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Detect Thoughts
Legacy
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Spells
Basic Rules (2014)
creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2
detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
Monsters
Waterdeep: Dungeon of the Mad Mage
.
Enlarge (Recharges after a Short or Long Rest). For 1 minute, the mummy lord magically increases in size, along with anything it is wearing or carrying. While enlarged, the mummy lord is Large, doubles
possible in the space available.
Invisibility (Recharges after a Short or Long Rest). The mummy lord magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
A deep dragon lair might share the same basic structure as the sapphire dragon lair shown on map 5.12, but instead of being formed from stone, it might consist of chambers hollowed out within a fungus
allies and servitors. Like 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
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
body, thought, and emotion. Freed from the limitations of their human bodies, the yuan-ti used their new abilities to conquer new lands and expand their borders.
One Race, Many Forms
The bodies of all
— yuan-ti make perfect courtiers. And, worse for the rest of us, rulers.
— Elminster
The physical and magical prowess of the yuan-ti empire allowed the former humans to retain their
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
share the same basic structure as the sapphire dragon lair shown on map 5.12, but instead of being formed from stone, it might consist of chambers hollowed out within a fungus network growing near an
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
Kobold
Legacy
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Species
Volo's Guide to Monsters
, designed to collapse under the weight of any creature heavier than a kobold. On occasion, the route through a kobold lair runs along a ledge that borders a cavern or a crevasse, and the kobolds might
the hatchery. If a particularly important or respected member of a tribe dies, the hatchery is closely monitored. The next egg laid is immediately separated from the rest and carefully protected. Once
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
evacuated. Those who remain are staff members attempting to protect the property from looters and, if possible, from the spreading fires. These staff members consist of eleven human Guards who are
staff to allow them to rest here. As an Influence action, the character makes a DC 14 Charisma (Persuasion) check. On a success, the staff allow the characters to rest here as long as they need. On a failure, they allow the characters to complete only a Short Rest here.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Temple Features This complex has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Ceilings are 15 feet high. Doors. Doors consist of stone slabs balanced on
flame spells cast on torches in bronze wall sconces. The rest of the level is dark. Treasure. Many denizens of the temple carry small amounts of treasure. Creatures that own individual treasure have 4d10
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
rest of Theros. Few have ever dared to attack its famed fortress, the Kolophon, and no attack has ever breached its walls. To the residents of Theros, the Akroans hold near-mythical status: feared
warriors produced by a culture that centers around perfecting the mind and body for war. Their armies have rarely tasted defeat as they expand the borders of Akros, seizing new lands and bounty.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Temple Features This complex has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Ceilings are 15 feet high. Doors. Doors consist of stone slabs balanced on
illuminate areas they use frequently with continual flame spells cast on torches in bronze wall sconces. The rest of the level is dark. Treasure. Many denizens of the temple carry small amounts of treasure
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Temple Features This quarter has the following features. Any exceptions are noted in areas to which they apply. Ceilings. Ceilings are 15 feet high. Doors. Doors consist of stone slabs balanced on
spells cast on torches in bronze wall sconces. The rest of the level is dark. Quays. Some areas adjacent to canals are quays, with several steps leading from the floor level down to just 1 foot above
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Maglubiyet and his priests. Zariel’s cultists can gain the Ferocious Surge trait. Cult leaders can also gain the Infernal Tactics trait. Ferocious Surge (Recharges after a Short or Long Rest). When this
typically consist of folk who have used rituals to contact devils and pledge their souls to them in return for power. The Lords of the Nine drive most of the soul trade, and the gifts they can offer are determined by Asmodeus’s decrees.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
region might include islands offshore, and a landlocked area might include an inland sea or major lakes. Alternatively, the region could consist of a single large island, or an isthmus or peninsula
the rest of your map for relatively flat terrain: grasslands, forests, swamps, and the like. Place these elements as you see fit. Map out the courses of any rivers that flow through the area. Rivers
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
partitioned off from one another and the rest of the Feywild by walls of shimmering, silvery mist. The hags of the Hourglass Coven and their minions can travel freely between Hither, Thither, Yon
appearing to be miles away. The outer borders of Prismeer are blocked by similar walls of mist through which no creature can pass without Zybilna’s consent (which she can’t give while frozen in time). Even
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
and take a long rest if truly necessary.
Moonlight Shifts The curtain of crimson moonlight surrounding the Three Moons Vault disappears. Areas of solid moonlight—including the moondisk, moonbridges
, and barriers around the lunarium daises—instantly dissolve. Any creature standing on one of these surfaces falls to the courtyard 100 feet below. Orinix Arrives A portal to Lunitari opens where the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
you walk have turned against you.
2 You fled into the Mists to escape someone or something that’s hunting you. You can never rest for long, knowing you’re still being pursued.
3 You’re
memories of where you’re from. You’ve been on a quest to find your way back ever since.
Misty Step. You can cast the misty step spell, requiring no spell slot, and you must finish a long rest before
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
1. Ravenloft Is Not a World. The lands and characters of Ravenloft don’t share a planet. Rather, the Domains of Dread consist of innumerable demiplanes hidden amid the Plane of Shadow. Mysterious
Certain. The Domains of Dread provide malleable settings for any kind of horror adventure. As domains are unmoored from conventional reality, anything can happen within their borders. Normal people
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a
creature with an Intelligence of 3 or lower or one that doesn’t speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the wild, centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of other creatures. Wilderness Nomads. Centaur tribes
centaurs encounter settlements of other creatures built along their traditional routes. Reluctant Settlers. A centaur that can’t keep pace with the rest of its tribe is left behind. Some such centaurs
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
map 5.12, but instead of being formed from stone, it might consist of chambers hollowed out within a fungus network growing near an underground river. Whatever the setup, a deep dragon festoons the
. Reception Hall. The dragon uses one of the large chambers in the lair as a reception hall for allies and servitors. Like the rest of the lair, this chamber is lit by phosphorescent fungal blooms that give
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
birdlike humanoids guard the windy borders of their home against invaders from the Elemental Plane of Earth, such as gargoyles, their sworn enemies.
Enemies of Elemental Evil. In service to the Wind
it takes to guard against the incursions of Elemental Evil.
Aarakocra have no concept of political borders or property ownership, and the value of gems, gold, and other precious materials means
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a
creature with an Intelligence of 3 or lower or one that doesn’t speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
mists was horrifically transformed. Over a million Cyrans were killed on the day of Mourning. Those who survived were soldiers fighting in enemy territory, those living on the borders who were able to
state of shock. Who could unleash such power? Was this a weapon, and if so, when would those responsible issues their demands? Were the borders of the lingering walls of mist stable, or could they
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
physical might with psi-infused weapon strikes, telekinetic lashes, and barriers of mental force. Many githyanki train to become such warriors, as do some of the most disciplined high elves. In the world of
dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can’t do
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Fortified Outpost Military outposts across Khorvaire serve a variety of purposes during and after the war: rest stops for platoons on the move, garrisons for inactive troops, armories where weapons
is said to be haunted by the vengeful spirit of a former commander who was slain by their own troops. 3 A tunnel beneath the outpost leads to a sealed portal to Xoriat. 4 The outpost borders the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
return it to its place guarding the Underworld.
5 Reconsecrate a grand but neglected mausoleum, putting the unquiet spirits there to rest.
6 Defeat an agent of a god who seeks to free a
the borders between life and death as emotionlessly as he does. If one of his servants falters, Athreos is quick to revoke his blessings.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Phylaskia These armored skeletal spirits guard the borders of the Underworld and its various wards. Sleepless and merciless, they scrutinize all who would pass, and they slay those who defy them
: 12 (2d6 + 5) necrotic damage. Unless the target is immune to necrotic damage, its Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
(EMRAH ELMASLI)
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
a long rest, you can use alchemist’s supplies to make one dose of acid, alchemist’s fire, antitoxin, oil, perfume, or soap. Subtract half the value of the created item from the total gp worth of raw
enough alcohol to mellow their mood. Potable Water. Your knowledge of brewing enables you to purify water that would otherwise be undrinkable. As part of a long rest, you can purify up to 6 gallons of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
same world as Barovia, many Vistani look toward the future, learning from their traditions and from one another to better face whatever lies ahead. Vistani bands consist primarily of one or more
domain’s borders. Most bands make their living primarily through craftwork (especially delicate silversmithing), horse rearing, and trading wares carried between domains. Meetings between Vistani bands are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
), stagnant lakes and pools play host to thickets of weeds and monstrous swarms of mosquitoes. The few settlements here consist of wooden structures suspended above the muck on platforms between trees
the Swamp of Oblivion can’t be found again for at least a century. Now and then, a desperate soul casts an Artifact of power into this place, keeping it away from the rest of the multiverse for a time
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
created by ancient spells used to lift the floor of the bay above the water. Others consist entirely of huge boardwalks supported above the brackish water by decaying pilings. The district is made up
a few are still in operation. All the rest are either deserted or have been rented to strange and furtive eccentrics. This section of the district is the least populated, and its often-empty streets
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
as throngs of legendary combatants. In the midst of this riot rise the palatial war-tents of Mogis and Iroas, who lead the endless battle. Kruphix claims the borders of the Tovian Fields as his
territory. He doesn’t maintain a central residence. Rather, his influence binds the conflict, encompassing all perspectives and preventing the battle from spilling forth into the rest of Nyx.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
rest of the pack is unwilling to challenge Kiril’s authority and face Strahd’s wrath. Kiril won’t let Zuleika hunt, so she’s more or less confined to the den. TRAVEL THROUGH THE MISTS
The werewolves
the Vistani. He periodically allows the werewolves to slip past the misty borders as well, so that they can bring or lure others into his domain. Unlike the Vistani, however, the werewolves can’t come and go as they please.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
dwarf guards) who serve as the area’s blacksmiths, tinkerers, and general laborers-for-hire. The remaining defenders consist of eighteen farm and ranch folk, as well as a few Emerald Enclave allies
defense of the ranch. The rest of the defenders listen to them and do their best to carry out the characters’ plans. Give the players a few minutes to situate themselves, then begin the attacks.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Akros’s inhabitants, though, aren’t members of its martial elite. The famed warriors of Akros have the means to devote their lives to studying and training in the ways of war because they rest atop a
are divided into three types of duty and armed appropriately for the task before them: Alamon. Rugged forces of wanderers patrol Akros’s borders, defending against invasion or attack by monsters that






