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Monsters
Strixhaven: A Curriculum of Chaos
":"roll","rollAction":"Counsel of the Past"} and add the number rolled to one ability check of its choice, immediately after rolling the d20.To enhance their studies of the past, Lorehold students often
call upon the spirits of dead creatures. Mages seeking longer-term assistance from ancient spirits have learned to house these spirits in statues, giving them a more permanent residence from which to
races
A growing proportion of ravenfolk have joined a mystery cult in the Shadow Realm; some claim this cult is new and others that it has ancient roots and is just now being revived. These ravenfolk call
shadow.
Sublime ravenfolk are a subrace of ravenfolk. You can find more about the base ravenfolk race in Midgard Heroes Handbook.
Sublime Ravenfolk Names
As with many other races whose native
Magic Items
Bigby Presents: Glory of the Giants
has the following random properties, determined by rolling on the appropriate table in the Dungeon Master’s Guide:
2 minor beneficial properties
1 major beneficial property
2 minor
bonus to attack and damage rolls made with it. On a hit, the adze deals an additional 3d12 force damage. It also deals double damage to objects and structures.
Divine Mattock. As an action, you can call
Monsters
Mordenkainen's Fiendish Folio Volume 1
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
of eternity. It has no sense of empathy or compassion, driven only to unmake so that the resulting base elements of reality can fuel the multiverse’s endless cycles of creation and destruction
Tortle
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
The Tortle Package
I caught a big fish.
Now I search for a good friend
To share my lunch with.
— Tortle haiku
What many tortles consider a simple life, others might call a life of adventure. Tortles are
watch a frog croaking on a lily pad, or to stand in a crowded human marketplace.
Tortles like to learn new skills. They craft their own tools and weapons, and they are good at building structures and
Magic Items
Bigby Presents: Glory of the Giants
hold the fragment of chaos she used to prove her worth to her father.
Random Properties. The helm has the following random properties, determined by rolling on the appropriate table in the Dungeon
spells (save DC 20): elemental weapon (1 charge), call lightning (2 charges), wall of fire (3 charges), conjure elemental (4 charges), tsunami (5 charges).
Shifter
Legacy
This doesn't reflect the latest rules and lore.
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races
Mordenkainen Presents: Monsters of the Multiverse
they can temporarily enhance their animalistic features by entering a state they call shifting.
Shifters are similar to humans in height and build but are typically more lithe and flexible. Their
choose the kind of lycanthrope in your past, or you can determine it randomly by rolling on the Lycanthrope Ancestor table. The table also provides a suggestion for the Shifting option you might have
Monsters
Fizban's Treasury of Dragons
Combat. I despise most other dragons, but I meet them face to face without resorting to the base trickery I use on lesser creatures. (Lawful)
Topaz Dragon Adventures
The Topaz Dragon
to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the dragon’s clutches
Monsters
Fizban's Treasury of Dragons
ocean. (Good)
6
Code of Combat. I despise most other dragons, but I meet them face to face without resorting to the base trickery I use on lesser creatures. (Lawful)
Topaz Dragon
, but the dragon is too proud to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the
Backgrounds
Sword Coast Adventurer's Guide
reflect the agenda, sentiment, or philosophy of one’s order.
KNIGHTLY ORDERS OF FAERÛN
Many who rightfully call themselves “knight” earn that title as part of an order in
again in ruins, Dove Falconhand decided to reform the group with the primary goal of building alliances and friendship between the civilized races of the world and goodly people in order to combat evil
Kenku
Legacy
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races
Volo's Guide to Monsters
at the burned-out building, a sudden cacophony erupted around us. Birds squawked, cats hissed, and dogs growled. Lidda hustled us back to the city’s safer avenues. Only when we were back within
kenku make an easy living serving as messengers, spies, and lookouts for thieves’ guilds, bandits, and other criminal cartels. A network of kenku can relay a bird call or similar noise across the
Backgrounds
Guildmasters’ Guide to Ravnica
basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such
Spells
Cantrip
produce flame, shocking grasp
1st
chaos bolt, create or destroy water, unseen servant
2nd
heat metal, rope trick
3rd
call lightning,
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
1. Create a Home Base See the “Settlements” section earlier in this chapter for guidance on building this settlement. A small town or village at the edge of the wilderness serves as a fine home base
at province scale (1 hex = 1 mile) with the home base near the center. Fill in the area within a day’s travel — about 25 to 30 miles — of the home base. Pepper it with two to four dungeons or similar
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
1. Create a Home Base See the “Settlements” section earlier in this chapter for guidance on building this settlement. A small town or village at the edge of the wilderness serves as a fine home base
at province scale (1 hex = 1 mile) with the home base near the center. Fill in the area within a day’s travel — about 25 to 30 miles — of the home base. Pepper it with two to four dungeons or similar
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
1. Create a Home Base See the “Settlements” section earlier in this chapter for guidance on building this settlement. A small town or village at the edge of the wilderness serves as a fine home base
at province scale (1 hex = 1 mile) with the home base near the center. Fill in the area within a day’s travel — about 25 to 30 miles — of the home base. Pepper it with two to four dungeons or similar
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
All That Glitters Difficulty: Medium This gem-filled room can be placed in any dungeon, estate, or building with multiple rooms and might serve as both a trap and a place to obtain a reward. Dozens
of gems lie strewn upon the floor. Amid the treasure stands a marble statue with its hands clasped in front of it. A placard at the statue’s base reads, “Only one treasure may leave this room. Cross with another and find your tomb.”
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
All That Glitters Difficulty: Medium This gem-filled room can be placed in any dungeon, estate, or building with multiple rooms and might serve as both a trap and a place to obtain a reward. Dozens
of gems lie strewn upon the floor. Amid the treasure stands a marble statue with its hands clasped in front of it. A placard at the statue’s base reads, “Only one treasure may leave this room. Cross with another and find your tomb.”
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
All That Glitters Difficulty: Medium This gem-filled room can be placed in any dungeon, estate, or building with multiple rooms and might serve as both a trap and a place to obtain a reward. Dozens
of gems lie strewn upon the floor. Amid the treasure stands a marble statue with its hands clasped in front of it. A placard at the statue’s base reads, “Only one treasure may leave this room. Cross with another and find your tomb.”
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Avarice and her retinue enter the necropolis 12 hours after the party arrives. Avarice immediately claims the floating chamber above Skydock Spire (area Y28) as her base of operations, using her fly spell
to reach it, while the cult fanatics encamp around the base of the tower. Avarice’s goal is simple: conquer Ythryn and claim its treasures for herself. From her refuge, Avarice divides her expedition
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Avarice and her retinue enter the necropolis 12 hours after the party arrives. Avarice immediately claims the floating chamber above Skydock Spire (area Y28) as her base of operations, using her fly spell
to reach it, while the cult fanatics encamp around the base of the tower. Avarice’s goal is simple: conquer Ythryn and claim its treasures for herself. From her refuge, Avarice divides her expedition
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Avarice and her retinue enter the necropolis 12 hours after the party arrives. Avarice immediately claims the floating chamber above Skydock Spire (area Y28) as her base of operations, using her fly spell
to reach it, while the cult fanatics encamp around the base of the tower. Avarice’s goal is simple: conquer Ythryn and claim its treasures for herself. From her refuge, Avarice divides her expedition
Monsters
Fizban's Treasury of Dragons
beauty of the ocean. (Good)
6
Code of Combat. I despise most other dragons, but I meet them face to face without resorting to the base trickery I use on lesser creatures. (Lawful)
Topaz
from the sea, but the dragon is too proud to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Wandering Monsters Each time one or more visible characters exit a building or enter a new district, roll a d6. On a roll of 1 or 2 (or just 1 if the characters are trying to be stealthy), they
attract the attention of one or more wandering monsters determined by rolling another d6 and consulting the Wandering Monsters table. See “Security Forces” above for more information about how many
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Wandering Monsters Each time one or more visible characters exit a building or enter a new district, roll a d6. On a roll of 1 or 2 (or just 1 if the characters are trying to be stealthy), they
attract the attention of one or more wandering monsters determined by rolling another d6 and consulting the Wandering Monsters table. See “Security Forces” above for more information about how many
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Wandering Monsters Each time one or more visible characters exit a building or enter a new district, roll a d6. On a roll of 1 or 2 (or just 1 if the characters are trying to be stealthy), they
attract the attention of one or more wandering monsters determined by rolling another d6 and consulting the Wandering Monsters table. See “Security Forces” above for more information about how many
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
calculate AC must choose which one to use; only one base calculation can be in effect for a creature. Rolling 20 or 1 If you roll a 20 on the d20 (called a “natural 20”) for an attack roll, the attack hits
monster appears in its stat block. Calculating AC. All creatures start with the same base AC calculation: Base AC = 10 + the creature’s Dexterity modifier A creature’s AC can then be modified by armor
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
calculate AC must choose which one to use; only one base calculation can be in effect for a creature. Rolling 20 or 1 If you roll a 20 on the d20 (called a “natural 20”) for an attack roll, the attack hits
appears in its stat block. Calculating AC. All creatures start with the same base AC calculation: Base AC = 10 + the creature’s Dexterity modifier A creature’s AC can then be modified by armor, magic
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
throw caution to the wind, the density of the undergrowth makes it tricky to move faster than 200 feet per minute. If the characters stop to search for treasure, each building takes 30 minutes to clear
. Whenever the party searches a ruined building, roll percentile dice and consult the Ruin Interior table to see what, if anything, the building contains. Ruin Interior d100 Ruin Contents 01–40
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
calculate AC must choose which one to use; only one base calculation can be in effect for a creature. Rolling 20 or 1 If you roll a 20 on the d20 (called a “natural 20”) for an attack roll, the attack hits
monster appears in its stat block. Calculating AC. All creatures start with the same base AC calculation: Base AC = 10 + the creature’s Dexterity modifier A creature’s AC can then be modified by armor
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
calculate AC must choose which one to use; only one base calculation can be in effect for a creature. Rolling 20 or 1 If you roll a 20 on the d20 (called a “natural 20”) for an attack roll, the attack hits
monster appears in its stat block. Calculating AC. All creatures start with the same base AC calculation: Base AC = 10 + the creature’s Dexterity modifier A creature’s AC can then be modified by armor
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
calculate AC must choose which one to use; only one base calculation can be in effect for a creature. Rolling 20 or 1 If you roll a 20 on the d20 (called a “natural 20”) for an attack roll, the attack hits
appears in its stat block. Calculating AC. All creatures start with the same base AC calculation: Base AC = 10 + the creature’s Dexterity modifier A creature’s AC can then be modified by armor, magic
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
calculate AC must choose which one to use; only one base calculation can be in effect for a creature. Rolling 20 or 1 If you roll a 20 on the d20 (called a “natural 20”) for an attack roll, the attack hits
appears in its stat block. Calculating AC. All creatures start with the same base AC calculation: Base AC = 10 + the creature’s Dexterity modifier A creature’s AC can then be modified by armor, magic
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Exploring the Ruins As the characters explore the necropolis, call the players’ attention to any numbered locations their characters can see; these are typically the most intact buildings. Unless the
(determined by rolling a d20 and consulting the Ythryn Lore table below)
Once a haven for wizards, Ythryn is now a tomb filled with ancient secrets
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Exploring the Ruins As the characters explore the necropolis, call the players’ attention to any numbered locations their characters can see; these are typically the most intact buildings. Unless the
(determined by rolling a d20 and consulting the Ythryn Lore table below)
Once a haven for wizards, Ythryn is now a tomb filled with ancient secrets
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Exploring the Ruins As the characters explore the necropolis, call the players’ attention to any numbered locations their characters can see; these are typically the most intact buildings. Unless the
(determined by rolling a d20 and consulting the Ythryn Lore table below)
Once a haven for wizards, Ythryn is now a tomb filled with ancient secrets






