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Magic Items
Dungeon Master’s Guide
;typically an assortment of demons.
Ensnarement. While carrying the book, whenever you cast Magic Circle naming only Fiends or cast Planar Binding targeting a Fiend, the spell is cast at level 9
roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling.
Random Properties. The Artifact has the following random properties (see “Artifacts” in
Monsters
Curse of Strahd
carnival wagon, with a pet monkey on his shoulder. He took over an abandoned tower on Lake Baratok before rolling into the town of Vallaki several months later. Claiming to be a carnival ringmaster
, if he thinks he’s in danger of being unmasked, he retreats to his tower (see chapter 11) or some other quiet corner of Strahd’s domain.
Rictavio’s Traits
Ideal. “Evil
Demonomicon of Iggwilv
Legacy
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Magic Items
Tasha’s Cauldron of Everything
a fiend, you use the maximum possible result instead of rolling.
Ensnarement. While carrying the book, whenever you cast the magic circle spell naming only fiends, or the planar binding spell
how many pages are removed, and it longs to be more than mere reference material.
Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables
Species
Mordenkainen Presents: Monsters of the Multiverse
and from out of the corner of your eye, they came to the Material Plane, urged to spread throughout the multiverse by the conquering god Maglubiyet. Centuries later, they still bear a fey gift for
the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or
Species
Mordenkainen Presents: Monsters of the Multiverse
A subterranean folk, goblins can be found in every corner of the multiverse, often beside their bugbear and hobgoblin kin. Long before the god Maglubiyet conquered them, early goblins served in the
scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Transformed Lands A boundary shift immediately changes a location’s appearance and features to match its new land. A pastoral Lorwyn village nestled in lush, rolling hills might be transformed into a
walled fort with spikes surrounding each dwelling. A withered, weedy field in Shadowmoor might become a meadow of bright, colorful flowers in Lorwyn.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
figurine form, the enchantment binding it ended, allowing it to sting and kill Matreous. The imp is now invisible and hiding in a corner of Matreous’s study. It attacks the first creature that exits the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
casting then sent his considerable power out to surround the overmatched wizard, binding it to himself. Argent energy flew from the human’s outstretched hand only to fizzle into nothingness as the
centuries old, having seen civilizations rise and fall across Faerûn. Other wizards seeking this longevity turn to lichdom, dwelling in isolated tombs and strongholds as they withdraw from the world in body as well as mind.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide: Demonomicon of Iggwilv 2 minor beneficial properties 1 minor detrimental property 1
1 or more of its charges to cast one of the following spells (save DC 20) from it: magic circle (1 charge), magic jar (3 charges), planar ally (3 charges), planar binding (2 charges), plane shift (to
Monsters
Fizban's Treasury of Dragons
unpredictability.
6
It takes true artistry to maintain a warm, desert-like dwelling under the water.
7
I soothe myself to sleep by imagining the perfect insults for bronze dragons; while I wait
place a warm, cozy glow. (The lanterns might be magical or maintained by minions.) The floors are covered with plush sand-colored carpets.
Hoard Chamber. A small chamber in the upper left corner of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
4. Kitchen and Pantry The kitchen (area 4A) is tidy, with dishware, cookware, and utensils neatly placed on shelves. A worktable has a cutting board and rolling pin atop it. A stone, dome-shaped oven
pantry appears fresh but tastes bland. Dumbwaiter Behind a small door in the southwest corner of the kitchen is a dumbwaiter—a 2-foot-wide stone shaft containing a wooden elevator box attached to a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
largest level of Khundrukar, the Glitterhame is an expanse of beautiful natural caverns now infested by troglodytes and other cave-dwelling monsters. The Sinkhole. Streams in the Glitterhame descend to
an underground river, which runs through a corner of the caverns forgotten by the denizens above. The Foundry. Beyond the Glitterhame lies a complex of chambers and passageways carved by Durgeddin’s
Monsters
Fizban's Treasury of Dragons
predictable only in my unpredictability.
6
It takes true artistry to maintain a warm, desert-like dwelling under the water.
7
I soothe myself to sleep by imagining the perfect insults for
the upper left corner of the map contains the dragon’s hoard. The area is decorated in a similar fashion to the main chamber, and its collected jewels and gold are painstakingly organized and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–8 The teleport trap in area 1 9–20 The teleport
inside. 36d. Damaged Stone Vault Door. The lead door that once secured this room has been torn off its hinges and lies on the floor.
Chasm. The southwest corner of the chamber has fallen away
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
with stealth and swordplay. Cyre employed the Valenar as mercenaries until the elves betrayed Cyre and took a corner of the nation for themselves. These lands escaped the destruction visited upon the
Valenar and serve as a natural barrier between this land and the rest of Khorvaire. Beyond the desert, Valenar transitions from rolling steppes to fertile plains. The desert can be deadly, but the Valenar
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
.
The combination of noises from the large crowd and the disruptive vibrations of the boomhailers has enraged a purple worm dwelling deep below the city. It emerges and begins wreaking havoc on Three Sun
, the angel Artavazda (a lawful good pari; detailed at the end of this adventure) appears at the southeastern corner of the square with ten members of the Brightguard (use the guard stat block). If the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Binding targeting a Fiend, the spell is cast at level 9, regardless of what level spell slot you used, if any. Additionally, the Fiend has Disadvantage on its saving throw against the spell. Fiendish
Scourging. While carrying the book, when you make a damage roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling. Random Properties. The Artifact has the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Dead End Teleport Trap. A teleport trap (see “Teleport Traps”) is situated near the bend in the corridor.
Corpse. A dead drow lies on the floor at the end of the tunnel, around the corner from
. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–12 The teleport trap in area 6 13–16 The teleport trap in area 24a 17–20 The teleport trap in area 28
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
the land flattens out into gently rolling, fertile hills dotted with forests and patches of grassland. Communities of halflings occupy the polar areas, while the barren wastes are populated by
atmosphere and is occupied by isolated groups of inhabitants. Toril’s space-dwelling communities generally congregate in a cluster of asteroids that trails behind Selune in the same orbit. This cluster, called
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
-dwelling yuan-ti mystics called the Serpents of the Sands. These mystics worship Dendar the Night Serpent (see the yuan-ti entry in the Monster Manual for more information on this deity). Iymrith
wall (see “Dragon Bolt-Holes”). Unless Iymrith was drawn to the surface and defeated there, the ancient blue dragon is lurking under the pile of sand in the southeast corner of the room. Only her eyes
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
P1, they attract the attention of the treant and spiders dwelling on the ledge above (see area P3). Grotto Entrance. Inspecting the boulder reveals a hole dug into the loamy soil beneath it. The hole
roots overlooks a broad hollow within the peylon tree’s trunk.
Rosintar, a neutral evil treant who hates intruders, hides on this ledge above area P2. Two giant spiders lurk in the ledge’s corner
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Trielta Hills In the rolling terrain of the Trielta Hills, scattered with small settlements of gnomes and halflings, life seems pastoral and idyllic. Halfling farmers tend to their plots, and gnome
gardens behind plank fences or fieldstone walls are the tunnels that constitute the true thoroughfares of Hardbuckler. Beneath each small dwelling is an extensive cellar, often three or more levels in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
south slopes gently upward to area 26d and contains a rolling sphere trap.
The 10-foot-square section of floor marked X on map 2 is a pressure plate. When 20 or more pounds of pressure depress this
activating. When the sphere is released, all creatures present roll initiative, and the sphere rolls initiative with a +8 bonus. On its turn, it moves in a straight line until it reaches a corner, then
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
and his dragonnels stay out of battle unless attacked. Unless the characters prepared another strategy, they begin this encounter adjacent to the tree stump at the southeast corner of the map. The
Battlefield Events During this battle, roll on the Hawker’s Grove Battlefield Events table each round on initiative count 0. Also consider rolling on the table when a red dragon is slain or if a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
knucklehead trout. Its wooden plaque bears an engraved copper plate that reads, in Common, “Big Knuck, caught by Easthaven fishers during the summer of 1479 DR.”
A secret door in the northeast corner is
, whereas the other chairs don’t. A secret door in the northwest corner is concealed behind a tapestry depicting a snow-capped mountain. It swings open into area T1. Any character who searches the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
6. Svirfneblin Enclave The deep gnomes look for any opportunity to corner the market on goods their competitors are in short supply of. Gabble Dripskillet, the svirfneblin chief negotiator, used to
hidden compartment. Finding it requires a successful DC 19 Wisdom (Perception) check. The compartment contains 1d4 magic items (determined by rolling on Magic Item Table C in chapter 7 of the Dungeon
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Encircling the hall at a height of fifteen feet is a wooden mezzanine that can be reached by a cage elevator in one corner. West of the dining room is a cozy niche with a fireplace, three padded
hangs in the fireplace of this cluttered kitchen, and stout worktables sized for a dwarf are covered with handy implements. A closet pantry stands in the corner next to a door that leads outside
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Initiative. On the goblins’ turn, they attempt to scramble up the stairs and activate the rolling log trap (detailed below). The goblins then fight the characters. Rolling Log Trap. This 10-foot-long
. Skulls are piled in the northwest corner.
Among the trophies are a number of empty mounts equal to the characters in the party—a grim omen of what could happen if they’re defeated in this cave. Treasure
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
enclave and wipe out the deep gnomes. A 20-foot-high stone building stands in the northeast corner of the warehouse. Inside this unlocked building, Ghuldur Flagonfist and Krimgol Muzgardt (a pair of male
chainmail 1d6 suits of splint mail 1d6 suits of plate mail An iron safe stands in a corner of the storage building. The safe weighs 1,000 pounds, is locked, and contains 1d4 magic items (determined by
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
boxed text to set the scene as the characters arrive in Elturel: Around the corner of a still-standing structure runs a woman with two toddlers, one on each arm. In her wake amble three infernal
the city appeared in the sky. The demons are trying to climb the binding posts or fly to the city, but the devils constantly push them back. The devils are also trying to figure out how to best use
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
leading to the lower levels. Dwelling in the ruins are six Minotaurs of Baphomet who are Hostile to all intruders. They are spread out around the ruins but come quickly when they hear combat. The
Artifact. The Horns of the Beast—a jagged crown made from the horns of demons and wild animals—rests on a pedestal in the northwest corner of the ruins. Melchis immediately attempts to seize the Artifact
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
funeral urns stand in each corner. Glyphs in the Primordial language on the urns suggest that they are binding vessels for efreet, and detect magic reveals that they have an aura of abjuration. The
the room’s double doors prevents them from fully closing. Within, rusted black iron cages hang by heavy chains from the ceiling of this dark-walled chamber. In the northeast corner is a black gate
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
fourteen-foot-long bugles made from hollowed-out mammoth tusks. An ascending staircase of ice in the southwest corner has mist rolling down it.
One of the mammoth tusk bugles is intact, but the other
stat block, have immunity to cold damage, and deal 10 (3d6) piercing damage plus 10 (3d6) cold damage on a hit. Stairs Down. The stairs in the northwest corner of this room descend 90 feet to area G5.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
; see appendix A) has been backed into the southeast corner by a vicious mezzoloth and two nothics. Three dead nothics (killed by Rex) lie on the floor near them.
The mezzoloth was summoned and bound to
explorers) that the Fine Fellows would run roughshod over the monsters dwelling within. Boy, was he wrong. Like most villainous groups, the Fine Fellows lacked cohesion. Fed up with his companions
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Captured by the Yuan-ti Characters captured by the yuan-ti are stripped of their gear, fitted with manacles (one set binding the wrists and another binding the ankles), and confined to the pits in
Nsi. To determine whether they can be trusted, she assigns them to work under Overseer Issar (area 19). Issar assigns each character a labor, determined by rolling percentile dice and consulting the






