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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Elder Evils are far older than most of the mortal peoples and always inimical to such creatures’ minds.
However much they might desire to enter and dominate the Material Plane, the Elder Evils are
of a comet—or perhaps this phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, cultists gather together, read aloud their
Balhannoth
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
in the area reshapes to assume the appearance of a location sought by one intelligent creature whose mind the balhannoth has read (see Regional Effects below). The transformation affects nonliving
following effects:
Creatures within 1 mile of the balhannoth’s lair experience a sensation of being close to whatever they desire most. The sensation grows stronger the closer the creatures come to
Tabaxi
Legacy
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Species
Volo's Guide to Monsters
mull over the stories and rumors they collected like a miser counting coins.
Although material wealth holds little attraction for the tabaxi, they have an insatiable desire to find and inspect ancient
.
Fleeting Fancies
Wandering tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A tabaxi’s desire burns bright, but once met it disappears to be
Monsters
Mordenkainen Presents: Monsters of the Multiverse
much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are
communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some
available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil
Monsters
Mordenkainen Presents: Monsters of the Multiverse
.
However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some
available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil
Wand of Orcus
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
to a range of 120 feet.
The wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.
Personality. The wand’s purpose is to help satisfy Orcus
’s desire to slay everything in the multiverse. The wand is cold, cruel, nihilistic, and bereft of humor.
In order to further its master’s goals, the wand feigns devotion to its current
Monsters
Mordenkainen Presents: Monsters of the Multiverse
dreaming. These Elder Evils are far older than most of the mortal peoples and always inimical to such creatures’ minds.
However much they might desire to enter and dominate the Material Plane, the
often in the wake of a comet—or perhaps this phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, cultists gather together, read
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Running This Chapter In this chapter, the characters explore the halls of Lavoglia, better known as the Palace of Heart’s Desire. Most likely, they’ve learned of Zybilna’s betrayal at the hands of
’ experience as entertaining as possible: Read the description of Iggwilv’s Cauldron in appendix A. Read this chapter in its entirety, and reacquaint yourself with the “Rules of Conduct” and “Death in
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Running This Chapter In this chapter, the characters navigate the bleak mountains of Yon, searching for their lost things or a route to the Palace of Heart’s Desire. Before your first game session in
. Read the hag’s description and skim her stat block in appendix B. Read this chapter in its entirety, and reacquaint yourself with the “Prismeer Overview” in chapter 2. Look over the map of Yon
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Arriving at the Cottage When the characters reach the cottage, read or paraphrase the following text: The candy trail ends at a sprawling cottage deep in the woods. A medley of sweet aromas wafts
magically replaced after 10 minutes. A character who samples any of the confections on the cottage’s exterior feels a strong desire to enter the cottage but can resist the temptation. Andrew Kolb Map: Candy CottageView Player Version
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Final Scene If the characters vanquish the corrupted avatar of Lurue or are in danger of being vanquished themselves, read: A jagged stroke of white lightning originates from the moon and strikes the
desire to hold sway over the forest.) Divine magic pours from Lurue’s horn and turns the tainted pool back into silvery, glistening pure water. The Pool of Eternal Spring is restored to its former nature
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
dreaming. These Elder Evils are far older than most of the mortal races and always horrific to humanoid minds. However much they might desire to enter and dominate the Material Plane, the Elder Evils
cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide the blazing star spawn into the world. The cultists who blaspheme reality by
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
they might be working for Shemeshka through intermediaries seeking to track R04M. When the characters come within sight of the walking castle, read the following description: Amid a grove of strange
currently immobile. Those who climb the stairs reach area W1. Walking Castle Features The castle has the following features: Ceilings. Ceilings in the castle are 30 feet high on the first floor and 15
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Battle of Strixhaven Before the day of the Battle of Strixhaven dawns, allow the players plenty of time to tie up any loose ends their characters currently have on campus. If they haven’t chosen a
this adventure. Once you’re ready to begin, read the following: The last day of the term has finally arrived, and it’s time for you to crush your opponents at Mage Tower or face ignominious defeat
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Arrival in Hither When the characters first arrive in Hither, read the following boxed text aloud: You stand at the edge of a raised and broken causeway under a hazy, twilit sky. The causeway, which
leading to and from the Palace of Heart’s Desire. Since Zybilna became frozen in time, the Queen’s Way has gradually fallen apart so that only sections of it now remain standing. The highway is 20
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
and false memories. Such revelations can play out in your adventures narratively at any pace you desire. Gradual Recovery. Lost memories might gradually reveal themselves in response to events in
to their hidden memories, doled out as you deem appropriate. This might take the form of allowing the character to navigate an alien installation, operate an inscrutable device, or read an otherworldly
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
, read or paraphrase the following boxed text: This half of the broken ship is wide open. Lines with large hooks hang from the top of the inside, stretched from floor to ceiling and secured at either end
have ready access to and from these chambers for the young kraken so it can exit and enter at will something it hasn’t been able to do, as the creature has grown much larger than the opening currently
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, awakening the desire to avenge her long-dead companions by slaying the fiend she knows as the Caller (see “Mist Wanderers” later in this chapter for details). Isolde always chooses the Carnival’s stops
sentient, neutral evil weapon with an Intelligence of 10, a Wisdom of 8, and a Charisma of 18. It has hearing and darkvision out to a range of 60 feet. It can read and understand Elvish. It can also
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
3. Shrine of the Sea Mother When the characters arrive here, on their own or escorted, read the following to the players: A nine-foot-tall statue stands here. Its body is roughly carved from some
monitors guard the statue at all times, and there are always 2d4 kuo-toa worshipers around it offering prayers. Currently the shrine is tended by Glooglugogg, a kuo-toa whip and son of Ploopploopeen
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Forest Heart Pushing through the Forest of Hands eventually brings the characters to a clearing at the forest’s heart. This area is depicted on map 9.1. Read the following description when the
unconscious. She currently has no weapons and 5 hit points. Magical healing or a successful DC 20 Wisdom (Medicine) check restores her to consciousness. Characters who look for her trophy from the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
dragon wyrmling, spends much of his time dozing in here by the oven. If the characters have not encountered the wyrmling elsewhere, read: A green dragon the size of a large dog is coiled up near the
, doing so with a successful DC 22 Strength (Athletics) check. Skabatha imprisons her most hated enemies inside the cell, which is filled with muddy water to a depth of 3 feet. The cell currently holds a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
more information on the castle’s layout). When the characters arrive at Vendri’s office, an aide has them wait a few moments, then escorts them inside. Read the following description: Marshal Vendri’s
they please from the armory on the castle’s first floor. Several people from Vogler have offered to lend Vendri their aid. She’s currently determining how best to use these enthusiastic conscripts
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the illithids can always make more if they so desire. Cranium Rat
Tiny beast, lawful evil
Armor Class 12
Hit Points 2 (1d4)
Speed 30 ft.
STR
2(−4)
DEX
14(+2)
CON
10(+0
cranium rat can shed dim light from its brain in a 5-foot radius or extinguish the light.
Telepathic Shroud. The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
free from oppression by the elite. The group’s name originates from its members’ desire to drain the greed from Zinda like blood from a wound. Under the leadership of Captain Adann, the group works in
and towers known as the Vault of Justice. The following individuals currently hold positions on the council: Grand Messer Amos Nir is head of the Kings of Coin and represents the Jeli Trade. He is
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
3.2: Derwyth's Homestead View Player Version H1: Yard Whether led by the eagles or by forging a path through the thicket, the characters likely enter the homestead via the yard. When they arrive, read
of compacted earth and grass. Birch trees stand tall in the center of the yard.
If Avri and Ivo are present, the eagles tell the characters Derwyth is currently out gathering food, but she should
Magic Items
The Book of Many Things
whichever cards they desire. Alternatively, roll on the Deck of Many More Things table below to randomly determine what cards are drawn.
Deck of Many More Things
d100
Card
01
Aberration
the transformation early. When you revert to your normal form, you return to the same state you were in when you initially transformed.
Book. You gain the ability to speak, read, and write 1d6 + 2
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
this trait, you can’t use it again until you finish a long rest. Light Bearer. You know the light cantrip. Charisma is your spellcasting ability for it. Languages. You can speak, read, and write Common
this trait, you can’t use it again until you finish a long rest. Scourge Aasimar Scourge aasimar are imbued with a divine energy that blazes intensely within them. It feeds a powerful desire to destroy
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Fortress Level 1 The following locations are identified on map 6.1. Modify the read-aloud text as necessary to account for the movement of the sahuagin around the fortress. Map 6.1: Sahuagin Lair
forced open by a character who makes a successful DC 18 Strength (Athletics) check. Once the characters are inside, read the following: You see a bare, spartan room. Ahead, a short corridor off the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the Statues When the party approaches the statues, read the following. As you approach the statues, you hear the sudden sound of grinding stone. The colossal figures turn their massive heads, their
. Behold ye now his wondrous triumphs. Diderius extends wisdom, and Diderius offers knowledge. Which do you seek?”
If a response of “We seek wisdom,” or “We desire knowledge” is given, or the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
the Statues When the party approaches the statues, read the following. As you approach the statues, you hear the sudden sound of grinding stone. The colossal figures turn their massive heads, their
. Behold ye now his wondrous triumphs. Diderius extends wisdom, and Diderius offers knowledge. Which do you seek?”
If a response of “We seek wisdom,” or “We desire knowledge” is given, or the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
3. Entrance to the Tomb This broad tunnel is currently being shaped into the tomb’s elaborate entryway. This is an active site, featuring a number of artisans working by lantern light to plaster the
characters either to Moghadam or onward to Phenex in response to any other questions. Murals If the murals are examined, read the following (from the original Tomb of Horrors): The scenes painted show
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
dragonnels are currently 360 feet from the city. In 3 rounds they will be 20 feet above the walls, and the eight bozak draconians will recklessly glide onto the ramparts and attack. The characters can use
outside, possibly on Kalaman’s walls or the city streets. The character with the highest passive Wisdom (Perception) score sees a strange violet light in the sky. After they react, read the following
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
the entry, and you can read the box text below as it is. If they’re not surprised, they are in a defensive formation with weapons drawn, and the centipede is at the front of the formation. You can
room. The forge is currently stoked to a white-hot state. A silver bowl, about a foot wide, sits in the fire. Four goblins stand around the room admiring the bowl.
One of the goblins wears topaz
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Hollow When characters approach Hollow, read the following description: A decrepit town spreads out along the road ahead, its weathered shacks creaking in the wind. A dozen or so armed figures move
currently in Hollow to cover his tracks by razing the town, caving in the mine, and destroying any evidence of the rites that have taken place there. Meeting Itzmin Itzmin introduces himself as the owner of






