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Magic Items
Dungeon Master’s Guide
magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see the Dungeon Master’s
guard the place. While your soul is trapped in this way, your body is inert, ceases aging, and requires no food, air, or water. A Wish spell can’t return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.
Monsters
Candlekeep Mysteries
, having long ago prepared a dragon’s corpse to house her spirit upon its return to the phylactery.Lair Actions. On initiative count 20 (losing initiative ties) whenever she is in the are V3
, Zikzokrishka can take a lair action to cause one of the following effects. She can’t use the same effect two rounds in a row:
Part of the ceiling collapses above one creature that Zikzokrishka
Monsters
Fizban's Treasury of Dragons
the air is cool and slightly damp.
Glowing Crystals. Large clusters of glowing amethyst crystals grow out from the walls and ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys
connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and down through the floor of the lower level, but the dragon’s
Monsters
Fizban's Treasury of Dragons
ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
, requiring no spell components and targeting any body of water in that region.
If the dragon dies, the populations of aquatic life near the lair return to normal levels over the course of 1d10
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. Abandoned Cavern This 30-foot-high cavern contains part of the ancient settlement of Stromkuhldur. Crumbling, single-story buildings stand empty, their roofs caved in and their insides picked clean. Sections of the cavern ceiling show signs of collapse, with rocks scattered across the floor.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
, into which a flight of stairs has been cut. Passages lead out of this area to the north, south, and west.
The damaged buildings are described in areas 14 and area 15. Minerals in the ceiling are
the mines. Glittering minerals in the ceiling of this large cavern catch the light and send it back to create the impression of a starry night sky. Dozens of skeletons—many crushed under fallen debris
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Transformation of Phandalin Each time the characters return to Phandalin during the later parts of this adventure, they find the town and townspeople further affected by the Far Realm. The
’ effects: Chapter 5. The sky over Phandalin is perpetually gray, and its buildings seem more drab than normal. The townspeople appear tired and wan. Chapter 6. Nearly imperceptible, scaly fungi grow between
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Chapter 2: Trollskull Alley Trollskull Alley is filled with people who can shape the characters’ day-to-day lives in Waterdeep. The characters will likely return to Trollskull Alley many times
during the adventure and get to know their neighbors as time passes. The locations described below are keyed to the map of Trollskull Alley (map 2.1). Buildings not specifically identified on the map are
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Return to Phandalin When the characters return to Phandalin after their victory, read or paraphrase the following: The corruption wracking the town of Phandalin is gone. The buildings have returned
—doubly so if they’ve managed to return the kidnapped townspeople. Many people in Phandalin want to learn the story of the characters’ victory over the mind flayers, but perhaps none so much as Gwyn Oresong
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
consists of forty or fifty simple log buildings, some built on old fieldstone foundations. More old ruins—crumbling stone walls covered in ivy and briars—surround the newer houses and shops, showing how
this must have been a much larger town in centuries past. Most of the newer buildings are set on the sides of the cart track, which widens into a muddy main street as it climbs toward a ruined manor
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
opportunistic bloodsuckers attack in the confusion. The stirges gain a +2 bonus to AC in the bat storm. The bats calm down and return to their roosts on the ceiling after five minutes of quiet in area
). If that causes someone to look up, describe how the ceiling is carpeted with bats with a successful DC 10 Wisdom (Perception) check. To avoid startling the bats, characters must proceed very quietly
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, and the opportunistic bloodsuckers attack in the confusion. The stirges gain a +2 bonus to AC in the bat storm. The bats calm down and return to their roosts on the ceiling after five minutes of quiet
). If that causes someone to look up, describe how the ceiling is covered with bats with a successful DC 10 Wisdom (Perception) check. To avoid startling the bats, characters must proceed very quietly
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. Cave of Crystals Xorn. Three xorn feast on crystals near the western edge of the cavern, while harmless bats flutter below the 30-foot-high ceiling.
Difficult Terrain. A thick mix of mud and bat
turn and sinks into the floor, never to return. Treasure Once the xorn are defeated, the characters can retrieve forty fist-sized crystals worth 10 gp each.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Tightly packed buildings of wood and stone are piled atop one another, creating three levels: a lower level (often called the street level), a middle level, and an upper level. Unnamed thoroughfares
ceiling is covered with a forest of stalactites. Most of the lanterns that once illuminated Skullport are gone, turned to rust or stolen by thieves long ago. Denizens carry their own light sources or rely
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
its labyrinthine halls and extradimensional spaces. The oldest of the library’s buildings are soaring stone affairs with floors crafted from lustrous dark wood and floor-to-ceiling shelves. Ceiling
Inner Ward The poster map included with this book shows the Inner Ward, which contains the Great Library—a veritable forest of stone towers clumped around stockier buildings, all joined together in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
actions. Please, save Caden and return him to his father. House Orien would owe you a great debt, and you see how broken the man is. There is an enclosed lift five buildings north of this estate. Look
Compendium
- Sources->Dungeons & Dragons->Rrakkma
held high above its head to support the ceiling, forty feet above. A pair of fist-sized black crystals is fitted to the statue’s eyes. The perimeter statues, six in all, appear to resemble naked humans
statue depicts some forgotten god dedicated to chaos and entropy, and as described below, holds up the ceiling overhead. Objectives/Goals Aware of the creature’s existence, the mind flayers were able
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K8. Great Entry Cobwebs stretch between the columns that support the vaulted ceiling of a great, dusty hall dimly lit by sputtering torches in iron sconces. The torches cast odd shadows across the
faces of eight stone gargoyles squatting motionlessly on the rim of the domed ceiling. Cracked and faded ceiling frescoes are covered by decay. Double doors of bronze stand closed to the east. To the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
been destroyed. It is not known if and when the Mezroans and their city will return. One of the barae, a human paladin named Alisanda, is wed to Artus Cimber. The two fell in love more than a century
she would return to Chult when the city was no longer in peril. Artus won’t endanger the Mezroans by revealing the truth about their city. Although the Ring of Winter makes him immortal, he has grown
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Reporting Back When the characters return to where Vogler’s survivors are camped, Mayor Raven meets them. If the characters gained the city’s support, she thanks them profusely. If they didn’t, she’s
their assistance as well. She also asks the characters to stop calling her mayor—so long as Vogler is in Dragon Army hands, she’s just Raven. Lord Bakaris and his son don’t return to the camp, instead
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
rutted track emerges from a wooded hillside, and you catch your first glimpse of Phandalin. The town consists of forty or fifty simple log buildings, some built on old fieldstone foundations. More old
ruins—crumbling stone walls covered in ivy and briars—surround the newer houses and shops, showing how this must have been a much larger town in centuries past. Most of the newer buildings are set on
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
colleges, with a campus that features buildings of stately elegance. Map 1.5: silverquill campus View Player Version Grandloft Hall The main Silverquill building is Grandloft Hall, a vast space with
college’s mascots, flit around the high ceiling, and enchanted spotlights automatically focus on any mage who uses powerful magic. The Rose Stage The Rose Stage is a rotating circular platform on the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
hall surrounded by a fifteen-foot wall with a sturdy wooden gate. Stables, a tower, barracks, and storage buildings are enclosed within the protective wall. A banner flying an emblem of a crossed
torch and sword flutters overhead.
Summit Hall is home to about a dozen Knights of Samular, an order of long-suffering Tyr worshipers who have been reenergized by their god’s return. They host another
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
She shall return!” As with the first assault on the adventurers, try to ensure that if the attackers are defeated, at least one escapes to report the outcome of the battle. Most easily, the dragon can
yugoloth if more than five of them are in the fight. In addition to damaging bystanders, this encounter can easily destroy buildings and great landmarks. This formidable assault should provide a sense of
Delerium Fragment
Legacy
This doesn't reflect the latest rules and lore.
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Equipment
tones, and glow brightly at night or when exposed to magic. Deposits are found throughout Drakkenheim, often fused into stone streets and buildings like crystalline moss.
A typical delerium fragment is
or a ceiling), which allows them to move as if they were climbing. Unattended objects float around randomly.
2
The nearest creature is affected by a hideous laughter spell (Save DC 15) but
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
She shall return!” As with the first assault on the adventurers, try to ensure that if the attackers are defeated, at least one escapes to report the outcome of the battle. Most easily, the dragon can
yugoloth if more than five of them are in the fight. In addition to damaging bystanders, this encounter can easily destroy buildings and great landmarks. This formidable assault should provide a sense of the destruction that will wash over the Sword Coast if the Cult of the Dragon is successful in its plans.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
scout. This duergar didn’t enter any buildings, but simply looked around the village before leaving close to morning. Following the footprints leads to a different set of tracks, which were made by an
ogre zombie pulling a dogsled. These new tracks begin where the duergar tracks end, a quarter-mile outside of town. (The ogre zombie waited all night for the duergar to return. The duergar hopped onto
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
partially collapsed buildings and walled-off alleys, atop which newer buildings and boardwalks have been built. The entire place is damp, reeks of mildew, and is loud with the creaking and groaning of
surrounding buildings. The floors, walls, and ceilings of the temple are old wood, too damp to burn and rotten enough to be almost spongy to the touch. No cultists dwell inside the temple. The
Delerium Chip
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Equipment
tones, and glow brightly at night or when exposed to magic. Deposits are found throughout Drakkenheim, often fused into stone streets and buildings like crystalline moss.
A typical delerium fragment is
or a ceiling), which allows them to move as if they were climbing. Unattended objects float around randomly.
2
The nearest creature is affected by a hideous laughter spell (Save DC 15) but
Delerium Geode
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Equipment
tones, and glow brightly at night or when exposed to magic. Deposits are found throughout Drakkenheim, often fused into stone streets and buildings like crystalline moss.
A typical delerium fragment is
or a ceiling), which allows them to move as if they were climbing. Unattended objects float around randomly.
2
The nearest creature is affected by a hideous laughter spell (Save DC 15) but
Delerium Massive Cluster
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Equipment
tones, and glow brightly at night or when exposed to magic. Deposits are found throughout Drakkenheim, often fused into stone streets and buildings like crystalline moss.
A typical delerium fragment is
or a ceiling), which allows them to move as if they were climbing. Unattended objects float around randomly.
2
The nearest creature is affected by a hideous laughter spell (Save DC 15) but
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
3H, I, J. Spiders’ Lair The top level of the northeast tower is the lair of five giant spiders. They hunt in the swamp at night and return to the tower to rest during the days, entering through a
bones of many animals (including bullywugs) litter the floor. The spiders nestle among the deep shadows between ceiling beams, and they have advantage on Dexterity (Stealth) checks while hidden in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
21. Lord of Fetid Obliteration Unless he has been summoned to area 19, the unhappy king of the Blacktongues is here. 21a. Hydra Den This cave has a 20-foot-high ceiling and is filled with water to a
, Kuketh doesn’t honor agreements for very long. Its only consistent desire is to escape from Undermountain and return to the Outer Plane of Limbo. 21c. Secret Vault This cave is hidden behind a secret
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
spend most of their time clinging to the cavern’s 60-foot-high ceiling, but the noise of the purple worms drives them into a shrieking, flapping frenzy. Whenever a purple worm enters the area 8 (whether
1d4 bludgeoning damage. Development When the purple worm that caused the bats to swarm exits the nursery, the bats return to this cave to roost 10 minutes later.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
3H, I, J. Spiders’ Lair The top level of the northeast tower is the lair of five giant spiders. They hunt in the swamp at night and return to the tower to rest during the days, entering through a
bones of many animals (including bullywugs) litter the floor. The spiders nestle among the deep shadows between ceiling beams, and they have advantage on Dexterity (Stealth) checks while hidden in






