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Species
Mordenkainen Presents: Monsters of the Multiverse
Feathered folk who resemble ravens, kenku are blessed with keen observation and supernaturally accurate memories. None of them can remember the origin of the first kenku, however, and they often joke
recite cryptic but beautiful poems about their advent being a blessed event in which they were sent into the multiverse to observe and catalog its many wonders.
Whatever their true origin, kenku are
Species
Mordenkainen Presents: Monsters of the Multiverse
and powerful legs of leporine creatures and are full of energy, like a wound-up spring. Harengons are blessed with a little fey luck, and they often find themselves a few fortunate feet away from
and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick
Species
Mordenkainen Presents: Monsters of the Multiverse
people who mix characteristics of humans and snakes.
Blessed with resistance to magical and poisonous effects by the rituals that created them, each of these yuan-ti manifests their serpentine heritage
by 1. 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
Species
Mordenkainen Presents: Monsters of the Multiverse
Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Blessed with a supernaturally strong sense of direction, minotaurs make great navigators. Some sages believe minotaurs
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 scores to increase. You can follow
Magic Items
Baldur’s Gate: Descent into Avernus
are transformed into a heavenly, idealized version of yourself, blessed with otherworldly beauty and a touch of heaven in your heart. Neither magic nor divine intervention can reverse this
creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet.
New Personality. You gain new personality traits, determined by rolling once on each of 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->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->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->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->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->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->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
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
crawl to make progress. In places where a tunnel opens into a chasm and continues on the other side, the kobolds might connect the two passages with a rope bridge or some other rickety structure
see magic as part of their connection to dragons, and are proud to be blessed with the ability to wield such power. Young kobold sorcerers are trained by elders, and the training has an almost
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
destroy the interlopers. 23a. Smoke-Filled Hall This chamber is heavily obscured by smoke billowing out of two stone braziers. The night hag uses the smoke to deter students from entering her sanctum. The
away quickly and does nothing to stop the billowing smoke. Wormriddle fashioned tight-fitting iron lids for the braziers and keeps them in area 23b. If both braziers are properly covered, the smoke in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
destroy the interlopers. 23a. Smoke-Filled Hall This chamber is heavily obscured by smoke billowing out of two stone braziers. The night hag uses the smoke to deter students from entering her sanctum. The
away quickly and does nothing to stop the billowing smoke. Wormriddle fashioned tight-fitting iron lids for the braziers and keeps them in area 23b. If both braziers are properly covered, the smoke in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
destroy the interlopers. 23a. Smoke-Filled Hall This chamber is heavily obscured by smoke billowing out of two stone braziers. The night hag uses the smoke to deter students from entering her sanctum. The
away quickly and does nothing to stop the billowing smoke. Wormriddle fashioned tight-fitting iron lids for the braziers and keeps them in area 23b. If both braziers are properly covered, the smoke in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Traveling the Outer Planes Described in the sections that follow are four planar features that connect multiple Outer Planes: The Infinite Staircase The River Oceanus The River Styx Yggdrasil, the
headwaters in the Blessed Fields of Elysium. This plane-spanning waterway provides a path through some of the Upper Planes. It flows through each of Elysium’s layers, passes through the top layer of the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
of justice convene in floating citadels atop billowing clouds, and crystal falls of holy water cascade over their wispy edge to blessed fountains below. Excelsior’s divinely appointed high chancellor
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Traveling the Outer Planes Described in the sections that follow are four planar features that connect multiple Outer Planes: The Infinite Staircase The River Oceanus The River Styx Yggdrasil, the
headwaters in the Blessed Fields of Elysium. This plane-spanning waterway provides a path through some of the Upper Planes. It flows through each of Elysium’s layers, passes through the top layer of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Traveling the Outer Planes Described in the sections that follow are four planar features that connect multiple Outer Planes: The Infinite Staircase The River Oceanus The River Styx Yggdrasil, the
headwaters in the Blessed Fields of Elysium. This plane-spanning waterway provides a path through some of the Upper Planes. It flows through each of Elysium’s layers, passes through the top layer of the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
of justice convene in floating citadels atop billowing clouds, and crystal falls of holy water cascade over their wispy edge to blessed fountains below. Excelsior’s divinely appointed high chancellor
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Vault of Kings its mind, and the Great Forge its mighty hands. Here, on adamantine anvils blessed by Moradin’s priests, wonders were hammered from iron, mithral, silver, and steel. When Gauntlgrym thrived
rolling a d20 and consulting the Great Forge Encounters table to determine what, if anything, comes out of the darkness. If the heroes call for help, four shield dwarf veterans arrive in 1d4 + 1
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
of justice convene in floating citadels atop billowing clouds, and crystal falls of holy water cascade over their wispy edge to blessed fountains below. Excelsior’s divinely appointed high chancellor
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Vault of Kings its mind, and the Great Forge its mighty hands. Here, on adamantine anvils blessed by Moradin’s priests, wonders were hammered from iron, mithral, silver, and steel. When Gauntlgrym thrived
rolling a d20 and consulting the Great Forge Encounters table to determine what, if anything, comes out of the darkness. If the heroes call for help, four shield dwarf veterans arrive in 1d4 + 1
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Vault of Kings its mind, and the Great Forge its mighty hands. Here, on adamantine anvils blessed by Moradin’s priests, wonders were hammered from iron, mithral, silver, and steel. When Gauntlgrym thrived
rolling a d20 and consulting the Great Forge Encounters table to determine what, if anything, comes out of the darkness. If the heroes call for help, four shield dwarf veterans arrive in 1d4 + 1
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->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->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->Waterdeep: Dragon Heist
direction, rolling downhill. Riding on the cart is a tiefling boy with an eye patch, screaming at the top of his lungs. “Look out!” he shouts. A character in the path of the apple cart must succeed on a
, graceful woman in an emerald green cloak approaches you, her long, silver hair billowing out from under her hood. “If you’ve come looking for Fenerus Stormcastle, I’m afraid you’re too late,” she says. “It
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->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->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->Waterdeep: Dragon Heist
direction, rolling downhill. Riding on the cart is a tiefling boy with an eye patch, screaming at the top of his lungs. “Look out!” he shouts. A character in the path of the apple cart must succeed on a
, graceful woman in an emerald green cloak approaches you, her long, silver hair billowing out from under her hood. “If you’ve come looking for Fenerus Stormcastle, I’m afraid you’re too late,” she says. “It






