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Monsters
Monster Manual
creature is near enough to move to and attack, the golem attacks an object. Once the golem goes berserk, it remains so until it is destroyed or it is no longer Bloodied.
The golem’s creator, if
within 60 feet of the berserk golem, can try to calm it by taking an action to make a DC 15 Charisma (Persuasion) check; the golem must be able to hear its creator. If this check succeeds, the golem ceases
Magic Items
Dungeon Master’s Guide
rolling on the Moonblade Properties table.
Minor Property. In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor
its creator.
The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate something it has sensed. It can communicate
Species
Spelljammer: Adventures in Space
Autognomes are mechanical beings built by rock gnomes. Sometimes, because of a malfunction or a unique circumstance, an autognome becomes separated from its creator and strikes out on its own.
An
autognome bears a resemblance to its creator, and most autognomes are programmed to speak and understand Gnomish. The internal components used in an autognome’s manufacture can vary wildly; one
Magic Items
Tasha’s Cauldron of Everything
figure of Vistani legend, Luba’s Tarokka of Souls shaped the destiny of countless heroes. The prophecies of this deck of cards also revealed great evils and guided its creator into the path of
nefarious forces. Untold times the deck’s creator, Mother Luba, narrowly escaped doom, spared only by her keen insights. But even for her, not all wickedness could be escaped. In the most dire
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Rare Plant(s) The characters find one or more unusual plants (see appendix C), determined by rolling a d6: 2d6 dancing monkey fruit growing on a tree Menga bush with 2d6 ounces of leaves 1d4 ryath
roots growing in the ground 4d6 sinda berries growing on a bush Wukka tree with 2d6 wukka nuts 1d6 zabou growing on a dead tree
Species
Spelljammer: Adventures in Space
it, giff are drawn to the Astral Plane because, on a deep psychic level, they remain connected to their creator gods, who have just enough divine spark left in them to imbue giff with sparks of their
. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy.
The “Quick Build” section for your character’s class offers suggestions on which
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Rare Plant(s) The characters find one or more unusual plants (see appendix C), determined by rolling a d6: 2d6 dancing monkey fruit growing on a tree Menga bush with 2d6 ounces of leaves 1d4 ryath
roots growing in the ground 4d6 sinda berries growing on a bush Wukka tree with 2d6 wukka nuts 1d6 zabou growing on a dead tree
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Rare Plant(s) The characters find one or more unusual plants (see appendix C), determined by rolling a d6: 2d6 dancing monkey fruit growing on a tree Menga bush with 2d6 ounces of leaves 1d4 ryath
roots growing in the ground 4d6 sinda berries growing on a bush Wukka tree with 2d6 wukka nuts 1d6 zabou growing on a dead tree
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
vegetables line the hill on all sides, along with apple, cherry, pear, and quince trees and other flourishing plants that bear a plethora of fruits, nuts, and berries. Ingredient: Mustard Seeds Near
harvest the seeds from the mustard plants with a few minutes of work and a successful DC 15 Intelligence (Nature) check, rolling the seed pods between their fingers so the seeds fall out into a bag. A
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
vegetables line the hill on all sides, along with apple, cherry, pear, and quince trees and other flourishing plants that bear a plethora of fruits, nuts, and berries. Ingredient: Mustard Seeds Near
harvest the seeds from the mustard plants with a few minutes of work and a successful DC 15 Intelligence (Nature) check, rolling the seed pods between their fingers so the seeds fall out into a bag. A
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
vegetables line the hill on all sides, along with apple, cherry, pear, and quince trees and other flourishing plants that bear a plethora of fruits, nuts, and berries. Ingredient: Mustard Seeds Near
harvest the seeds from the mustard plants with a few minutes of work and a successful DC 15 Intelligence (Nature) check, rolling the seed pods between their fingers so the seeds fall out into a bag. A
Compendium
- Sources->Dungeons & Dragons->Monster Manual
(Persuasion) check; the golem must be able to hear its creator. If this check succeeds, the golem ceases being berserk until the start of its next turn, at which point it resumes rolling for the Berserk
berserk, it remains so until it is destroyed or it is no longer Bloodied.
The golem’s creator, if within 60 feet of the berserk golem, can try to calm it by taking an action to make a DC 15 Charisma
Compendium
- Sources->Dungeons & Dragons->Monster Manual
(Persuasion) check; the golem must be able to hear its creator. If this check succeeds, the golem ceases being berserk until the start of its next turn, at which point it resumes rolling for the Berserk
berserk, it remains so until it is destroyed or it is no longer Bloodied.
The golem’s creator, if within 60 feet of the berserk golem, can try to calm it by taking an action to make a DC 15 Charisma
Compendium
- Sources->Dungeons & Dragons->Monster Manual
(Persuasion) check; the golem must be able to hear its creator. If this check succeeds, the golem ceases being berserk until the start of its next turn, at which point it resumes rolling for the Berserk
berserk, it remains so until it is destroyed or it is no longer Bloodied.
The golem’s creator, if within 60 feet of the berserk golem, can try to calm it by taking an action to make a DC 15 Charisma
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by rolling on the Moonblade Properties table. Minor Property. In addition to its
aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor Property table (see earlier in this chapter). Sentience. A Moonblade is a sentient weapon
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
1d6 giant wasps 3–4 2d6 stirges 5–6 1d3 swarms of poisonous snakes Plant Discovery The ruin contains one or more rare plants, determined by rolling a d6 and consulting the Plant Discovery table
sinda berries growing on a bush 5 1d6 wildroots 6 2d6 zabou growing on the floor Treasure The ruin contains 1d6 Omuan art objects (jade rings, painted pottery, silver-inlaid wooden statuettes of
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
mushrooms, berries, lichens, herbs, rabbit, venison, and other forest bounties. Fergus’s food is available to visitors for a small donation, as is the fine elven wine produced by the council-owned winery
NPC shares. Roll again if the characters have already been told the resulting rumor, and stop rolling once the characters have been told all of them. Village Green Rumors 1d6
Rumor
1 “Three
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
mushrooms, berries, lichens, herbs, rabbit, venison, and other forest bounties. Fergus’s food is available to visitors for a small donation, as is the fine elven wine produced by the council-owned winery
NPC shares. Roll again if the characters have already been told the resulting rumor, and stop rolling once the characters have been told all of them. Village Green Rumors 1d6
Rumor
1 “Three
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
mushrooms, berries, lichens, herbs, rabbit, venison, and other forest bounties. Fergus’s food is available to visitors for a small donation, as is the fine elven wine produced by the council-owned winery
NPC shares. Roll again if the characters have already been told the resulting rumor, and stop rolling once the characters have been told all of them. Village Green Rumors 1d6
Rumor
1 “Three
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by rolling on the Moonblade Properties table. Minor Property. In addition to its
aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor Property table (see earlier in this chapter). Sentience. A Moonblade is a sentient weapon
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
1d6 giant wasps 3–4 2d6 stirges 5–6 1d3 swarms of poisonous snakes Plant Discovery The ruin contains one or more rare plants, determined by rolling a d6 and consulting the Plant Discovery table
sinda berries growing on a bush 5 1d6 wildroots 6 2d6 zabou growing on the floor Treasure The ruin contains 1d6 Omuan art objects (jade rings, painted pottery, silver-inlaid wooden statuettes of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
1d6 giant wasps 3–4 2d6 stirges 5–6 1d3 swarms of poisonous snakes Plant Discovery The ruin contains one or more rare plants, determined by rolling a d6 and consulting the Plant Discovery table
sinda berries growing on a bush 5 1d6 wildroots 6 2d6 zabou growing on the floor Treasure The ruin contains 1d6 Omuan art objects (jade rings, painted pottery, silver-inlaid wooden statuettes of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by rolling on the Moonblade Properties table. Minor Property. In addition to its
aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor Property table (see earlier in this chapter). Sentience. A Moonblade is a sentient weapon
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
this deck of cards also revealed great evils and guided its creator into the path of nefarious forces. Untold times the deck’s creator, Mother Luba, narrowly escaped doom, spared only by her keen
Properties. The artifact has the following random properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide: 2 minor detrimental properties 2 minor
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
this deck of cards also revealed great evils and guided its creator into the path of nefarious forces. Untold times the deck’s creator, Mother Luba, narrowly escaped doom, spared only by her keen
Properties. The artifact has the following random properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide: 2 minor detrimental properties 2 minor
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
this deck of cards also revealed great evils and guided its creator into the path of nefarious forces. Untold times the deck’s creator, Mother Luba, narrowly escaped doom, spared only by her keen
Properties. The artifact has the following random properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide: 2 minor detrimental properties 2 minor
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the golem goes berserk, it remains so until it is destroyed or it is no longer Bloodied.
The golem’s creator, if within 60 feet of the berserk golem, can try to calm it by taking an action to make
a DC 15 Charisma (Persuasion) check; the golem must be able to hear its creator. If this check succeeds, the golem ceases being berserk until the start of its next turn, at which point it resumes
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the golem goes berserk, it remains so until it is destroyed or it is no longer Bloodied.
The golem’s creator, if within 60 feet of the berserk golem, can try to calm it by taking an action to make
a DC 15 Charisma (Persuasion) check; the golem must be able to hear its creator. If this check succeeds, the golem ceases being berserk until the start of its next turn, at which point it resumes
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the golem goes berserk, it remains so until it is destroyed or it is no longer Bloodied.
The golem’s creator, if within 60 feet of the berserk golem, can try to calm it by taking an action to make
a DC 15 Charisma (Persuasion) check; the golem must be able to hear its creator. If this check succeeds, the golem ceases being berserk until the start of its next turn, at which point it resumes
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
break the pot, destroying it. The awakened shrub is friendly toward whoever planted it. Absent commands from its creator, it does nothing. 26b. Secret Tomb In the middle of the dusty tomb rests a 7,500
south slopes gently upward to area 26d and contains a rolling sphere trap.
The 10-foot-square section of floor marked X on map 2 is a pressure plate. When 20 or more pounds of pressure depress this
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
break the pot, destroying it. The awakened shrub is friendly toward whoever planted it. Absent commands from its creator, it does nothing. 26b. Secret Tomb In the middle of the dusty tomb rests a 7,500
south slopes gently upward to area 26d and contains a rolling sphere trap.
The 10-foot-square section of floor marked X on map 2 is a pressure plate. When 20 or more pounds of pressure depress this
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
break the pot, destroying it. The awakened shrub is friendly toward whoever planted it. Absent commands from its creator, it does nothing. 26b. Secret Tomb In the middle of the dusty tomb rests a 7,500
south slopes gently upward to area 26d and contains a rolling sphere trap.
The 10-foot-square section of floor marked X on map 2 is a pressure plate. When 20 or more pounds of pressure depress this
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
avoid it. Triggering a Trap Most traps are triggered when a creature goes somewhere or touches something that the trap's creator wanted to protect. Common triggers include stepping on a pressure plate or
description is clear enough that you can adjudicate whether a character's actions locate or foil the trap. As with many situations, you shouldn't allow die rolling to override clever play and good planning
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
avoid it. Triggering a Trap Most traps are triggered when a creature goes somewhere or touches something that the trap’s creator wanted to protect. Common triggers include stepping on a pressure plate or
description is clear enough that you can adjudicate whether a character’s actions locate or foil the trap. As with many situations, you shouldn’t allow die rolling to override clever play and good planning
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
avoid it. Triggering a Trap Most traps are triggered when a creature goes somewhere or touches something that the trap's creator wanted to protect. Common triggers include stepping on a pressure plate or
description is clear enough that you can adjudicate whether a character's actions locate or foil the trap. As with many situations, you shouldn't allow die rolling to override clever play and good planning






