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Spells
Player’s Handbook
barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage’s area is
trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it.
A creature inside the cage can
Classes
Xanathar's Guide to Everything
As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of
other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to
Classes
Xanathar's Guide to Everything
As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of
other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to
Forcecage
Legacy
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Spells
Basic Rules (2014)
barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.
When you cast the spell, any creature that is completely inside the cage's area is
trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.
A creature inside the
Monsters
Mordenkainen's Fiendish Folio Volume 1
corbies range across the Underdark, stripping the tunnels and caverns they traverse of all living things. Even the mightiest creatures of the Underdark hide within fortified lairs or step aside from a dire
corby flock, knowing of how these creatures’ bizarre song disrupts, disorients, and ultimately overwhelms their prey.
Flocks of Doom. Dire corbies wander the Underdark in vast flocks, following
Magic Items
Candlekeep Mysteries
Carved from an ogre’s petrified heart, the gray figurine depicts the Demon Prince of Undeath in ghastly detail, clutching his skull-topped wand in one hand and three severed heads by the hair
properties:
Undead within 30 feet of the figurine can’t be turned.
Dead creatures within 30 feet of the figurine can’t be brought back to life.
A creature that holds the figurine while
Monsters
Keys from the Golden Vault
steal away most of the clan’s gold, leaving only a pittance.
Prisoner 13 is a cunning schemer, ruthless and patient. She listens and watches, absorbing every detail she can, and shares as
, the tips following the angles of her collarbones.
River. Swirling green and blue waters form a cascading river across her stomach, with scaly creatures leering from the water.
Power and Plunder
Spells
Xanathar's Guide to Everything
enclosed by a floor, walls, and a roof, with one door granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close
smell of burning incense fills the air within, and the temperature is mild.
The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials
Species
Mordenkainen Presents: Monsters of the Multiverse
, their features almost devoid of detail. It is rare to see a changeling in that form, for a typical changeling changes their shape the way others might change clothes. A casual shape—one created
, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell
Backgrounds
Guildmasters’ Guide to Ravnica
alterations in yourself or others, the result often displays the characteristics of fish, amphibians, or other water-dwelling creatures. Blue-green eddies of magical energy sometimes accompany your
.
3
I’m eager to explain every detail of my most intricate experiments and theories to anyone who shows the least bit of interest.
4
I assume that everyone needs even the most basic
Orc
Legacy
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Species
Volo's Guide to Monsters
, orcs breed prodigiously (and they aren’t choosy about what they breed with, which is why such creatures as half-orcs and ogrillons are found in the world). Females that are about to give birth are
depths of the lair, and left for the followers of Yurtrus or Shargaas to accept or reject. A fully grown orc warrior is well prepared for a lifetime of combat.
Not all orc weaklings are taken by those
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
pass through them. Unlike the city of Sigil, the crossroads of the multiverse, gods are free to enter and leave the Infinite Staircase as they please, though many reject it in favor of more direct
methods of planar travel. The staircase is neutral ground accessible to all who can find and traverse it. The act of traversing the staircase isn’t any more tiring than walking, and creatures can’t become exhausted by traveling along it.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is
trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it. A creature inside the cage
Kobold
Legacy
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Species
Volo's Guide to Monsters
Kobolds are a lot less cute when they learn how to cast fireballs.
— Volo
Kobolds are often dismissed as cowardly, foolish, and weak, but these little reptilian creatures actually have a
a perfect world, the creatures would be left alone to dig their tunnels and raise the next generation of kobolds, all the while seeking the magic that will free their imprisoned god (see the &ldquo
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking
any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is
trapped. Creatures only partially within the area, or those too large to fit inside it, are pushed away from the center of the area until they are completely outside it. A creature inside the cage
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking
any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage’s area is trapped. Creatures only partially within the area, or those too large to fit
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Exploring the Island This adventure presents Dragon’s Rest and three adventure locations in detail, but Stormwreck Isle holds the possibility of excitement and danger beyond those sites. While the
characters travel between locations on the island, or if they set out to explore the island, they might stumble across fantastical creatures and locations that provide an extra challenge on their journey.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Rejecting the Ordning Some giants reject the ordning, in part or entirely. This rejection most commonly takes one of three forms. First are giants who hold themselves to a different standard than the
revolutionary stance meant to upset the ordning. A mighty frost giant warrior, not content to rule only frost giants and lesser creatures, could attempt to subjugate fire or cloud giants. Such revolutionaries
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
chambers. Any reasonably large space should be stocked with interesting sights, sounds, objects, and creatures. You don’t need to have every last detail of your dungeon plotted out. You can get by with
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Inquisitive As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and
deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
campaign, and each adventure provides information about how Murgaxor’s influence corrupts and warps creatures and places on campus. The end of each adventure provides information that foreshadows or sets
up the events of the next adventure. The characters ultimately confront Murgaxor in chapter 6, where the villain is described in detail.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
The Sea of Moving Ice The journey up the Sword Coast isn’t the focus of this chapter, so you don’t need to dwell on it in detail. With favorable winds, Frostskimmr reaches the Sea of Moving Ice in a
at night or spend the night on the water. An ice floe is more comfortable and offers safety from certain aquatic creatures. On the open water, the ship is safer from creatures that hunt only on the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
The Sea of Moving Ice The journey up the Sword Coast isn’t the focus of this chapter, so you don’t need to dwell on it in detail. With favorable winds, Frostskimmr reaches the Sea of Moving Ice in a
at night or spend the night on the water. An ice floe is more comfortable and offers safety from certain aquatic creatures. On the open water, the ship is safer from creatures that hunt only on the
Compendium
- Sources->Dungeons & Dragons->Rrakkma
adventurers are likely to see them initially. If creatures are clearly visible, consider providing a minimum of detail (size, shape, and lighting only) for the area description, in favor of providing greater
detail regarding potentially hostile creatures. You can always go back after the fight is over, or after it has been established that a fight won’t be happening and elaborate on your description of the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
monstrous natures and reject their violent impulses. In humanoid form, they are large, muscular, and covered in hair matching the color of their ursine form’s fur. A werebear is a loner by nature, fearing
what might happen to innocent creatures around it when its bestial nature takes over.
When a werebear transforms, it grows to enormous size, lashing out with weapons or claws. It fights with the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
. The following sections detail the various creature types likely to be encountered in the Outlands. Use the tables in these sections to inspire encounters and whole adventures in the Outlands. Planar
Exemplars
Some creatures originate on specific Outer Planes. Just as flesh and blood are fundamental to many creatures from the Material Plane, the forces of these creatures’ home planes are
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door. The temple’s interior is an open space with
temperature is mild. The temple opposes types of creatures you choose when you cast this spell. Choose one or more of the following: celestials, elementals, fey, fiends, or undead. If a creature of the chosen
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Retrieving the Rod Piece. The rod piece is deep within the hertilod’s gullet. If the hertilod is forced to regurgitate creatures in its gullet, roll a d6. On a roll of 4 or higher, the rod piece is also
book’s introduction. Caved-In Artery. A 10-foot-wide petrified artery leads from this chamber. The artery has caved in, blocking that exit from the chamber. A character who uses an action to dig through
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
grandmother hag’s lair is warped by the creature’s fell magic, which creates one or more of the following effects: Birds, rodents, snakes, spiders, or toads (or some other creatures appropriate to the
-looking path, road, or trails occasionally become sharp for 100-foot intervals. Walking on these areas is like walking on caltrops. Small avalanches of rock intermittently fall, blocking a path or burying
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
characters approach either bridge, they can make out the initial details of the rift and can see the guards blocking the path. Read the following to set the scene: A rift in the earth divides Elturel into
spans the chasm. Holy runes etched into the stonework of the bridge indicate that the structure has been consecrated in the name of Torm, god of courage and self-sacrifice. Six infernal creatures stand
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
. Even the mightiest creatures of the Underdark hide within fortified lairs or step aside from a dire corby flock, knowing of how these creatures’ bizarre song disrupts, disorients, and ultimately
into view. As these creatures travel, they hoot, chirp, and howl in maddening cacophony. Their song has a strange magical current to it, causing those who hear it to suffer a stomach-churning vertigo
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Chapter 20: Flames The following pages detail three unique Fiends designed to be recurring adversaries for your campaign. Each entry includes a description and details about the Fiend’s background
one of these Fiends the backbone of an entire campaign. Although these creatures span a wide level range and should be usable in most campaigns, you can always adjust these stat blocks to make the
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
waves, shells, and sea creatures. On either side of the throne sit two massive creatures that are a strange hybrid of both fish and lion. They snarl in unison.
Gar’s power has grown by no small measure
of any creatures they might have killed or destroyed, he is ready for their arrival. After everyone has entered the chamber, Gar surreptitiously (but rapidly) grows the coral over the entrance
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
air with toxic fumes. A creature that breathes in the area’s fumes must succeed on a DC 10 Constitution saving throw or gain the poisoned condition for 1 hour. Creatures with resistance or immunity
to poison damage automatically succeed on this saving throw. A creature who succeeds on this saving throw is immune to the effects of the area’s toxic fumes for 24 hours. All creatures that reside in






