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Magic Items
Dungeon Master’s Guide
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can take a Magic action to remove the stopper and issue one of three command words, whereupon an
;re holding the decanter, you can aim the geyser in one direction (no action required). One creature of your choice in the Line must succeed on a DC 13 Strength saving throw or take 1d4 Bludgeoning
Elder Brain
Legacy
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Monsters
Volo's Guide to Monsters
Creature Sense. The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as
with which the elder brain has formed a psychic link hears faint, incomprehensible whispers in the deepest recesses of its mind. This psychic detritus consists of the elder brain’s stray thoughts
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Creature Sense. The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as
, incomprehensible whispers in the deepest recesses of its mind. This psychic detritus consists of the elder brain’s stray thoughts commingled with those of other creatures to which it is linked
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
character’s mark by rolling on the Marks of the Donjon table. A Mark of the Donjon lasts until removed by a Remove Curse spell or similar magic. Marks of the Donjon d6 Curse 1 The character can’t
stop shivering. 2 The character’s vision is limited to a 5-foot-wide line pointing in a single direction. 3 The character gets nauseous near windows or doorways. If the character moves through such a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
willing to offer passage to adventurers heading in the same direction. Knights of Samular. This armed patrol consists of 1d4 veterans and 1d4 guards. They hail from Summit Hall and offer a hearty “Well met
. Otherwise, the aarakocra might be helpful. Aarakocra War Band. A war band consists of 1d6 + 3 aarakocra and an air elemental. They interact like the scouts, above. Air Cult Scouts. A group of scouts
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Crew Members and Stations The standard crew of an elemental airship consists of one captain, one pilot, and one or more additional crew members to operate the ship’s other systems. Each crew member
crew station. Helm Small Object Armor Class: 15 Hit Points: 20
Drive (Requires Mark of Storm). The ship moves up to its Fly Speed in any direction.
Shift Engine (Requires Mark of Storm). The ship’s
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, created by a large infernal war machine barreling in your direction. Its crew consists of boar-headed and rat-headed humanoids, all wearing goggles.
Raggadragga
The incoming infernal war
Goreguts Gang, which consists of two other wereboars named Jibbs and Oozywog (who operate the vehicle’s Chomper and Wrecking Ball stations) and two wererats named Finnik and Yeegha (who operate the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
reaches level 5, since its speed becomes 0. A creature can remove the levels of exhaustion it gained during the chase by finishing a short or long rest. Spells and Attacks A chase participant can make
against each other, since they are all assumed to be moving in the same direction at the same time. However, participants can still be the targets of opportunity attacks from creatures not
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Development Another tunnel on the opposite side of the cavern heads off in a different direction than where Yeenoghu led his pack. Characters who defeat the remaining gnolls can continue on their way
, which the characters can remove from its corpse. The massive heart is the size of a small trunk and weighs nearly one hundred pounds. Any characters close to it while it is being transported imagine
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
chase if it has 5 Exhaustion levels. A creature can remove the Exhaustion levels it gained during the chase by finishing a Short or Long Rest. Spells and Attacks A chase participant can make attacks
and cast spells against other creatures within range. Chase participants can’t normally make Opportunity Attacks against each other, since they are all assumed to be moving in the same direction at
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Decanter of Endless Water Wondrous Item, Uncommon This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can take a Magic action to remove the stopper
Line 30 feet long and 1 foot wide. If you’re holding the decanter, you can aim the geyser in one direction (no action required). One creature of your choice in the Line must succeed on a DC 13 Strength
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
the west. The statuary that adorns the walls consists of four sculpted heads of animals. Each one is six feet above the floor and two to three feet in diameter. Opposite the passage that leads east is
crafted golden bracelet. To remove the item, a character must either reach into the mouth or attempt to push the bracelet out with another object. Snapping Trap. Disturbing the bracelet in any way
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Decanter of Endless Water Wondrous Item, Uncommon This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can take a Magic action to remove the stopper
Line 30 feet long and 1 foot wide. If you’re holding the decanter, you can aim the geyser in one direction (no action required). One creature of your choice in the Line must succeed on a DC 13 Strength
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Old Owl Well Built thousands of years ago by a long-vanished empire, Old Owl Well is now a ruined watchtower, along with an adjoining building, that consists of little more than a few crumbling walls
the rugged hills. A colorful tent sits in the middle of the courtyard, but no one is in sight.
Old Owl Well is shown on map 3.1. The characters can enter the site from any direction, either following
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Jarûk’s reward consists of a gem of brightness and two common wondrous items: boots of false tracks and an orb of direction (both described below). These items appear only after the characters complete
humanoids can wear these boots. Someone who holds an orb of direction can use an action to determine which way is north. This property functions only on the Material Plane.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the gates in Undermountain are arch gates. Mirror Gate. This gate consists of a wall-mounted mirror, ovoid or rectangular, encased in a carved stone frame. The mirror is 10 feet tall and 5 feet wide
feet tall and spaced 10 feet apart, with a stone lintel resting horizontally atop them to form a rectangular opening. Because the gate is freestanding, one can pass through it from either direction
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
surprised, because it’s obvious that a fight is brewing. The group consists of four Redbrand ruffians. If three of them are defeated, the last one flees toward Tresendar Manor. Developments Redbrands
Points Divide 400 XP equally among the characters if the party defeats the ruffians. DO THE PLAYERS NEED DIRECTION?
After the “Redbrand Ruffians” encounter, the players should feel it’s time to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ruin. Caer-Konig as it is known today consists of terraced rows of houses that recede from the shore of Lac Dinneshere like the tiers of an amphitheater. The harbor is frozen, its docks skewed and
no evidence of the intruders except dwarven boot tracks in the snow leading north. Since there are no known settlements in that direction, the townsfolk assume that Auril’s everlasting winter has
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
to this impression. If characters attempt to go in this direction, they walk straight into the wall unless someone succeeds on a DC 15 Wisdom (Perception) check. The space beyond the arch immediately
instead take 10 minutes to remove the plate from the floor, requiring the same sort of check as for an attempt to block the plate from moving. A failed check in this case means another 10 minutes of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. Maintain order under the enlightened direction of Atash. Character Role. Characters who align with the Brightguard find the group earnestly seeks to enforce Akharin Sangar’s laws and keep the city
, preserve the city.” Beliefs. Atash has cost this once-great city-state its splendor. Goals. Remove Atash and remake the city. Character Role. After the Brightguard initially sets the characters on the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
birds are common sights on the island. They feed on flying snakes, and tortles hunt them for sport. Blood hawks appear only during the day, and a typical encounter consists of 2d6 blood hawks that
offer to trade information for treasure. For 50 gp worth of treasure, they will point the adventurers in the direction of nearby landmarks. The eblis attack if the characters refuse to trade and are
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
general curses can lifted by a remove curse spell, more specific or dramatic curses can’t be permanently lifted through spells. Magic can offer temporary respite, though. A remove curse spell cast on
linger beyond the resolution but can then be removed by a remove curse spell or similar magic if the victim succeeds on a DC 15 Charisma saving throw when the spell is cast. If the save fails, it can be
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
moving onto one of the paths or into an adjacent area. Hill. A magical force pushes those who climb to the top of the hill in a random direction. A creature that ends its turn on top of the hill must
succeed on a DC 15 Strength saving throw or be pushed 5 feet off the top of the hill and knocked prone. If a creature slips, roll a d4 to see which direction it rolls off the hill. Burning Sands. Any
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
must first open Sylphene’s grave and remove the coffin (see area C9). In the darkest hours of the night, fog leaches into the open grave and fills it. Any creature that lies down in the fog-filled
, twelve ghouls hiding in open graves converge on the characters in four groups of three, each group approaching from a different cardinal direction. They hunger for flesh. A wight named Drovath Harrn
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
thunderstorm is the dragon’s work — a regional effect (see the blue dragon entry in the Monster Manual) that stretches for 6 miles in every direction. The storm has no effect on the battle as it
giants bear the brunt of these attacks while they approach from another direction, or they can join the giants in their direct assault. When storm giants or characters of giant size come within 1,000
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
when the mist inhibits visibility. As long as the characters move at this rate, the route is easily followed — there is no risk of straying in a wrong direction. From the ford, the characters can see in
toad’s back, commanding it to move when necessary, but mostly letting it do as it pleases. The remaining bullywugs flee into the marsh if their leader dies. Treasure. The bullywugs’ treasure consists
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Adventure Structure Waterdeep: Dragon Heist consists of an introductory adventure designed to familiarize player characters with the city of Waterdeep and provide them with a base of operations
lair are difficult for characters of lower than 5th level to overcome. You can gently steer characters in a different direction, drop hints that urge them to use extreme caution, or make deadly
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
remove curse spell is not powerful enough to end this effect on a character, but a wish spell can. This might not seem like much of a drawback, as characters can cope just fine without ever gaining
each character has lost. Lost Things d8 Thing 1 Ability to keep secrets 2 Ability to smile 3 Artistic creativity 4 Cherished doll or stuffed animal 5 Handwriting 6 Sense of direction 7 Sense of
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
sidekicks, approach from the other direction. Velleen is a female Damaran master thief (see appendix A). As the combat begins, the two evil groups recognize each other, and also attack one another when
recover and regroup. Encourage tactical thinking. If one of the sides of the battle consists of savage monsters or mindless undead, give clues that they attack the nearest enemy rather than thinking
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
race across the street into more shadows, and a woman carrying a round shield and a broken spear turns and faces back in the direction from which they came. Seven kobolds stream out of the alley on the
, so it’s still possible to move through the front gate—but not for long. To reach the keep, the characters must make it past three groups of raiders. A group consists of 1d6 kobolds and 1d4 cultists
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
race across the street into more shadows, and a woman carrying a round shield and a broken spear turns and faces back in the direction from which they came. Seven kobolds stream out of the alley on the
keep, so it’s still possible to move through the front gate — but not for long. To reach the keep, the characters must make it past three groups of raiders. A group consists of 1d6 kobolds and 1d4
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the first time on a turn or starts its turn there, it must succeed on a DC 15 Strength saving throw or be carried 10 feet in the direction of the current, as indicated by arrows on the Plunging
suffers no negative effects from descending a waterfall. Inscribing the mark deals 1 slashing damage and leaves a scar. Healing magic can remove the scar and the capabilities it grants. Map 5.3: The Plunging TorrentsView Player Version
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
represents but poorly suited to commanding a post like Camp Vengeance. Aside from Commander Breakbone, the standard garrison at the base consists of fifty-eight people, though the actual number of
camp’s top three officers. The gatehouse consists of the ground-level entryway, an upper floor that serves as an armory (all of the garrison’s spare weapons and armor are stored here because it’s one of
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Old Owl Well Built thousands of years ago by a long-vanished empire, Old Owl Well is a ruined watchtower that now consists of little more than a few crumbling walls and the broken stump of a tower
who is busy exploring the site in the hope of gleaning arcane lore left behind by its builders. The characters can enter the site from any direction, either following old footpaths or scrambling up the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
can approach the City of Spiders from literally any direction. However, all of these routes are known to the drow. The characters might have encountered a drow force on a previous attempt to reach
encounter 11–14 Drow patrol A 15–17 Drow patrol B 18–19 Drow patrol C 20 Drow patrol D Drow Patrol A The standard patrol consists of two drow scouts mounted on giant riding lizards (use the statistics at






