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Monsters
Icewind Dale: Rime of the Frostmaiden
spell attacks). It has the following druid spells prepared:
Cantrips (at will): druidcraft, produce flame, shillelagh
1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
2nd level
);{"diceNotation":"1d8+2","rollType":"damage","rollAction":"Quarterstaff","rollDamageType":"bludgeoning"} bludgeoning damage with shillelagh.In public, the shaman dons a wooden mask carved in the likeness of a bear, an elk, a tiger, or a wolf, as befits the tribe.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
have resided in the Material Plane for centuries. A candidate for admission undergoes a series of tests designed to reveal any potential for treachery. Those who fail are slain, while those who pass
centuries, and over time, those lineages have become Humanoid. Fey goblinoids, who still bear the magic of the Feywild, are rare on the Material Plane but not unheard of. hobgoblin devastator;Hobgoblin devastators are examples of such Fey folk, as are hobgoblin iron shadows and nilbog;nilbogs.
Monsters
Mordenkainen's Fiendish Folio Volume 1
terrors bear stunted humanoid limbs hinting at the bizarre ceremonies that created them.
Dangerous Cultivation. While the exact origins of the assassin bug are uncertain, rumors speak of an ancient sect
headfirst into wildfires often reveal an infestation of assassin bugs, as they immolate themselves in an instinctive effort to rid themselves of this scourge.
Monstrous Interactions. Few creatures are
Monsters
Curse of Strahd
"} to hit with spell attacks). Baba Lysaga has the following wizard spells prepared:
Cantrips (at will): acid splash, fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic
that Strahd would never accept her as his true mother, nor could she bear his rejection. As a result, she has never confronted him. She would rather exist in perpetual denial, whiling away the days
Aasimar
Legacy
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Species
Volo's Guide to Monsters
Dragons
Aasimar bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are
born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.
Celestial Champions
Monsters
Waterdeep: Dungeon of the Mad Mage
hit","rollAction":"Spellcasting"} to hit with spell attacks). She has the following cleric spells prepared:
Cantrips (at will): guidance, mending, resistance, thaumaturgy
1st level (4 slots): bane
. It vanishes when light is brought to bear on it but reappears when the light passes. A permanent fog hangs in some areas regardless of light, as noted in the descriptions of those areas.
Rats and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
What Secrets Remain Allow time at the end of the adventure for players to reveal any character secrets that have not come to light. Some players will want to keep their characters’ secrets buried
. For the others, work with them to figure out the best way for the characters’ secrets to bear fruit. For example, a character who has the Ring Hunter secret might still be searching for the signet ring
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
What Secrets Remain Allow time at the end of the adventure for players to reveal any character secrets that have not come to light. Some players will want to keep their characters’ secrets buried
. For the others, work with them to figure out the best way for the characters’ secrets to bear fruit. For example, a character who has the Ring Hunter secret might still be searching for the signet ring
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Cursed Items Some magic items bear curses that bedevil their users, sometimes long after a user has stopped using an item. A magic item’s description specifies whether the item is cursed. Most
methods of identifying items, including the identify spell, fail to reveal such a curse, although lore might hint at it. A curse should be a surprise to the item’s user when the curse’s effects are revealed
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Cursed Items Some magic items bear curses that bedevil their users, sometimes long after a user has stopped using an item. A magic item’s description specifies whether the item is cursed. Most
methods of identifying items, including the identify spell, fail to reveal such a curse, although lore might hint at it. A curse should be a surprise to the item’s user when the curse’s effects are revealed
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
What Secrets Remain Allow time at the end of the adventure for players to reveal any character secrets that have not come to light. Some players will want to keep their characters’ secrets buried
. For the others, work with them to figure out the best way for the characters’ secrets to bear fruit. For example, a character who has the Ring Hunter secret might still be searching for the signet ring
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Cursed Items Some magic items bear curses that bedevil their users, sometimes long after a user has stopped using an item. A magic item’s description specifies whether the item is cursed. Most
methods of identifying items, including the identify spell, fail to reveal such a curse, although lore might hint at it. A curse should be a surprise to the item’s user when the curse’s effects are revealed
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
21. Trophy Room Three open windows let in light and air; the room’s walls are adorned with stuffed animal heads, including a large 14-point stag, a mountain goat, a bear, two winter wolves, and what
to reveal area 20. It can also be discovered by pulling on the edge of the wood panel between the tapestries.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
21. Trophy Room Three open windows let in light and air; the room’s walls are adorned with stuffed animal heads, including a large 14-point stag, a mountain goat, a bear, two winter wolves, and what
open to reveal area 20. It can also be discovered by pulling on the edge of the wood panel between the tapestries.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
21. Trophy Room Three open windows let in light and air; the room’s walls are adorned with stuffed animal heads, including a large 14-point stag, a mountain goat, a bear, two winter wolves, and what
to reveal area 20. It can also be discovered by pulling on the edge of the wood panel between the tapestries.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as
champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K72. Chamberlain’s Office This shadowy room is in perfect order. A great table stands here with its chair, inkwell, and quill set carefully in place. Lances, swords, and shields that bear the
wall. It can be pulled open to reveal a dusty, web-choked staircase of ancient, worn stone (area K79) that descends into darkness.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
21. Trophy Room Three open windows let in light and air; the room’s walls are adorned with stuffed animal heads, including a large 14-point stag, a mountain goat, a bear, two winter wolves, and what
to reveal area 20. It can also be discovered by pulling on the edge of the wood panel between the tapestries.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as
champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
21. Trophy Room Three open windows let in light and air; the room’s walls are adorned with stuffed animal heads, including a large 14-point stag, a mountain goat, a bear, two winter wolves, and what
open to reveal area 20. It can also be discovered by pulling on the edge of the wood panel between the tapestries.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
bear within their souls the light of the heavens. They are descended from humans with a touch of the power of Mount Celestia, the divine realm of many lawful good deities. Aasimar are born to serve as
champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K72. Chamberlain’s Office This shadowy room is in perfect order. A great table stands here with its chair, inkwell, and quill set carefully in place. Lances, swords, and shields that bear the
wall. It can be pulled open to reveal a dusty, web-choked staircase of ancient, worn stone (area K79) that descends into darkness.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
21. Trophy Room Three open windows let in light and air; the room’s walls are adorned with stuffed animal heads, including a large 14-point stag, a mountain goat, a bear, two winter wolves, and what
open to reveal area 20. It can also be discovered by pulling on the edge of the wood panel between the tapestries.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K72. Chamberlain’s Office This shadowy room is in perfect order. A great table stands here with its chair, inkwell, and quill set carefully in place. Lances, swords, and shields that bear the
wall. It can be pulled open to reveal a dusty, web-choked staircase of ancient, worn stone (area K79) that descends into darkness.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
is extraordinary, but learning a magic item’s properties isn’t automatic. The Identify spell is the fastest way to reveal an item’s properties. Alternatively, you can focus on one magic item during a
Short Rest while being in physical contact with the item. At the end of the rest, you learn its properties and how to use them (but not any curse the item might bear). Sometimes a magic item carries
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
is extraordinary, but learning a magic item’s properties isn’t automatic. The Identify spell is the fastest way to reveal an item’s properties. Alternatively, you can focus on one magic item during a
Short Rest while being in physical contact with the item. At the end of the rest, you learn its properties and how to use them (but not any curse the item might bear). Sometimes a magic item carries
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
is extraordinary, but learning a magic item’s properties isn’t automatic. The Identify spell is the fastest way to reveal an item’s properties. Alternatively, you can focus on one magic item during a
Short Rest while being in physical contact with the item. At the end of the rest, you learn its properties and how to use them (but not any curse the item might bear). Sometimes a magic item carries
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
is extraordinary, but learning a magic item’s properties isn’t automatic. The Identify spell is the fastest way to reveal an item’s properties. Alternatively, you can focus on one magic item during a
Short Rest while being in physical contact with the item. At the end of the rest, you learn its properties and how to use them (but not any curse the item might bear). Sometimes a magic item carries
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
is extraordinary, but learning a magic item’s properties isn’t automatic. The Identify spell is the fastest way to reveal an item’s properties. Alternatively, you can focus on one magic item during a
Short Rest while being in physical contact with the item. At the end of the rest, you learn its properties and how to use them (but not any curse the item might bear). Sometimes a magic item carries
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
is extraordinary, but learning a magic item’s properties isn’t automatic. The Identify spell is the fastest way to reveal an item’s properties. Alternatively, you can focus on one magic item during a
Short Rest while being in physical contact with the item. At the end of the rest, you learn its properties and how to use them (but not any curse the item might bear). Sometimes a magic item carries
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spells prepared: Cantrips (at will): guidance, mending, resistance, thaumaturgy 1st level (4 slots): bane, command, inflict wounds, ray of sickness 2nd level (3 slots): blindness/deafness, ray of
to bear on it but reappears when the light passes. A permanent fog hangs in some areas regardless of light, as noted in the descriptions of those areas. Rats and bats are plentiful. In areas where
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spells prepared: Cantrips (at will): guidance, mending, resistance, thaumaturgy 1st level (4 slots): bane, command, inflict wounds, ray of sickness 2nd level (3 slots): blindness/deafness, ray of
to bear on it but reappears when the light passes. A permanent fog hangs in some areas regardless of light, as noted in the descriptions of those areas. Rats and bats are plentiful. In areas where
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
spells prepared: Cantrips (at will): guidance, mending, resistance, thaumaturgy 1st level (4 slots): bane, command, inflict wounds, ray of sickness 2nd level (3 slots): blindness/deafness, ray of
to bear on it but reappears when the light passes. A permanent fog hangs in some areas regardless of light, as noted in the descriptions of those areas. Rats and bats are plentiful. In areas where
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
determination.
76–80 Lynx slays Sir Ursas. She cuts off his bear paw, promising to turn it into her personal backscratcher.
81–85 Sir Ursas slays Lynx. He tears her flesh golem suit away to
reveal the skeleton within, which he then shatters. Lynx’s skull might still remain animated and conversational.
86–90 Both Lynx and Sir Ursas manage to slay one another simultaneously.
91
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
determination.
76–80 Lynx slays Sir Ursas. She cuts off his bear paw, promising to turn it into her personal backscratcher.
81–85 Sir Ursas slays Lynx. He tears her flesh golem suit away to
reveal the skeleton within, which he then shatters. Lynx’s skull might still remain animated and conversational.
86–90 Both Lynx and Sir Ursas manage to slay one another simultaneously.
91






