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Monsters
Keys from the Golden Vault
knocked prone.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.Readiness
hand, and down the length of each finger. The runes on her fingers, known as the keystone tattoo, form the key to the vault in Gauntlgrym.
Mountain. Silver and brown mountain peaks cover her chest
Wand of Wonder
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
. Roll d100 and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in
.
85-87
Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and
Species
Mordenkainen Presents: Monsters of the Multiverse
taper to sharp talons. Feathers cover their bodies—usually red, orange, yellow, brown, or gray. Their heads are also avian, often resembling those of parrots or eagles.
Creating Your Character
your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Species
Mordenkainen Presents: Monsters of the Multiverse
ages passed, githzerai explorers ranged out to other planes and worlds of the multiverse.
Githzerai are generally slender, with speckled skin in shades of yellow, green, or brown. Eons of cultivating
;s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Life in Umizu Umizu is a welcoming city, and many citizens hail from far-flung lands. Humans are the most numerous, with skin tones ranging from pale to medium brown, and with hair and eyes ranging
from dark brown to black. Social Mores Umizu is a matrilineal culture with a preference for succession by women. Most families live in multigenerational homes, and the wealthiest favor polyamorous
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Life in Umizu Umizu is a welcoming city, and many citizens hail from far-flung lands. Humans are the most numerous, with skin tones ranging from pale to medium brown, and with hair and eyes ranging
from dark brown to black. Social Mores Umizu is a matrilineal culture with a preference for succession by women. Most families live in multigenerational homes, and the wealthiest favor polyamorous
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Life in Umizu Umizu is a welcoming city, and many citizens hail from far-flung lands. Humans are the most numerous, with skin tones ranging from pale to medium brown, and with hair and eyes ranging
from dark brown to black. Social Mores Umizu is a matrilineal culture with a preference for succession by women. Most families live in multigenerational homes, and the wealthiest favor polyamorous
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters in Blingdenstone Once per day while the characters are exploring the deep gnome settlement, roll a d20 and consult the Blingdenstone Encounters table to determine what, if anything
of 15 feet. When they burrow, they leave tunnels behind them. Dungeon Hazard The characters approach a section of Blingdenstone in horrible disrepair. If they explore the area, roll a d6 and consult
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters in Blingdenstone Once per day while the characters are exploring the deep gnome settlement, roll a d20 and consult the Blingdenstone Encounters table to determine what, if anything
of 15 feet. When they burrow, they leave tunnels behind them. Dungeon Hazard The characters approach a section of Blingdenstone in horrible disrepair. If they explore the area, roll a d6 and consult
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters in Blingdenstone Once per day while the characters are exploring the deep gnome settlement, roll a d20 and consult the Blingdenstone Encounters table to determine what, if anything
of 15 feet. When they burrow, they leave tunnels behind them. Dungeon Hazard The characters approach a section of Blingdenstone in horrible disrepair. If they explore the area, roll a d6 and consult
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
beasts you’ve already seen. The following tables organize beasts from the Monster Manual according to the beasts’ most likely environments. Consider the environment your druid grew up in, then consult the
1) or the Circle Forms feature of the Circle of the Moon (up to a challenge rating of 6). Arctic CR Beast Fly/Swim 0 Owl Fly 1/8 Blood hawk Fly 1/4 Giant owl Fly 1 Brown bear — 2 Polar bear Swim 2
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
beasts you’ve already seen. The following tables organize beasts from the Monster Manual according to the beasts’ most likely environments. Consider the environment your druid grew up in, then consult the
1) or the Circle Forms feature of the Circle of the Moon (up to a challenge rating of 6). Arctic CR Beast Fly/Swim 0 Owl Fly 1/8 Blood hawk Fly 1/4 Giant owl Fly 1 Brown bear — 2 Polar bear Swim 2
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
beasts you’ve already seen. The following tables organize beasts from the Monster Manual according to the beasts’ most likely environments. Consider the environment your druid grew up in, then consult the
1) or the Circle Forms feature of the Circle of the Moon (up to a challenge rating of 6). Arctic CR Beast Fly/Swim 0 Owl Fly 1/8 Blood hawk Fly 1/4 Giant owl Fly 1 Brown bear — 2 Polar bear Swim 2
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
17–20, an encounter takes place. Roll another d20 and consult the Random Encounters in Gracklstugh table; if the characters are outside the Darklake District, treat any entry marked with an asterisk
slaves. The drow is in Gracklstugh to retrieve a cargo of duergar metalwork and knows nothing about the recent events in Velkynvelve. Roll a d6 and consult the Drow House Loyalty table to determine the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
common but inedible species of giant fungi. Roll a d10 and consult the Fungi Patch Discoveries table to determine what else the characters find here. See “Fungi of the Underdark” in chapter 2 for more
1d6 nightlights 9 1 otyugh hidden under a mound of offal 10 Patch of brown mold (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide) 11 1d4 awakened zurkhwoods* (see appendix C) 12 2d4
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
17–20, an encounter takes place. Roll another d20 and consult the Random Encounters in Gracklstugh table; if the characters are outside the Darklake District, treat any entry marked with an asterisk
slaves. The drow is in Gracklstugh to retrieve a cargo of duergar metalwork and knows nothing about the recent events in Velkynvelve. Roll a d6 and consult the Drow House Loyalty table to determine the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
17–20, an encounter takes place. Roll another d20 and consult the Random Encounters in Gracklstugh table; if the characters are outside the Darklake District, treat any entry marked with an asterisk
slaves. The drow is in Gracklstugh to retrieve a cargo of duergar metalwork and knows nothing about the recent events in Velkynvelve. Roll a d6 and consult the Drow House Loyalty table to determine the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
common but inedible species of giant fungi. Roll a d10 and consult the Fungi Patch Discoveries table to determine what else the characters find here. See “Fungi of the Underdark” in chapter 2 for more
1d6 nightlights 9 1 otyugh hidden under a mound of offal 10 Patch of brown mold (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide) 11 1d4 awakened zurkhwoods* (see appendix C) 12 2d4
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
common but inedible species of giant fungi. Roll a d10 and consult the Fungi Patch Discoveries table to determine what else the characters find here. See “Fungi of the Underdark” in chapter 2 for more
1d6 nightlights 9 1 otyugh hidden under a mound of offal 10 Patch of brown mold (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide) 11 1d4 awakened zurkhwoods* (see appendix C) 12 2d4
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power. Aberrant
pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Warping Implosion 18th-level
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power. Aberrant
pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Warping Implosion 18th-level
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
acquired your powers. Were you born with them? Or did an event later in life leave you shining with psionic awareness? Consult the Aberrant Origins table for a possible origin of your power. Aberrant
pliable. You can move through any space as narrow as 1 inch without squeezing, and you can spend 5 feet of movement to escape from nonmagical restraints or being grappled. Warping Implosion 18th-level
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the former lair of a fearsome predator, the characters can potentially gather useful material for crafting among the bones. When the party enters a boneyard, roll a d20 and consult the table to
of the pit requires a successful DC 15 Strength (Athletics) check. Slime or Mold As the adventurers pass through a small cavern, they encounter a patch of slime or mold. Roll a d6 and consult the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the former lair of a fearsome predator, the characters can potentially gather useful material for crafting among the bones. When the party enters a boneyard, roll a d20 and consult the table to
of the pit requires a successful DC 15 Strength (Athletics) check. Slime or Mold As the adventurers pass through a small cavern, they encounter a patch of slime or mold. Roll a d6 and consult the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the former lair of a fearsome predator, the characters can potentially gather useful material for crafting among the bones. When the party enters a boneyard, roll a d20 and consult the table to
of the pit requires a successful DC 15 Strength (Athletics) check. Slime or Mold As the adventurers pass through a small cavern, they encounter a patch of slime or mold. Roll a d6 and consult the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell’s
Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell’s
Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell’s
Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell’s
Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell’s
Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to cast a spell from the wand, the spell’s
Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.
Reactions
Readiness
). Mountain. Silver and brown mountain peaks cover her chest, the tips following the angles of her collarbones. River. Swirling green and blue waters form a cascading river across her stomach, with scaly
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.
Reactions
Readiness
). Mountain. Silver and brown mountain peaks cover her chest, the tips following the angles of her collarbones. River. Swirling green and blue waters form a cascading river across her stomach, with scaly
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.
Reactions
Readiness
). Mountain. Silver and brown mountain peaks cover her chest, the tips following the angles of her collarbones. River. Swirling green and blue waters form a cascading river across her stomach, with scaly
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.
Reactions
Readiness
). Mountain. Silver and brown mountain peaks cover her chest, the tips following the angles of her collarbones. River. Swirling green and blue waters form a cascading river across her stomach, with scaly






