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Species
Mordenkainen Presents: Monsters of the Multiverse
Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Blessed with a supernaturally strong sense of direction, minotaurs make great navigators. Some sages believe minotaurs
choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
Species
Mordenkainen Presents: Monsters of the Multiverse
Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, sea elves navigated the currents and explored the
Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation
Species
Spelljammer: Adventures in Space
Hadozees’ progenitors were mammals no bigger than house cats. Hunted by larger natural predators, they took to the trees and evolved wing-like flaps that enabled them to glide from branch to
glide. Hadozees wrap these wings around themselves to keep warm.
Creating Your Character
When you create your D&D character, you decide whether your character is a member of the human race or one
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
). Rain and snow fall only in the part of the plane nearest to the Plane of Water. Most of the Plane of Air is a complex web of air streams, currents, and winds called the Labyrinth Winds. These range from
stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents carefully, flying with the winds, not against them. Here and there
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
). Rain and snow fall only in the part of the plane nearest to the Plane of Water. Most of the Plane of Air is a complex web of air streams, currents, and winds called the Labyrinth Winds. These range from
stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents carefully, flying with the winds, not against them. Here and there
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
). Rain and snow fall only in the part of the plane nearest to the Plane of Water. Most of the Plane of Air is a complex web of air streams, currents, and winds called the Labyrinth Winds. These range from
stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents carefully, flying with the winds, not against them. Here and there
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Underdark, all water travel involves either rowing at 1½ miles per hour, or floating with prevailing currents at 1 mile per hour. Characters can work in shifts to row more than 8 hours per day, but
character sitting in a floating barrel or other watertight container, either steering with a paddle or flowing with the current. Such a vessel has a speed of 1 mph, requires a crew of 1, allows for no
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Franchise Downtime Once the characters formally establish their franchise at the end of episode 2, downtime activities and franchise tasks will play a bigger role in the adventure. For now, though
Waterdeep can undertake research to study its mysterious runes, which can lead to information regarding That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3.) Gorkoh the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Underdark, all water travel involves either rowing at 1½ miles per hour, or floating with prevailing currents at 1 mile per hour. Characters can work in shifts to row more than 8 hours per day, but
character sitting in a floating barrel or other watertight container, either steering with a paddle or flowing with the current. Such a vessel has a speed of 1 mph, requires a crew of 1, allows for no
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Franchise Downtime Once the characters formally establish their franchise at the end of episode 2, downtime activities and franchise tasks will play a bigger role in the adventure. For now, though
Waterdeep can undertake research to study its mysterious runes, which can lead to information regarding That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3.) Gorkoh the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Franchise Downtime Once the characters formally establish their franchise at the end of episode 2, downtime activities and franchise tasks will play a bigger role in the adventure. For now, though
Waterdeep can undertake research to study its mysterious runes, which can lead to information regarding That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3.) Gorkoh the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Underdark, all water travel involves either rowing at 1½ miles per hour, or floating with prevailing currents at 1 mile per hour. Characters can work in shifts to row more than 8 hours per day, but
character sitting in a floating barrel or other watertight container, either steering with a paddle or flowing with the current. Such a vessel has a speed of 1 mph, requires a crew of 1, allows for no
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, above the fog, is a ring of barrel-topped wagons that surround a large tent with a column of smoke pouring out through a hole in the top. The tent is brightly lit from within. Even at this distance
exhausted their supply of wine and are eager to obtain more. Characters who help them with either problem earn the Vistani’s respect. Dusk Elves. The dusk elf race is all but forgotten, and the few
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, above the fog, is a ring of barrel-topped wagons that surround a large tent with a column of smoke pouring out through a hole in the top. The tent is brightly lit from within. Even at this distance
exhausted their supply of wine and are eager to obtain more. Characters who help them with either problem earn the Vistani’s respect. Dusk Elves. The dusk elf race is all but forgotten, and the few
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, above the fog, is a ring of barrel-topped wagons that surround a large tent with a column of smoke pouring out through a hole in the top. The tent is brightly lit from within. Even at this distance
exhausted their supply of wine and are eager to obtain more. Characters who help them with either problem earn the Vistani’s respect. Dusk Elves. The dusk elf race is all but forgotten, and the few
Goblin
Legacy
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Species
Volo's Guide to Monsters
.
Beast Masters and Slave Drivers
Goblins know they are a weak, unsophisticated race that can be easily dominated by bigger, smarter, more organized, more ferocious, or more magical creatures. Their god
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
corpse. Both corpses must be Medium or bigger.
Innate Spellcasting. The lampad’s spellcasting ability is Charisma (+6 to hit with spell attacks). It can innately cast the following spells, requiring no
the Sea. Sailors across the world claim that naiads know all the secret aquatic routes of Theros. Using this hidden system of currents and arteries, a ship might reach any destination in record time
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
corpse. Both corpses must be Medium or bigger.
Innate Spellcasting. The lampad’s spellcasting ability is Charisma (+6 to hit with spell attacks). It can innately cast the following spells, requiring no
the Sea. Sailors across the world claim that naiads know all the secret aquatic routes of Theros. Using this hidden system of currents and arteries, a ship might reach any destination in record time
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
corpse. Both corpses must be Medium or bigger.
Innate Spellcasting. The lampad’s spellcasting ability is Charisma (+6 to hit with spell attacks). It can innately cast the following spells, requiring no
the Sea. Sailors across the world claim that naiads know all the secret aquatic routes of Theros. Using this hidden system of currents and arteries, a ship might reach any destination in record time
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. Read or paraphrase the following text when a character investigates: A group of a dozen lizardfolk cheer as one among them strains, then hefts a barrel-sized boulder over her head. She holds it for a
Ability Check 1 Acrobatic performances 15 Dexterity (Acrobatics) 2 Deimatic displays 16 Charisma (Intimidation) 3 Reptile trivia 14 Intelligence (Nature) 4 Swimming race or weightlifting 17 Strength
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. Read or paraphrase the following text when a character investigates: A group of a dozen lizardfolk cheer as one among them strains, then hefts a barrel-sized boulder over her head. She holds it for a
Ability Check 1 Acrobatic performances 15 Dexterity (Acrobatics) 2 Deimatic displays 16 Charisma (Intimidation) 3 Reptile trivia 14 Intelligence (Nature) 4 Swimming race or weightlifting 17 Strength
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. Read or paraphrase the following text when a character investigates: A group of a dozen lizardfolk cheer as one among them strains, then hefts a barrel-sized boulder over her head. She holds it for a
Ability Check 1 Acrobatic performances 15 Dexterity (Acrobatics) 2 Deimatic displays 16 Charisma (Intimidation) 3 Reptile trivia 14 Intelligence (Nature) 4 Swimming race or weightlifting 17 Strength
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Adventurers who earn the giants’ trust are quartered here during their stay. Each of these rooms contains furnishings sized for Medium and Small creatures: five comfortable beds, a circular rug, a barrel of
southernmost chamber and one in the northernmost chamber. Their limbs are wrapped in kelp to keep them from drifting. The giants are sensitive to water currents, so that any creature that swims through a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Adventurers who earn the giants’ trust are quartered here during their stay. Each of these rooms contains furnishings sized for Medium and Small creatures: five comfortable beds, a circular rug, a barrel of
southernmost chamber and one in the northernmost chamber. Their limbs are wrapped in kelp to keep them from drifting. The giants are sensitive to water currents, so that any creature that swims through a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Adventurers who earn the giants’ trust are quartered here during their stay. Each of these rooms contains furnishings sized for Medium and Small creatures: five comfortable beds, a circular rug, a barrel of
southernmost chamber and one in the northernmost chamber. Their limbs are wrapped in kelp to keep them from drifting. The giants are sensitive to water currents, so that any creature that swims through a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
(worth 2,500 gp each) and weigh 2,500 pounds each. The sea chest is 12 feet long, 9 feet tall, and 9 feet deep, with a lid shaped like a half-barrel. The large padlock that hangs from its latch is
search of the room yields four quarterstaffs carved from sunken ship masts, a large barrel holding six tridents, an open crate containing ten coral-encrusted rocks, and a storm giant-sized mannequin
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
(worth 2,500 gp each) and weigh 2,500 pounds each. The sea chest is 12 feet long, 9 feet tall, and 9 feet deep, with a lid shaped like a half-barrel. The large padlock that hangs from its latch is
search of the room yields four quarterstaffs carved from sunken ship masts, a large barrel holding six tridents, an open crate containing ten coral-encrusted rocks, and a storm giant-sized mannequin
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
(worth 2,500 gp each) and weigh 2,500 pounds each. The sea chest is 12 feet long, 9 feet tall, and 9 feet deep, with a lid shaped like a half-barrel. The large padlock that hangs from its latch is
search of the room yields four quarterstaffs carved from sunken ship masts, a large barrel holding six tridents, an open crate containing ten coral-encrusted rocks, and a storm giant-sized mannequin
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
carries ten crossbow bolts.
Roleplaying Information
Innkeeper Miros is a retired carnival attraction, dubbed “the Yeti” because of his barrel-shaped body and the thick, white hair covering his
himself. At the same time, he runs a business with his partner Alaestra and knows she wouldn’t forgive him if he ran off and never returned.
Ideal: “The bigger the risk, the greater the reward.”
Bond
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
carries ten crossbow bolts.
Roleplaying Information
Innkeeper Miros is a retired carnival attraction, dubbed “the Yeti” because of his barrel-shaped body and the thick, white hair covering his
himself. At the same time, he runs a business with his partner Alaestra and knows she wouldn’t forgive him if he ran off and never returned.
Ideal: “The bigger the risk, the greater the reward.”
Bond
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
carries ten crossbow bolts.
Roleplaying Information
Innkeeper Miros is a retired carnival attraction, dubbed “the Yeti” because of his barrel-shaped body and the thick, white hair covering his
himself. At the same time, he runs a business with his partner Alaestra and knows she wouldn’t forgive him if he ran off and never returned.
Ideal: “The bigger the risk, the greater the reward.”
Bond
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
know they are a weak, unsophisticated race that can be easily dominated by bigger, smarter, more organized, more ferocious, or more magical creatures. Their god was conquered by Maglubiyet, after all
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
know they are a weak, unsophisticated race that can be easily dominated by bigger, smarter, more organized, more ferocious, or more magical creatures. Their god was conquered by Maglubiyet, after all
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
know they are a weak, unsophisticated race that can be easily dominated by bigger, smarter, more organized, more ferocious, or more magical creatures. Their god was conquered by Maglubiyet, after all
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
position in defiance of the water’s swiftest currents. L13: Underground Lake A river flows into the south side of this high-vaulted cavern, feeding a glassy, ebon-hued lake. Drops of water fall from the
. Each has three clawed arms, three stumpy legs, and a barrel-like body.
Three xorn from the Elemental Plane of Earth found their way to this cave through a planar rift that has since closed, stranding






