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Yeth Hound
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Monsters
Volo's Guide to Monsters
to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot
, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can't affect or be affected by anything on
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in
the Border Ethereal, and vice versa, but it can’t affect or be affected by anything on the other plane. Once it is adjacent to its master or a pack mate that is on the Material Plane, a yeth
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, it cackles as it returns to the Border Ethereal with it. If two hags die, the third tries to bargain with the characters, offering useful information in exchange for her life. The hag makes the
emerge from the Border Ethereal and attack them. The hags’ goal is to seize one or more of the skeleton keys, thus preventing the characters from reaching the Soulmonger. If a hag obtains a skeleton key
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, it cackles as it returns to the Border Ethereal with it. If two hags die, the third tries to bargain with the characters, offering useful information in exchange for her life. The hag makes the
emerge from the Border Ethereal and attack them. The hags’ goal is to seize one or more of the skeleton keys, thus preventing the characters from reaching the Soulmonger. If a hag obtains a skeleton key
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, it cackles as it returns to the Border Ethereal with it. If two hags die, the third tries to bargain with the characters, offering useful information in exchange for her life. The hag makes the
emerge from the Border Ethereal and attack them. The hags’ goal is to seize one or more of the skeleton keys, thus preventing the characters from reaching the Soulmonger. If a hag obtains a skeleton key
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
hound starts its turn in sunlight, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns
to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
hound starts its turn in sunlight, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns
to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
hound starts its turn in sunlight, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns
to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
cast in the tomb or if its intended destination is inside the tomb. Augury This spell returns false readings if cast in the tomb. Banishing smite Any creature banished by this spell appears in area 57
. Banishment Same as banishing smite. Clairvoyance This spell fails if the sensor is meant to appear inside the tomb. Commune This spell returns no answer if cast in the tomb. Dimension door Same as
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
cast in the tomb or if its intended destination is inside the tomb. Augury This spell returns false readings if cast in the tomb. Banishing smite Any creature banished by this spell appears in area 57
. Banishment Same as banishing smite. Clairvoyance This spell fails if the sensor is meant to appear inside the tomb. Commune This spell returns no answer if cast in the tomb. Dimension door Same as
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
cast in the tomb or if its intended destination is inside the tomb. Augury This spell returns false readings if cast in the tomb. Banishing smite Any creature banished by this spell appears in area 57
. Banishment Same as banishing smite. Clairvoyance This spell fails if the sensor is meant to appear inside the tomb. Commune This spell returns no answer if cast in the tomb. Dimension door Same as
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
each hour the characters spend in the Dark Duchess, there is a 20 percent chance that Arveiaturace returns to the ship. Because she can see only out to a range of 60 feet, the dragon must get close to
immense dragon fills the bowels of the ship. “I smell warm flesh and hear the panic of beating hearts. Ready your spells, Meltharond! We have uninvited guests.”
If one or more characters are topside
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
each hour the characters spend in the Dark Duchess, there is a 20 percent chance that Arveiaturace returns to the ship. Because she can see only out to a range of 60 feet, the dragon must get close to
immense dragon fills the bowels of the ship. “I smell warm flesh and hear the panic of beating hearts. Ready your spells, Meltharond! We have uninvited guests.”
If one or more characters are topside
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
each hour the characters spend in the Dark Duchess, there is a 20 percent chance that Arveiaturace returns to the ship. Because she can see only out to a range of 60 feet, the dragon must get close to
immense dragon fills the bowels of the ship. “I smell warm flesh and hear the panic of beating hearts. Ready your spells, Meltharond! We have uninvited guests.”
If one or more characters are topside
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out
to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can’t affect or be affected by anything on the other plane. Once
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out
to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can’t affect or be affected by anything on the other plane. Once
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out
to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can’t affect or be affected by anything on the other plane. Once
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Domains of Dread, its spirit becomes caught in the Mists and can’t travel to the afterlife. If a creature who has been dead for at least 24 hours returns to life by way of a spell or other
another plane. These restrictions apply to all other effects, including magic items and artifacts that transport or banish creatures to other planes. Magic that allows transit to the Border Ethereal, such
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Domains of Dread, its spirit becomes caught in the Mists and can’t travel to the afterlife. If a creature who has been dead for at least 24 hours returns to life by way of a spell or other
another plane. These restrictions apply to all other effects, including magic items and artifacts that transport or banish creatures to other planes. Magic that allows transit to the Border Ethereal, such
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Domains of Dread, its spirit becomes caught in the Mists and can’t travel to the afterlife. If a creature who has been dead for at least 24 hours returns to life by way of a spell or other
another plane. These restrictions apply to all other effects, including magic items and artifacts that transport or banish creatures to other planes. Magic that allows transit to the Border Ethereal, such
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
elders offer to hire the party to board and commandeer the smugglers’ ship when it returns to its secret port. That event sets in motion “The Sea Ghost,” which likely unfolds in the following sequence
than simply lining their pockets.
Mystara. Saltmarsh stands on the border between the Grand Duchy of Karameikos and the Five Shires, just inside the edge of the Blight Marsh. The smugglers who use the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
elders offer to hire the party to board and commandeer the smugglers’ ship when it returns to its secret port. That event sets in motion “The Sea Ghost,” which likely unfolds in the following sequence
than simply lining their pockets.
Mystara. Saltmarsh stands on the border between the Grand Duchy of Karameikos and the Five Shires, just inside the edge of the Blight Marsh. The smugglers who use the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
about the border between dreams and reality. The characters must infiltrate the palace, find the information they need, and escape before Tsien Chiang returns at dawn.
9 A desperate veteran
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
elders offer to hire the party to board and commandeer the smugglers’ ship when it returns to its secret port. That event sets in motion “The Sea Ghost,” which likely unfolds in the following sequence
than simply lining their pockets.
Mystara. Saltmarsh stands on the border between the Grand Duchy of Karameikos and the Five Shires, just inside the edge of the Blight Marsh. The smugglers who use the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
about the border between dreams and reality. The characters must infiltrate the palace, find the information they need, and escape before Tsien Chiang returns at dawn.
9 A desperate veteran
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
about the border between dreams and reality. The characters must infiltrate the palace, find the information they need, and escape before Tsien Chiang returns at dawn.
9 A desperate veteran
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ship 5 feet above the frozen harbor and 5 feet away from the dock. If he escapes, Durth returns to his father’s fortress in the mountains (see chapter 3), abandoning his duergar companions. Development
powered by the still-beating heart of a red dragon. In this forge, Xardorok is crafting a dragon made of chardalyn, with which he plans to destroy Ten-Towns. The chardalyn dragon is close to being
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ship 5 feet above the frozen harbor and 5 feet away from the dock. If he escapes, Durth returns to his father’s fortress in the mountains (see chapter 3), abandoning his duergar companions. Development
powered by the still-beating heart of a red dragon. In this forge, Xardorok is crafting a dragon made of chardalyn, with which he plans to destroy Ten-Towns. The chardalyn dragon is close to being
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
the characters convince Kopoha to leave the Yearning Timbers, they need someplace to take her; otherwise, she returns to arguing with Manalath. Kopoha’s Bad Day Kopoha recently endured a crushing
Kopoha by beating her at cards and taking her maul as a prize. This defeat exacerbated the worries Kopoha harbors (see the following section). She’s trying to bury her worries by recklessly
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
the characters convince Kopoha to leave the Yearning Timbers, they need someplace to take her; otherwise, she returns to arguing with Manalath. Kopoha’s Bad Day Kopoha recently endured a crushing
Kopoha by beating her at cards and taking her maul as a prize. This defeat exacerbated the worries Kopoha harbors (see the following section). She’s trying to bury her worries by recklessly
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
the characters convince Kopoha to leave the Yearning Timbers, they need someplace to take her; otherwise, she returns to arguing with Manalath. Kopoha’s Bad Day Kopoha recently endured a crushing
Kopoha by beating her at cards and taking her maul as a prize. This defeat exacerbated the worries Kopoha harbors (see the following section). She’s trying to bury her worries by recklessly
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ship 5 feet above the frozen harbor and 5 feet away from the dock. If he escapes, Durth returns to his father’s fortress in the mountains (see chapter 3), abandoning his duergar companions. Development
powered by the still-beating heart of a red dragon. In this forge, Xardorok is crafting a dragon made of chardalyn, with which he plans to destroy Ten-Towns. The chardalyn dragon is close to being
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
begs for clemency, claiming to have been under the control of a green dragon while on a killing spree.
5 The misty forest at the border of a coastal realm is beginning to grow alarmingly, and
who once guarded the treants’ grove.
Ancient Green Dragon Connections d4 Connected Creatures
1 An ancient green dragon returns to the same sylvan forest every year to feed upon a herd of
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
begs for clemency, claiming to have been under the control of a green dragon while on a killing spree.
5 The misty forest at the border of a coastal realm is beginning to grow alarmingly, and
who once guarded the treants’ grove.
Ancient Green Dragon Connections d4 Connected Creatures
1 An ancient green dragon returns to the same sylvan forest every year to feed upon a herd of
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
begs for clemency, claiming to have been under the control of a green dragon while on a killing spree.
5 The misty forest at the border of a coastal realm is beginning to grow alarmingly, and
who once guarded the treants’ grove.
Ancient Green Dragon Connections d4 Connected Creatures
1 An ancient green dragon returns to the same sylvan forest every year to feed upon a herd of






