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classes
Dabble With Dread Powers
In your darkest hour, you pleaded for the strength to take what you wanted from the world and a dread power took notice. At first, you may have relished the cathartic rush
that came with channeling your eldritch might to claim what you felt you deserved, but this pact came with strings attached. In times of distress you hear the entity whispering in the back of your mind, urging you to indulge your most base impulses.
Spells
Xanathar's Guide to Everything
tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall.
A small keep stands inside the enclosed
7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.
Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.
Fraz-Urb'luu
Legacy
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Monsters
Out of the Abyss
dreamlands and mind-bending fantasies able to deceive the most discerning foes.
Once imprisoned for centuries below Castle Greyhawk on the world of Oerth, Fraz-Urb’luu has slowly rebuilt his power in
creatures within 1 mile of the lair frequently see hallucinations of long-dead friends and comrades that vanish after only a brief glimpse.
Roads and paths within 6 miles of the lair twist and turn back on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
trick, every ounce of demonic cunning, to manipulate his enemies—mortal and Fiend alike—to do his will. Fraz-Urb’luu can create dreamlands and mind-bending fantasies able to deceive the
see hallucinations of long-dead friends and comrades that vanish after only a brief glimpse.
Twisted Paths. Roads and paths within 6 miles of the lair twist and turn back on themselves, making
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
-bending poison. As the dryads fell to evil, their forest was wrenched from the Feywild into Avernus. Those dryads who resisted the poison died trying to merge back into their trees. The rest crumbled
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
-bending poison. As the dryads fell to evil, their forest was wrenched from the Feywild into Avernus. Those dryads who resisted the poison died trying to merge back into their trees. The rest crumbled
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
-bending poison. As the dryads fell to evil, their forest was wrenched from the Feywild into Avernus. Those dryads who resisted the poison died trying to merge back into their trees. The rest crumbled
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall. A small keep stands inside the enclosed area. The keep has a square base
somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground. Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall. A small keep stands inside the enclosed area. The keep has a square base
somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground. Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress’s outer wall. A small keep stands inside the enclosed area. The keep has a square base
somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground. Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wearing tattered gray robes over black pants sits on a 2-foot-tall toadstool. Her long black hair is tied back with a swatch of gray cloth that matches her robe. A quasit in toad form sits on her knee
get back to her wife Urgala, whom she hasn’t seen in a decade. When last they were together, Urgala and Darribeth were living in Amphail, a town north of Waterdeep. In the intervening years, Urgala
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wearing tattered gray robes over black pants sits on a 2-foot-tall toadstool. Her long black hair is tied back with a swatch of gray cloth that matches her robe. A quasit in toad form sits on her knee
get back to her wife Urgala, whom she hasn’t seen in a decade. When last they were together, Urgala and Darribeth were living in Amphail, a town north of Waterdeep. In the intervening years, Urgala
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wearing tattered gray robes over black pants sits on a 2-foot-tall toadstool. Her long black hair is tied back with a swatch of gray cloth that matches her robe. A quasit in toad form sits on her knee
get back to her wife Urgala, whom she hasn’t seen in a decade. When last they were together, Urgala and Darribeth were living in Amphail, a town north of Waterdeep. In the intervening years, Urgala
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, and long branches bending downward to serve as its arms. When it is ready, the tree pulls its legs free from the clutching earth and joins its fellows in protecting its woodland home. Legendary
or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, and long branches bending downward to serve as its arms. When it is ready, the tree pulls its legs free from the clutching earth and joins its fellows in protecting its woodland home. Legendary
or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, and long branches bending downward to serve as its arms. When it is ready, the tree pulls its legs free from the clutching earth and joins its fellows in protecting its woodland home. Legendary
or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.
compendium
- Sources->Dungeons & Dragons->The Pugilist Class
Hand of Dread Dabble With Dread Powers In your darkest hour, you pleaded for the strength to take what you wanted from the world and a dread power took notice. At first, you may have relished the
cathartic rush that came with channeling your eldritch might to claim what you felt you deserved, but this pact came with strings attached. In times of distress you hear the entity whispering in the back
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Fraz-Urb’luu can create dreamlands and mind-bending fantasies able to deceive the most discerning foes. Once imprisoned for centuries below Castle Greyhawk on the world of Oerth, Fraz-Urb’luu has
and paths within 6 miles of the lair twist and turn back on themselves, making navigation in the area exceedingly difficult. If Fraz-Urb’luu dies, these effects fade over the course of 1d10 days
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
(see Morte’s Planar Parade) gnaw on the bones of a skeleton, which reaches out toward the characters for help. 4 Two dabus (see Morte’s Planar Parade) prune back a mass of razorvine that has spread
, periodically surfaces to skewer Undersigil’s residents from the back of his mutated shark, Ripper (a hunter shark with a walking speed of 30 feet). Others, like the aboleth Abadoom, carve out lairs in
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Fraz-Urb’luu can create dreamlands and mind-bending fantasies able to deceive the most discerning foes. Once imprisoned for centuries below Castle Greyhawk on the world of Oerth, Fraz-Urb’luu has
and paths within 6 miles of the lair twist and turn back on themselves, making navigation in the area exceedingly difficult. If Fraz-Urb’luu dies, these effects fade over the course of 1d10 days
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Fraz-Urb’luu can create dreamlands and mind-bending fantasies able to deceive the most discerning foes. Once imprisoned for centuries below Castle Greyhawk on the world of Oerth, Fraz-Urb’luu has
and paths within 6 miles of the lair twist and turn back on themselves, making navigation in the area exceedingly difficult. If Fraz-Urb’luu dies, these effects fade over the course of 1d10 days
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
(see Morte’s Planar Parade) gnaw on the bones of a skeleton, which reaches out toward the characters for help. 4 Two dabus (see Morte’s Planar Parade) prune back a mass of razorvine that has spread
, periodically surfaces to skewer Undersigil’s residents from the back of his mutated shark, Ripper (a hunter shark with a walking speed of 30 feet). Others, like the aboleth Abadoom, carve out lairs in
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
(see Morte’s Planar Parade) gnaw on the bones of a skeleton, which reaches out toward the characters for help. 4 Two dabus (see Morte’s Planar Parade) prune back a mass of razorvine that has spread
, periodically surfaces to skewer Undersigil’s residents from the back of his mutated shark, Ripper (a hunter shark with a walking speed of 30 feet). Others, like the aboleth Abadoom, carve out lairs in
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
a rotten body into the back of a wooden wagon. “If ye need a ride to the Mortuary, there’s room in the back!” he laughs. 7 A thieving musteval guardinal (see Morte’s Planar Parade) snatches a bag
sites in the Hive Ward. Bottle and Jug Raucous, booze-fueled brawls take place in the back room of the Bottle and Jug, one of the Hive’s most infamous drinkeries. This mass of steel, barbed wire, and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
a rotten body into the back of a wooden wagon. “If ye need a ride to the Mortuary, there’s room in the back!” he laughs. 7 A thieving musteval guardinal (see Morte’s Planar Parade) snatches a bag
sites in the Hive Ward. Bottle and Jug Raucous, booze-fueled brawls take place in the back room of the Bottle and Jug, one of the Hive’s most infamous drinkeries. This mass of steel, barbed wire, and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
a rotten body into the back of a wooden wagon. “If ye need a ride to the Mortuary, there’s room in the back!” he laughs. 7 A thieving musteval guardinal (see Morte’s Planar Parade) snatches a bag
sites in the Hive Ward. Bottle and Jug Raucous, booze-fueled brawls take place in the back room of the Bottle and Jug, one of the Hive’s most infamous drinkeries. This mass of steel, barbed wire, and
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, they yank the rods loose, bending the rods so their chains are freed. They then attack any intruders they can perceive. H4: Steep Passage From this point on, characters without darkvision will need a
as much damage only. H5: Overpass The stream continues beyond another set of uneven steps ahead, bending eastward. A waterfall burbles in a larger cavern somewhere ahead of you.
The goblins have
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, they yank the rods loose, bending the rods so their chains are freed. They then attack any intruders they can perceive. H4: Steep Passage From this point on, characters without darkvision will need a
as much damage only. H5: Overpass The stream continues beyond another set of uneven steps ahead, bending eastward. A waterfall burbles in a larger cavern somewhere ahead of you.
The goblins have
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, they yank the rods loose, bending the rods so their chains are freed. They then attack any intruders they can perceive. H4: Steep Passage From this point on, characters without darkvision will need a
as much damage only. H5: Overpass The stream continues beyond another set of uneven steps ahead, bending eastward. A waterfall burbles in a larger cavern somewhere ahead of you.
The goblins have
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
simple stone rooms at the back of the temple. They bring their own vestments and holy items and take them away again when their duties end. Key NPCs. Right now, Imdarr Relvaunder (male Damaran human priest
annex at the back of the inn, currently out of commission, was initially built with poorly drawing chimneys. Right now, cooking is rudimentary and done out in the yard, on grills flanking the bread
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
simple stone rooms at the back of the temple. They bring their own vestments and holy items and take them away again when their duties end. Key NPCs. Right now, Imdarr Relvaunder (male Damaran human priest
annex at the back of the inn, currently out of commission, was initially built with poorly drawing chimneys. Right now, cooking is rudimentary and done out in the yard, on grills flanking the bread
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
simple stone rooms at the back of the temple. They bring their own vestments and holy items and take them away again when their duties end. Key NPCs. Right now, Imdarr Relvaunder (male Damaran human priest
annex at the back of the inn, currently out of commission, was initially built with poorly drawing chimneys. Right now, cooking is rudimentary and done out in the yard, on grills flanking the bread
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
her symbol. Drow see Kiaransalee as the patron of vengeance because she is said to have died and returned from death to get her revenge, bringing an army of the dead back with her. Various communities
by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn’t offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight. Drow believe that
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
her symbol. Drow see Kiaransalee as the patron of vengeance because she is said to have died and returned from death to get her revenge, bringing an army of the dead back with her. Various communities
by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn’t offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight. Drow believe that
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
her symbol. Drow see Kiaransalee as the patron of vengeance because she is said to have died and returned from death to get her revenge, bringing an army of the dead back with her. Various communities
by bringing them back as undead, but unlike other gods of similar sort, Kiaransalee doesn’t offer the undeath of lichdom but a lowly existence as a banshee, a revenant, or a wight. Drow believe that






