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Spells
Player’s Handbook
no higher than your level or Challenge Rating. You must have seen the sort of creature before, and it can’t be a Construct or an Undead.
When you cast the spell, you gain a number of Temporary
block of the chosen form, but you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If
Monsters
Mordenkainen Presents: Monsters of the Multiverse
rats come together to form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm’s constituents. The rats become smarter as a result, and retain
psionic powers.
A single cranium rat uses its natural telepathy to communicate hunger, fear, and other base emotions. A swarm of cranium rats communicating telepathically “speaks” as one
Monsters
Mordenkainen Presents: Monsters of the Multiverse
constituents. The rats become smarter as a result, and retain their heightened intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium
rat by its mind flayer creators, bestowing upon the swarm psionic powers.
A single cranium rat uses its natural telepathy to communicate hunger, fear, and other base emotions. A swarm of cranium rats
Shapechange
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead
replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in
Monsters
Infernal Machine Rebuild
Detect Sentience. The brain in a jar can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the
with controlling a construct for all time as punishment.
If this adventure is played as a sequel to Lost Laboratory of Kwalish, this creature began as the Brain in a jar;brains in jars encountered in the
Monsters
Van Richten’s Guide to Ravenloft
":"recharge","rollAction":"Blood Puppeteering"}. The necrichor targets a creature it can see within 5 feet of it that is missing any of its hit points. If the target isn’t a Construct or an Undead, it
sludge in the crypts of failed liches. Despite the loss of a solid physical form, these foul creatures retain their terrible intellects and aspire to megalomaniacal goals—the first of which
races
their shadow roads also grows. None are more aware of this than the unbound satarre, a small faction zealously dedicated to unraveling barriers between the worlds. The unbound satarre are a curiosity
means.
Unbound satarre are a subrace of satarre. You can find more about the base satarre race in Tome of Heroes.
Unbound Satarre Names
Like other satarre, unbound satarre names often resemble names
Monsters
Mordenkainen's Fiendish Folio Volume 1
Entropic Aura. Each creature that is not a construct or undead that ends its turn within 15 feet of Ygorl takes 14 (4d6);{"diceNotation":"4d6","rollType":"damage","rollAction":"Entropic Aura
Teleport action.
Call the Void (Costs 3 Actions). Each creature that is not a construct or undead within 30 feet of Ygorl must make a DC 22 Constitution saving throw against the lord of entropy’s
races
The River Styx winds through the Shadow Realm, full of mindless shades that live only to consume the memories of those they can drown. An unfortunate few of these shades bound to the plane retain
can find more about the base shade race in Tome of Heroes.
Stygian Shade Names
Shades of the Shadow Realm awaken with little to no memory of who they were in life and rarely know their own names
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
level or Challenge Rating. You must have seen the sort of creature before, and it can’t be a Construct or an Undead. When you shape-shift, you gain a number of Temporary Hit Points equal to the Hit
Points of the form. The spell ends early if you have no Temporary Hit Points left. Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
level or Challenge Rating. You must have seen the sort of creature before, and it can’t be a Construct or an Undead. When you shape-shift, you gain a number of Temporary Hit Points equal to the Hit
Points of the form. The spell ends early if you have no Temporary Hit Points left. Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
level or Challenge Rating. You must have seen the sort of creature before, and it can’t be a Construct or an Undead. When you cast the spell, you gain a number of Temporary Hit Points equal to the
you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
level or Challenge Rating. You must have seen the sort of creature before, and it can’t be a Construct or an Undead. When you cast the spell, you gain a number of Temporary Hit Points equal to the
you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
level or Challenge Rating. You must have seen the sort of creature before, and it can’t be a Construct or an Undead. When you shape-shift, you gain a number of Temporary Hit Points equal to the Hit
Points of the form. The spell ends early if you have no Temporary Hit Points left. Your game statistics are replaced by the stat block of the chosen form, but you retain your creature type; alignment
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
level or Challenge Rating. You must have seen the sort of creature before, and it can’t be a Construct or an Undead. When you cast the spell, you gain a number of Temporary Hit Points equal to the
you retain your creature type; alignment; personality; Intelligence, Wisdom, and Charisma scores; Hit Points; Hit Point Dice; proficiencies; and ability to communicate. If you have the Spellcasting
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Cables” sidebar).
WEB CABLES
The sections of the Maze Level controlled by House Freth are defended by barriers of thick webs as strong as iron cables. These webs are produced by an iron spider
construct created and controlled by Drivvin Freth. The spider is stored in area 12b when it’s not being used to create webs.
The web cables strung in areas 10 through 17 are designed to keep minotaurs and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Cables” sidebar).
WEB CABLES
The sections of the Maze Level controlled by House Freth are defended by barriers of thick webs as strong as iron cables. These webs are produced by an iron spider
construct created and controlled by Drivvin Freth. The spider is stored in area 12b when it’s not being used to create webs.
The web cables strung in areas 10 through 17 are designed to keep minotaurs and
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
. Cemeteries, crypts, and tombs cluster around the base of the towers, and catacombs sprawl further below. Inside the Mortuary, the dead toil on behalf of the dead. Believing the multiverse is but a shadowy
afterlife, the Heralds of Dust devote themselves to caring for the deceased. The Mortuary’s musty halls echo with skeletal figures wheeling squeaking gurneys, shoveling grave dirt, reciting woeful
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
. Cemeteries, crypts, and tombs cluster around the base of the towers, and catacombs sprawl further below. Inside the Mortuary, the dead toil on behalf of the dead. Believing the multiverse is but a shadowy
afterlife, the Heralds of Dust devote themselves to caring for the deceased. The Mortuary’s musty halls echo with skeletal figures wheeling squeaking gurneys, shoveling grave dirt, reciting woeful
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
. Cemeteries, crypts, and tombs cluster around the base of the towers, and catacombs sprawl further below. Inside the Mortuary, the dead toil on behalf of the dead. Believing the multiverse is but a shadowy
afterlife, the Heralds of Dust devote themselves to caring for the deceased. The Mortuary’s musty halls echo with skeletal figures wheeling squeaking gurneys, shoveling grave dirt, reciting woeful
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Cables” sidebar).
WEB CABLES
The sections of the Maze Level controlled by House Freth are defended by barriers of thick webs as strong as iron cables. These webs are produced by an iron spider
construct created and controlled by Drivvin Freth. The spider is stored in area 12b when it’s not being used to create webs.
The web cables strung in areas 10 through 17 are designed to keep minotaurs and
Magic Items
The Book of Many Things
02
Balance*
03
Beast
04
Book
05
Bridge
06
Campfire
07
Cavern
08
Celestial
09
Comet*
10
Construct
11
Corpse
12
Crossroads
13
, while leaving your hands free.
Celestial. You sprout a pair of softly luminescent, feathered wings from your back and gain a flying speed of 30 feet.
Construct. A homunculus appears in an
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
can’t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting
trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
can’t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting
trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
campaign. If you are replacing your race with a lineage, you retain any languages you had and gain no new languages. Creature Type Every creature in D&D, including every player character, has a special
list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
campaign. If you are replacing your race with a lineage, you retain any languages you had and gain no new languages. Creature Type Every creature in D&D, including every player character, has a special
list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
can’t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting
trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
campaign. If you are replacing your race with a lineage, you retain any languages you had and gain no new languages. Creature Type Every creature in D&D, including every player character, has a special
list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
can’t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting
trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
can’t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting
trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
can’t be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting
trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Decaton Modron The least of the hierarchs, decatons monitor the physical well-being of base modrons. Two stubby legs support their spherical bodies, and ten mechanical tentacles sprout out from their
rounded frames in all directions. Their heads contain ten eyes to readily observe the operations of surrounding base modrons. In emergencies, a decaton can discharge a bolt of electricity from each






