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Magic Items
Dungeon Master’s Guide
to a treacherous former servant of the lich Vecna the Archlich;Vecna. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each
tome are filled with indecipherable scrawls. The remaining pages are blank.
While attuned to this item, you can use it as a Spellbook and an Arcane Focus. In addition, while holding the tome, you can
Species
Mythic Odysseys of Theros
need in their shimmering homeland and knowing the treachery of strangers.
Still, some leonin wonder what lies beyond Oreskos’s border mountains and seek to test themselves in a wider world
.
Noble and Fierce
Leonin tend to be tall compared to humans and move with a boldness that suggests their physical might. Tawny fur covers leonin bodies, and some grow thick manes ranging in shades from
Monsters
Fizban's Treasury of Dragons
that covers the grafted areas of its body. A dragonflesh grafter can belch forth a gout of corrosive acid in a mockery of dragon breath.
As a universal effect of their experimentation, grafters become
scarred or dead, a few survive as wretched horrors. Their minds become twisted by magical malevolence, with only a shadow of their former selves remaining. In the most extreme cases, the resulting
Monsters
Princes of the Apocalypse
— bad weather, strong tides, and increasing aggression from dangerous sea life.
Violent downpours become frequent within 10 miles of the lair. A downpour occurs once every 2d12;{"diceNotation
attempts to leave the area, remaining frightened while within it. On a failure, the creature becomes highly aggressive and remains in the area for 24 hours. While in this state, the creature gains advantage
Monsters
Icewind Dale: Rime of the Frostmaiden
","rollDamageType":"necrotic"} necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border
its 2nd-level spell slots to cast upgraded versions of the thunderwave spell.
Spellbook. The wooden covers of Nass’s spellbook are bound in nothic hide, and silver clasps hold the book shut
Satyr
Legacy
This doesn't reflect the latest rules and lore.
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Species
Mythic Odysseys of Theros
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 waist and
amazing things ever. I want to pick them, wear them, and discover their silent secrets.
2
There isn’t a tree or statue that isn’t fun to climb.
3
Nothing wards off bad luck like a
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
survivors. These aarakocra and their descendants have sworn vengeance against the dragon and may be seen scouring the lands of the North and Cormyr for signs of their foe.
Their only remaining settlement
changes in the prevailing winds that they regarded as a bad omen.
Unlike the aarakocra of other worlds on the Material Plane, the aarakocra of the Realms rarely travel to the Elemental Plane of Air
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
battle or illness, but an orc can live to about 40, remaining healthy almost up until the end. Luthic’s divine blessing can further extend an orc’s life, though Gruumsh is never happy when
everywhere in the world around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Good Wolf, Bad Wolf When the characters first approach the outskirts of Dougan’s Hole or shortly after they first leave town, they encounter two winter wolves named Koran and Kanan. Here’s how the
encounter plays out: Koran acts as the “good” wolf while his brother plays the “bad” wolf. This act has worked before on the dim-witted locals; the wolves assume the characters will be fooled just as
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Good Wolf, Bad Wolf When the characters first approach the outskirts of Dougan’s Hole or shortly after they first leave town, they encounter two winter wolves named Koran and Kanan. Here’s how the
encounter plays out: Koran acts as the “good” wolf while his brother plays the “bad” wolf. This act has worked before on the dim-witted locals; the wolves assume the characters will be fooled just as
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Good Wolf, Bad Wolf When the characters first approach the outskirts of Dougan’s Hole or shortly after they first leave town, they encounter two winter wolves named Koran and Kanan. Here’s how the
encounter plays out: Koran acts as the “good” wolf while his brother plays the “bad” wolf. This act has worked before on the dim-witted locals; the wolves assume the characters will be fooled just as
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
trap is broken, all the ghosts in the keep can leave except Gremorly, who remains to haunt the observatory. Side Effects When the characters first arrive at Harrowhall, a thick and unsettling fog covers
the ghosts is difficult, as they remain on the Border Ethereal and can’t affect—or be affected by—anything on the Material Plane. The ghosts defend themselves if the characters attack them.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
trap is broken, all the ghosts in the keep can leave except Gremorly, who remains to haunt the observatory. Side Effects When the characters first arrive at Harrowhall, a thick and unsettling fog covers
the ghosts is difficult, as they remain on the Border Ethereal and can’t affect—or be affected by—anything on the Material Plane. The ghosts defend themselves if the characters attack them.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
trap is broken, all the ghosts in the keep can leave except Gremorly, who remains to haunt the observatory. Side Effects When the characters first arrive at Harrowhall, a thick and unsettling fog covers
the ghosts is difficult, as they remain on the Border Ethereal and can’t affect—or be affected by—anything on the Material Plane. The ghosts defend themselves if the characters attack them.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of Red Larch point out that “normal weather means bad weather around here, and unpredictable besides.” Some tavern talk can be overheard about occupying the Haunted Keeps to scare away unwanted
squatters, or razing the forts once and for all. No power in the valley has the soldiers to accomplish the task, so nothing comes of it unless the characters take action. Remaining cultists slink away and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of Red Larch point out that “normal weather means bad weather around here, and unpredictable besides.” Some tavern talk can be overheard about occupying the Haunted Keeps to scare away unwanted
squatters, or razing the forts once and for all. No power in the valley has the soldiers to accomplish the task, so nothing comes of it unless the characters take action. Remaining cultists slink away and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of Red Larch point out that “normal weather means bad weather around here, and unpredictable besides.” Some tavern talk can be overheard about occupying the Haunted Keeps to scare away unwanted
squatters, or razing the forts once and for all. No power in the valley has the soldiers to accomplish the task, so nothing comes of it unless the characters take action. Remaining cultists slink away and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
one is the original. The tongue on the first Tome of the Stilled Tongue belonged to a treacherous former servant of the lich Vecna. The tongues pinned to the covers of the four copies came from other
spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank. While attuned to this item, you can use it as a Spellbook and an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
one is the original. The tongue on the first Tome of the Stilled Tongue belonged to a treacherous former servant of the lich Vecna. The tongues pinned to the covers of the four copies came from other
spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank. While attuned to this item, you can use it as a Spellbook and an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
one is the original. The tongue on the first Tome of the Stilled Tongue belonged to a treacherous former servant of the lich Vecna. The tongues pinned to the covers of the four copies came from other
spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank. While attuned to this item, you can use it as a Spellbook and an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. “Not a bad place to die,” the mage says with mild amusement. The doppelganger posing as Gargosh doesn’t take part in the fight, remaining on the fringes of the battle and rooting for the characters to
triumph. Once three of the thugs are defeated, the remaining two surrender and the mage casts fly on himself to escape. Interrogations. If the characters take prisoners, they can interrogate their
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. “Not a bad place to die,” the mage says with mild amusement. The doppelganger posing as Gargosh doesn’t take part in the fight, remaining on the fringes of the battle and rooting for the characters to
triumph. Once three of the thugs are defeated, the remaining two surrender and the mage casts fly on himself to escape. Interrogations. If the characters take prisoners, they can interrogate their
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. “Not a bad place to die,” the mage says with mild amusement. The doppelganger posing as Gargosh doesn’t take part in the fight, remaining on the fringes of the battle and rooting for the characters to
triumph. Once three of the thugs are defeated, the remaining two surrender and the mage casts fly on himself to escape. Interrogations. If the characters take prisoners, they can interrogate their
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
damage from a single attack that deals more than half its remaining hit points, it withdraws from combat on its next turn. If it hasn’t already tried to summon another yugoloth, it does so immediately. If
—one that not only exceeds what the cult is paying but covers the damage to reputation that comes from changing sides in the middle of battle. A good starting offer is 10,000 gp, or 2,000 gp per
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
damage from a single attack that deals more than half its remaining hit points, it withdraws from combat on its next turn. If it hasn’t already tried to summon another yugoloth, it does so immediately. If
— one that not only exceeds what the cult is paying but covers the damage to reputation that comes from changing sides in the middle of battle. A good starting offer is 10,000 gp, or 2,000 gp per
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
damage from a single attack that deals more than half its remaining hit points, it withdraws from combat on its next turn. If it hasn’t already tried to summon another yugoloth, it does so immediately. If
— one that not only exceeds what the cult is paying but covers the damage to reputation that comes from changing sides in the middle of battle. A good starting offer is 10,000 gp, or 2,000 gp per
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
damage from a single attack that deals more than half its remaining hit points, it withdraws from combat on its next turn. If it hasn’t already tried to summon another yugoloth, it does so immediately. If
—one that not only exceeds what the cult is paying but covers the damage to reputation that comes from changing sides in the middle of battle. A good starting offer is 10,000 gp, or 2,000 gp per
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
damage from a single attack that deals more than half its remaining hit points, it withdraws from combat on its next turn. If it hasn’t already tried to summon another yugoloth, it does so immediately. If
— one that not only exceeds what the cult is paying but covers the damage to reputation that comes from changing sides in the middle of battle. A good starting offer is 10,000 gp, or 2,000 gp per
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
damage from a single attack that deals more than half its remaining hit points, it withdraws from combat on its next turn. If it hasn’t already tried to summon another yugoloth, it does so immediately. If
—one that not only exceeds what the cult is paying but covers the damage to reputation that comes from changing sides in the middle of battle. A good starting offer is 10,000 gp, or 2,000 gp per
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
they need in their shimmering homeland and knowing the treachery of strangers. Still, some leonin wonder what lies beyond Oreskos’s border mountains and seek to test themselves in a wider world. Noble
and Fierce Leonin tend to be tall compared to humans and move with a boldness that suggests their physical might. Tawny fur covers leonin bodies, and some grow thick manes ranging in shades from gold
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
they need in their shimmering homeland and knowing the treachery of strangers. Still, some leonin wonder what lies beyond Oreskos’s border mountains and seek to test themselves in a wider world. Noble
and Fierce Leonin tend to be tall compared to humans and move with a boldness that suggests their physical might. Tawny fur covers leonin bodies, and some grow thick manes ranging in shades from gold
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
they need in their shimmering homeland and knowing the treachery of strangers. Still, some leonin wonder what lies beyond Oreskos’s border mountains and seek to test themselves in a wider world. Noble
and Fierce Leonin tend to be tall compared to humans and move with a boldness that suggests their physical might. Tawny fur covers leonin bodies, and some grow thick manes ranging in shades from gold






