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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
enormous creatures that resemble limbless, wingless dragons, though they lack a dragon’s breath weapons and keen intelligence. On the world of Eldraine, many wurms have adapted to life among the world
length of an Everstalk with their eyes closed and their stomach flattened against the stalk, appearing to be just another enormous vine until a tasty intruder attempts to climb them.
When giants’ prized pets escape Stormkeld, villages fall and new Everstalks rise.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
63. Gas-Filled Room This chamber is closed off and inaccessible most of the time. The characters can reach this area by reorienting the cogs so that a doorway opens up to area 58. Thick green gas
its breath or doesn’t need to breathe. Stuffing the nozzles with cloth prevents more gas from spilling into the room. If the characters block the flow of gas, the lingering gas disperses after 1 minute
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
63. Gas-Filled Room This chamber is closed off and inaccessible most of the time. The characters can reach this area by reorienting the cogs so that a doorway opens up to area 58. Thick green gas
its breath or doesn’t need to breathe. Stuffing the nozzles with cloth prevents more gas from spilling into the room. If the characters block the flow of gas, the lingering gas disperses after 1 minute
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
63. Gas-Filled Room This chamber is closed off and inaccessible most of the time. The characters can reach this area by reorienting the cogs so that a doorway opens up to area 58. Thick green gas
its breath or doesn’t need to breathe. Stuffing the nozzles with cloth prevents more gas from spilling into the room. If the characters block the flow of gas, the lingering gas disperses after 1 minute
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
breath weapons and keen intelligence. On the world of Eldraine, many wurms have adapted to life among the world’s skyscraping beanstalks. These beanstalk wurms sport leafy growths, sustaining
beanstalks—also known as Everstalks—to intrude on their lofty palaces. Beanstalk wurms lie coiled along the length of an Everstalk with their eyes closed and their stomach flattened against the stalk
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this room. Hanging on the handle of each door to this room is a crude wood-and-rope sign bearing the chalk words “HOMUNCULI UNWELCOME” in Draconic. The western door is closed and has a gold coin
on the Trinkets table in chapter 5 of the Player’s Handbook), and coffers stuffed with a total of 30 pp, 150 gp, 300 ep, 1,500 sp, and 5,000 cp. Perched atop a high table is a potion of fire breath in a small crystal flask that breaks if the tables fall.
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
breath weapons and keen intelligence. On the world of Eldraine, many wurms have adapted to life among the world’s skyscraping beanstalks. These beanstalk wurms sport leafy growths, sustaining
beanstalks—also known as Everstalks—to intrude on their lofty palaces. Beanstalk wurms lie coiled along the length of an Everstalk with their eyes closed and their stomach flattened against the stalk
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this room. Hanging on the handle of each door to this room is a crude wood-and-rope sign bearing the chalk words “HOMUNCULI UNWELCOME” in Draconic. The western door is closed and has a gold coin
on the Trinkets table in chapter 5 of the Player’s Handbook), and coffers stuffed with a total of 30 pp, 150 gp, 300 ep, 1,500 sp, and 5,000 cp. Perched atop a high table is a potion of fire breath in a small crystal flask that breaks if the tables fall.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
is set with a closed door.
Unless he is drawn to sounds of combat in area 7, a duergar alchemist (see the sidebar) named Lorthio Bukbukken works on the upper level of this area. Lorthio’s
closed peepholes at dwarf’s-eye height. Opening the peepholes allows one to see into the room beyond. The bar is easily lifted from this side, but breaking down the door requires a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
breath weapons and keen intelligence. On the world of Eldraine, many wurms have adapted to life among the world’s skyscraping beanstalks. These beanstalk wurms sport leafy growths, sustaining
beanstalks—also known as Everstalks—to intrude on their lofty palaces. Beanstalk wurms lie coiled along the length of an Everstalk with their eyes closed and their stomach flattened against the stalk
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this room. Hanging on the handle of each door to this room is a crude wood-and-rope sign bearing the chalk words “HOMUNCULI UNWELCOME” in Draconic. The western door is closed and has a gold coin
on the Trinkets table in chapter 5 of the Player’s Handbook), and coffers stuffed with a total of 30 pp, 150 gp, 300 ep, 1,500 sp, and 5,000 cp. Perched atop a high table is a potion of fire breath in a small crystal flask that breaks if the tables fall.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
is set with a closed door.
Unless he is drawn to sounds of combat in area 7, a duergar alchemist (see the sidebar) named Lorthio Bukbukken works on the upper level of this area. Lorthio’s
closed peepholes at dwarf’s-eye height. Opening the peepholes allows one to see into the room beyond. The bar is easily lifted from this side, but breaking down the door requires a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
is set with a closed door.
Unless he is drawn to sounds of combat in area 7, a duergar alchemist (see the sidebar) named Lorthio Bukbukken works on the upper level of this area. Lorthio’s
closed peepholes at dwarf’s-eye height. Opening the peepholes allows one to see into the room beyond. The bar is easily lifted from this side, but breaking down the door requires a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
walls of this dusty workshop. A door on the east wall is closed.
Sitting against the south wall is a large cast-iron stove. A metal pipe one foot in diameter rises two feet from the top of the stove
east wall. High up on the west wall are two closed windows.
See areas S13 and S17 for descriptions of the balcony. Treasure. A character who rummages through a stall for 1 minute (or 1 hour for a stall
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
walls of this dusty workshop. A door on the east wall is closed.
Sitting against the south wall is a large cast-iron stove. A metal pipe one foot in diameter rises two feet from the top of the stove
east wall. High up on the west wall are two closed windows.
See areas S13 and S17 for descriptions of the balcony. Treasure. A character who rummages through a stall for 1 minute (or 1 hour for a stall
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
walls of this dusty workshop. A door on the east wall is closed.
Sitting against the south wall is a large cast-iron stove. A metal pipe one foot in diameter rises two feet from the top of the stove
east wall. High up on the west wall are two closed windows.
See areas S13 and S17 for descriptions of the balcony. Treasure. A character who rummages through a stall for 1 minute (or 1 hour for a stall
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
“modrons” found in this area are replicas crafted by Screve. Each uses the stat block of one type of modron from the Monster Manual with these changes: The creature is unaligned. It lacks truesight and
, another tarp covers a larger cylindrical object. Dusty webs cover everything. A metal door stands closed in the center of the adjacent wall.
Creatures. The “spherical objects” covered with tarps are
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
“modrons” found in this area are replicas crafted by Screve. Each uses the stat block of one type of modron from the Monster Manual with these changes: The creature is unaligned. It lacks truesight and
, another tarp covers a larger cylindrical object. Dusty webs cover everything. A metal door stands closed in the center of the adjacent wall.
Creatures. The “spherical objects” covered with tarps are
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
“modrons” found in this area are replicas crafted by Screve. Each uses the stat block of one type of modron from the Monster Manual with these changes: The creature is unaligned. It lacks truesight and
, another tarp covers a larger cylindrical object. Dusty webs cover everything. A metal door stands closed in the center of the adjacent wall.
Creatures. The “spherical objects” covered with tarps are
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Museum Locations The following locations are keyed to map 1.2. The descriptions assume the characters are exploring the museum after it’s closed to the public. MAP 1.2: DM’S MAPView Player Version
reveals the pressure plate, which is activated and deactivated by a toggle switch hidden under the nearby information desk. The trap is normally activated while the museum is closed to the public and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
closed wooden chest. In the center of the room is a long wooden table with two wooden benches beside it.
Four lizardfolk appear to be gathering their weapons and readying to leave this area.
There
stacked in wooden racks against the north wall. Three large wooden chests, all closed, line the east wall.
The unlocked chests contain the following weapons: 10 clubs 10 longswords 10 morningstars 7
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
closed wooden chest. In the center of the room is a long wooden table with two wooden benches beside it.
Four lizardfolk appear to be gathering their weapons and readying to leave this area.
There
stacked in wooden racks against the north wall. Three large wooden chests, all closed, line the east wall.
The unlocked chests contain the following weapons: 10 clubs 10 longswords 10 morningstars 7
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
closed wooden chest. In the center of the room is a long wooden table with two wooden benches beside it.
Four lizardfolk appear to be gathering their weapons and readying to leave this area.
There
stacked in wooden racks against the north wall. Three large wooden chests, all closed, line the east wall.
The unlocked chests contain the following weapons: 10 clubs 10 longswords 10 morningstars 7
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Museum Locations The following locations are keyed to map 1.2. The descriptions assume the characters are exploring the museum after it’s closed to the public. MAP 1.2: DM’S MAPView Player Version
reveals the pressure plate, which is activated and deactivated by a toggle switch hidden under the nearby information desk. The trap is normally activated while the museum is closed to the public and
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Museum Locations The following locations are keyed to map 1.2. The descriptions assume the characters are exploring the museum after it’s closed to the public. MAP 1.2: DM’S MAPView Player Version
reveals the pressure plate, which is activated and deactivated by a toggle switch hidden under the nearby information desk. The trap is normally activated while the museum is closed to the public and
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Jester cards, and the floor is scattered with soft cushions. The door to the north bears the Fates card. A section of wall-cards shuffles aside, admitting a gnome-like man before shuffling closed
mask is guarded by a breath drinker (see the accompanying stat block). The breath drinker has the invisible condition when the characters arrive and attacks as soon as they approach the mask. The
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Jester cards, and the floor is scattered with soft cushions. The door to the north bears the Fates card. A section of wall-cards shuffles aside, admitting a gnome-like man before shuffling closed
mask is guarded by a breath drinker (see the accompanying stat block). The breath drinker has the invisible condition when the characters arrive and attacks as soon as they approach the mask. The
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Jester cards, and the floor is scattered with soft cushions. The door to the north bears the Fates card. A section of wall-cards shuffles aside, admitting a gnome-like man before shuffling closed
mask is guarded by a breath drinker (see the accompanying stat block). The breath drinker has the invisible condition when the characters arrive and attacks as soon as they approach the mask. The
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
fire in multiple directions on creatures within the gatehouse passageway. Each arrow slit is also fitted with an iron shutter, which can be closed and latched so that a creature within the gatehouse
have closed off the tombs. Opening the doors requires removing the wedged spikes, which takes a few minutes with the right tools. A successful DC 25 Strength check allows a character to force the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
fire in multiple directions on creatures within the gatehouse passageway. Each arrow slit is also fitted with an iron shutter, which can be closed and latched so that a creature within the gatehouse
have closed off the tombs. Opening the doors requires removing the wedged spikes, which takes a few minutes with the right tools. A successful DC 25 Strength check allows a character to force the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
fire in multiple directions on creatures within the gatehouse passageway. Each arrow slit is also fitted with an iron shutter, which can be closed and latched so that a creature within the gatehouse
have closed off the tombs. Opening the doors requires removing the wedged spikes, which takes a few minutes with the right tools. A successful DC 25 Strength check allows a character to force the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
four panels are closed. Opening a hatch reveals a square cavity containing the head of a decapitated creature. When a hatch is opened, the head inside that cavity barks one of the following utterances
: Bugbear head: “Yah!”
Harpy head: “Bah!”
Hobgoblin head: “Gah!”
Ogre head: “Bah!”
Each repeats its one-word utterance every time its hatch is opened, then falls silent until the hatch is closed
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
four panels are closed. Opening a hatch reveals a square cavity containing the head of a decapitated creature. When a hatch is opened, the head inside that cavity barks one of the following utterances
: Bugbear head: “Yah!”
Harpy head: “Bah!”
Hobgoblin head: “Gah!”
Ogre head: “Bah!”
Each repeats its one-word utterance every time its hatch is opened, then falls silent until the hatch is closed
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
four panels are closed. Opening a hatch reveals a square cavity containing the head of a decapitated creature. When a hatch is opened, the head inside that cavity barks one of the following utterances
: Bugbear head: “Yah!”
Harpy head: “Bah!”
Hobgoblin head: “Gah!”
Ogre head: “Bah!”
Each repeats its one-word utterance every time its hatch is opened, then falls silent until the hatch is closed
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
without any real information about it. The site has proven far more dangerous than they expected. Their entry from the Far Realm is now closed, and they don’t know why. The githyanki make short, careful
flumph to squeeze through. The flumphs maintain the rip in case they need to escape quickly. The rip leads into the Far Realm, and ever since Ilvaash closed area B1, it’s the only way to reach the Far






