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Magic Items
Dungeon Master’s Guide
;s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot
ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers.
Button 6. The rod assumes or remains in its normal form and indicates
Monsters
Mordenkainen's Fiendish Folio Volume 1
treasure plundered fall to the bottom of the ordning, becoming outcasts known as fog giants. Cut off from their proper place in society, they become raiders and marauders who seek to reclaim their
down the gate of a backwater duke’s castle, slaying a dozen or more guards, then calling for parley is a typical fog giant strategy—followed by an offer to leave the duke alive in return
Rod of Lordly Might
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Magic Items
Basic Rules (2014)
50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart
battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.
If you press button 6, the rod assumes or remains in its normal form and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
about a dungeon. Even the most wide-open terrain presents clear pathways. Roads seldom run straight because they follow the contours of the land, finding the most level or otherwise easiest routes across
uneven ground. Valleys and ridges channel travel in certain directions. Mountain ranges present forbidding barriers traversed only by remote passes. Even the most trackless desert reveals favored
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
about a dungeon. Even the most wide-open terrain presents clear pathways. Roads seldom run straight because they follow the contours of the land, finding the most level or otherwise easiest routes across
uneven ground. Valleys and ridges channel travel in certain directions. Mountain ranges present forbidding barriers traversed only by remote passes. Even the most trackless desert reveals favored
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
about a dungeon. Even the most wide-open terrain presents clear pathways. Roads seldom run straight because they follow the contours of the land, finding the most level or otherwise easiest routes across
uneven ground. Valleys and ridges channel travel in certain directions. Mountain ranges present forbidding barriers traversed only by remote passes. Even the most trackless desert reveals favored
Monsters
Fizban's Treasury of Dragons
, or crumbling ruins designed to disorient intruders. Circuitous routes within the lair provide the dragon with numerous ways to evade pursuit, while strategically designed choke points allow them to
treasures in a smaller chamber just above the great hall on the map.
Watery Caves. Near the bottom portion of the map, the vaults give way to natural stone caves; these caves slope down to a subterranean
Monsters
Fizban's Treasury of Dragons
’s lair is a maze of twisting tunnels, interconnected caverns, or crumbling ruins designed to disorient intruders. Circuitous routes within the lair provide the dragon with numerous ways to evade
find a way through.
Treasury. The dragon stores the finest treasures in a smaller chamber just above the great hall on the map.
Watery Caves. Near the bottom portion of the map, the vaults give way
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
7. Watermaster This room faces the docks and contains a bedroll, a barrel of fish, and two crates of rations. A fishing pole leans in the corner near the bedroll. A male hobgoblin calling himself the
his own might and authority, and isn’t afraid of facing off against multiple enemies. Treasure The Watermaster hides his treasure in an unlocked wooden coffer at the bottom of the fish barrel. The coffer contains 80 sp, 45 gp, and a nonmagical platinum ring of elven design worth 100 gp.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
7. Watermaster This room faces the docks and contains a bedroll, a barrel of fish, and two crates of rations. A fishing pole leans in the corner near the bedroll. A male hobgoblin calling himself the
his own might and authority, and isn’t afraid of facing off against multiple enemies. Treasure The Watermaster hides his treasure in an unlocked wooden coffer at the bottom of the fish barrel. The coffer contains 80 sp, 45 gp, and a nonmagical platinum ring of elven design worth 100 gp.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
7. Watermaster This room faces the docks and contains a bedroll, a barrel of fish, and two crates of rations. A fishing pole leans in the corner near the bedroll. A male hobgoblin calling himself the
his own might and authority, and isn’t afraid of facing off against multiple enemies. Treasure The Watermaster hides his treasure in an unlocked wooden coffer at the bottom of the fish barrel. The coffer contains 80 sp, 45 gp, and a nonmagical platinum ring of elven design worth 100 gp.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Infiltrating the Fortress Characters can enter Zariel’s flying fortress using any of the following routes. Rooftop Hatch Characters capable of flight can enter the flying fortress through an unlocked
deck. Soul Intake Pipe Souls from the River Styx are drawn up into the flying fortress through a grilled vent at the bottom end of the fortress. This vent leads to a 5-foot-diameter, iron pipe that
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Infiltrating the Fortress Characters can enter Zariel’s flying fortress using any of the following routes. Rooftop Hatch Characters capable of flight can enter the flying fortress through an unlocked
deck. Soul Intake Pipe Souls from the River Styx are drawn up into the flying fortress through a grilled vent at the bottom end of the fortress. This vent leads to a 5-foot-diameter, iron pipe that
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Infiltrating the Fortress Characters can enter Zariel’s flying fortress using any of the following routes. Rooftop Hatch Characters capable of flight can enter the flying fortress through an unlocked
deck. Soul Intake Pipe Souls from the River Styx are drawn up into the flying fortress through a grilled vent at the bottom end of the fortress. This vent leads to a 5-foot-diameter, iron pipe that
Dwarf
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races
Basic Rules (2014)
trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though
command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, indentured drow at the bottom of the ladder spend their lives laboring for another house’s gain, and powerful drow at the top of society spend their time trying not to be assassinated or framed for
them. Survival for a solitary drow underground is nearly impossible. The main routes through the Underdark are dotted with drow guard posts, and the back ways are prowled by ropers, mind flayers
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, indentured drow at the bottom of the ladder spend their lives laboring for another house’s gain, and powerful drow at the top of society spend their time trying not to be assassinated or framed for
them. Survival for a solitary drow underground is nearly impossible. The main routes through the Underdark are dotted with drow guard posts, and the back ways are prowled by ropers, mind flayers
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, indentured drow at the bottom of the ladder spend their lives laboring for another house’s gain, and powerful drow at the top of society spend their time trying not to be assassinated or framed for
them. Survival for a solitary drow underground is nearly impossible. The main routes through the Underdark are dotted with drow guard posts, and the back ways are prowled by ropers, mind flayers
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. Rods Top to Bottom: Rulership
bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. Rods Top to Bottom: Rulership
bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
bonus action. A button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. Rods Top to Bottom: Rulership
bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
ruins designed to disorient intruders. Circuitous routes within the lair provide the dragon with numerous ways to evade pursuit, while strategically designed choke points allow them to harry enemies
finest treasures in a smaller chamber just above the great hall on the map. Watery Caves. Near the bottom portion of the map, the vaults give way to natural stone caves; these caves slope down to a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
ruins designed to disorient intruders. Circuitous routes within the lair provide the dragon with numerous ways to evade pursuit, while strategically designed choke points allow them to harry enemies
finest treasures in a smaller chamber just above the great hall on the map. Watery Caves. Near the bottom portion of the map, the vaults give way to natural stone caves; these caves slope down to a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
ruins designed to disorient intruders. Circuitous routes within the lair provide the dragon with numerous ways to evade pursuit, while strategically designed choke points allow them to harry enemies
finest treasures in a smaller chamber just above the great hall on the map. Watery Caves. Near the bottom portion of the map, the vaults give way to natural stone caves; these caves slope down to a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
66. Door of Devouring If the characters approach this area by way of the spiral staircase (area 26), read the following when they reach the bottom of the stairs: At the bottom of the staircase, a
bottom of the lake to the cavern roof and is attached to the nearby wall by a stone conduit. On one side of the column, steps of moss-covered stone climb from a stone dock to a landing whose stone door
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
from your acquaintance Sergeant Germaine Vilroy of the Sharn Watch that reads, “I’m calling on you for a job. I can’t write the details, but it pays well and requires your skills. Meet me at the
following boxed text to the players: As darkness descends on the city, you see windows light up the towers around you from bottom to top. A cool wind whisks between you, drowning out the other noises
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
from your acquaintance Sergeant Germaine Vilroy of the Sharn Watch that reads, “I’m calling on you for a job. I can’t write the details, but it pays well and requires your skills. Meet me at the
following boxed text to the players: As darkness descends on the city, you see windows light up the towers around you from bottom to top. A cool wind whisks between you, drowning out the other noises
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
from your acquaintance Sergeant Germaine Vilroy of the Sharn Watch that reads, “I’m calling on you for a job. I can’t write the details, but it pays well and requires your skills. Meet me at the
following boxed text to the players: As darkness descends on the city, you see windows light up the towers around you from bottom to top. A cool wind whisks between you, drowning out the other noises
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
66. Door of Devouring If the characters approach this area by way of the spiral staircase (area 26), read the following when they reach the bottom of the stairs: At the bottom of the staircase, a
bottom of the lake to the cavern roof and is attached to the nearby wall by a stone conduit. On one side of the column, steps of moss-covered stone climb from a stone dock to a landing whose stone door
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
66. Door of Devouring If the characters approach this area by way of the spiral staircase (area 26), read the following when they reach the bottom of the stairs: At the bottom of the staircase, a
bottom of the lake to the cavern roof and is attached to the nearby wall by a stone conduit. On one side of the column, steps of moss-covered stone climb from a stone dock to a landing whose stone door
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, calling them in when it suits them — often with interest. Rivalries exist between kingpins, and their territorial borders shift constantly. As long as these internal feuds don’t disrupt Guild
business or draw the attention of the authorities, no one interferes. Recent rumors claim that an Outer City kingpin known as Straightstick is calling in all his favors to make a move on a Lower City turf
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
8. Crevasse The characters arrive here by one of three routes: the tunnel from area 1, the storeroom at area 7, or the rough-hewn passage to the south, which continues off the map for about one
“Difficult Terrain” in the Basic Rules). The bottom of the crevasse feels unnaturally cold. When viewed with a detect magic spell, the area emanates a faint necromantic aura. The magic causes all
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
8. Crevasse The characters arrive here by one of three routes: the tunnel from area 1, the storeroom at area 7, or the rough-hewn passage to the south, which continues off the map for about one
“Difficult Terrain” in the Basic Rules). The bottom of the crevasse feels unnaturally cold. When viewed with a detect magic spell, the area emanates a faint necromantic aura. The magic causes all
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
8. Crevasse The characters arrive here by one of three routes: the tunnel from area 1, the storeroom at area 7, or the rough-hewn passage to the south, which continues off the map for about one
“Difficult Terrain” in the Basic Rules). The bottom of the crevasse feels unnaturally cold. When viewed with a detect magic spell, the area emanates a faint necromantic aura. The magic causes all
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, calling them in when it suits them — often with interest. Rivalries exist between kingpins, and their territorial borders shift constantly. As long as these internal feuds don’t disrupt Guild
business or draw the attention of the authorities, no one interferes. Recent rumors claim that an Outer City kingpin known as Straightstick is calling in all his favors to make a move on a Lower City turf






