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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
will: detect magic, minor illusion, speak with dead
1/day each: detect thoughts, dimension door, hold monsterThe witchkite can take up to two reactions per round but only one per turn.
Enchanting
forbidden and dangerous magical secrets. The arcane nature of a witchkite’s hoard seeps into the dragon’s core, granting it spellcasting abilities and twisting its fiery breath into malevolent
Monsters
Phandelver and Below: The Shattered Obelisk
). The brain breaker casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 17):
At will: detect thoughts, levitateBrain
breakers look like giant brains with stout legs, and they wear steel armor made from interlocked links of Ilvaash’s runes (knots of tentacles, brains, and jagged lines reminiscent of jaws).Psychic
Morkoth
Legacy
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Monsters
Volo's Guide to Monsters
grasp
1st level (4 slots): detect magic, identify, shield, witch bolt
2nd level (3 slots): darkness, detect thoughts, shatter
3rd level (3 slots): dispel magic, lightning bolt, sending
4th level (3 slots
core of the warren, where the pearly matter of the island is also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most
Monsters
Mordenkainen Presents: Monsters of the Multiverse
spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17):
At will: detect magic, mage hand
3/day each: darkness, dimension door, dispel magic
fragments that make up the island’s core are also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
soon as it sees intruders.
Pillars. The four pillars that buttress the ceiling are carved out of black crystal and inscribed with arcane runes.
Lynnorax fights without fear, knowing that its
phylactery (hidden in area 39) will preserve its life force if its skeletal body is destroyed. A detect magic spell reveals auras of abjuration magic around the crystal pillars, which grant the dracolich a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
on a DC 15 Intelligence (Arcana) check recognizes that the runes floating above the stalagmites represent the school of transmutation. A detect magic spell reveals an aura of transmutation magic
“Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 18b on level 8, in the closest
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
choice. Waves of invaders appear throughout the night, unless the characters can activate the proper sequences of runes and star carvings to sever the invaders’ connection to the circle. Missing
built the circle. She demands tribute in the form of magical metal treasure to allow the characters to access the circle. She also accepts a fragment from the core of a supposedly inert runic colossus (see chapter 6).
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
archway is 40 feet wide and 40 feet tall. Six different runes are carved into it, each one inlaid with mithral, and a glowing mist fills the arch. Niches in the walls on either side of it contain empty
door requires a successful DC 20 Strength (Athletics) check to open or close. The iron sconces are bolted to their niches and radiate faint auras of conjuration magic under the scrutiny of a detect
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ceiling by iron chains is a 20-foot-long iron horn with etched Dwarvish runes coiling around it.
The giant horn weighs 2 tons. It dangles 20 feet above the floor on three thick, 5-foot-long iron chains
. The Melairkyn dwarves forged the horn and placed it here to guard the treasure in this hall (see “Treasure” below). A detect magic spell or similar magic reveals an aura of conjuration magic around
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
if needed. Hanging on a stone peg that juts from the wall, the gold-plated shield is etched with arcane runes. A detect magic spell reveals an aura of necromancy magic radiating from the shield. A
require universal solvent to remove without destroying them. A detect magic spell reveals an aura of illusion magic around each painting, of which there are hundreds. Half of them are portraits of Halaster
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stone arches beneath a 30-foot-high domed ceiling.
Frescoes. Stone panels set into the walls bear frescoes and Dwarvish runes.
The frescoes chronicle the birth of Melair, a common shield dwarf
, and his early years struggling as a brewer, metalsmith, and stonecarver. 11b. Prospecting Years Frescoes. Stone panels set into the north and south walls bear frescoes and Dwarvish runes.
Displays
Compendium
- Sources->Dungeons & Dragons->Monster Manual
and collect magic items and occult lore. Have you gazed on the Runes of Chaos, held the Death Moon Orb in your trembling hands, entered the Devouring Portal and walked the Paths of the Doomed, or sat
one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):
At Will: Detect Magic, Detect Thoughts, Disguise Self, Invisibility, Light, Mage Armor (included in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creature tries to pry a crystal from the arch, a random elder rune appears above the pedestal, targets a random creature within 60 feet of it, then disappears (see “Elder Runes”). Determine the elder
rune randomly by drawing a card from the Elder Runes Deck (see appendix B). STARDOCK RODS
A Stardock rod is a 1-foot-long black crystal rod that is needed to open the magic gate in area 11 and its
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wings forming the door frame. Draconic letters are carved into the floor in front of the double door.
A detect magic spell reveals an aura of conjuration magic around each strand of silver thread. The
threads can be cut only by a magic sword. Cutting a thread causes it to disappear but also causes an elder rune (see “Elder Runes”) to momentarily appear between the statue’s hands. This elder rune
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
inches tall that weighs 2 pounds. It is made of adamantine with gold trim, and its interior is inscribed with tiny silver runes. A detect magic spell reveals a powerful aura of necromancy magic around
stone plug in the floor is too heavy for the marilith to lift. A detect magic spell reveals an aura of transmutation magic radiating from the walls, which have more than six hundred Runestone fragments
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pounds. The rules of this gate are as follows: Only one piece of the arch can be removed at any given time. A detect magic spell reveals that one of the pieces (determined randomly) is magical. When that
. Characters must be at least 16th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. At the bottom of the pit are three intelligent black puddings (see “Intelligent Black Puddings”) that used to be drow worshipers of Ghaunadaur. When they detect prey nearby, the puddings climb the
Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 8b on level 12, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
8. Park-and-Ride The duergar searched area 8a for treasure but didn’t find anything of interest. They also failed to detect the secret door to area 8b. 8a. Donkey Dummies Frescoes. The walls are
“Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 13b on level 9, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
exit. The statue is veined with bright mithral, and with one hand it raises a stone hammer carved with faintly glowing runes. A steel plaque at the base of the statue reads in Dwarvish, “All that is
made can be unmade.” The statue can’t be budged or damaged. A detect magic spell reveals powerful auras of abjuration and transmutation magic surrounding both it and the hammer, which cannot be
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
path from the door to a raised dais carved with Celestial runes. Embedded in a stone atop the dais is a glowing longsword.
If Lulu died earlier in the adventure, add the following: Fluttering just
similar effect, the flaw is removed. Casting detect magic in the Bleeding Citadel reveals that the whole structure radiates auras of abjuration and evocation magic. The interior of the citadel is one
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
detect magic spell reveals an aura of transmutation magic radiating from each humming pillar. A character who examines the pillars notices tiny runes etched into them. With a successful DC 20
spells prepared: Cantrips (at will): fire bolt, mage hand, prestidigitation 1st level (4 slots): detect magic, magic missile, shield 2nd level (3 slots): blur, detect thoughts, misty step, shatter 3rd
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
as many terracotta warriors as possible, as quickly as possible. Teleportation Runes Three teleportation runes are scribed on the floor along the north, east, and south walls of the tomb. A detect
48. Shagambi’s Tomb Each character who teleports into this tomb from area 47C appears atop a randomly determined teleportation rune (see “Teleportation Runes” below). Characters can also enter the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
each end.
Mine Carts. Two mine carts made of corroded iron stand near a tunnel exit in the east wall.
Halaster Statues These statues can’t be moved, knocked over, or damaged in any way. A detect
trap, an elder rune (see “Elder Runes”) appears in the air between the two southern statues a split second after the creature disappears, and at the same moment a booming voice shouts, “Teleported
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Futuristic Frogmash, a foul-tasting homebrewed wine. Each label bears Halaster’s rune and the date 1531 DR. A detect magic spell reveals an aura of abjuration magic around one of the bottles. Uncorking this
bottle causes an elder rune to appear in the air above it (see “Elder Runes”). The rune targets the creature that opened the bottle. If the bottle was opened with a mage hand spell or similar magic, the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
dense chunk of coal at its core. The Summer Star has lost its luster but not its magic. A detect magic spell or similar magic reveals a weak, residual aura of transmutation magic surrounding it. The
energy that the core puts out. A third ring must be attached to the device, and this new ring must have runes like those that appear on the other two rings. A character who succeeds on a DC 15
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
many dragons of Eldraine hoard wealth and material goods, witchkites prefer hoarding forbidden and dangerous magical secrets. The arcane nature of a witchkite’s hoard seeps into the dragon’s core
spellcasting ability (spell save DC 17):
At will: detect magic, minor illusion, speak with dead
1/day each: detect thoughts, dimension door, hold monster
Reactions
The witchkite can take up to two
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
“Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 26d on level 1, in the closest
unoccupied space next to the identical gate located there. Treasure The dwarf that was once Falkir Gravelfist wears a steel helm shaped like the head of a boar. A detect magic spell reveals a faint aura of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creatures between the statue and the gate (save DC 19). A detect magic spell reveals auras of abjuration magic and evocation magic around the statue. It melds seamlessly with its base and the floor, as
must be 13th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Door and Trap. A secret door in the east wall opens into area 40c. The 10-foot-square space in front of the secret door contains a polymorph trap (see “Polymorph Traps”).
A detect magic spell reveals
arcane runes and phrases. The book is titled Arcturia’s Arcane Esoterica: Vol. IX, and it contains the following spells: antimagic field, astral projection, dominate monster, feeblemind, gate, incendiary
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
.
The room is lined with lead and has antimagic properties, so no spells will work within the room, and no magical properties of items of any sort will properly function except those that detect an aura
of magic or a place of desecration. Statues. Each statue has a magical aura, but they are merely hunks of metal; they do nothing. Each registers to the casting of detect evil and good as a desecrated
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
level are linked to the runes holding the hell hounds in place. The stair runes can be noted with a detect magic spell or similar effect, or a successful DC 15 Intelligence (Investigation) or Wisdom
, and both wear ornate collars of silvery metal. Each stands within a square scribed onto the floor, ten feet on a side and edged with runes. The rune-marked boundaries appear to push the creatures back
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
detect magic is used on the black box, the contents give off an aura of evocation magic. The box contains several pieces of parchment. A portion of the top page stored in the box has runes on it that
are six spell scrolls (three of detect magic, two of comprehend languages, and one of greater restoration). Also inside is a bottle of ink and an ink pen with fifteen sheets of parchment. Glyph Key
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
front of the ship. During the Lambent Zenith’s crash, arcane wards should have sealed the safe room’s doors. The safe room is inaccessible while the wards are active. Ward Runes. Two runes hidden on the
ship power the wards. Kycera knows one rune was placed in the ship’s stateroom, but she doesn’t remember the second rune’s location. She believes that magic or a pass phrase can deactivate the runes
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
coffin is a mimic left to guard this area by agents of the Six. In its current form, this monster is indistinguishable from an object, so it surprises any group that has no means to detect it before
other abilities that detect such creatures. Prisoners. The two prisoners in the south cell are the sisters Ebella and Ocheri Splintfig (N female half-elf commoners). When the characters enter, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to alcoves in the north, west, and south walls. At the back of each alcove is a wooden statue with coins piled around its base.
Altar and Extradimensional Rift A detect magic spell reveals auras of
reveals that these inscriptions spell out the core tenets of Shar’s faith: In darkness, act. Never wait for the darkness to pass before making your move. Quench the light of the moon when you can. Hide






