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Firbolg
Legacy
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Species
Volo's Guide to Monsters
sense and remarkable resourcefulness. During a bountiful summer, they store away excess nuts, fruit, and berries. When winter arrives, they scatter everything they can spare to ensure the animals of the
destroyed, might not have a choice in the matter. Most adventuring firbolgs fall into this latter category.
Outcast firbolgs can never return home. They committed some unforgivable deed, usually
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
, perched on empty ale barrels or leaning against the wall. They all wear grimy scarlet cloaks, their sullen stares fixed on you as you approach.
One of the thugs spits on the ground. “Well, well
, you see four armed ruffians waiting for you. All of them are humans wearing grimy red cloaks, their hands on their weapons as they watch you.
One of the ruffians spits on the ground. “Time for you
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
direction as the characters and are eager to travel with the party, both for company and protection. The dancer is kind-hearted but has an over-the-top stage persona they rarely let slip. In return, they
smiles I see on the faces of those I entertain.” Flaw. “My stage persona cloaks my insecurities. Sometimes I go to extremes to keep up this facade.”
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
The Returned Walking the Path of Phenax doesn’t restore a soul to its life. Those who return from the Underworld are hollow shells inhabited by grim and purposeless spirits. These Returned are
at the lost identities of the Returned. Gray Merchants Traders recognize Gray Merchants by their hooded gray cloaks and their carts piled high with useless trinkets. Their wares include components
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
piled carelessly against the far wall.
Two Redbrand ruffians in scarlet cloaks stand guard here, though they spend most of their time taunting the hapless prisoners (see the “Captives” section). If
which a case containing an emerald necklace was hidden beneath a section of storage shelves. She never dared to return and retrieve it. The shop was in the southeast part of Thundertree. If the characters
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Cloaks the tabaxi (see “11:30 AM”). Double Vaults. Some vaults are set up as two rooms, with the magically locked door of the second room also requiring a password to be spoken before the door can be
sore thumb is a lone merchant at the end of one of the long tables. Two Dry Cloaks (N female tabaxi) wears a bandolier of magic wands and watches over a number of small chests beneath her table. She
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
present, exchange goods with them. Whenever I return home, I make it a point to spend at least a night at the inn to see old friends (often much older since last I saw them) and learn what has passed
, when I followed a haunting song or a wisp of light among the roiling fogs of the Greycloaks, picked sweet berries in the hollows of the hills, and swam in the cold streams that flowed out of their
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
dozen humanoids approaching, their cloaks flapping in the wind sweeping down from the eastern glacier.
The approaching figures are ten tribal warriors of the Elk Tribe, led by Mjenir (neutral human
party to the foot of the Reghed Glacier. If the characters refuse that offer, the Elk tribesfolk return whence they came. Mjenir wishes them well and says, “The fate of the dale rests upon your
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the tomb’s current inhabitants, Ten-Towns, or the present state of affairs in Icewind Dale, since it has been sealed up for hundreds of years. If the characters return to Ten-Towns with Sahnar in tow
case the druid gets hungry and wants some berries to munch on. Eating the berries has stained the druid’s teeth blue. The druid climbs onto the sarcophagus when characters enter the tomb and shouts
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
happened to her. The dryads tell the characters about seeing the hag return from someplace that lies to the east of the shack and urge them to investigate. Treasure. All of Lanedrie’s prized possessions
casts a goodberry spell and force-feeds the berries to Hanah. If she regains even 1 hit point, Hanah becomes conscious. After she gets her bearings, Hanah says she’s able to travel. She wants nothing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
draft horses stamp their hooves impatiently in the snow. The driver, Rowan Evenwood (LG female Chondathan human commoner), was paid extra to wait for Agorn to return. He left in a hurry, and she
underneath the docks are three street urchins wearing frayed cloaks and gloves. They dart in and out of view, hurling snowballs at each other and laughing as the blizzard batters the structures above
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
a whimsical tune on his pipes and offers his rescuers a gift in return. He gallops to the nearby stream, pulls a wineskin from its shallow depths, guzzles down its contents, and hands the empty
the crown of silver needles is placed on Envy’s head, Envy is banished to its demiplane along with the crown until Zybilna wills them both to return (which can’t happen while she’s trapped in temporal
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
second holds 12 sp and 5 gp; and the third holds 20 cp, 11 ep, and two garnets worth 10 gp each. Additionally, three dirty scarlet cloaks that are the Redbrands’ uniform hang from the bunks. R3
gang was then going to kill his family, but Mirna promised that wealthy relatives in Neverwinter would pay a substantial sum for her and her children’s safe return. The Redbrands have kept the Dendrars
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
climate in Waterdeep, as well as juicy bits of news overheard on his nightly rounds through the Trades Ward. He has no clue that his contacts are drow members of Bregan D’aerthe, since they wear cloaks
the stone. After searching Fenerus’s home and finding nothing, they were waiting for Fenerus to return when the drow showed up. The drow barely got away with their lives. THE THREE URCHINS
Three
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
return of the Arcane Brotherhood and its five-spired tower. A few years ago, the ruined Hosttower of the Arcane began regenerating its damaged stone, climbing into the sky once more. Shortly
with such things. Now, the Arcane Brotherhood again walks the streets of Luskan, marked by the distinctive colors and patterns of their cloaks. From a distance, these cloaks all bear the same cut and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
at the back of the room has some giant-sized cloaks and sleeping garments hanging from bronze hooks on the wall, as well as a giant barrel of wine. Treasure Atop the wooden table are a 5-foot-tall
cloaks hang from bronze hooks on one wall, and resting by the door is a large chest (see “Treasure”). Five cloud giants sleep here, their morningstars lying on the floor by their bedsides. On a typical
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the Dungeon Master’s Guide, and any other magic items by rolling on Magic Item Table A. Markham Southwell’s Quest The sheriff asks the characters to patrol Icewind Dale and return at once if they see
characters explore Icewind Dale using the random encounter table in the “Icewind Dale” section in chapter 3. After encountering one or more frost giants, they can return to Bryn Shander and report to the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
of the Feywild reluctantly agrees to return Star to his parent, but only if the characters help him free the remaining children that are trapped in Loomlurch. Displacer Beast Kitten Small Monstrosity
, cushions, and piles of straw. Hanging from the six-foot-high ceiling by a rope is a basket that holds apples, berries, sugarcane, and a few crumpled-up sheets of parchment. In one corner, lying on a cushion
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Recurring Villains The most effective villains are the ones that return, over and over, to plague their heroic nemeses. When the heroes foil the schemes of an evil mastermind, the clever villain
might fight low-level agents of the Order of the Emerald Claw and grow to loathe the sight of their claw-shaped symbol and green cloaks. As they attain higher levels, the characters will face
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, and a crate filled with packing straw. Standing against the north wall is a cabinet without doors, in which hang three cloaks made of walrus hide. Also present is a fur-clad Zhentarim wizard, Nilraun
scouts and waits for them on the balcony. Each scout rides a manticore and provides aerial support while Nilraun mounts the third manticore and uses it to escape. Nilraun and his escorts return to the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
remain open, so the characters can explore the rooms beyond when they return from whatever stage is triggered by opening the door. Any treasure or other objects claimed in a stage stay with the characters
disagree as to how many days they’ve been here). They have seen a number of strange, shady people coming and going, including some who wore cloaks to conceal their features. The doors seemed to work
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
some of the people portrayed look very much alike. Tucked in the northeast corner of the foyer is a vestibule packed with fine cloaks, coats, and boots. N3b. Parlor This parlor contains a fine array of
Vallakovich has the key to Udo’s manacles. The manacles break if they take 10 damage or more from a single weapon attack. If the characters release Udo, his first desire is to return to his home. Later
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
overdue. If the characters claim to be adventurers, Urwin asks them if they would be so kind as to find out what’s holding up the latest shipment, promising them free room and board if they return with
they complete the quest and return with his wine shipment. Urwin sends a wereraven in raven form to observe the party’s progress from a distance. If the characters get in trouble, the wereraven
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
three arrow slits on the west wall. A ladder bolted to the east wall leads to a trapdoor in the ceiling.
This room can make a defensible hideout later in the adventure when the drowned ones return
casks.
This space beneath the watchtower of area 21 was once a holding cell for prisoners. Tallos the druid converted the space into a distillery. Berries harvested from his assassin vines were
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
remain in the roost are Indifferent and fight only if the characters make a lot of noise nearby or ascend to the wyverns’ roost. If the characters get in a fight here, the hunting wyverns return to
weighs 150 pounds and has an additional 50 pounds of ice inside it. If the mephit hasn’t touched the box for 1 minute, she is magically compelled to return and touch it as swiftly as she can. The binding
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
feathered cloaks stand here with arms outstretched, as though waiting for the wind’s embrace or, perhaps, waiting for the wind to carry them somewhere far, far away.
A Howling Hatred priest and eight
Waterdhavian diplomat (an unarmed noble with 4 hit points remaining) who was part of the Mirabar delegation. Both prisoners want only to escape this area and return to civilization. N18. Royal Guard The
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
detail these locations and how creatures transported to them can return to the Lost Caverns. Once a creature has been transported to a location in this way, it can’t be sent to that destination by
spell once, after which the necklace loses its magic. In exchange for helping the centaurs escape the canyon, Shaydun gifts the characters her necklace. If a character uses the necklace to return to the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
stronghold and return home. Cell 2C. Eight male elf commoners are awaiting sacrifice in the Temple. They have no treasure, but they promise to sing their rescuers’ praises. Cell 3C. A merchant is being
going badly for them, survivors flee down the northeast passageway to area 15 on the third level (map 6.7) and warn the drow. Aside from stolen cloaks piled here and there like nests, the chief features
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
opened from inside the tunnel. It leads to area C9. Treasure. One open coffin contains four wool cloaks worth 10 gp each and two wide hats worth 5 gp each, which the cultists use to travel
some tasty food with him, he reveals his expertise in Vecna’s history. Umberto especially likes food created with or by magic, such as berries from the Goodberry spell. If Umberto reveals his role as a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
cast on it. Air cultists are trained to ascend the shaft by catching the wind with their cloaks and wingwear. A19. Temple of Elemental Air The stairs rise twenty feet to a spacious, twenty-foot-high
must then perform a single task for the one who summoned him. Once that task is complete, Ahtayir is free to return to his estate on the Elemental Plane of Air and can’t be summoned again in this
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
from hooks on the walls are several dresses and cloaks, with pairs of boots and sandals placed neatly below them.
On the east side of the room, dinnerware is stacked atop a low wooden table, and a
characters allow it, Rilago’s ghost uses Possession against a willing character, who forgoes the saving throw to resist the effect. Only then can the ghost leave the crypt and return the shard of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
a bathing area, fitted with two small clay tanks to hold wash water. The northeast door opens into a closet containing the mildewed remnants of several cloaks. Secret Door. The east wall of the
terrible foe would never return. Then they entombed a fierce orc warrior to defend it forever in undeath. The door leading from area 36 bears an inscription in Orc: “Beyond this door the Maker of Death
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
stairs descend 15 feet to area G28. G7: Service Entrance Hanging on the walls of this small, muddy room are several riding cloaks, bits and harnesses, oil lanterns, and coils of rope.
Guild members
out what’s happening. Meanwhile, Dartinal smokes a pipe in bed and waits for Dusk to return.
Fireplace. Resting on the fireplace mantel are a wedge of soap, a brush, a clay pipe, and an ivory tobacco
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
. Honor Guard Dust cloaks the contents of this twenty-foot-wide hall. Six alcoves line the walls, three to the north and three to the south. Each alcove except the southwest one holds a humanoid figure
ceiling across the pit. If Jot escapes, the characters might see it again. It knows that death on the Material Plane means a return to the Abyss, so it prefers to harass the characters while they are






