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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    12. Master Suite The double doors to this room have dusty panes of stained glass set into them. Designs in the glass resemble windmills. The dusty, cobweb-filled master bedroom (area 12A) has
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Telepathic Bond. While the homunculus is on the same plane of existence as its master, the two of them can communicate telepathically with each other.Bite. Melee Attack Roll: +4;{"diceNotation":"1d20
                                                
                                            
                                                
                                                    +4", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 1 Piercing damage, and the target is subjected to the following effect. Constitution Saving Throw: DC 12. Failure: The target has the
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Tunneler. The ankheg can burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake.Bite. Melee Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to
                                                
                                            
                                                
                                                     Grappled condition (escape DC 13).
Acid Spray (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Acid Spray"}. Dexterity Saving Throw: DC 12, each creature in a 30-foot-long, 5
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     effects.Multiattack. The salamander makes two Flame Trident attacks.
Flame Trident. Melee or Ranged Attack Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Flame Trident"}, reach 5 ft. or
                                                
                                            
                                                
                                                     target gains 1 Exhaustion level whenever it takes this burning damage. Success: Half damage only.FireColdBlazing Movement. The salamander moves up to its Speed without provoking opportunity attack
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     feet of the cube can pull a creature or an object out of the cube by succeeding on a DC 12 Strength (Athletics) check, and the puller takes 10 (3d6);{"diceNotation":"3d6", "rollType":"damage
                                                
                                            
                                                
                                                     creature hasn’t witnessed the cube move or otherwise act.Pseudopod. Melee Attack Roll: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Pseudopod"}, reach 5 ft. Hit: 12 (3d6 + 2
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Material components and using Charisma as the spellcasting ability (spell save DC 20, +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Spellcasting"} to hit with spell attacks):
At
                                                
                                            
                                                
                                                    ’t take this action again until the start of its next turn.
Fiery Rays. The dragon uses Spellcasting to cast Scorching Ray. The dragon can’t take this action again until the start of its next turn.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.Fire
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     use of Spellcasting to cast Shatter.
Rend. Melee Attack Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft. Hit: 16 (2d8 + 7);{"diceNotation":"2d8+7
                                                
                                            
                                                
                                                     expended uses at the start of each of its turns.
Cloaked Flight. The dragon uses Spellcasting to cast Invisibility on itself, and it can fly up to half its Fly Speed. The dragon can’t take this
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     damage, and the target’s Speed decreases by 10 feet until the start of the hobgoblin’s next turn.
Longsword. Melee Attack Roll: +6;{"diceNotation":"1d20+6", "rollType":"to hit", "rollAction
                                                
                                            
                                                
                                                    ":"Longsword"}, reach 5 ft. Hit: 12 (2d8 + 3);{"diceNotation":"2d8+3", "rollType":"damage", "rollAction":"Longsword", "rollDamageType":"Slashing"} Slashing damage.Parry. Trigger: The hobgoblin is hit
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    );{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Force"} Force damage.
Radiant Ray. Ranged Attack Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction
                                                
                                            
                                                
                                                     of its turns.
Feral Strike. The animal lord moves up to its Speed without provoking opportunity attack;Opportunity Attacks, and it makes one Rend attack.
Radiant Strike. The animal lord makes one
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    ’s level
HP 30 + 10 for each spell level above 4
Speed 40 ft., Climb 40 ft., Fly 40 ft. (Wasp only)
 
 
Mod
Save
STR
17
+3
+3
DEX
13
+1
+1
CON
                                                
                                            
                                                
                                                    
15
+2
+2
 
 
Mod
Save
INT
4
−3
−3
WIS
14
+2
+2
CHA
3
−4
−4
Senses Darkvision 60 ft., Passive Perception 12
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Tunneler. The umber hulk can burrow through solid rock at half its Burrow Speed and leaves a 10-foot-diameter tunnel in its wake.Multiattack. The umber hulk makes three Rend attacks.
Rend. Melee
                                                
                                            
                                                
                                                     Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5", "rollType":"damage", "rollAction":"Rend", "rollDamageType
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     spell’s level in the stat block.
Draconic Spirit
Large Dragon, Neutral
AC 14 + the spell’s level
HP 50 + 10 for each spell level above 5
Speed 30 ft., Fly 60 ft., Swim 30 ft
                                                
                                            
                                                
                                                    
Resistances Acid, Cold, Fire, Lightning, Poison
Immunities Charmed, Frightened, Poisoned
Senses Blindsight 30 ft., Darkvision 60 ft.; Passive Perception 12
Languages Draconic, understands
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ", "rollDamageType":"Slashing"} Slashing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Force"} Force damage.
Radiant Ray. Ranged Attack Roll: +12
                                                
                                            
                                                
                                                    ;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Radiant Ray"}, range 120 ft. Hit: 20 (4d6 + 6);{"diceNotation":"4d6+6", "rollType":"damage", "rollAction":"Radiant Ray", "rollDamageType
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Bite"}, reach 5 ft. Hit: 12 (2d8 + 3);{"diceNotation":"2d8+3", "rollType":"damage", "rollAction":"Bite", "rollDamageType":"Piercing"} Piercing
                                                
                                            
                                                
                                                    ", "rollType":"damage", "rollAction":"Longbow", "rollDamageType":"Piercing"} Piercing damage.Prowl (Tiger or Hybrid Form Only). The weretiger moves up to its Speed without provoking Opportunity Attack
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     three Rend attacks. It can replace one attack with a use of (A) Repulsion Breath or (B) Spellcasting to cast Guiding Bolt (level 2 version).
Rend. Melee Attack Roll: +12;{"diceNotation":"1d20+12
                                                
                                            
                                                
                                                     all expended uses at the start of each of its turns.
Guiding Light. The dragon uses Spellcasting to cast Guiding Bolt (level 2 version).
Pounce. The dragon moves up to half its Speed, and it makes
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    
Speed 30 ft.; Climb 30 ft. (Land only); Fly 60 ft. (Air only); Swim 30 ft. (Water only)
 
 
Mod
Save
STR
18
+4
+4
DEX
11
+0
+0
CON
16
+3
+3
                                                
                                            
                                                
                                                    
 
 
Mod
Save
INT
4
–3
–3
WIS
14
+2
+2
CHA
5
−3
−3
Senses Darkvision 60 ft.; Passive Perception 12
Languages 
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     Celestial, Neutral
AC 11 + the spell’s level + 2 (Defender only)
HP 40 + 10 for each spell level above 5
Speed 30 ft., Fly 40 ft.
 
 
Mod
Save
STR
16
+3
+3
                                                
                                            
                                                
                                                    , Frightened
Senses Darkvision 60 ft.; Passive Perception 12
Languages Celestial, understands the languages you know
CR None (XP 0; PB equals your Proficiency Bonus)
Actions
Multiattack. The spirit makes
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     number of Hit Dice [d10s] equal to the spell’s level)
Speed 60 ft., Fly 60 ft. (requires level 4+ spell)
 
 
Mod
Save
STR
18
+4
+4
DEX
12
+1
+1
CON
                                                
                                            
                                                
                                                    
14
+2
+2
 
 
Mod
Save
INT
6
−2
−2
WIS
12
+1
+1
CHA
8
−1
−1
Senses Passive Perception 11
Languages Telepathy
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    );{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Force"} Force damage.
Radiant Ray. Ranged Attack Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction
                                                
                                            
                                                
                                                     regains all expended uses at the start of each of its turns.
Feral Strike. The animal lord moves up to its Speed without provoking opportunity attack;Opportunity Attacks, and it makes one Rend attack
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"Slashing"} Slashing damage plus 7 (2d6);{"diceNotation":"2d6", "rollType":"damage", "rollAction":"Rend", "rollDamageType":"Force"} Force damage.
Radiant Ray. Ranged Attack Roll: +12;{"diceNotation":"1d20
                                                
                                            
                                                
                                                    +12", "rollType":"to hit", "rollAction":"Radiant Ray"}, range 120 ft. Hit: 20 (4d6 + 6);{"diceNotation":"4d6+6", "rollType":"damage", "rollAction":"Radiant Ray", "rollDamageType":"Radiant"} Radiant
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    ’s level in the stat block.
Fey Spirit
Small Fey, Neutral
AC 12 + the spell’s level
HP 30 + 10 for each spell level above 3
Speed 30 ft., Fly 30 ft.
 
 
Mod
Save
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    . The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5
                                                
                                            
                                                
                                                     turns.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Veil of Shadow. The dragon uses Shadow Stealth, and one creature of its choice that it can see within 10 feet of it
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    . The dragon makes three Rend attacks.
Rend. Melee Attack Roll: +10;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Rend"}, reach 10 ft. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5
                                                
                                            
                                                
                                                     turns.
Pounce. The dragon moves up to half its Speed, and it makes one Rend attack.
Veil of Shadow. The dragon uses Shadow Stealth, and one creature of its choice that it can see within 10 feet of it
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     three Dread Blade attacks.
Dread Blade. Melee Attack Roll: +11;{"diceNotation":"1d20+11", "rollType":"to hit", "rollAction":"Dread Blade"}, reach 5 ft. Hit: 12 (2d6 + 5);{"diceNotation":"2d6+5
                                                
                                            
                                                
                                                     the target’s Hit Point maximum decreases by an amount equal to the damage taken. Failure or Success: The death knight can’t take this action again until the start of its next turn.
Lunge. The death knight moves up to half its Speed, and it makes one Dread Blade attack.Necrotic, Poison
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     five Orbs of Dragonkind to help defeat the dragons. One orb was taken to each of the five towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure
                                                
                                            
                                                
                                                     (see the Dungeon Master’s Guide):
2 minor beneficial properties
1 minor detrimental property
1 major detrimental property
Spells. The orb has 7 charges and regains 1d4 + 3 expended
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    
Speed 30 ft.; Fly 40 ft. (hover; Ghostly only)
 
 
Mod
Save
STR
12
+1
+1
DEX
16
+3
+3
CON
15
+2
+2
 
 
Mod
Save
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    .
Fiendish Spirit
Large Fiend, Neutral
AC 12 + the spell’s level
HP 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6
Speed 40 ft.; Climb 40 ft
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    ) for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed.
Giant Fly
Large Beast, Unaligned
AC 11 Initiative +1 (11)
HP 19
                                                
                                            
                                                
                                                     (3d10 + 3)
Speed 30 ft., Fly 60 ft.
 
 
Mod
Save
STR
14
+2
+2
DEX
13
+1
+1
CON
13
+1
+1
 
 
Mod
Save
INT
2
&minus
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     an ally. As Dungeon Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adventurer guessing who is likely to become a betrayer.
Fool. You have
                                                
                                            
                                                
                                                     magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see the Dungeon Master’s
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer’s next turn. While the target is charmed in this way, its speed is halved, and it
                                                
                                            
                                                
                                                     they are within 1 mile of each other. If its master causes it physical harm, the gazer will end its service as a familiar, breaking the telepathic bond.
Aggressive. The gazer can move up to its speed toward a hostile creature that it can see.
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    : Dazing Ray. The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer’s next turn. While the target is charmed in this way, its speed is
                                                
                                            
                                                
                                                     1 mile of each other. If its master causes it physical harm, the gazer will end its service as a familiar, breaking the telepathic bond.
Aggressive. The gazer can move up to its speed toward a hostile creature that it can see.
                                                
                                            
                                        
                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     on a DC 17 Wisdom saving throw or be charmed by the master for 1 hour. While charmed in this way, a creature's speed is 0. If the charmed creature takes damage, it can repeat the saving throw, ending
                                                
                                            
                                                
                                                    Aura of Blood Lust. When any other creature starts its turn within 30 feet of the master, that creature must succeed on a DC 17 Wisdom saving throw, or it must immediately take the Attack action
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Immutable Form. The warbler is immune to any spell or effect that would alter its form.
Telepathic Bond. While the warbler is on the same plane of existence as its master, it can magically convey
                                                
                                            
                                                
                                                     what it senses to its master, and the two can communicate telepathically with each other.Claw. Melee Weapon Attack: +4;{"diceNotation":"1d20+4", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5
                                                
                                            
                                        
                                                     Monsters
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    Bound Together. The drowned master shares its mind with every other drowned one within 1 mile of it, and can communicate its thoughts and observations to them instantaneously and without limitation
                                                
                                            
                                                
                                                    ":"cold"} cold damage. A creature that touches the drowned master or hits it with a melee attack while within 5 feet of it takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Cold Aura
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Scimitar of Speed. Viln wields a scimitar of speed and can make one attack with it as a bonus action on her turn. All of
                                                
                                            
                                                
                                                     Viln’s attacks with the weapon are +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Scimitar of Speed"} to hit and deal 8 (1d6 + 5);{"diceNotation":"1d6+5","rollType":"damage
                                                
                                            
                                        





