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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Creature.Thought to be as old as the Abyss itself, sibriexes haunt remote parts of that plane, where they use their vile abilities to create new horrors and they seek ancient lore. Rivulets of blood and
effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect, which vanishes when Warp Creature ends on the creature. If the creature transforms into a manes
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
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races
Elemental Evil Player's Companion
pieces across the multiverse. Recovering the pieces means gaining honor and esteem in the eyes of the vaati who forged it and could possibly restore a powerful weapon for defense against the agents of
, the hermit, and the sage.
The small colonies of aarakocra are insular and remote, and few aarakocra live away from their roosts. In the Star Mounts of the High Forest in the Forgotten Realms, no more
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
road, headed toward Vogler. The adventure unfolds in one of two ways from here: With Mass Combat. If you are using the Dragonlance: Warriors of Krynn game along with this adventure, consult the
: Warriors of Krynn, then play that scenario. This scenario details an organized defense of Vogler and the characters’ desperate attempt to get the villagers to safety.
If the characters attain a win or
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
road, headed toward Vogler. The adventure unfolds in one of two ways from here: With Mass Combat. If you are using the Dragonlance: Warriors of Krynn game along with this adventure, consult the
: Warriors of Krynn, then play that scenario. This scenario details an organized defense of Vogler and the characters’ desperate attempt to get the villagers to safety.
If the characters attain a win or
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
road, headed toward Vogler. The adventure unfolds in one of two ways from here: With Mass Combat. If you are using the Dragonlance: Warriors of Krynn game along with this adventure, consult the
: Warriors of Krynn, then play that scenario. This scenario details an organized defense of Vogler and the characters’ desperate attempt to get the villagers to safety.
If the characters attain a win or
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
more demons encounter the party and attack. Roll a d12 and consult the Demons table to determine what the characters meet. d20 Demons 1–2 2d4 barlguras 3–4 2d4 chasmes 5–6 1d4 hezrous 7–8 1d100 manes
. Roll a d6 and consult the Fungi table to determine what special type of fungi can be found here. If this encounter takes place in Araumycos’s domain, an overabundance of fungi cover all of the other cave
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
reserves, or otherwise planning the fortress’s defense. Areas 1, area 5, and area 19 have particular encounters associated with them (see “Assault Encounters”). For every other area, consult the following
allied forces have devised a simple but effective plan. They begin with an attack by Saltmarsh’s militia against the entrance (area 1). Once the sahuagin commit troops to the defense of the gate, the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters in Blingdenstone Once per day while the characters are exploring the deep gnome settlement, roll a d20 and consult the Blingdenstone Encounters table to determine what, if anything
of 15 feet. When they burrow, they leave tunnels behind them. Dungeon Hazard The characters approach a section of Blingdenstone in horrible disrepair. If they explore the area, roll a d6 and consult
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
more demons encounter the party and attack. Roll a d12 and consult the Demons table to determine what the characters meet. d20 Demons 1–2 2d4 barlguras 3–4 2d4 chasmes 5–6 1d4 hezrous 7–8 1d100 manes
. Roll a d6 and consult the Fungi table to determine what special type of fungi can be found here. If this encounter takes place in Araumycos’s domain, an overabundance of fungi cover all of the other cave
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters in Blingdenstone Once per day while the characters are exploring the deep gnome settlement, roll a d20 and consult the Blingdenstone Encounters table to determine what, if anything
of 15 feet. When they burrow, they leave tunnels behind them. Dungeon Hazard The characters approach a section of Blingdenstone in horrible disrepair. If they explore the area, roll a d6 and consult
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
more demons encounter the party and attack. Roll a d12 and consult the Demons table to determine what the characters meet. d20 Demons 1–2 2d4 barlguras 3–4 2d4 chasmes 5–6 1d4 hezrous 7–8 1d100 manes
. Roll a d6 and consult the Fungi table to determine what special type of fungi can be found here. If this encounter takes place in Araumycos’s domain, an overabundance of fungi cover all of the other cave
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
reserves, or otherwise planning the fortress’s defense. Areas 1, area 5, and area 19 have particular encounters associated with them (see “Assault Encounters”). For every other area, consult the following
allied forces have devised a simple but effective plan. They begin with an attack by Saltmarsh’s militia against the entrance (area 1). Once the sahuagin commit troops to the defense of the gate, the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters in Blingdenstone Once per day while the characters are exploring the deep gnome settlement, roll a d20 and consult the Blingdenstone Encounters table to determine what, if anything
of 15 feet. When they burrow, they leave tunnels behind them. Dungeon Hazard The characters approach a section of Blingdenstone in horrible disrepair. If they explore the area, roll a d6 and consult
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
reserves, or otherwise planning the fortress’s defense. Areas 1, area 5, and area 19 have particular encounters associated with them (see “Assault Encounters”). For every other area, consult the following
allied forces have devised a simple but effective plan. They begin with an attack by Saltmarsh’s militia against the entrance (area 1). Once the sahuagin commit troops to the defense of the gate, the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
killed and reanimated by Zuggtmoy’s spores observe the characters as they pass by. The spore servants don’t communicate and don’t attack except in self-defense. Roll a d10 and consult the table to
Brilliance 18 Spore servants 19–20 Traders Ambushers One or more creatures attempt to ambush the party as it makes its way through the Underdark. Roll a d20 and consult the table to determine what the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
killed and reanimated by Zuggtmoy’s spores observe the characters as they pass by. The spore servants don’t communicate and don’t attack except in self-defense. Roll a d10 and consult the table to
Brilliance 18 Spore servants 19–20 Traders Ambushers One or more creatures attempt to ambush the party as it makes its way through the Underdark. Roll a d20 and consult the table to determine what the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Cloaker Cloakers earned their names for the resemblance they bear to dark leathery cloaks. Lurking in remote dungeons and caves, these stealthy predators wait to slay lone or injured prey stumbling
, enveloping and devouring their victims. While it feeds, a cloaker uses its swift, whiplike tail for defense, although it rarely takes a stand against dangerous foes or groups of creatures. As an added
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
killed and reanimated by Zuggtmoy’s spores observe the characters as they pass by. The spore servants don’t communicate and don’t attack except in self-defense. Roll a d10 and consult the table to
Brilliance 18 Spore servants 19–20 Traders Ambushers One or more creatures attempt to ambush the party as it makes its way through the Underdark. Roll a d20 and consult the table to determine what the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Cloaker Cloakers earned their names for the resemblance they bear to dark leathery cloaks. Lurking in remote dungeons and caves, these stealthy predators wait to slay lone or injured prey stumbling
, enveloping and devouring their victims. While it feeds, a cloaker uses its swift, whiplike tail for defense, although it rarely takes a stand against dangerous foes or groups of creatures. As an added
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Cloaker Cloakers earned their names for the resemblance they bear to dark leathery cloaks. Lurking in remote dungeons and caves, these stealthy predators wait to slay lone or injured prey stumbling
, enveloping and devouring their victims. While it feeds, a cloaker uses its swift, whiplike tail for defense, although it rarely takes a stand against dangerous foes or groups of creatures. As an added
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
common but inedible species of giant fungi. Roll a d10 and consult the Fungi Patch Discoveries table to determine what else the characters find here. See “Fungi of the Underdark” in chapter 2 for more
they defend themselves. Myconid Adults. These gentle creatures tend to the fungi patch and mind their own business, attacking only in self-defense. If the characters establish communication with the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
too distracted by the abundance of food to pose much of a threat. They fight only in self-defense.
Metal Wasps The metal wasps are programmed to attack Medium humanoids; they ignore other creatures
the dodecahedron require no components. Roll a d12 and consult the following table to determine the effect: d12 Effect 1–2 The dodecahedron explodes and is destroyed. Each creature within 20 feet of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
common but inedible species of giant fungi. Roll a d10 and consult the Fungi Patch Discoveries table to determine what else the characters find here. See “Fungi of the Underdark” in chapter 2 for more
they defend themselves. Myconid Adults. These gentle creatures tend to the fungi patch and mind their own business, attacking only in self-defense. If the characters establish communication with the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
common but inedible species of giant fungi. Roll a d10 and consult the Fungi Patch Discoveries table to determine what else the characters find here. See “Fungi of the Underdark” in chapter 2 for more
they defend themselves. Myconid Adults. These gentle creatures tend to the fungi patch and mind their own business, attacking only in self-defense. If the characters establish communication with the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
too distracted by the abundance of food to pose much of a threat. They fight only in self-defense.
Metal Wasps The metal wasps are programmed to attack Medium humanoids; they ignore other creatures
the dodecahedron require no components. Roll a d12 and consult the following table to determine the effect: d12 Effect 1–2 The dodecahedron explodes and is destroyed. Each creature within 20 feet of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
too distracted by the abundance of food to pose much of a threat. They fight only in self-defense.
Metal Wasps The metal wasps are programmed to attack Medium humanoids; they ignore other creatures
the dodecahedron require no components. Roll a d12 and consult the following table to determine the effect: d12 Effect 1–2 The dodecahedron explodes and is destroyed. Each creature within 20 feet of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
seriously. Random Encounters Olly Lawson Mysterious lights glimmer in a remote mountain lake, drawing adventurers to explore Random encounters are randomly determined encounters that don’t occur in a
fixed location. The options are often presented in a table. When a random encounter occurs, you roll a die and consult the table to determine what the party encounters. Sample random encounter tables
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
seriously. Random Encounters Olly Lawson Mysterious lights glimmer in a remote mountain lake, drawing adventurers to explore Random encounters are randomly determined encounters that don’t occur in a
fixed location. The options are often presented in a table. When a random encounter occurs, you roll a die and consult the table to determine what the party encounters. Sample random encounter tables
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
seriously. Random Encounters Olly Lawson Mysterious lights glimmer in a remote mountain lake, drawing adventurers to explore Random encounters are randomly determined encounters that don’t occur in a
fixed location. The options are often presented in a table. When a random encounter occurs, you roll a die and consult the table to determine what the party encounters. Sample random encounter tables
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
returns. It is convenient for humanoids to understand a mind flayer colony by thinking of it as a single individual — the elder brain — directing a number of subservient, remote minds, which are the
illithid remains fearful of gith attacks, and likely sets about creating a sort of colony of its own, the better to remain undetected. It gathers minions, establishes a lair, and makes defense of its
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Speakers’ Chamber, and they elect a Prime Speaker from among them to serve as the Simic guildmaster. Zegana, the current Prime Speaker, is the Speaker of Zonot One, which is located in a remote
tend to interpret the Holdfast as being about defense and security, and the Upwelling as a call for sudden, disruptive growth. As befits members of a guild of scientists, the Adaptationists’ preparations
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Speakers’ Chamber, and they elect a Prime Speaker from among them to serve as the Simic guildmaster. Zegana, the current Prime Speaker, is the Speaker of Zonot One, which is located in a remote
tend to interpret the Holdfast as being about defense and security, and the Upwelling as a call for sudden, disruptive growth. As befits members of a guild of scientists, the Adaptationists’ preparations
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
returns. It is convenient for humanoids to understand a mind flayer colony by thinking of it as a single individual — the elder brain — directing a number of subservient, remote minds, which are the
illithid remains fearful of gith attacks, and likely sets about creating a sort of colony of its own, the better to remain undetected. It gathers minions, establishes a lair, and makes defense of its
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Speakers’ Chamber, and they elect a Prime Speaker from among them to serve as the Simic guildmaster. Zegana, the current Prime Speaker, is the Speaker of Zonot One, which is located in a remote
tend to interpret the Holdfast as being about defense and security, and the Upwelling as a call for sudden, disruptive growth. As befits members of a guild of scientists, the Adaptationists’ preparations
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
returns. It is convenient for humanoids to understand a mind flayer colony by thinking of it as a single individual — the elder brain — directing a number of subservient, remote minds, which are the
illithid remains fearful of gith attacks, and likely sets about creating a sort of colony of its own, the better to remain undetected. It gathers minions, establishes a lair, and makes defense of its