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Orcus
Legacy
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Monsters
Out of the Abyss
chapter 7, "Treasure” of the Dungeon Master’s Guide.Orcus’s Lair
Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules
. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet and cold city, its streets often empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Dungeon Master’s Guide.Orcus’s Lair
Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the
River Styx, Naratyr is an eerily quiet and cold city, its streets empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
General Features The mine is cold, damp, and surprisingly drafty. A noticeable breeze blows through many of its passages, flowing from area 1 toward area 16. Ceilings. Tunnels are 10 feet high unless
light sources or darkvision. Stalagmites. Found in many of the natural caverns, these spires of rock rise up from the floor and can be used for cover (see “Cover” in the Basic Rules). BOOMING WAVES
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
General Features The mine is cold, damp, and surprisingly drafty. A noticeable breeze blows through many of its passages, flowing from area 1 toward area 16. Ceilings. Tunnels are 10 feet high unless
light sources or darkvision. Stalagmites. Found in many of the natural caverns, these spires of rock rise up from the floor and can be used for cover (see “Cover” in the Basic Rules). BOOMING WAVES
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
General Features The mine is cold, damp, and surprisingly drafty. A noticeable breeze blows through many of its passages, flowing from area 1 toward area 16. Ceilings. Tunnels are 10 feet high unless
light sources or darkvision. Stalagmites. Found in many of the natural caverns, these spires of rock rise up from the floor and can be used for cover (see “Cover” in the Basic Rules). BOOMING WAVES
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Orcus’s Lair Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet
and cold city, its streets often empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering undead, many of which are
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Orcus’s Lair Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet
and cold city, its streets often empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering undead, many of which are
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Orcus’s Lair Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet
and cold city, its streets often empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering undead, many of which are
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Orcus’s Lair Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet
and cold city, its streets often empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering undead, many of which are
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Orcus’s Lair Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet
and cold city, its streets often empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering undead, many of which are
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Orcus’s Lair Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet
and cold city, its streets often empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering undead, many of which are
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
L-shaped hall is decorated with rich carpets, gilded sconces, and framed paintings of places in Waterdeep. A door at the north end of the hall leads to a stone balcony overlooking the entrance to the
flag waves in the breeze atop a 30-foot-high wooden flagpole that rises from the northeast corner. The flag depicts the stylized head of a golden fox with a rose clenched in its teeth, on a purple background.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
L-shaped hall is decorated with rich carpets, gilded sconces, and framed paintings of places in Waterdeep. A door at the north end of the hall leads to a stone balcony overlooking the entrance to the
flag waves in the breeze atop a 30-foot-high wooden flagpole that rises from the northeast corner. The flag depicts the stylized head of a golden fox with a rose clenched in its teeth, on a purple background.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
L-shaped hall is decorated with rich carpets, gilded sconces, and framed paintings of places in Waterdeep. A door at the north end of the hall leads to a stone balcony overlooking the entrance to the
flag waves in the breeze atop a 30-foot-high wooden flagpole that rises from the northeast corner. The flag depicts the stylized head of a golden fox with a rose clenched in its teeth, on a purple background.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
are toppled bookshelves, overturned pieces of furniture, and books and papers strewn everywhere. Scorch marks mar the once-gleaming wood and plush carpets. Only a single sofa in the sanctum’s center is
late. Regardless of the characters’ reaction to this revelation, learning it counts as a secret for the purposes of the rules in the “Power of Secrets” section in this book’s introduction.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
are toppled bookshelves, overturned pieces of furniture, and books and papers strewn everywhere. Scorch marks mar the once-gleaming wood and plush carpets. Only a single sofa in the sanctum’s center is
late. Regardless of the characters’ reaction to this revelation, learning it counts as a secret for the purposes of the rules in the “Power of Secrets” section in this book’s introduction.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Magic Item Categories Every magic item belongs to a category. The Magic Item Categories table lists the nine categories and provides examples. Rules for the categories appear after the table. Magic
not. Wondrous Items Wondrous Items include wearable items such as boots, belts, capes, amulets, brooches, and circlets. Bags, carpets, figurines, horns, musical instruments, and more also fall into this category.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
are toppled bookshelves, overturned pieces of furniture, and books and papers strewn everywhere. Scorch marks mar the once-gleaming wood and plush carpets. Only a single sofa in the sanctum’s center is
late. Regardless of the characters’ reaction to this revelation, learning it counts as a secret for the purposes of the rules in the “Power of Secrets” section in this book’s introduction.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Magic Item Categories Every magic item belongs to a category. The Magic Item Categories table lists the nine categories and provides examples. Rules for the categories appear after the table. Magic
not. Wondrous Items Wondrous Items include wearable items such as boots, belts, capes, amulets, brooches, and circlets. Bags, carpets, figurines, horns, musical instruments, and more also fall into this category.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Magic Item Categories Every magic item belongs to a category. The Magic Item Categories table lists the nine categories and provides examples. Rules for the categories appear after the table. Magic
not. Wondrous Items Wondrous Items include wearable items such as boots, belts, capes, amulets, brooches, and circlets. Bags, carpets, figurines, horns, musical instruments, and more also fall into this category.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
a gang of slavers and thieves. A cold breeze fills this large natural cavern, carrying with it the faint scent of decaying flesh. A crevasse divides the cavern and is flanked by two rough stone
“Difficult Terrain” in the Basic Rules). The bottom of the crevasse feels unnaturally cold. When viewed with a detect magic spell, the area emanates a faint necromantic aura. The magic causes all
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
a gang of slavers and thieves. A cold breeze fills this large natural cavern, carrying with it the faint scent of decaying flesh. A crevasse divides the cavern and is flanked by two rough stone
“Difficult Terrain” in the Basic Rules). The bottom of the crevasse feels unnaturally cold. When viewed with a detect magic spell, the area emanates a faint necromantic aura. The magic causes all
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
a gang of slavers and thieves. A cold breeze fills this large natural cavern, carrying with it the faint scent of decaying flesh. A crevasse divides the cavern and is flanked by two rough stone
“Difficult Terrain” in the Basic Rules). The bottom of the crevasse feels unnaturally cold. When viewed with a detect magic spell, the area emanates a faint necromantic aura. The magic causes all
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the thieves. If they don’t have a method of flying, Emad produces another carpet of flying and loans it to the characters. He is vocal about wanting both carpets and the samovar back. Each carpet of
rules for cover, terrain, and so on to the attacks and spells. Chase participants can’t normally make opportunity attacks against each other, since they are all assumed to be moving in the same direction
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet and cold city, its streets empty for hours at a time. The
central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering Undead, many of which are engaged in continuous battles with one another. Lair Actions On
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet and cold city, its streets empty for hours at a time. The
central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering Undead, many of which are engaged in continuous battles with one another. Lair Actions On
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet and cold city, its streets empty for hours at a time. The
central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering Undead, many of which are engaged in continuous battles with one another. Lair Actions On
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the thieves. If they don’t have a method of flying, Emad produces another carpet of flying and loans it to the characters. He is vocal about wanting both carpets and the samovar back. Each carpet of
rules for cover, terrain, and so on to the attacks and spells. Chase participants can’t normally make opportunity attacks against each other, since they are all assumed to be moving in the same direction
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the thieves. If they don’t have a method of flying, Emad produces another carpet of flying and loans it to the characters. He is vocal about wanting both carpets and the samovar back. Each carpet of
rules for cover, terrain, and so on to the attacks and spells. Chase participants can’t normally make opportunity attacks against each other, since they are all assumed to be moving in the same direction
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. B47: Treasure Room A subterranean breeze stirs in this room. A large, padlocked chest sits near the north wall. Behind it hangs a tapestry of a desert scene.
The tapestry behind the chest is a hostile
mimic. Characters who have a passive Wisdom (Perception) score of 14 or higher notice that despite the breeze, the tapestry remains unnaturally still. As an action, a character can open the padlocked
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. B47: Treasure Room A subterranean breeze stirs in this room. A large, padlocked chest sits near the north wall. Behind it hangs a tapestry of a desert scene.
The tapestry behind the chest is a hostile
mimic. Characters who have a passive Wisdom (Perception) score of 14 or higher notice that despite the breeze, the tapestry remains unnaturally still. As an action, a character can open the padlocked
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. B47: Treasure Room A subterranean breeze stirs in this room. A large, padlocked chest sits near the north wall. Behind it hangs a tapestry of a desert scene.
The tapestry behind the chest is a hostile
mimic. Characters who have a passive Wisdom (Perception) score of 14 or higher notice that despite the breeze, the tapestry remains unnaturally still. As an action, a character can open the padlocked
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
slippery. (See chapter 5, “Adventure Environments,” in the Dungeon Master’s Guide for rules on extreme cold and slippery ice.) For every minute the characters spend here, there is a cumulative ten
are apparent, and the smell of death is fainter than one would expect. At the back of the cave, within ten feet of the drow, a breeze whistles through three tiny fissures in the rock.
The fissures
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
slippery. (See chapter 5, “Adventure Environments,” in the Dungeon Master’s Guide for rules on extreme cold and slippery ice.) For every minute the characters spend here, there is a cumulative ten
are apparent, and the smell of death is fainter than one would expect. At the back of the cave, within ten feet of the drow, a breeze whistles through three tiny fissures in the rock.
The fissures
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
slippery. (See chapter 5, “Adventure Environments,” in the Dungeon Master’s Guide for rules on extreme cold and slippery ice.) For every minute the characters spend here, there is a cumulative ten
are apparent, and the smell of death is fainter than one would expect. At the back of the cave, within ten feet of the drow, a breeze whistles through three tiny fissures in the rock.
The fissures






