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Monsters
Mordenkainen Presents: Monsters of the Multiverse
potential rival and manipulates or quashes the ulitharid’s ambitions accordingly.
When an ulitharid finds sharing leadership with an elder brain insufferable, it breaks off from the colony
staff; when the ulitharid is ready to give up its life, it attaches the staff to the back of its head, and the staff cracks open its skull, enabling its brain to be extracted. The brain and the staff
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Mission Begins Once the characters are ready to depart, be sure to take a moment to prepare your notes. Since this adventure provides plenty of chances for stealthy infiltration, note the
characters’ Dexterity (Stealth) check modifiers and their passive Perception scores. When a fight breaks out, check the Sahuagin Roster table to determine if the noise of combat in an area attracts reinforcements.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Mission Begins Once the characters are ready to depart, be sure to take a moment to prepare your notes. Since this adventure provides plenty of chances for stealthy infiltration, note the
characters’ Dexterity (Stealth) check modifiers and their passive Perception scores. When a fight breaks out, check the Sahuagin Roster table to determine if the noise of combat in an area attracts reinforcements.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Mission Begins Once the characters are ready to depart, be sure to take a moment to prepare your notes. Since this adventure provides plenty of chances for stealthy infiltration, note the
characters’ Dexterity (Stealth) check modifiers and their passive Perception scores. When a fight breaks out, check the Sahuagin Roster table to determine if the noise of combat in an area attracts reinforcements.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Slam attack. Each tomb guardian has a challenge rating of 6 (2,300 XP). Spiked Chain The magical spiked chain that binds the guardians together prevents them from moving more than 15 feet apart
points, and immunity to poison and psychic damage. If the chain breaks, both tomb guardians instantly go berserk.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Slam attack. Each tomb guardian has a challenge rating of 6 (2,300 XP). Spiked Chain The magical spiked chain that binds the guardians together prevents them from moving more than 15 feet apart
points, and immunity to poison and psychic damage. If the chain breaks, both tomb guardians instantly go berserk.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Slam attack. Each tomb guardian has a challenge rating of 6 (2,300 XP). Spiked Chain The magical spiked chain that binds the guardians together prevents them from moving more than 15 feet apart
points, and immunity to poison and psychic damage. If the chain breaks, both tomb guardians instantly go berserk.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
“Underground Lake” at the end of this chapter for more information. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the thessalkraken to reveal itself as it breaks the surface
of the water seeking food. Spending 2 charges also causes 1d4 lizardfolk renders to arrive, ready to brave the waters in search of gems. The lizardfolk take the appearance of the characters as a sign of offering, and attempt to force them into the water as sacrifices for their demigod.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
“Underground Lake” at the end of this chapter for more information. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the thessalkraken to reveal itself as it breaks the surface
of the water seeking food. Spending 2 charges also causes 1d4 lizardfolk renders to arrive, ready to brave the waters in search of gems. The lizardfolk take the appearance of the characters as a sign of offering, and attempt to force them into the water as sacrifices for their demigod.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
“Underground Lake” at the end of this chapter for more information. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the thessalkraken to reveal itself as it breaks the surface
of the water seeking food. Spending 2 charges also causes 1d4 lizardfolk renders to arrive, ready to brave the waters in search of gems. The lizardfolk take the appearance of the characters as a sign of offering, and attempt to force them into the water as sacrifices for their demigod.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
those discussions unless they have questions for you. Learn to recognize the times when you can take a break as the DM, and then resume the action as soon as everyone’s ready. Taking Breaks
When you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Learn to recognize the times when you can take a break as the DM, and then resume the action as soon as everyone’s ready. Taking Breaks
When you finish a lengthy combat encounter or a tension-filled
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Learn to recognize the times when you can take a break as the DM, and then resume the action as soon as everyone’s ready. Taking Breaks
When you finish a lengthy combat encounter or a tension-filled
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
those discussions unless they have questions for you. Learn to recognize the times when you can take a break as the DM, and then resume the action as soon as everyone’s ready. Taking Breaks
When you
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
the goblin in area 5 spotted the characters and warned the goblins here, they are ready for trouble. The noise of the waterfall means that the creatures in area 8 can’t hear any fighting that takes
place here, and vice versa. Therefore, as soon as a fight breaks out here, one goblin flees to area 8 to warn Klarg. Rock Dams. The goblins built simple dams to control the flow of water through the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
the goblin in area 5 spotted the characters and warned the goblins here, they are ready for trouble. The noise of the waterfall means that the creatures in area 8 can’t hear any fighting that takes
place here, and vice versa. Therefore, as soon as a fight breaks out here, one goblin flees to area 8 to warn Klarg. Rock Dams. The goblins built simple dams to control the flow of water through the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
the goblin in area 5 spotted the characters and warned the goblins here, they are ready for trouble. The noise of the waterfall means that the creatures in area 8 can’t hear any fighting that takes
place here, and vice versa. Therefore, as soon as a fight breaks out here, one goblin flees to area 8 to warn Klarg. Rock Dams. The goblins built simple dams to control the flow of water through the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Learn to recognize the times when you can take a break as the DM, and then resume the action as soon as everyone’s ready. Taking Breaks
When you finish a lengthy combat encounter or a tension-filled
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
those discussions unless they have questions for you. Learn to recognize the times when you can take a break as the DM, and then resume the action as soon as everyone’s ready. Taking Breaks
When you
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
shouts in Dwarvish, “The stew will be ready when it’s ready! Get out, lest ye taste none of it!” If they don’t leave at once, he says, “My eyes are clouded, but my ears and nose work fine. Test not my
an alliance with him before they all fall to the giant’s sword. Once the hot coals are doused or swept from the fireplace, the chimney can be climbed easily. After 90 feet, it breaks into a damp, soot
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
shouts in Dwarvish, “The stew will be ready when it’s ready! Get out, lest ye taste none of it!” If they don’t leave at once, he says, “My eyes are clouded, but my ears and nose work fine. Test not my
an alliance with him before they all fall to the giant’s sword. Once the hot coals are doused or swept from the fireplace, the chimney can be climbed easily. After 90 feet, it breaks into a damp, soot
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
shouts in Dwarvish, “The stew will be ready when it’s ready! Get out, lest ye taste none of it!” If they don’t leave at once, he says, “My eyes are clouded, but my ears and nose work fine. Test not my
an alliance with him before they all fall to the giant’s sword. Once the hot coals are doused or swept from the fireplace, the chimney can be climbed easily. After 90 feet, it breaks into a damp, soot
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
of Devotion Uphold the Ideals of Justice and Order The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold
certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared. Oath of Devotion Spells Paladin Level Spells
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
locations indicated on the map, ready to attack anyone who climbs the nearest steps. The wights chant a word in Netherese (“Meat!”) in a rasping chorus as they advance. If fighting breaks out at
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Tavern Brawl As the characters are relaxing in the taproom of the Yawning Portal, a fistfight breaks out. Read the following to set the scene: You sit around a sturdy wooden table lit by a brightly
whose shaved head is covered with eye-shaped tattoos. Four other humans stand behind him, ready to jump into the fray. The half-orc cracks her knuckles, roars, and leaps at the tattooed figure — but
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
locations indicated on the map, ready to attack anyone who climbs the nearest steps. The wights chant a word in Netherese (“Meat!”) in a rasping chorus as they advance. If fighting breaks out at
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
locations indicated on the map, ready to attack anyone who climbs the nearest steps. The wights chant a word in Netherese (“Meat!”) in a rasping chorus as they advance. If fighting breaks out at
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Tavern Brawl As the characters are relaxing in the taproom of the Yawning Portal, a fistfight breaks out. Read the following to set the scene: You sit around a sturdy wooden table lit by a brightly
whose shaved head is covered with eye-shaped tattoos. Four other humans stand behind him, ready to jump into the fray. The half-orc cracks her knuckles, roars, and leaps at the tattooed figure — but
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Tavern Brawl As the characters are relaxing in the taproom of the Yawning Portal, a fistfight breaks out. Read the following to set the scene: You sit around a sturdy wooden table lit by a brightly
whose shaved head is covered with eye-shaped tattoos. Four other humans stand behind him, ready to jump into the fray. The half-orc cracks her knuckles, roars, and leaps at the tattooed figure — but
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
of Devotion Uphold the Ideals of Justice and Order The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold
certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared. Oath of Devotion Spells Paladin Level Spells
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
of Devotion Uphold the Ideals of Justice and Order The Oath of Devotion binds Paladins to the ideals of justice and order. These Paladins meet the archetype of the knight in shining armor. They hold
certain spells ready; when you reach a Paladin level specified in the Oath of Devotion Spells table, you thereafter always have the listed spells prepared. Oath of Devotion Spells Paladin Level Spells
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Sylvira Savikas When the characters are ready, they can make their way toward the main keep, a towering edifice housing hundreds of monks and wizards, and thousands of books and scrolls. As they
Resolute, which binds them to defend the nation of Elturgard. I met him years ago, and my instincts told me he was a charlatan. Afterward, I grew to suspect that he had cut a deal with one or more powerful
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Sylvira Savikas When the characters are ready, they can make their way toward the main keep, a towering edifice housing hundreds of monks and wizards, and thousands of books and scrolls. As they
Resolute, which binds them to defend the nation of Elturgard. I met him years ago, and my instincts told me he was a charlatan. Afterward, I grew to suspect that he had cut a deal with one or more powerful
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Sylvira Savikas When the characters are ready, they can make their way toward the main keep, a towering edifice housing hundreds of monks and wizards, and thousands of books and scrolls. As they
Resolute, which binds them to defend the nation of Elturgard. I met him years ago, and my instincts told me he was a charlatan. Afterward, I grew to suspect that he had cut a deal with one or more powerful
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
lizardfolk stand in the shadows of the flickering green flames, ready to attack but understanding that the adventurers are a serious threat if they’ve made it this far. At the back of the room, near an
breaks out, she slays Varram (he has only 3 hit points remaining), then attacks with her followers. Developments A successful DC 15 Intelligence (Investigation) check reveals a secret space and a passage






