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Equipment
The jagged vertebrae sword of a fishfolk warrior can barely be called a sword. Locals would say it’s better described as a makeshift weapon crafted from a fish skeleton and sea trash. Its poor
vertebrae sword, you can use a bonus action to rake and twist the weapon, breaking off some of the sword’s boney barbs and dealing an extra 1d8 piercing damage. The vertebrae sword can only be used in this way 5 times before it becomes unusable as a weapon.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
especially cruel, the hag adopts the appearance of a kindly elder, approaches a child in a remote place, and gives them an iron token (described below), through which the child can magically confide in the
hag. Over time, “Granny” or “Grampy” convinces the child that it’s okay to do bad deeds—starting with breaking things or wandering without permission, then
Monsters
Mythic Odysseys of Theros
of arms magically orbit the bodies of the titanic, nearly forgotten artisans known as hundred-handed ones. These giants often dwell in remote mountains and seaside cliffs, where they carve their
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
Monsters
Icewind Dale: Rime of the Frostmaiden
her divine spark vanishes. She is dead until the next winter solstice, when she reappears at full health in a cold, remote location of her choosing.
Frigid Aura. So long as Auril has at least 1 hit
to be cautious and avoid contact with other creatures that can harm her.
Auril’s worshipers know better than to disturb her self-imposed isolation. Terrible blizzards have cut off Icewind Dale
Firbolg
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
; Gimble, Notes from a Treasure Hunter
Firbolg tribes cloister in remote forest strongholds, preferring to spend their days in quiet harmony with the woods. When provoked, firbolgs demonstrate
’ presence is marked by an absence of animals and a strange quiet, as if the forest wishes to avoid attracting attention to itself. The faster travelers decide to move on, the better.
If these
Backgrounds
Guildmasters’ Guide to Ravnica
to draw your anger or ridicule. You can get away with minor criminal offenses, such as refusing to pay for food at a restaurant or breaking down a door at a local shop, if no legal authorities witness
law-abiding citizens of Ravnica.
Personality Traits
d8
Personality Trait
1
I revel in mayhem, the more destructive the better.
2
When violence breaks out, I lose myself in
Backgrounds
Sword Coast Adventurer's Guide
few miles from where they were born.
You aren’t one of those folk.
You are from a distant place, one so remote that few of the common folk in the North realize that it exists, and chances are
personal reasons, since their government has a strict stance against unauthorized involvement with other nations and organizations. You might have been exiled for breaking one of Halruaa’s many
Monsters
Icewind Dale: Rime of the Frostmaiden
thin cloak of mist forms around her. Blades of ice grow out of her body at odd angles, breaking off before they get too long. When she moves, her body crackles.
In this form, Auril creates weapons of
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
Backgrounds
Guildmasters’ Guide to Ravnica
bother to couch my opinions in flattering words.
5
I can’t help but pocket any trinket or coin I come across, no matter how worthless.
6
I’m convinced that I’m better and
spore druid responsible for a large rot farm.
5
There’s a troll in a remote area of the undercity who seems to find me interesting — and who knows more than you’d think.
6
An
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
1
Understanding. True power comes from the ability to discern other creatures’ motivations better than they can discern yours. (Any)
2
Kindred. All dragons are kin to one another
away in a more remote chamber, draped in illusion spells and protected by traps and magical alarms. When triggered, those alarms summon the dragon’s minions and allies first, followed by the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
beings—heroes and monsters alike—often become unwitting pawns in the contests of the gods. Having a powerful champion is an indication of a god’s power—and can potentially increase the god’s own power. A
champion who acts as an agent of a god among other people helps increase those people’s devotion to the god. And if a hero should happen to strike down the agents of a rival god along the way, all the better. The Vanquisher, and the Hunter
(CHUCK LUKACS)
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Fizban's Treasury of Dragons
1
Understanding. True power comes from the ability to discern other creatures’ motivations better than they can discern yours. (Any)
2
Kindred. All dragons are kin to one another, and
the rest of the lair, this chamber is lit by phosphorescent fungal blooms that give off soft green, blue, and purple light.
Hoard Chamber. The dragon’s hoard is hidden away in a more remote
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
beings—heroes and monsters alike—often become unwitting pawns in the contests of the gods. Having a powerful champion is an indication of a god’s power—and can potentially increase the god’s own power. A
champion who acts as an agent of a god among other people helps increase those people’s devotion to the god. And if a hero should happen to strike down the agents of a rival god along the way, all the better. The Vanquisher, and the Hunter
(CHUCK LUKACS)
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
beings—heroes and monsters alike—often become unwitting pawns in the contests of the gods. Having a powerful champion is an indication of a god’s power—and can potentially increase the god’s own power. A
champion who acts as an agent of a god among other people helps increase those people’s devotion to the god. And if a hero should happen to strike down the agents of a rival god along the way, all the better. The Vanquisher, and the Hunter
(CHUCK LUKACS)
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Breaking the Law Waterdeep is a city of firm laws and swift justice. Adventurers hell-bent on slaughter and plunder won’t fare well in the City of Splendors. The punishments for assault, arson, theft
could end with one or more of the characters being exiled, sentenced to several years of hard labor, imprisoned, or put to death. If that’s how their adventure ends, so be it. Hopefully, your next group will fare better.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Breaking the Law Waterdeep is a city of firm laws and swift justice. Adventurers hell-bent on slaughter and plunder won’t fare well in the City of Splendors. The punishments for assault, arson, theft
could end with one or more of the characters being exiled, sentenced to several years of hard labor, imprisoned, or put to death. If that’s how their adventure ends, so be it. Hopefully, your next group will fare better.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Breaking the Law Waterdeep is a city of firm laws and swift justice. Adventurers hell-bent on slaughter and plunder won’t fare well in the City of Splendors. The punishments for assault, arson, theft
could end with one or more of the characters being exiled, sentenced to several years of hard labor, imprisoned, or put to death. If that’s how their adventure ends, so be it. Hopefully, your next group will fare better.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
throwing rocks in ways that hone their skills for hunting and war. One of the most popular contests, especially among fire giants, involves nothing more than taking turns trying to knock each other down with
giant who took on a better thrower will stumble away, nursing its injuries, as a lesson that arrogance has a price. In battle against puny creatures, giants use boulders that fit in one hand. When
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
throwing rocks in ways that hone their skills for hunting and war. One of the most popular contests, especially among fire giants, involves nothing more than taking turns trying to knock each other down with
giant who took on a better thrower will stumble away, nursing its injuries, as a lesson that arrogance has a price. In battle against puny creatures, giants use boulders that fit in one hand. When
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
throwing rocks in ways that hone their skills for hunting and war. One of the most popular contests, especially among fire giants, involves nothing more than taking turns trying to knock each other down with
giant who took on a better thrower will stumble away, nursing its injuries, as a lesson that arrogance has a price. In battle against puny creatures, giants use boulders that fit in one hand. When
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
amenities. If the council needs a tie-breaking vote to determine whether to commute a prisoner’s sentence, the prison warden—a neutral arbiter with no ties to any Lords’ Alliance member—casts the deciding vote. The remote prison of Revel’s End contains many of the Sword Coast’s most dangerous criminals
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
amenities. If the council needs a tie-breaking vote to determine whether to commute a prisoner’s sentence, the prison warden—a neutral arbiter with no ties to any Lords’ Alliance member—casts the deciding vote. The remote prison of Revel’s End contains many of the Sword Coast’s most dangerous criminals
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
amenities. If the council needs a tie-breaking vote to determine whether to commute a prisoner’s sentence, the prison warden—a neutral arbiter with no ties to any Lords’ Alliance member—casts the deciding vote. The remote prison of Revel’s End contains many of the Sword Coast’s most dangerous criminals
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
minor as stubbing a toe or breaking a wagon wheel, or as catastrophic as slipping and accidentally falling off a cliff. It is also invoked to ward off her attentions when someone is doing something in
, contests of sport or martial prowess, and at the naming ceremonies of children. If she isn’t invited to such an event, she might take offense and wreak misfortune on those involved. Temples to Beshaba
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
powers. Why does the howler sing? Doing so causes its prey to flee, and surely stealth would make for better hunting in howling Pandemonium. There is only one answer: the creature can taste fear
ft., one target. Hit: 10 (2d6 + 3) piercing damage, plus 22 (4d10) psychic damage if the target is frightened. This attack ignores damage resistance.
Mind-Breaking Howl (Recharge 6). The howler
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
enemy. Why does the howler sing? Doing so causes its prey to flee, and surely stealth would make for better hunting in howling Pandemonium. There is only one answer: the creature can taste fear
resistance.
Mind-Breaking Howl (Recharge 4–6). The howler emits a keening howl in a 60-foot cone. Each creature in that area must succeed on a DC 13 Wisdom saving throw or take 16 (3d10) psychic
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
enemy. Why does the howler sing? Doing so causes its prey to flee, and surely stealth would make for better hunting in howling Pandemonium. There is only one answer: the creature can taste fear
resistance.
Mind-Breaking Howl (Recharge 4–6). The howler emits a keening howl in a 60-foot cone. Each creature in that area must succeed on a DC 13 Wisdom saving throw or take 16 (3d10) psychic
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
powers. Why does the howler sing? Doing so causes its prey to flee, and surely stealth would make for better hunting in howling Pandemonium. There is only one answer: the creature can taste fear
ft., one target. Hit: 10 (2d6 + 3) piercing damage, plus 22 (4d10) psychic damage if the target is frightened. This attack ignores damage resistance.
Mind-Breaking Howl (Recharge 6). The howler
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
minor as stubbing a toe or breaking a wagon wheel, or as catastrophic as slipping and accidentally falling off a cliff. It is also invoked to ward off her attentions when someone is doing something in
, contests of sport or martial prowess, and at the naming ceremonies of children. If she isn’t invited to such an event, she might take offense and wreak misfortune on those involved. Temples to Beshaba
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
enemy. Why does the howler sing? Doing so causes its prey to flee, and surely stealth would make for better hunting in howling Pandemonium. There is only one answer: the creature can taste fear
resistance.
Mind-Breaking Howl (Recharge 4–6). The howler emits a keening howl in a 60-foot cone. Each creature in that area must succeed on a DC 13 Wisdom saving throw or take 16 (3d10) psychic
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
powers. Why does the howler sing? Doing so causes its prey to flee, and surely stealth would make for better hunting in howling Pandemonium. There is only one answer: the creature can taste fear
ft., one target. Hit: 10 (2d6 + 3) piercing damage, plus 22 (4d10) psychic damage if the target is frightened. This attack ignores damage resistance.
Mind-Breaking Howl (Recharge 6). The howler
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
minor as stubbing a toe or breaking a wagon wheel, or as catastrophic as slipping and accidentally falling off a cliff. It is also invoked to ward off her attentions when someone is doing something in
, contests of sport or martial prowess, and at the naming ceremonies of children. If she isn’t invited to such an event, she might take offense and wreak misfortune on those involved. Temples to Beshaba
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, Professor DeSantos is concerned by the sudden influx of patients but can’t find anything wrong with them. She insists they rest in the sickroom until they feel better. Ten minutes later, these six
students turn against. Characters on the hall’s first and second floors who succeed on a DC 14 Wisdom (Perception) check hear shouting and breaking glass on the third floor. Soon after, the panicking
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
, Professor DeSantos is concerned by the sudden influx of patients but can’t find anything wrong with them. She insists they rest in the sickroom until they feel better. Ten minutes later, these six
students turn against. Characters on the hall’s first and second floors who succeed on a DC 14 Wisdom (Perception) check hear shouting and breaking glass on the third floor. Soon after, the panicking
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
unleash an army of undead. In the city of Sharn, a team of spies pulls off an impossible scheme—breaking into the impenetrable vaults of House Kundarak. But instead of gold, they find a secret that
of the unwary. Yet mortal greed and ambition might prove more dangerous than any dragon or fiend. This darkness affords opportunities for a group of bold adventurers to make a difference—for better or for worse.






