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Magic Items
Dungeon Master’s Guide
to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can’t be used again until 5 days have passed.
The figurine has a 10 percent chance each time you use it to
ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on
Sphere of Annihilation
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest
or into the extradimensional space.
86-00
A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence.
Monsters
Fizban's Treasury of Dragons
creatures and objects of the eyedrake’s choice in that area.
Eye Rays. The eyedrake shoots three of the following magical eye rays at random;{"diceNotation":"1d6","rollType":"roll","rollAction":"Eye
defend its hoard, an eyedrake fights to the death if anything threatens even the smallest trinket it claims as its own.
Sword of Kas
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
dominated by the sword, as if by the dominate monster spell, and the sword demands that it be bathed in blood. The spell effect ends when the sword’s demand is met.
Random Properties. The Sword of Kas
has the following random properties:
1 minor beneficial property
1 major beneficial property
1 minor detrimental property
1 major detrimental property
Spirit of Kas. While the sword is on
Figurine of Wondrous Power
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
Steed);Obsidian Steed (Very Rare). This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until
nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.
Figurine of
Species
Mordenkainen Presents: Monsters of the Multiverse
dangerous those dragons can be and help others defend against draconic destruction.
Whatever their relationship to dragons, kobold scales tend to be rust colored, although the occasional kobold sports
that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Kobold
Legacy
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Species
Volo's Guide to Monsters
against the wall can become a miniature storm of fangs and claws as it desperately tries to defend its life. Likewise, kinship to their own tribe can prompt kobolds to battle another kobold tribe for
moves its tribe to another area, ceding the contested territory to its more successful neighbors.
As demonstrated by their hatred of gnomes, kobolds have a persecution complex and easily take offense
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
by it, taking 4d10 force damage. If you attempt to control a sphere that is under another creature’s control, you make an Intelligence (Arcana) check contested by the other creature’s Intelligence
through the portal or into the extradimensional space. 86–00 A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
by it, taking 4d10 force damage. If you attempt to control a sphere that is under another creature’s control, you make an Intelligence (Arcana) check contested by the other creature’s Intelligence
through the portal or into the extradimensional space. 86–00 A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Nevertheless, business has been booming as drow celebrate the deaths of rivals. If you want a random encounter to occur as the characters make their way through the Duthcloim district, roll a d20 and
consult the Duthcloim Encounters table, or choose an encounter that you like. The party can avoid random encounters in Duthcloim by succeeding on a DC 13 Dexterity (Stealth) group check. Duthcloim
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Random Settlements The following tables allow you to quickly create a settlement. They assume that you’ve already determined its size and its basic form of government. Race Relations d20 Result
powerful monster 12 Mysterious, anonymous cabal 13 Contested leadership, open fighting 14 Cabal seized power openly 15 Doltish lout 16 On deathbed, claimants compete for power 17–18 Iron-willed but
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
dominated by the sword, as if by the dominate monster spell, and the sword demands that it be bathed in blood. The spell effect ends when the sword’s demand is met. Sword of Kas Random Properties. The
Sword of Kas has the following random properties: 1 minor beneficial property 1 major beneficial property 1 minor detrimental property 1 major detrimental property Spirit of Kas. While the sword is on
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
leader. Realizing that the village couldn’t defend itself against the cloud giants’ bombardment, he led his fellow villagers to the Dripping Caves. In the confusion and panic, Morak left behind his
revealing her location. Any character who peers up through the hole in the ceiling can spot Kella lurking in the shadows with a successful Wisdom (Perception) check contested by Kella’s Dexterity
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
countryside or asked to defend the last holdout of civilization against a relentless horde. The zombies could serve as direct threats or motivate others to monstrous deeds, with the ends supposedly
side, united against the zombies. The characters might defend Drakov’s people and enact her defensive measures, but might also try to subvert her Pyrrhic strategies or attempt to smuggle survivors to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters Characters traveling to and from Neverlight Grove encounter evidence of Zuggtmoy’s growing influence in the region. Whenever the party is within four days of Neverlight Grove, use
the Encounters around Neverlight Grove table instead of the random encounter tables in chapter 2 to determine what, if anything, they encounter. Encounters around Neverlight Grove d20 Encounter 1–8
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Mysterious, anonymous conspirators 7 Contested leadership (with open fighting) 8 Acrimonious council unable to make decisions 9 Doltish lout 10 Dying leader (with disputed succession) 11 Iron-willed and
Barrel and Bucket 16 The Thirsty Crow 17 The Wandering Satyr 18 The Barking Dog 19 The Happy Spider 20 The Witch and Dragon *Roll a separate d20 for each part of the tavern’s name. Random Shops
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
possible. Three anchorites — Flenz, Narux, and Yargath — defend the hill. When not performing rituals in the circle of standing stones, they patrol the surrounding woods, forage for food, and lurk in caves
, bundled herbs, and creepy totems. In areas C2 and area C3, the anchorites have hidden treasure buried under the earthen floor in a random 5-foot square. See those areas for details of the treasure
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
cheap but sufficiently respectful tributes of food and shiny trinkets, though their tendency to “borrow” any random object that catches their eye means a faerie dragon nest might also contain items of
harmless pranks and absurdities, such as making an enemy’s buttocks glow red and appear to sing folk tunes. When necessary, however, Nathair doesn’t shy away from fighting to defend their beloved faerie
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Random Encounters (A-C) Barovian Commoners A loud clamor fills the unhallowed halls of Ravenloft. Cries of “Kill the vampire!” are mixed with bold voices shouting, “Never again!” and “To the crypts
from doing so. As long as these Barovians are with the adventurers, random encounters occur on a roll of 9 or higher. Barovian Witch You hear a woman’s scratchy voice calling out a name. “Grizzlegut
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, trolls, or wizards. 3 Protector: The item seeks to defend a particular race or kind of creature, such as elves or druids. 4 Crusader: The item seeks to defeat, weaken, or destroy the servants of a
particular deity. 5 Templar: The item seeks to defend the servants and interests of a particular deity. 6 Destroyer: The item craves destruction and goads its user to fight arbitrarily. 7 Glory Seeker
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
determined at any given time is which lord holds sway over which parts of the Abyss, and which areas are being contested by two or more lords. And as soon as such a fact becomes known, it might already
out of existence or connecting to different layers at random. Rituals exist that travelers can use to attune a portal to a certain domain. However, the exact specifications of such a ritual vary for
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
it desperately tries to defend its life. Likewise, kinship to their own tribe can prompt kobolds to battle another kobold tribe for resources or territory. Such conflicts aren’t common, because two
skirmish with each other every few days. Eventually the leader of one warring tribe realizes it is losing due to attrition and moves its tribe to another area, ceding the contested territory to its
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
suffuses the entire grove and lends the grove a dreamlike quality.
Sentinel Mushrooms. To defend themselves, myconids have cultivated and guided the growth of awakened zurkhwoods (see appendix C) to
these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
and a hoard. Driven by instinct to jealously defend its hoard, an eyedrake fights to the death if anything threatens even the smallest trinket it claims as its own. Eyedrake
Large Aberration
Rays. The eyedrake shoots three of the following magical eye rays at random (reroll duplicates), each ray targeting one creature it can see within 60 feet of it:
1: Freezing Ray. The target must make a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
to Khyber. This fact dictates the primary mission of the Church of the Silver Flame: to stand ready to defend the innocent from such unnatural threats. Because the demiplanes connect to the world at
random, you never know what you might find when you venture into the depths. A newly opened chasm in the sewers could be an entirely mundane hole in the ground, or it could be a passage to the Abyssal
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
minions. A paladin might have no qualms about putting a hag coven to the sword, but her conviction falters if she must first fight through a crowd of innocent farmers that the hag has compelled to defend
to fire, able to transform into a flock of crows, or able to teleport through shadows — whatever the hag thinks best defends or serves her. Random Hag Minions To determine the minions and helpers in a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
is present, and the characters can engage their foe. After one prophet falls, the remaining three prophets retreat to lower levels, leaving their minions to defend the temple dungeons. The characters
simple matter to order one such group to attack the characters at one of the Haunted Keeps. (See the “Random Encounters” section in chapter 2.) To rest in safety, the characters must either hide their camp or return to a nearby settlement.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
their only other form is that of a Tiny bat. If the nursery comes under attack, the adults defend the young. If the adults are slain, the children turn into bats and flee. 16d. Werebat Treasury Werebats
priest’s pack without the rations, and a random trinket (roll on the Trinkets table in chapter 5 of the Player’s Handbook).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Extremiton is also gathering thralls of every race to help defend the colony if the neothelid is destroyed or fails in its task. City of the Mind Extremiton can sense intelligent creatures within 2 miles of it
ulitharid has initiated with random Waterdavians has provided it with plenty of information, but no firsthand knowledge of how city dwellers behave and react on a daily basis. In the heart of Seadeeps, the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
determined square with skeletons in it. Choose a random, skeleton-occupied square that has a side in common with the last safe square the characters entered. If the party navigates its way across the
defend that square until they are destroyed. Once all the skeletons in a square have been destroyed, that square is cleared of buried skeletons (but other skeletons could still pursue the party into
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
fungi (see “Fungi of the Underdark” in chapter 2) 20 A locked iron chest containing 3d6 × 100 gp and a random magic item (roll once on Magic Item Table B in chapter 7 of the Dungeon Master’s Guide
contested by the merrow’s Strength check. If the merrow wins the contest, the vessel capsizes. Stirges These stirges cling to the ceiling like bats. If the party is aware of the stirges, the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the goblin stagehands behave themselves. Despite the poor treatment they receive from her, the darklings defend Endelyn and obey her commands without question. Stage. The stage is hewn from solid rock
Specklenose and Zolt, are also Feenia’s parents (see the “Evil Kite” random encounter). After Feenia was caught stealing props, her parents were forced to surrender their shadows to Endelyn as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Dangerous Paths These caverns stand between the drow and goblinoid settlements on this level. 17a. Contested Cavern Guards. Eleven hobgoblins and a hobgoblin captain are stationed in this 20-foot
Azrok hold it currently, and the hobgoblins’ orders are to defend it against drow incursions. The captain, Kliyuse the Skull Cleaver, has further instructions to direct adventurers northward to the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters With routine patrols of heavily armed gray dwarves who can turn invisible, Gracklstugh is a relatively safe place for those who know where they belong and stay there. However
17–20, an encounter takes place. Roll another d20 and consult the Random Encounters in Gracklstugh table; if the characters are outside the Darklake District, treat any entry marked with an asterisk
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Random Encounters in Hither Use random encounters to bring the swamp to life or to present the characters with more opportunities to interact with the setting. You can also use random encounters to
convey information that the players might have missed earlier in the story. A random encounter occurs whenever you want one to. To determine what the characters find, roll a d8 and consult the Random






