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Book of Vile Darkness
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
must make a DC 17 Charisma saving throw. On a failed save, the creature’s alignment changes to neutral evil.
The Book of Vile Darkness remains with you only as long as you strive to work evil
great evil claims your soul. You can’t be restored to life by any means while your soul remains imprisoned.
Random Properties. The Book of Vile Darkness has the following random properties:
3
Magic Items
Keys from the Golden Vault
must make a DC 17 Charisma saving throw. On a failed save, the creature’s alignment changes to neutral evil.
The Book of Vile Darkness remains with you only as long as you strive to work evil
great evil claims your soul. You can’t be restored to life by any means while your soul remains imprisoned.
The Book of Vile Darkness has the following properties:
Circle of Death. While attuned
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Code of Kaius and the rationing remains in place; the people of Karrnath willingly endure ongoing hardship to ensure that their future is secure. The populace frowns on excess of any sort, accepts limits
on luxury items, and approves of swift and harsh punishments for crime. King Kaius III was one of the architects of the Treaty of Thronehold and remains committed to peace. However, many of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creature attunes to the Book of Vile Darkness, that creature must make a DC 17 Charisma saving throw. On a failed save, the creature’s alignment changes to neutral evil. The Book of Vile Darkness remains
you die while attuned to the book, an entity of great evil claims your soul. You can’t be restored to life by any means while your soul remains imprisoned. Random Properties. The Book of Vile Darkness
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, assassin bred to fight prey on their sunlit kin. The drow were made to kill elves, and while thousands of years have passed, a deep enmity remains between them. The drow remained on Xen’drik and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
fight constantly for survival, and in that respect the lives of all githyanki became easier. The mission laid out by Vlaakith in her grand proclamation remains of utmost importance. Her rule remains
smallest pieces of exquisite jewelry. Indolent Dilettantes As a race bred and shaped by the mind flayers for a life of fighting, the githyanki never knew anything else while they were enslaved. Now that they
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
families have estates in Undercliff. The Amcathra estate is used for the housing and final training of horses bred in the town of Amphail, many of which are sold to the City Guard. The Hothemer noble
from below. All were claimed, altered, and expanded by the mad wizard Halaster and his apprentices — who are believed to dwell in the dungeons to this day. What drove them deep into the earth remains a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
treasure lies in the crypt of Endorovich (chapter 4, area K84, crypt 7). 2 of Coins—Philanthropist Look to a place where sickness and madness are bred. Where children once cried, the treasure lies
the glassblower’s workshop in the Wizard of Wines winery (chapter 12, area W10). 4 of Coins—Merchant Seek a cask that once contained the finest wine, of which not a drop remains.
The treasure lies in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
hunters of the four tribes Tribe of the Bear Internal strife has splintered what remains of the Bear Tribe today. The turmoil began shortly after a band of Bear Tribe hunters recovered pieces of
the people of Ten-Towns as “tame folk,” who are ill bred and ill equipped for life in Icewind Dale. The tribe keeps its distance from Ten-Towns to avoid misunderstandings, since the appearance of Elk
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, frightening away monsters. Horses are bred and trained here, rich Waterdhavians maintain secluded estates in the hills, and farmland is plentiful. Stands of dark duskwood and spruce trees are everywhere. In
one corner of the town square stands the Great Shalarn, a black stone statue of a famous war stallion bred in Amphail long ago. Gelded by a prankster, the rearing stone horse is often painted in






