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Monsters
Waterdeep: Dungeon of the Mad Mage
, stoneskin and mage armor spells on itself before combat.Staff of Power. He wields a staff of power, with 20 charges, that grants him a +2 bonus to Armor Class, spell attack rolls, and saving throws. His
arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic
magic-items
creatures, constantly glancing around as it studies your surroundings. When you attune to the armor, it binds itself to your flesh and shares its insight, granting the following benefits:
Darkvision
tasks, your armor can evolve, gaining additional powers and increasing its effective rarity.
Very Rare. A very rare coat grants you a +1 bonus to Armor Class;AC and allows you to see Invisible
Adult Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
replaced by those of the new form, except any class features or legendary actions of that form.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action
mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver dragon
Ancient Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
otherwise replaced by those of the new form, except any class features or legendary actions of that form.The dragon can take 3 legendary actions, choosing from the options below. Only one legendary
abandoned mines, silver dragons covet the lost outposts of humanoid civilization. An abandoned mountaintop citadel or a remote tower raised by a long-dead wizard is the sort of lair that every silver
magic-items
creatures, constantly glancing around as it studies your surroundings. When you attune to the armor, it binds itself to your flesh and shares its insight, granting the following benefits:
Darkvision
tasks, your armor can evolve, gaining additional powers and increasing its effective rarity.
Rare. A rare coat also grants you a +1 bonus to Armor Class;AC and allows you to see Invisible creatures
magic-items
creatures, constantly glancing around as it studies your surroundings. When you attune to the armor, it binds itself to your flesh and shares its insight, granting the following benefits:
Darkvision
tasks, your armor can evolve, gaining additional powers and increasing its effective rarity.
Rare. A rare coat also grants you a +1 bonus to Armor Class;AC and allows you to see Invisible creatures
Backgrounds
Guildmasters’ Guide to Ravnica
light of the surface world, so your journey isn’t guaranteed to be safe.
Golgari Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you, the spells on the Golgari Guild
Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Golgari Guild Spells
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sacred Oath When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now
you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sacred Oath When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now
you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sacred Oath When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now
you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sacred Oath When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now
you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sacred Oath When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now
you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Sacred Oath When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now
you choose the Oath of Devotion, the Oath of the Ancients, or the Oath of Vengeance, all detailed at the end of the class description. Your choice grants you features at 3rd level and again at 7th
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Flying Snake A flying snake is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls
wrapped in their coils. Flying Snake
Tiny beast, unaligned
Armor Class 14
Hit Points 5 (2d4)
Speed 30 ft., fly 60 ft., swim 30 ft.
STR
4 (−3)
DEX
18 (+4)
CON
11 (+0
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Flying Snake A flying snake is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls
wrapped in their coils. Flying Snake
Tiny beast, unaligned
Armor Class 14
Hit Points 5 (2d4)
Speed 30 ft., fly 60 ft., swim 30 ft.
STR
4 (−3)
DEX
18 (+4)
CON
11 (+0
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Flying Snake A flying snake is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls
wrapped in their coils. Flying Snake
Tiny beast, unaligned
Armor Class 14
Hit Points 5 (2d4)
Speed 30 ft., fly 60 ft., swim 30 ft.
STR
4 (−3)
DEX
18 (+4)
CON
11 (+0
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Champion One of the most remote locations inside White Plume Mountain is the hideout of a band of criminals led by the fallen champion Sir Bluto, an alleged mass murderer and a fugitive. Sir Bluto
and his companions will do everything in their power to ensure that anyone who happens upon their sanctum doesn’t live to tell of it. Champion Medium humanoid (any race), any alignment
Armor Class 18
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Champion One of the most remote locations inside White Plume Mountain is the hideout of a band of criminals led by the fallen champion Sir Bluto, an alleged mass murderer and a fugitive. Sir Bluto
and his companions will do everything in their power to ensure that anyone who happens upon their sanctum doesn’t live to tell of it. Champion Medium humanoid (any race), any alignment
Armor Class 18
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Champion One of the most remote locations inside White Plume Mountain is the hideout of a band of criminals led by the fallen champion Sir Bluto, an alleged mass murderer and a fugitive. Sir Bluto
and his companions will do everything in their power to ensure that anyone who happens upon their sanctum doesn’t live to tell of it. Champion Medium humanoid (any race), any alignment
Armor Class 18
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
specter and imagine the rider in command of the mount, but the truth is the opposite; the flying horror is an Undead monster that scours the wilds for a knightly corpse. On finding one, the horror binds
Class 15 (natural armor)
Hit Points 142 (15d12 + 45)
Speed 60 ft., fly 60 ft.
STR
22 (+6)
DEX
18 (+4)
CON
17 (+3)
INT
12 (+1)
WIS
13 (+1)
CHA
12 (+1)
Saving Throws
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
covered in thick, shaggy hide, often in vibrant colors, such as sky blue or deep violet. Giant Ox Huge Fey, Unaligned
Armor Class 12 (natural armor)
Hit Points 105 (10d12 + 40)
Speed 40 ft
primeval world tucked away in a remote valley or demiplane somewhere. “Look, that goose laid a golden egg!” “Look, that ox is blue!” “Look, this ram’s magic fleece is so soft!” Then a tick that’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage’s
abode has numerous magical wards and guardians to discourage interlopers. Archmage
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
covered in thick, shaggy hide, often in vibrant colors, such as sky blue or deep violet. Giant Ox Huge Fey, Unaligned
Armor Class 12 (natural armor)
Hit Points 105 (10d12 + 40)
Speed 40 ft
primeval world tucked away in a remote valley or demiplane somewhere. “Look, that goose laid a golden egg!” “Look, that ox is blue!” “Look, this ram’s magic fleece is so soft!” Then a tick that’s
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
covered in thick, shaggy hide, often in vibrant colors, such as sky blue or deep violet. Giant Ox Huge Fey, Unaligned
Armor Class 12 (natural armor)
Hit Points 105 (10d12 + 40)
Speed 40 ft
primeval world tucked away in a remote valley or demiplane somewhere. “Look, that goose laid a golden egg!” “Look, that ox is blue!” “Look, this ram’s magic fleece is so soft!” Then a tick that’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage’s
abode has numerous magical wards and guardians to discourage interlopers. Archmage
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archmage typically has one or more apprentice mages, and an archmage’s
abode has numerous magical wards and guardians to discourage interlopers. Archmage
Medium humanoid (any race), any alignment
Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
specter and imagine the rider in command of the mount, but the truth is the opposite; the flying horror is an Undead monster that scours the wilds for a knightly corpse. On finding one, the horror binds
Class 15 (natural armor)
Hit Points 142 (15d12 + 45)
Speed 60 ft., fly 60 ft.
STR
22 (+6)
DEX
18 (+4)
CON
17 (+3)
INT
12 (+1)
WIS
13 (+1)
CHA
12 (+1)
Saving Throws
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
specter and imagine the rider in command of the mount, but the truth is the opposite; the flying horror is an Undead monster that scours the wilds for a knightly corpse. On finding one, the horror binds
Class 15 (natural armor)
Hit Points 142 (15d12 + 45)
Speed 60 ft., fly 60 ft.
STR
22 (+6)
DEX
18 (+4)
CON
17 (+3)
INT
12 (+1)
WIS
13 (+1)
CHA
12 (+1)
Saving Throws
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
subclass represents a body of oaths that a Paladin begins taking upon joining the class. The final oath, taken at level 3, is the culmination of a Paladin’s training. Some characters with this class
of Devotion Uphold the Ideals of Justice and Order The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, and the relatively small stature of present-day humans is a mark of their degeneracy. Others imagine remote realms—cloud castles or lost continents—where Brobdingnagian people dwell, set apart from
live apart in remote steadings, undersea palaces, subterranean realms, and flying citadels. Bigby Presents: Glory of the Giants explores giants’ role in D&D and their realms across the worlds. It delves
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, and the relatively small stature of present-day humans is a mark of their degeneracy. Others imagine remote realms—cloud castles or lost continents—where Brobdingnagian people dwell, set apart from
live apart in remote steadings, undersea palaces, subterranean realms, and flying citadels. Bigby Presents: Glory of the Giants explores giants’ role in D&D and their realms across the worlds. It delves
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, and the relatively small stature of present-day humans is a mark of their degeneracy. Others imagine remote realms—cloud castles or lost continents—where Brobdingnagian people dwell, set apart from
live apart in remote steadings, undersea palaces, subterranean realms, and flying citadels. Bigby Presents: Glory of the Giants explores giants’ role in D&D and their realms across the worlds. It delves
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
subclass represents a body of oaths that a Paladin begins taking upon joining the class. The final oath, taken at level 3, is the culmination of a Paladin’s training. Some characters with this class
of Devotion Uphold the Ideals of Justice and Order The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
subclass represents a body of oaths that a Paladin begins taking upon joining the class. The final oath, taken at level 3, is the culmination of a Paladin’s training. Some characters with this class
of Devotion Uphold the Ideals of Justice and Order The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Roc Roc
Gargantuan monstrosity, unaligned
Armor Class 15 (natural armor)
Hit Points 248 (16d20 + 80)
Speed 20 ft., fly 120 ft.
STR
28 (+9)
DEX
10 (+0)
CON
20 (+5
elephant, a roc dives down to snatch its prey in its massive talons.
Remote and Alone. Rocs are solitary creatures that can live for centuries. They lair in nests made from trees, tents, broken ships






