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Magic Items
Dungeon Master’s Guide
;typically an assortment of demons.
Ensnarement. While carrying the book, whenever you cast Magic Circle naming only Fiends or cast Planar Binding targeting a Fiend, the spell is cast at level 9
roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling.
Random Properties. The Artifact has the following random properties (see “Artifacts” in
Demonomicon of Iggwilv
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Magic Items
Tasha’s Cauldron of Everything
a fiend, you use the maximum possible result instead of rolling.
Ensnarement. While carrying the book, whenever you cast the magic circle spell naming only fiends, or the planar binding spell
how many pages are removed, and it longs to be more than mere reference material.
Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide: Demonomicon of Iggwilv 2 minor beneficial properties 1 minor detrimental property 1
1 or more of its charges to cast one of the following spells (save DC 20) from it: magic circle (1 charge), magic jar (3 charges), planar ally (3 charges), planar binding (2 charges), plane shift (to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Binding targeting a Fiend, the spell is cast at level 9, regardless of what level spell slot you used, if any. Additionally, the Fiend has Disadvantage on its saving throw against the spell. Fiendish
Scourging. While carrying the book, when you make a damage roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling. Random Properties. The Artifact has the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
some kalashtar resist the virtuous influence of their spirit. Size. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: Size modifier = 2d6 Height = 5 feet
creature who has it. Severed from Dreams. Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
on the eyepiece causes the eyepiece to become inactive for 24 hours. Breaking off the eyepiece requires only a firm blow, which destroys its magic for good. L3: The Rolling Eye The center portion of
reddish-purple ring, like an iris around a pupil. The holes lead to tunnels inside the orb. Traversing the Rolling Eye. Reaching areas L6 and area L7 without leaving someone behind to spin the orb takes
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
some kalashtar resist the virtuous influence of their spirit. Size. Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: Size modifier = 2d6 Height = 5 feet
creature who has it. Severed from Dreams. Kalashtar sleep, but they don’t connect to the plane of dreams as other creatures do. Instead, their minds draw from the memories of their otherworldly spirit
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
(see “Skabatha’s Ring of Keys” earlier in the chapter). Three balconies overlooking the garden connect to areas area L8, area L9, and L12, respectively. The balcony outside area L9 is only 5 feet above
earlier took a cutting from the shambling mound’s root stem, binding it to her service. If a character uses a speak with plants spell to communicate with the shambling mound, it tells the character that
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Breaking the Chains Eight chains of infernal iron anchor Elturel to its binding posts, and each of those chains must be broken to free the city. If all the chains are broken, Elturel remains floating
chapter 2 for information on moving along the chains and climbing the infernal iron posts they connect to. Ire of Tiamat Tiamat’s divine power is mighty enough to break the chains that bind Elturel
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of each dwarf protrudes from the wall. Three of these hands grasp copper tankards.
The stone pillar has copper pipes running through it. These pipes connect to the vats in area 22c. When the brewery
constructed the pit covers so that they won’t open if an object is rolled over them. A character can circumvent the traps by climbing into an empty barrel and rolling down the hall or climbing onto a barrel
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
serve as a spellcasting focus for your druid spells. You determine its form by rolling on the Star Map table or by choosing one. While holding this map, you have these benefits: You know the guidance
starry form, rather than transforming into a beast. While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Captured by the Yuan-ti Characters captured by the yuan-ti are stripped of their gear, fitted with manacles (one set binding the wrists and another binding the ankles), and confined to the pits in
Nsi. To determine whether they can be trusted, she assigns them to work under Overseer Issar (area 19). Issar assigns each character a labor, determined by rolling percentile dice and consulting the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Student Dormitories Each room contains identical furnishings: Pneumatic Tubes. A row of five pneumatic tubes is attached to one wall. These tubes connect to the reading niche (area 6), the
aura of enchantment magic around the statuette. Any creature that touches the statuette must succeed on a DC 17 Wisdom saving throw or suffer a random form of short-term madness, determined by rolling on
compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the hook. The color and properties of the conjured fish are determined by rolling on the Hook of Fisher’s Delight table. Once the hook conjures a fish, it can’t do so again until the next dawn.
Hook
, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can’t be changed. While the lantern is within 300 feet of any creature of that type, its flame
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
sharply distinguish them. Satyrs’ solid horns connect to their heads at the base of their skulls, while their legs end in sturdy hooves. Thick fur covers their bodies from the waist down, shorter at the
feet in height, with generally slender builds. Your size is Medium. Here’s how to determine your height and weight randomly, starting with rolling a size modifier: Size modifier = 2d8 Height = 4 feet
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
gate that connects with the Stone Golem Quarries. 91. Hall of Skulls Three of the skulls here connect to corridors, which the Thayans simply avoid. Characters who approach this room see the following
northwest and northeast both hold white gates that connect with areas 90 and 91 in the Clay Golem Kilns. The passage to the southeast has a white gate that leads to the Iron Golem Foundries. Iron
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the shelves, each section of which has a rolling ladder anchored to a ceiling rail.
Three custodians are working here, sweeping the floors: a human, a gnome, and a half-elf.
After Kandlekeep
, their contents protected behind wood-and-glass doors. A rolling ladder attached to a ceiling rail allows access to the highest shelves.
An oak table is bolted to the floor, flanked by two high chairs
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
creates its lair in an area of natural caves, shaping the chambers with its disintegration ray. Most of the entryways and passages that it fashions to connect one chamber with another are too narrow to
collapsing roof, the falling net, and the rolling sphere, a beholder can use its disintegration ray to blast a hole in the ceiling above its enemies, opening up a previously prepared chamber filled with mud
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
creatures in area 15. 15. Mustering Hall The walls of this room bear frescoes that depict fire giants forging armor and weapons, marching to war, and binding red dragons in chains. Four basalt pillars
mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction. Among this junk are 11,000 cp, 3,500 sp, 220 gp, and the bronze-plated skull of a slain adult red dragon (worth
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
and four hand-turned wheels connect to the pipes.
Coupleofkooks Many of Vecna’s cultists in
Neverdeath Graveyard bear tattoos
of the lich-god’s unholy symbol The wheels control the water pressure
. Whatever mechanism they connect to is inoperable. Secret Door. One cog on the north wall doesn’t connect to anything else on the wall around it. A creature must succeed on a DC 14 Intelligence
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
star chart as part of your heavenly studies. It is a Tiny object, and you can use it as a Spellcasting Focus for your Druid spells. You determine its form by rolling on the Star Map table or by
starry form rather than shape-shifting. While in your starry form, you retain your game statistics, but your body becomes luminous, your joints glimmer like stars, and glowing lines connect them as on a
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
brightly lit by crystal sconces spaced along the walls. The floor is one large balcony that overhangs a supply room on the lower level, with a glass staircase to connect them. Cables stretch between
decorated like a parlor, complete with padded divans and armchairs, a rolling cart topped with crystal goblets and decanters, and a coat rack. The east room contains a comfortable four-poster bed, a
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
amulet’s wearer can command the bound guardian to cast the Fireball spell stored within the Construct. D8: Icicle Cave Rows of thick icicles—some long enough to connect the icy floor and ceiling—hang in
her binding (see “The Box”). In the event the characters already have the guardian’s amulet, Gelida simply slumps angrily in her box, muttering about disrespectful thieves. The Box. The metal box
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
and 1 foot deep, connect the fountain to the vats. The whole system contains necrotic essence that prepares oozes for binding to undead. A creature that enters the necrotic essence for the first time on
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
tunnels connect this cave to areas P12 and area P18. Characters swimming underwater spot them automatically. Secret Passage. A one-way secret door blocks access to a submerged tunnel that ends at another
surface of the water undulates in big, rolling waves.
The ceiling is 30 feet above the eater’s surface. A water elemental myrmidon (see chapter 7) lurks under the water but rises to attack trespassers
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, but tunnels also connect its realm to Xen’drik. Adventurers can potentially cross great distances quickly by passing through a daelkyr’s domain. Unfathomable Evil. The daelkyr are utterly alien, and
faces a creature twisted by the daelkyr—an aberration or another creature bearing a daelkyr’s corruption—consider rolling on the Daelkyr Modifications table to add strange cosmetic details to the creature
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
) slashing damage. Secure the Rum. Casks of rum are rolling around the decks, creating a short-term danger to the crew — and a longer-term danger to the crew’s morale if too much of the rum goes overboard. A
your vantage point forty feet above the deck, you can see dozens of crew members below. All wear the livery of Dran Enterprises, and most carry swords and crossbows. Rigging and rope ladders connect
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
attacks it, Jot laughs and says, “You broke the binding. My watch over the dragonpriest is over!” It uses its next action to become invisible. It then turns into a bat and flies along the 10-foot-high
is trapped with a tripwire that the kobolds connect after shutting the door. Hitting this tripwire, 2 inches off the ground stretched between opposite door frames and running up the frame, causes the






