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Monsters
Mordenkainen Presents: Monsters of the Multiverse
ruled by emotion—and due to their magical nature, they undergo physical changes to match their changes in temperament. Eladrin have spent centuries in the Feywild, and most of them have become Fey
, while others run through the emotional spectrum each week.
Changeable Natures
Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season
Monsters
Mordenkainen Presents: Monsters of the Multiverse
emotion—and due to their magical nature, they undergo physical changes to match their changes in temperament. Eladrin have spent centuries in the Feywild, and most of them have become Fey
others run through the emotional spectrum each week.
Changeable Natures
Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season, provided
Monsters
Mordenkainen Presents: Monsters of the Multiverse
can temper their wild impulses, eladrin are ruled by emotion—and due to their magical nature, they undergo physical changes to match their changes in temperament. Eladrin have spent centuries in
might remain in a particular aspect for years, while others run through the emotional spectrum each week.
Changeable Natures
Whenever one of the eladrin presented here finishes a long rest, they can
Monsters
Thieves’ Gallery
; are etched in Celestial on the blade of his daggersword.
Xenk ages more slowly than a normal human, and with this gift comes the burden of perspective. His longevity has something to do with Szass Tam
with absolute seriousness of purpose—an outlook that clashes with Edgin Darvis;Edgin's nonchalance.Daggersword Shift. Xenk changes the form of his daggersword, choosing one of the following forms: a longsword, or a shortsword in one hand and a dagger in the other.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, they undergo physical changes to match their changes in temperament. Eladrin have spent centuries in the Feywild, and most of them have become Fey creatures as a result—those presented here are
different seasonal aspects, with behaviors and abilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each
Monsters
Mordenkainen Presents: Monsters of the Multiverse
complete can end the curse. Doing so undoes the changes made to the target by the curse.
Stunning Shriek (Recharge 5–6);{"diceNotation":"1d6", "rollType":"recharge", "rollAction":"Stunning Shriek
’s curse. If the curse is allowed to run its course, an abyssal spirit invades the person’s body, causing a gruesome transformation. Over a period of hours, the victim’s head takes on
Backgrounds
Curse of Strahd: Character Options
You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain
with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
lies on the slopes of the Star Mounts’ southernmost mountains. At the headwaters of the Unicorn Run, the Last Aerie is home to several dozen aarakocra. Recently, aarakocra elders detected
changes in the prevailing winds that they regarded as a bad omen.
Unlike the aarakocra of other worlds on the Material Plane, the aarakocra of the Realms rarely travel to the Elemental Plane of Air
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Creating Encounters Encounters are the individual scenes in the larger story of your adventure. First and foremost, an encounter should be fun for the players. Second, it shouldn’t be burden for you
to run. Beyond that, a well-crafted encounter usually has a straightforward objective as well as some connection to the overarching story of your campaign, building on the encounters that precede it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Creating Encounters Encounters are the individual scenes in the larger story of your adventure. First and foremost, an encounter should be fun for the players. Second, it shouldn’t be burden for you
to run. Beyond that, a well-crafted encounter usually has a straightforward objective as well as some connection to the overarching story of your campaign, building on the encounters that precede it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Creating Encounters Encounters are the individual scenes in the larger story of your adventure. First and foremost, an encounter should be fun for the players. Second, it shouldn’t be burden for you
to run. Beyond that, a well-crafted encounter usually has a straightforward objective as well as some connection to the overarching story of your campaign, building on the encounters that precede it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
should strive to keep the character alive and use resources wisely. Run the character yourself. It’s an extra burden for you, but it can work. Decide the character isn’t there. Invent a good reason for
Missing Players How should you deal with the characters of missing players? Consider these options: Have another player run the missing player’s character. The player running the extra character
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
should strive to keep the character alive and use resources wisely. Run the character yourself. It’s an extra burden for you, but it can work. Decide the character isn’t there. Invent a good reason for
Missing Players How should you deal with the characters of missing players? Consider these options: Have another player run the missing player’s character. The player running the extra character
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
should strive to keep the character alive and use resources wisely. Run the character yourself. It’s an extra burden for you, but it can work. Decide the character isn’t there. Invent a good reason for
Missing Players How should you deal with the characters of missing players? Consider these options: Have another player run the missing player’s character. The player running the extra character
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Haunted One You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain
with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Haunted One You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain
with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Haunted One You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain
with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
noisy or repugnant for more genteel citizens. Here travelers must leave any sizable mounts or beasts of burden at one of countless stables and caravanserais before paying the fees to pass through the
gates into the city proper. Travelers from the south are twice blessed in this regard, paying once for the bridge at Wyrm’s Crossing and again once they’ve run the gauntlet of Outer City neighborhoods
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Haunted One You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain
with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Haunted One You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain
with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
noisy or repugnant for more genteel citizens. Here travelers must leave any sizable mounts or beasts of burden at one of countless stables and caravansaries before paying the fees to pass through the
gates into the city proper. Travelers from the south are twice blessed in this regard, paying once for the bridge at Wyrm’s Crossing and again once they’ve run the gauntlet of Outer City neighborhoods
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
noisy or repugnant for more genteel citizens. Here travelers must leave any sizable mounts or beasts of burden at one of countless stables and caravanserais before paying the fees to pass through the
gates into the city proper. Travelers from the south are twice blessed in this regard, paying once for the bridge at Wyrm’s Crossing and again once they’ve run the gauntlet of Outer City neighborhoods
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
noisy or repugnant for more genteel citizens. Here travelers must leave any sizable mounts or beasts of burden at one of countless stables and caravanserais before paying the fees to pass through the
gates into the city proper. Travelers from the south are twice blessed in this regard, paying once for the bridge at Wyrm’s Crossing and again once they’ve run the gauntlet of Outer City neighborhoods
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
noisy or repugnant for more genteel citizens. Here travelers must leave any sizable mounts or beasts of burden at one of countless stables and caravansaries before paying the fees to pass through the
gates into the city proper. Travelers from the south are twice blessed in this regard, paying once for the bridge at Wyrm’s Crossing and again once they’ve run the gauntlet of Outer City neighborhoods
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
noisy or repugnant for more genteel citizens. Here travelers must leave any sizable mounts or beasts of burden at one of countless stables and caravansaries before paying the fees to pass through the
gates into the city proper. Travelers from the south are twice blessed in this regard, paying once for the bridge at Wyrm’s Crossing and again once they’ve run the gauntlet of Outer City neighborhoods
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Haunted One You are haunted by something so terrible that you dare not speak of it. You’ve tried to bury it and run away from it, to no avail. Whatever this thing is that haunts you can’t be slain
with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Scandal and Rebuilding If you run the “Tomb of Moving Stones” adventure in chapter 6, the exposure of the Believers leads to some big changes. Even if the Believers can avoid a murder investigation
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
can share the gossip on the What Sid Squid Knows table. What Sid Squid Knows Renown Gossip 0 Sid changes the subject to relate a story from their adventuring days. 1 Sid explains that a few vendors
business to run, which is against market tradition. 3 Sid saw Kasem stash something orange under the Xungoon family’s stall right before a sabotage occurred.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
sessions. If roleplaying that NPC becomes a burden to you, see if one of your players is willing to run the NPC as a secondary character. If a player agrees to take control of a friendly NPC, provide that
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Scandal and Rebuilding If you run the “Tomb of Moving Stones” adventure in chapter 6, the exposure of the Believers leads to some big changes. Even if the Believers can avoid a murder investigation
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Scandal and Rebuilding If you run the “Tomb of Moving Stones” adventure in chapter 6, the exposure of the Believers leads to some big changes. Even if the Believers can avoid a murder investigation
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
can share the gossip on the What Sid Squid Knows table. What Sid Squid Knows Renown Gossip 0 Sid changes the subject to relate a story from their adventuring days. 1 Sid explains that a few vendors
business to run, which is against market tradition. 3 Sid saw Kasem stash something orange under the Xungoon family’s stall right before a sabotage occurred.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
can share the gossip on the What Sid Squid Knows table. What Sid Squid Knows Renown Gossip 0 Sid changes the subject to relate a story from their adventuring days. 1 Sid explains that a few vendors
business to run, which is against market tradition. 3 Sid saw Kasem stash something orange under the Xungoon family’s stall right before a sabotage occurred.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
sessions. If roleplaying that NPC becomes a burden to you, see if one of your players is willing to run the NPC as a secondary character. If a player agrees to take control of a friendly NPC, provide that
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
sessions. If roleplaying that NPC becomes a burden to you, see if one of your players is willing to run the NPC as a secondary character. If a player agrees to take control of a friendly NPC, provide that






