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Dragonborn
Legacy
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Species
Basic Rules (2014)
wrestle down a dire bear himself. His familiar well-worn armor was gone, replaced by violet-tinted scale armor with bright silvery tracings. There was a blazon on his arm as well, the mark of some
fingers and a thumb on each hand.
The blood of a particular type of dragon runs very strong through some dragonborn clans. These dragonborn often boast scales that more closely match those of their dragon
Monsters
Mythic Odysseys of Theros
being. As a result, a hungry chimera might appear out of a clear sky to pick off prey nearly anywhere. This threat grows even more significant in regions where magic runs rampant or where portals to
Composition
d4
Attack
1
Plains Creature. The chimera’s body is that of a large lowland creature, such as a bull or a bear, and it lacks wings and a flying speed. The chimera is
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bear paws at the bars.
The four bandits attack strangers, preferring ranged attacks. Their hideout is a cave full of stolen food, wine, weapons, and coins. They stole a wagon loaded with a giant
boar in a stout iron cage, bound for a noble in Waterdeep. They ate the beast, but then captured a black bear. The bandits broke the cage’s lock, so they have it spiked shut with an iron piton. Starved
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Ryeback (RIE-bak) is a muscular giff in charge of the food served at the Academy (and on the rare occasion, he crews a ship). Like anyone else who runs a respectable galley, he’s a staunch believer in the
four basic food groups: beans, bacon, whiskey, and lard. He’s raucous and brash and gives bear hugs so good you think he might break a rib (but in a good way). His gray skin is usually coated with
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
for worshipers of Amaunator, a god of the sun known to take both male and female forms. A retired human adventurer named Mishann (neutral good priest of Amaunator) runs the shrine and aspires to see the
; although it’s quite warm, it makes him look like a teddy bear. If the characters talk to Copper, he tells them he’s worried about a friend named Macreadus, who is conducting research at an old cabin
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. Iron Mine The duergar mine these tunnels for iron ore, which is taken to areas 16a and 16b to be smelted. The operation runs smoothly because of the merciless oversight of Stalagma Steelshadow
Eleven duergar work here. Three of the workers are enlarged female duergar (Brakka, Korla, and Zagra) who use picks to break up a vein of iron ore that runs through the ceiling. Six normal-sized males
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
station’s actions regardless. A character that takes the Study action and succeeds on a DC 9 Intelligence (Arcana) check recalls not only that a pilot must bear a Mark of the Storm, but also that House
themselves lashed to a safety rail that runs along the airship’s gunwale. Inside the Airship. Those that heeded the captain’s orders are in a room of their choosing within the airship’s interior. Reaching
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Academy (and on the rare occasion, he crews a ship). Like anyone else who runs a respectable galley, he’s a staunch believer in the four basic food groups: beans, bacon, whiskey, and lard. He’s
raucous and brash and gives bear hugs so good you think he might break a rib (but in a good way). His gray skin is usually coated with light sheen of sweat; kitchens are hot!
Quote: “The best way to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
L14. Study The door to area L13 is ajar. The staircase in this room climbs 20 feet to area L16. A staircase runs along the wall of this circular room and climbs to an upper level. Tucked behind
spell reveals an aura of abjuration magic around each book. Shelved among the books are hundreds of scrolls that bear no magical wards; they describe encounters with individuals who struck bargains
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
forty feet or more overhead. The stairway continues to wind down along a ledge that follows the north wall of the chamber. A fast-moving stream about five feet wide runs across the floor of the
tunneled into the dwarven stronghold. The cavern they emerged in now serves as a guard post and a mustering point for troglodyte raiders. The tunnel in the northern end of the area runs about 500 feet and
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
stands a thin spiral staircase, which ascends to one of the arrow slits guarding the entrance, as described in area Z1. The parapet that runs underneath the arrow slits includes a lever that opens the
it to reach the outpost level. Z13: Mine Cart Maintenance Chamber A rickety set of tracks runs the length of this chamber. Half a dozen rusty mine carts sit unused on these tracks, wheels bent and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
floor.
Balcony. The room has a vaulted ceiling 20 feet high. Stone pillars carved to look like trees support a 10-foot-high stone balcony that runs along the north, east, and south walls. The trees
), Wyllow will share this information with them. Treasure. The gold key in Wyllow’s possession unlocks the chest in area 6g. The key is worth 25 gp. 6b. Hidden Armory Frescoes. The walls bear frescoes
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. Numerous cityscapes show a distinctive vecindad, one of the manor houses converted into apartments that are common in Los Gavilanes. Many of these sketches bear the caption “Home” written in a shaky hand
stone walls.
This ancient tunnel runs south toward San Citlán. Itzmin, Teocín, and Serapio travel this passage from the city to the mine without attracting attention. After the demolition of area H1
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Crystal Caves Locations The following locations are keyed to map 14.2. Map 14.2: crystal cavesView Player Version C1: Pool of Skins A tunnel filled with noxious gas runs 100 feet from area A4 on the
identifies the ghost orchids and their properties (see the “Ghost Orchids” sidebar). Additionally, a character who succeeds on a DC 16 Wisdom (Perception) check notices the orchids bear one black seed pod and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
make out a steep, narrow road or track that runs back and forth across the face of the mountainside.
Refer to map 2.1. The characters have several options: follow the path, scout the area, or wait and
(from the troglodytes inhabiting the Glitterhame) and the paw prints of a very large bear. (D) Hilltop. An hour or two of hard hiking brings the party to the summit. The Stone Tooth is about 1,450 feet in
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
nearly anywhere. This threat grows even more significant in regions where magic runs rampant or where portals to the realm of Nyx exist, as unrestrained magical energy often causes more chimeras to
1 Plains Creature. The chimera’s body is that of a large lowland creature, such as a bull or a bear, and it lacks wings and a flying speed. The chimera is especially resilient, gaining resistance
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the characters approach in a peaceful manner, one of the scouts runs back to the vale to fetch their leaders, Laira Na’Gwaylar (lawful good, gnome veteran) and Saleen Glimmershade (neutral, gnome druid
. Treasure. The trolls’ accumulated loot is stashed under a pile of rank, uncured bear pelts in their cave. It includes the following: a crate of 50 steel ingots, each worth 10 gp and stamped with a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
room ends in a closed bronze gate. To your left, a single stone bench runs along the east wall. To your right on the opposite wall hangs a large metal gong; a short metal bar leans against the wall
three archways leading into it from the north, east, and west. A stone bench runs along the south wall. Set in the north wall, opposite the west archway, is a metal gate that closes off an opening to the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. Statues and roofs erode in a few decades unless protected by magic or alchemical treatment, and locals often bear scars from exposure to these portals and the deadly realms beyond. Lower Ward Encounters
the Lower Planes leaking from nearby portals. On rare occasions, a portal to the River Oceanus, a celestial waterway that runs through the Upper Planes, opens within the Ditch, causing it to run clean
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
(see appendix D) commands the castle for Rezmir. The half-dragon needs to show up occasionally to remind the bullywugs and lizardfolk that the Cult of the Dragon is really in charge, but Borngray runs
silence, more than anything else, makes the lizardfolk wonder whether fate is punishing them for some unknown transgression. They grumble, and occasionally a few desert, but most of them bear up with
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Borngray runs the operation. Dralmorrer Borngray is a member of the Eldreth Valuuthra, a group of elf supremacists dedicated to removing humanity from Faerûn. He longs for the age of great empires
most of them bear up with reptilian stoicism. Snapjaw is one of the few who has suggested rebelling against the hated bullywugs and the cultists. He hasn’t done so openly, because that would invite
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
name none can place in legend, and Harbor Cross, split between the Short Span that runs from the South Bank to Blood Island, and the Long Span that continues on to North Bank. Only Ship members and those
with such things. Now, the Arcane Brotherhood again walks the streets of Luskan, marked by the distinctive colors and patterns of their cloaks. From a distance, these cloaks all bear the same cut and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
that looks like an executioner’s hood wraps around an adventurer’s head. The adventurer struggles as they begin to suffocate. 4 An adventurer runs, holding an armful of jeweled sculptures that resemble
items at the betting booth. Chris Seaman In Dungeonland, otherworldly gamblers bet on adventurers across the planes Betting Booth. Knol Knockturn (neutral, tiefling assassin) runs the betting booth, a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. Harmonium patrols are less frequent here, and peacekeepers have been known to avert their gaze from disreputable establishments. Though crime runs rampant, so do creativity and trade, and opportunities
of purple warts that vanish within minutes. Claudio Pozas Fell Fell’s Tattoos Fell, a dabus (see Morte’s Planar Parade), runs a tattoo parlor in the Hive. From a distance, he looks like any other of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Dungeon Master’s Guide. The chest weighs 500 pounds and has an arcane lock spell cast on it. Way Inn Southeast of Daggerford, the Trade Way runs right through the middle of Way Inn, a small village
child from the Blue Bear tribe (see the “Uthgardt” section earlier in this chapter). He is hiding in the inn’s hearth, and characters who have a passive Wisdom (Perception) score of 12 or higher spot
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Guildhouse Locations The following locations are keyed to map 6.2. Map 6.2: DM’s map View Player Version G1: Front Porch Nailed to this lengthy porch are short planks that bear the words “Private
to the hayloft (area G2b). The trapdoors are unlocked. G2b: Hayloft The hayloft is 10 feet above the stables and consists of a 5-foot-wide wooden walkway that runs the perimeter of the building. Broad
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
dwarf spy), a retired adventurer on the Black Network’s payroll, runs the Sleeping Dragon and keeps an eye on the activities of the City Guard and any Lords’ Alliance members that come through. Anyone
shoved in this way must succeed on DC 15 Dexterity saving throw or fall into the river below, taking 70 (20d6) bludgeoning damage. Stone Stand The Blue Bear tribe is thought to be extinct, its spirit
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
outcropping runs along the northern border of the garden. A small ravine cuts into the rocks, its floor scorched free of vegetation and dusted with ash.
Gorguth the chimera drank from the Fountain All Heal
bear stat block) live in the cave and claim the surrounding area as their territory. The adult bears are hostile toward strangers but not violent unless provoked. Suspicious of visitors, they warn
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
of all three shifts, and any attack on the gates brings the full force of the gatehouse staff to bear. Merchants and other visitors who come seeking food are rarely turned away, but their wagons and
. The watch posts are far enough apart that shouts of alarm are ineffective. If a watch post needs to sound an alarm, a guard runs to the pagoda and strikes the gong with a heavy mallet. The pagodas are
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
creatures in area 15. 15. Mustering Hall The walls of this room bear frescoes that depict fire giants forging armor and weapons, marching to war, and binding red dragons in chains. Four basalt pillars
gantry. Cable towers support the bucket chain that runs near the path of the gantry. Unless they have been drawn to area 17, four ogres armed with 15-foot-long hooked poles stand on the gantry above
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Grol. At the start of combat, one hobgoblin runs to warn the king in area 14, then returns 2 rounds later to rejoin the fray. This area was once a parlor for the castle’s human occupants, though its
the middle of the room is a hulking beast that looks like a mangy bear with an owl’s head. It rears up and roars when it sees you.
The Cragmaws have captured an owlbear and confined it to this tower
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. The chasm extends several hundred feet northwest and runs under the city’s ruins, but it doesn’t connect to anywhere else in Haskasori and terminates at a sandy dead end. Unsealing the Gate. This gate
scraps of linen and broken bones, while other recesses bear shards of pottery and scattered ashes. Shuffling footsteps echo in the tunnels.
Eight Mummies are scattered throughout these catacombs. These
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
overly cruel masters, but neither are they particularly kind — they are uncaring about their slaves, because slaves aren’t giants, and there are always more to be had if the supply runs low. Most
more by Surtur’s well-crafted gifts than by the trophy heads Thrym laid at his feet. For this reason, frost giants bear more ill will toward Annam than most other giants do.
Unlike his brothers
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
completely submerges itself must succeed on a DC 15 Strength saving throw or become trapped under the water’s surface. Unless the creature can breathe underwater, it begins to suffocate when it runs
. Alternatively, characters who can fly could reach Strongheart while he’s frozen in the air, tie one end of a rope around him, and secure the other end to something or someone strong enough to bear his
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
it is subjected to one attack at a +6 bonus to hit, dealing 11 (2d10) piercing damage on a hit. 2. Grand Hall Two ettins are always in the hall that runs east–west off the entry passage, using their
150 gp. Each guard carries three gems worth 100 gp each in a belt pouch, 7. King Snurre’s Private Quarters The great iron doors to this place bear the blazon of the flaming skull also found in the






