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Monsters
Mythic Odysseys of Theros
–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Noxious Gust"}. The giant exhales a mighty gust that creates a blast of deadly mist in a 60-foot line that is 10 feet wide. Each creature
wonders and changing the world—but not always for the better. Doomwake giants arise from pernicious fears that infect a whole city or region. If enough mortals dread destruction for long enough, their
Monsters
Mythic Odysseys of Theros
memories into the ancient stone, covering their territories with intricate reliefs and massive statues of bygone ages. Some linger near ancient temples and palaces, ruins they once raised to the gods or
performed dark rituals, robbing the power of ancient, slumbering giants and using it to transform their servants. This primal energy granted the archons' agents numerous limbs—the better to raise the
Adult Silver Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8
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.
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Monsters
Basic Rules (2014)
uses one of the following breath weapons.
Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8
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
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
Flint squinted into the setting sun. He thought he saw the figure of a man striding up the path. Standing, Flint drew back into the shadow of a tall pine to see better. The man’s walk was
naming conventions. As if to emphasize that they don’t really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names
Monsters
Eberron: Rising from the Last War
it. The intellect devourer is under Dyrrn’s control and acts immediately after Dyrrn in the initiative order.
Mind Blast (Costs 3 Actions). Dyrrn magically emits psychic energy in a 60-foot
Effects
A region containing a passage to Dyrrn’s lair is warped in one or more of these ways:
Plants and animals raised within 2 mile of the passage have twisted, aberrant forms. Use the
Monsters
The Book of Many Things
provoking opportunity attack;opportunity attacks.
Wrathful Blast (Costs 2 Actions). The medusa makes one Wrathful Strike attack.
Final Slash (Costs 3 Actions). The medusa makes one Final Blade attack
often decorated with the petrified bodies of creatures that raised arms against the medusa or its followers. The lair is typically a rich repository of knowledge, with lore both worldly and esoteric
Monsters
Icewind Dale: Rime of the Frostmaiden
Short or Long Rest). Auril causes a magical blast of cold air to erupt from her hand. Each creature in a 60-foot cone must make a DC 21 Constitution saving throw, taking 36 (8d8);{"diceNotation":"8d8
that can harm her.
Auril’s worshipers know better than to disturb her self-imposed isolation. Terrible blizzards have cut off Icewind Dale from the rest of the world, and a shroud of mist
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
inventive. You can help spur their creativity with a few questions about their characters: Are you a native, born and raised in the area? If so, who’s your family? What’s your current occupation? Are you
story is convincing enough. Suggest alterations to a character’s story so it better fits your world, or weave the first threads of your campaign into that story.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
“Raised by wolves” trait in the outlander background, roll again. In addition, you can use the Lizardfolk Quirks table below to determine a personality quirk for a lizardfolk character or to inspire a
to all emotional situations, to better fit in with your comrades. 6 You still don’t understand how metaphors work. This doesn’t stop you from trying to use them at every opportunity. 7 You appreciate
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
“Raised by wolves” trait in the outlander background, roll again. In addition, you can use the Lizardfolk Quirks table below to determine a personality quirk for a lizardfolk character or to inspire a
to all emotional situations, to better fit in with your comrades. 6 You still don’t understand how metaphors work. This doesn’t stop you from trying to use them at every opportunity. 7 You appreciate
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
“Raised by wolves” trait in the outlander background, roll again. In addition, you can use the Lizardfolk Quirks table below to determine a personality quirk for a lizardfolk character or to inspire a
to all emotional situations, to better fit in with your comrades. 6 You still don’t understand how metaphors work. This doesn’t stop you from trying to use them at every opportunity. 7 You appreciate
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
inventive. You can help spur their creativity with a few questions about their characters: Are you a native, born and raised in the area? If so, who’s your family? What’s your current occupation? Are you
story is convincing enough. Suggest alterations to a character’s story so it better fits your world, or weave the first threads of your campaign into that story.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
inventive. You can help spur their creativity with a few questions about their characters: Are you a native, born and raised in the area? If so, who’s your family? What’s your current occupation? Are you
story is convincing enough. Suggest alterations to a character’s story so it better fits your world, or weave the first threads of your campaign into that story.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
WALKER) Doomwake Giant Belief is a powerful force in Theros, capable of bringing about wonders and changing the world—but not always for the better. Doomwake giants arise from pernicious fears that
creates a blast of deadly mist in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 18 Constitution saving throw. On a failed save, the creature takes 36 (8d8) necrotic damage
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
WALKER) Doomwake Giant Belief is a powerful force in Theros, capable of bringing about wonders and changing the world—but not always for the better. Doomwake giants arise from pernicious fears that
creates a blast of deadly mist in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 18 Constitution saving throw. On a failed save, the creature takes 36 (8d8) necrotic damage
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
WALKER) Doomwake Giant Belief is a powerful force in Theros, capable of bringing about wonders and changing the world—but not always for the better. Doomwake giants arise from pernicious fears that
creates a blast of deadly mist in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 18 Constitution saving throw. On a failed save, the creature takes 36 (8d8) necrotic damage
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
filthy chamber is occupied by an ettin who is the source of the bellowing. The right head of the creature sports a stylish beard, while the left head has a large, curving mustache. Silver wires
, pigs, and goats kept behind wicker barricades, raised as food for the ettin. They are tended by the boggle who is steward to both the ettin’s heads (see areas 36 and 37). Manipulating Time Having a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
filthy chamber is occupied by an ettin who is the source of the bellowing. The right head of the creature sports a stylish beard, while the left head has a large, curving mustache. Silver wires
, pigs, and goats kept behind wicker barricades, raised as food for the ettin. They are tended by the boggle who is steward to both the ettin’s heads (see areas 36 and 37). Manipulating Time Having a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
filthy chamber is occupied by an ettin who is the source of the bellowing. The right head of the creature sports a stylish beard, while the left head has a large, curving mustache. Silver wires
, pigs, and goats kept behind wicker barricades, raised as food for the ettin. They are tended by the boggle who is steward to both the ettin’s heads (see areas 36 and 37). Manipulating Time Having a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
motivates the slaves of drow. If you’re lucky, you’ll only feel normal shackles and the occasional whip or light spell-blast. A bit less luck or more malice, and the serpent-headed whips of the
called the Academy, where the city trains its priestesses, mages, and noble warriors. The city’s market is centrally located, and rothé are raised on an isle toward the eastern edge of the city. If you
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
motivates the slaves of drow. If you’re lucky, you’ll only feel normal shackles and the occasional whip or light spell-blast. A bit less luck or more malice, and the serpent-headed whips of the
called the Academy, where the city trains its priestesses, mages, and noble warriors. The city’s market is centrally located, and rothé are raised on an isle toward the eastern edge of the city. If you
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
motivates the slaves of drow. If you’re lucky, you’ll only feel normal shackles and the occasional whip or light spell-blast. A bit less luck or more malice, and the serpent-headed whips of the
called the Academy, where the city trains its priestesses, mages, and noble warriors. The city’s market is centrally located, and rothé are raised on an isle toward the eastern edge of the city. If you
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Fall of the Witch Queen Iggwilv the Witch Queen created the persona of Zybilna to hide from her most hated enemies. In the Feywild, she raised a magnificent palace and set about establishing herself
began when she was adopted by the mother of all witches, Baba Yaga, who named her Natasha. On the worlds of the Material Plane, she was better known as Tasha, the inventor of Tasha’s hideous laughter
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
constantly preaches devotion to Vlaakith. Each of the fortified settlements where young githyanki are raised and trained is a combination of military academy and cult headquarters. Only the Best Survive The
, near the end of training, a drill of the same sort might be a fight to the death — the ultimate way of weeding out all those who don’t meet Vlaakith’s standards. To the githyanki, it’s better for a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Fall of the Witch Queen Iggwilv the Witch Queen created the persona of Zybilna to hide from her most hated enemies. In the Feywild, she raised a magnificent palace and set about establishing herself
began when she was adopted by the mother of all witches, Baba Yaga, who named her Natasha. On the worlds of the Material Plane, she was better known as Tasha, the inventor of Tasha’s hideous laughter
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
intercommunity and regional disputes settled at the annual Meet. Held in Promise during the Awakening Festival, this public forum between community leaders seeks majority consensus on each issue raised
better. Although this sometimes encourages exaggeration, Godsbreath’s people believe you can hear truth in the telling of any tale, and all enjoy the art of a well-crafted boast. Stories of all kinds
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Fall of the Witch Queen Iggwilv the Witch Queen created the persona of Zybilna to hide from her most hated enemies. In the Feywild, she raised a magnificent palace and set about establishing herself
began when she was adopted by the mother of all witches, Baba Yaga, who named her Natasha. On the worlds of the Material Plane, she was better known as Tasha, the inventor of Tasha’s hideous laughter
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
intercommunity and regional disputes settled at the annual Meet. Held in Promise during the Awakening Festival, this public forum between community leaders seeks majority consensus on each issue raised
better. Although this sometimes encourages exaggeration, Godsbreath’s people believe you can hear truth in the telling of any tale, and all enjoy the art of a well-crafted boast. Stories of all kinds
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
intercommunity and regional disputes settled at the annual Meet. Held in Promise during the Awakening Festival, this public forum between community leaders seeks majority consensus on each issue raised
better. Although this sometimes encourages exaggeration, Godsbreath’s people believe you can hear truth in the telling of any tale, and all enjoy the art of a well-crafted boast. Stories of all kinds
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
constantly preaches devotion to Vlaakith. Each of the fortified settlements where young githyanki are raised and trained is a combination of military academy and cult headquarters. Only the Best Survive The
, near the end of training, a drill of the same sort might be a fight to the death — the ultimate way of weeding out all those who don’t meet Vlaakith’s standards. To the githyanki, it’s better for a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
constantly preaches devotion to Vlaakith. Each of the fortified settlements where young githyanki are raised and trained is a combination of military academy and cult headquarters. Only the Best Survive The
, near the end of training, a drill of the same sort might be a fight to the death — the ultimate way of weeding out all those who don’t meet Vlaakith’s standards. To the githyanki, it’s better for a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the Frostmaiden, the god of winter’s fury, has cast an evil spell over Icewind Dale. You can bring hope and faith to the people of Ten-Towns or, even better, free them from winter’s cold embrace in the
name of your god.
Charlatan Your cons and deceptions nearly got the better of you. You needed to disappear for a while, and Icewind Dale was the perfect place to do so. Nothing could prepare
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the Frostmaiden, the god of winter’s fury, has cast an evil spell over Icewind Dale. You can bring hope and faith to the people of Ten-Towns or, even better, free them from winter’s cold embrace in the
name of your god.
Charlatan Your cons and deceptions nearly got the better of you. You needed to disappear for a while, and Icewind Dale was the perfect place to do so. Nothing could prepare
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the Frostmaiden, the god of winter’s fury, has cast an evil spell over Icewind Dale. You can bring hope and faith to the people of Ten-Towns or, even better, free them from winter’s cold embrace in the
name of your god.
Charlatan Your cons and deceptions nearly got the better of you. You needed to disappear for a while, and Icewind Dale was the perfect place to do so. Nothing could prepare






