How can victims of a Devourer / Spawn of Kyuss be restored?

In 5e, there are some monsters which can kill and transform / disintegrate PCs. While disassembling the published monsters, I made the following interesting observation:

Some of these state that only a wish spell can reverse the transformation. Examples include the Blue Slaad and the Nabassu. On the other hand, the Devourer’s Imprison Soul contains this extract:

Additionally, at the start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. if it had 3 to 5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. A devourer can imprison only one creature at a time.

There is no mention of if or how this can be reverted. The same goes for the Spawn of Kyuss’s Burrowing Worm which transforms a victim into another Spawn of Kyuss.

In any case, the part about the wish spells is suspiciously missing for these which made me wonder:

Can the victims of these monsters be restored by methods other than a wish spell? Or not even with a wish spell?

lycanthropes vs vampire spawn in Curse of Strahd – review of tactics

Note: This entry is vague on plot points to avoid spoilers. Those who have read the module should know the situation I am referring to.

I am running CoS for the first time. In our last session, the PCs obtained the Chapter 5 McGuffin, but awoke all the vampire spawn. Our next session will start with a chase – some of the PCs with the MacGuffin will be running back to where it needs to be returned. Others will be running back to the base of operation of the lycanthropes. The vampire spawn will pursue both groups, and thus some of them will likely arrive at the lycanthrope base of operations and be confronted by them.

I am a new-to-5E DM. I am trying to predict what the confrontation will play out like and to consider the best strategies for both parties. I would appreciate comments on whether my rules understanding and reasoning are sound.

The attacks of vampire spawn are claws (slashing or grapple, 1 or 2 attacks per turn) and bite (piercing plus necrotic; on an unwilling victim, the target must first be grappled to make an attack, 1 attack at most per turn). Of these, only the necrotic bite damage can harm the lycanthrope, since it has immunity to non-magical, non-silvered slashing and piercing. Thus the optimal strategy of the vampire spawn is to make claw attacks until one hits, choose to grapple rather than damage, and then attack with bite to cause necrotic damage. Once a spawn has established a grapple, it should cease making claw attacks and just make one bite per round (unless both hands may be used to establish separate grapples, see "here").

If the spawn starts its turn with no grapple in place, it has a 60% chance of a hit with its first attack, and will score on average (0.6)(7) = 4.2 with its bite, for an anticipated 2.52 points of necrotic damage. If it misses with the first claw, it has a 60% chance of a hit with its second claw, but then cannot bite that turn, and the lycanthrope then has a 50% chance of being able to break the grapple if it has a turn before the spawn’s next turn.

If the spawn starts its turn with a grapple in place, it has a 60% chance for a hit with its bite, for an average of 4.2 points of necrotic damage. Regardless of whether this attack hits or misses, there can be only one bite attack per turn (see "here" for whether it could benefit from a second grapple).

Thus, one on one, a vampire spawn is likely to take out a single lycanthrope in around ten rounds or so.

The lycanthrope has many options for forms and attacks, and all of them are capable of damaging the spawn except the curse of lycanthropy as the spawn is not a humanoid. Its optimal damage strategy is to use hybrid form for the increased movement and attack either with one sword and one missile, or with two swords. However, the average damage will be 5.5 per round, and the vampire spawn will be regenerating at least ten points per round and more if it hits with a bite. Furthermore, any time the lycanthrope starts its turn grappled it should spend its entire attack action to break the grapple, which will further reduce its damage output. Given this, in a one-on-one fight a lycanthrope is very unlikely to be able to take down a spawn, and even two or more lycanthropes on one spawn would be unlikely to win.

It seems like the lycanthrope’s best option is to assist the PC’s and encourage them to take out the spawn one at a time by concentrating attacks. If the lycanthropes cannot do this, they really should flee as they are clearly outmatched. If they can do this, possibly keeping themselves at a distance and attacking with missile fire might be appropriate, although it limits them to one attack per round. Alternatively, they could remain in melee and use the Help action to give PC’s advantage on attacks against the spawn.

Unbeknownst to the lycanthropes, they might receive assistance from a nearby NPC as well, although in the case of my party it is rather early for this reveal.

Finally, the lycanthropes have on hand several allied swarms, which is where I am most unsure of optimal action choices.

If the swarms start their turn with a lycanthrope grappled by a spawn but the lycanthrope going before the spawn, one swarm should ready an action to Help the lycanthrope on its turn, giving it advantage on escaping the grapple. Only one should do this since the lycanthrope cannot do better with having more Help on the same action.

If the swarms start their turn with a lycanthrope grappled but the the grappling spawn going before the lycanthrope (or the possibility that the spawn will go before the lycanthrope in the next round, if the swarm is the last of the three to go in the current round), at least one swarm should use its action to also attempt a grapple on the lycanthrope. The lycanthrope should choose to defend against the new grapple with Athletics rather than Acrobatics to give the swarm the best chance to succeed in the grapple (d20-2 > d20). If the grapple succeeds, the swarm should then move the lycanthrope out of reach of the spawn and thus end its grapple. If there are two or more swarms available per grappled lycanthrope, it is not clear to me whether one should Help the other to give it advantage on the attempt, or rather each one should try independently but successively.

If the swarms start their turn with no lycanthropes grappled, they should prepare readied actions to shove any lycanthropes who are grappled by a spawn out of the spawn’s reach as a reaction on the spawn’s turn, thus ending the spawn’s grapple before they have a chance to bite. Again, it is not clear to me whether multiple swarms should be attempting this independently or helping others that are. It would be less effective to shove the spawn (who have a better chance to resist) and it would be impossible to both grapple AND move the lycanthrope or the spawn as a readied reaction.

I would appreciate any comments on whether I have misunderstood the mechanics of this fight or that the overwhelming tactical goal of the spawn is to bite and that of the lycanthropes is to break spawn grapples before they can bite.

I am a member of the Administrators group on a Windows 7 box, how can I spawn a reverse shell with elevated privileges?

I am learning Windows Privilege escalation. I’ve managed to add a user to the Administrators group but I don’t know how to execute nc.exe, present in the Temp dir, with eleavated privileges. My end goal, here, is to get a reverse-shell as nt authority\system, with this newly created privileges for the user user.

Following are some of the details on the Windows box:

c:\Temp>net localgroup administrators net localgroup administrators Alias name     administrators Comment        Administrators have complete and unrestricted access to the computer/domain  Members  ------------------------------------------------------------------------------- Administrator TCM user The command completed successfully.   c:\Temp>whoami whoami tcm-pc\user  systeminfo  Host Name:                 TCM-PC OS Name:                   Microsoft Windows 7 Professional  OS Version:                6.1.7601 Service Pack 1 Build 7601 OS Manufacturer:           Microsoft Corporation OS Configuration:          Standalone Workstation OS Build Type:             Multiprocessor Free Registered Owner:          TCM Registered Organization:    Product ID:                00371-221-2693053-06399 Original Install Date:     4/15/2020, 9:38:13 AM System Boot Time:          6/17/2020, 9:13:27 PM System Manufacturer:       Xen System Model:              HVM domU System Type:               x64-based PC Processor(s):              1 Processor(s) Installed.                            [01]: Intel64 Family 6 Model 79 Stepping 1 GenuineIntel ~2300 Mhz BIOS Version:              Xen 4.2.amazon, 8/24/2006 Windows Directory:         C:\Windows System Directory:          C:\Windows\system32 Boot Device:               \Device\HarddiskVolume1 System Locale:             en-us;English (United States) Input Locale:              en-us;English (United States) Time Zone:                 (UTC-05:00) Eastern Time (US & Canada) Total Physical Memory:     2,048 MB Available Physical Memory: 1,413 MB Virtual Memory: Max Size:  4,095 MB Virtual Memory: Available: 3,409 MB Virtual Memory: In Use:    686 MB Page File Location(s):     C:\pagefile.sys Domain:                    WORKGROUP Logon Server:              \TCM-PC                                                                             Hotfix(s):                 3 Hotfix(s) Installed.                                                                                          [01]: KB2534111                                                                                                 [02]: KB2999226                                                                                                 [03]: KB976902 Network Card(s):           1 NIC(s) Installed.                                                                                             [01]: AWS PV Network Device                                                                                           Connection Name: Local Area Connection 2                                                                        DHCP Enabled:    Yes                                                                                            DHCP Server:     10.10.0.1                                                                                      IP address(es)                                                                                                  [01]: 10.10.50.233                                                                                              [02]: fe80::f1df:5563:c002:f2c1                                                                                                                                                                c:\Temp>netsh firewall show config netsh firewall show config   Domain profile configuration:                                                                                   -------------------------------------------------------------------                                             Operational mode                  = Enable                                                                      Exception mode                    = Enable                                                                      Multicast/broadcast response mode = Enable Notification mode                 = Enable  Service configuration for Domain profile: Mode     Customized  Name ------------------------------------------------------------------- Enable   No          Remote Desktop  Allowed programs configuration for Domain profile: Mode     Traffic direction    Name / Program -------------------------------------------------------------------  Port configuration for Domain profile: Port   Protocol  Mode    Traffic direction     Name -------------------------------------------------------------------  ICMP configuration for Domain profile: Mode     Type  Description ------------------------------------------------------------------- Enable   2     Allow outbound packet too big  Standard profile configuration (current): ------------------------------------------------------------------- Operational mode                  = Disable Exception mode                    = Enable Multicast/broadcast response mode = Enable Notification mode                 = Enable  Service configuration for Standard profile: Mode     Customized  Name ------------------------------------------------------------------- Enable   No          File and Printer Sharing Enable   No          Network Discovery Enable   No          Remote Desktop  Allowed programs configuration for Standard profile: Mode     Traffic direction    Name / Program -------------------------------------------------------------------  Port configuration for Standard profile: Port   Protocol  Mode    Traffic direction     Name -------------------------------------------------------------------  ICMP configuration for Standard profile: Mode     Type  Description ------------------------------------------------------------------- Enable   2     Allow outbound packet too big 

Dynamic spawn system

What are good approaches or patterns to structure a dynamic spawn system ?

It should be able to “create” entities by their type-ID based on a set of rules which are able to change dynamic during runtime.

For example… A spawner which spawns special “summer mobs” if the generated entity lays in a certain area… Or to have the chance to spawn all available entities during day, but during night an other modifier kicks and which only spawns “black super mobs”…

My current spawner is based on a pipeline, which looks like this…

Pipeline<SpawnerData, List<Entity>> spawnerAlgorithm = new PositionSpawner().pipe(new EntitySpawner()); 

Its a common java pipeline pattern, it works… But its not dynamic due to the input/ouput of each step…

What architecture would you choose for a spawner which is able to extend its possibilities during runtime ? Any tipps and tricks ?

How to spawn enemy by individual rows, scrolling downward the screen [using 2D DirectX,C]

I’m a beginner to the game development and just started making one 6 months ago. I’m creating a 2D top-down scrolling shooter game using DirectX9 and C Language.(I know it’s an old one to use but have no choice since it’s a school project).

The result I want:

  • The enemies will be scrolled down by endless rows from top until the screen ends

The problem I’m having:

Currently I’ve managed to spawn the enemies in just one single row. I don’t know how to cut and sort them into 8 enemies in each single row. I really need to know the idea to sort this out and hope someone help me figure this out!!

Thank you in advance.

When does a vampire spawn decide to grapple instead of dealing damage?

The vampire spawn’s claw attack reads:

Instead of dealing damage, the vampire can grapple the target (escape DC 13)

When exactly is this decision made? In particular, I am interested in the interaction with the Drunken Master’s Redirect Attack:

When a creature misses you with a melee attack roll, you can spend 1 ki point as a reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within 5 feet of you.

Can the vampire spawn choose to simply grapple to avoid hurting an ally after the attack has been redirected?

Can I cure a Spawn of Kyuss in an Antimagic Field with Lesser Restoration?

If I cast lesser restoration on a Spawn of Kyuss, who is within an Antimagic Field (as per the spell), from outside the Antimagic Field, what happens?

A Spawn of Kyuss has the Worms trait which says:

If the Spawn of Kyuss is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action.

I am targeting the Spawn of Kyuss with lesser restoration which would cause cure disease normally, but…

Targeted Effects: Spells and other magical effects … that target a creature or an object in the sphere have no effect on that target.

[from antimagic field]

Does the Worms trait trigger from this casting of lesser restoration?


I ask because the Worms trait only says it needs to be targeted by the disease-curing effect, not that it needs to be affected by it.

Vampire/Vampire Spawn vs Vampire Slave of the Vampire Lord

So in d&d 3.5 a Vampire Lord creates vampire slaves rather than vampire spawn. However when a creature has 5+ HD is turned it becomes a vampire not a vampire spawn so does this mean that if a Vampire Lord turns a 5+ HD creature its a normal vampire under the same rules of control or is it also a vampire slave? And on another note, are these vampire slaves stated as regular vampires/vampire spawn when created?