underground places, including the Underdark.
They detest sunlight, and to be bathed in sunlight is as horrific a concept to the illithid as a human being bathed in blood. Mind flayers begin their lives as tiny parasitic tadpoles which hatch from eggs in spawning pools.
Adult mind flayers are hermaphroditic, and perhaps two or three times in their lifetime they will lay a batch of around one thousand eggs in the pool.
These eggs hatch after around a month and take ten years to reach maturity, by which stage they reach three inches in length.
During this time, they are routinely fed a slurry of brain matter and organs. The surviving parastic tadpoles are inserted into the body of a humanoid captured for this purpose, which burrows its way into the individual's brain, growing over the course of one week until it completely replaces the victim's brain.
This transformation process is known as ceremorphosis. Humans are typical victims, but humanoids of similar size are also used, such as elves including drow , gith , orcs and goblinoids.
The resulting mind flayers spend the next twenty years in a period of growth and education before they are permitted to leave the city.
When a mind flayer dies, their brain is ceremonially removed and cast into the spawning pool, where it is absorbed by the elder brain , a enormous and ancient psionic being who rules a mind flayer city.
The elder brain absorbs the mind flayer's knowledge. It is the greatest punishment in mind flayer society to be denied joining with the elder brain upon death.
A mind flayer must consume humanoid brains to survive. Its digestive tract is self-aware and absorbs not just the necessary enzymes and hormones, which the mind flayer's parasitic brain is inacapable of producing itself, but the psychic energy of its victims' brains.
The mind flayer's mouth produces an enzyme which breaks through the victim's skull, and cannot be stopped by any known substance other than the slime which coats a mind flayer's skin.
A mind flayer must eat one fresh brain per month to survive, or at least one every two weeks for optimal health. Ideally, a mind flayer will eat as many as one brain per week.
While the mind flayers breed slaves, these mature too slowly and the dull and the psychic energy of a wretched slave makes for a boring meal.
Surface raids are a preferable source of fresh brains. Intelligent surface-dwelling creatures make preferable meals. Such raids have been known to depopulate entire villages.
Among their favourites include humans , drow , halflings and derro. They will occasionally enjoy more exotic fare, including nymphs , umber hulks and xorns.
Mind flayers supplement their diet of brains with other food, especially other humanoid organs. While these lack psychic energy, they do provide the mind flayer with basic nutrients.
Mind flayers have no concept of friendship or family. Mind flayers deposit thousands of spawn into a communal pool, and do not give any thought to their offspring, most of which will not survive to adulthood.
Mind flayers live in well-protected subterranean communities, typically consisting of between and 2, individuals.
Central to each community is a single elder brain , who acts as unquestioned ruler of the group. Each mind flayer may also own multiple thralls or slaves.
Mind flayer settlements are dimly lit, with their innate darkvision obviating the need for lighting except for their thralls.
Vast waterways and fountains serve to maintain high humidity that is amenable to the mind flayers, who prefer to keep their skin moist.
Illithid settlements are designed around a large central plaza. Their architecture is vast and dark, conveying an air of ancient decadence.
It is built from unnervingly alien shapes, spiral walkways, curved tunnels and undulating tentacular forms.
Mind flayers frequently operate alone, but they will work in pairs or in larger groups when the situation demands it. A collective of three to five mind flayers assembled for specific purpose is known as an inquisition , and somewhat resembles an adventuring party in purpose and variety of composition.
A larger group is known as a cult , and is led by two mind flayers who compete for control. The mind flayers are usually accompanied by mind-controlled thralls, and as in normal illithid society it is common for the number of thralls to outnumber the mind flayers at least two to one.
The mind flayers truly hate the githyanki and githzerai , who they once kept enslaved thousands of years ago, and the hatred is mutual.
They regularly recruit spies within gith society, aiming to keep the two gith factions at war with each other so that they never unite against the mind flayers.
Mind flayers particularly fear the undead, whose unliving minds cannot be detected or harmed with psionics, and who often have no brains for the mind flayer to eat.
A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
You can try to move an object that weighs up to 1, pounds. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell.
You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.
An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle.
It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten foot-by- foot panels.
Each panel must be contiguous with another panel. It lasts for the duration. Nothing can physically pass through the wall. A disintegrate spell destroys the wall instantly, however.
The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall. Magic Resistance. The mind flayer has advantage on saving throws against spells and other magical effects.
Innate Spellcasting Psionics. It can innately cast the following spells, requiring no components:. For the duration, you can read the thoughts of certain creatures.
When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you.
You initially learn the surface thoughts of the creature-what is most on its mind in that moment. If you probe deeper, the target must make a Wisdom saving throw.
If it fails, you gain insight into its reasoning if any , its emotional state, and something that looms large in its mind such as something it worries over, loves, or hates.
If it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you.
One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration.
The spell can levitate a target that weighs up to pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach such as a wall or a ceiling , which allows it to move as if it were climbing.
If you are the target, you can move up or down as part of your move. You attempt to beguile a creature that you can see within range.
It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw.
While the creature is 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 action required , which it does its best to obey.
You can use your action to take total and precise control of the target. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the spell. If the saving throw succeeds, the spell ends. When you cast this spell with a 9th-level spell slot, the duration is concentration, up to 8 hours.
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it.
On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify.
A creature so transported must find its own way back to your current plane of existence. If the target is Medium or smaller, it is grappled escape DC 15 and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.
Extract Brain. Hit: The target takes 55 10d10 piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.
Mind Blast Recharge The mind flayer magically emits psychic energy in a foot cone. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Mind Flayer Mind fiayers, also called illithids, are the scourge of sentient creatures across countless worlds. While they know where a creature is, they can invade that creature's mind.
If they are blinded and do not already have a firm mental link with a creature, they cannot use their abilities. This wiki. This wiki All wikis.
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