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races
Mordenkainen Presents: Monsters of the Multiverse
of the fey realm has given them an innate ability to perform, to delight, and to resist magical intrusion. While they’re usually found in the Feywild, satyrs do wander to other planes of
, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them
Human
Legacy
This doesn't reflect the latest rules and lore.
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races
Basic Rules (2014)
shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty
build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves
Monsters
Fizban's Treasury of Dragons
sun and have no desire to get wet, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect
sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect sunbathing beaches where they can best accomplish this
Monsters
Fizban's Treasury of Dragons
, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect sunbathing beaches where they can
from the ceiling, giving the place a warm, cozy glow. (The lanterns might be magical or maintained by minions.) The floors are covered with plush sand-colored carpets.
Hoard Chamber. A small chamber in
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
features are prevalent throughout the Whorlstone Tunnels.
Ceilings and Floors. The average ceiling height is 50 feet, dropping to 25 feet in narrow tunnels.
Narrow Tunnels. The narrowest tunnels are
complex, creating spiral patterns on the walls and ceilings. These spirals are what give the complex its name. Because of these weird spiraling patterns, saving throws to resist faerzress-induced
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
features are prevalent throughout the Whorlstone Tunnels.
Ceilings and Floors. The average ceiling height is 50 feet, dropping to 25 feet in narrow tunnels.
Narrow Tunnels. The narrowest tunnels are
complex, creating spiral patterns on the walls and ceilings. These spirals are what give the complex its name. Because of these weird spiraling patterns, saving throws to resist faerzress-induced
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
features are prevalent throughout the Whorlstone Tunnels.
Ceilings and Floors. The average ceiling height is 50 feet, dropping to 25 feet in narrow tunnels.
Narrow Tunnels. The narrowest tunnels are
complex, creating spiral patterns on the walls and ceilings. These spirals are what give the complex its name. Because of these weird spiraling patterns, saving throws to resist faerzress-induced
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K75. South Dungeon The rusty iron door connecting this hall to area K73 is submerged in 5 feet of water and requires a successful DC 10 Strength (Athletics) check to open. A mold-covered ceiling
is a man, flabby and stout of build, in tight-fitting leather armor. His boots are bound with rope just below the pulley, his fleshy hands are tied behind his back, and his head is underwater. He
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K75. South Dungeon The rusty iron door connecting this hall to area K73 is submerged in 5 feet of water and requires a successful DC 10 Strength (Athletics) check to open. A mold-covered ceiling
is a man, flabby and stout of build, in tight-fitting leather armor. His boots are bound with rope just below the pulley, his fleshy hands are tied behind his back, and his head is underwater. He
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K75. South Dungeon The rusty iron door connecting this hall to area K73 is submerged in 5 feet of water and requires a successful DC 10 Strength (Athletics) check to open. A mold-covered ceiling
is a man, flabby and stout of build, in tight-fitting leather armor. His boots are bound with rope just below the pulley, his fleshy hands are tied behind his back, and his head is underwater. He
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
of the canyon, a wide archway admits visitors to the grand hall that serves as the main lair. Regal statues stand bathed in sunlight admitted by huge shafts in the ceiling—wide enough for the dragon to
partially collapsed chamber most easily accessed by way of a shaft in the ceiling. (A narrow gap in the fallen stones filling an old passageway might allow a Small or nimble character to squeeze in or out
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
of the canyon, a wide archway admits visitors to the grand hall that serves as the main lair. Regal statues stand bathed in sunlight admitted by huge shafts in the ceiling—wide enough for the dragon to
partially collapsed chamber most easily accessed by way of a shaft in the ceiling. (A narrow gap in the fallen stones filling an old passageway might allow a Small or nimble character to squeeze in or out
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
of the canyon, a wide archway admits visitors to the grand hall that serves as the main lair. Regal statues stand bathed in sunlight admitted by huge shafts in the ceiling—wide enough for the dragon to
partially collapsed chamber most easily accessed by way of a shaft in the ceiling. (A narrow gap in the fallen stones filling an old passageway might allow a Small or nimble character to squeeze in or out
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Central Cavern This 180-foot-diameter spherical cavern has a domed ceiling and a bowl-shaped floor. Along its perimeter are stone ledges (area 16a) that don’t quite encircle the chamber. Any
once it leaves the sphere, which is generated by the mithral spindle. No saving throw is allowed to resist the shrinking effect, and nothing short of divine intervention can suppress the spindle’s magic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Central Cavern This 180-foot-diameter spherical cavern has a domed ceiling and a bowl-shaped floor. Along its perimeter are stone ledges (area 16a) that don’t quite encircle the chamber. Any
once it leaves the sphere, which is generated by the mithral spindle. No saving throw is allowed to resist the shrinking effect, and nothing short of divine intervention can suppress the spindle’s magic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Central Cavern This 180-foot-diameter spherical cavern has a domed ceiling and a bowl-shaped floor. Along its perimeter are stone ledges (area 16a) that don’t quite encircle the chamber. Any
once it leaves the sphere, which is generated by the mithral spindle. No saving throw is allowed to resist the shrinking effect, and nothing short of divine intervention can suppress the spindle’s magic
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect sunbathing beaches where they can best accomplish this. Their preference for lair sites
natural state but are hung with the dragon’s collection of nautical paintings, mirrors, and sun-colored tapestries. Numerous gold-and-glass hanging lanterns are suspended from the ceiling, giving the place
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
at the touch of a child when they are unlocked. While some other races erect statues or build special structures to honor their heroes or commemorate momentous events, the dwarves live and work within
a thief’s wildest dreams. In one chamber, gold foil lines the ceiling of an immense hall, carefully worked with diamonds that mimic the stars at night. In another, jewels are used to form wondrous
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
at the touch of a child when they are unlocked. While some other races erect statues or build special structures to honor their heroes or commemorate momentous events, the dwarves live and work within
a thief’s wildest dreams. In one chamber, gold foil lines the ceiling of an immense hall, carefully worked with diamonds that mimic the stars at night. In another, jewels are used to form wondrous
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Copper Dragon Lairs Copper dragons prefer dry uplands, hilltops, or mountainous foothills, where they build their lairs in caves, crags, or tunnels. Although sometimes natural, the passages and
through the ceiling to reach the surface. Secret Doors. Concealed passages connect a number of the tunnels and chambers of the lair. Their secret doors are magical in nature, with the stone at a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect sunbathing beaches where they can best accomplish this. Their preference for lair sites
natural state but are hung with the dragon’s collection of nautical paintings, mirrors, and sun-colored tapestries. Numerous gold-and-glass hanging lanterns are suspended from the ceiling, giving the place
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Copper Dragon Lairs Copper dragons prefer dry uplands, hilltops, or mountainous foothills, where they build their lairs in caves, crags, or tunnels. Although sometimes natural, the passages and
through the ceiling to reach the surface. Secret Doors. Concealed passages connect a number of the tunnels and chambers of the lair. Their secret doors are magical in nature, with the stone at a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect sunbathing beaches where they can best accomplish this. Their preference for lair sites
natural state but are hung with the dragon’s collection of nautical paintings, mirrors, and sun-colored tapestries. Numerous gold-and-glass hanging lanterns are suspended from the ceiling, giving the place
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
at the touch of a child when they are unlocked. While some other races erect statues or build special structures to honor their heroes or commemorate momentous events, the dwarves live and work within
a thief’s wildest dreams. In one chamber, gold foil lines the ceiling of an immense hall, carefully worked with diamonds that mimic the stars at night. In another, jewels are used to form wondrous
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Copper Dragon Lairs Copper dragons prefer dry uplands, hilltops, or mountainous foothills, where they build their lairs in caves, crags, or tunnels. Although sometimes natural, the passages and
through the ceiling to reach the surface. Secret Doors. Concealed passages connect a number of the tunnels and chambers of the lair. Their secret doors are magical in nature, with the stone at a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
that doesn’t reach the ceiling and build a trapped door into it. The beholder can fly over the trap, while intruders are forced to deal with the door or waste time trying to climb over the wall. A
be empty, be filled with mud (causing anything trapped in it to eventually drown), or have spikes at the bottom. Door Trap. In a seldom-used cavern with a high ceiling, a beholder might erect a wall
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
that doesn’t reach the ceiling and build a trapped door into it. The beholder can fly over the trap, while intruders are forced to deal with the door or waste time trying to climb over the wall. A
be empty, be filled with mud (causing anything trapped in it to eventually drown), or have spikes at the bottom. Door Trap. In a seldom-used cavern with a high ceiling, a beholder might erect a wall
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
that doesn’t reach the ceiling and build a trapped door into it. The beholder can fly over the trap, while intruders are forced to deal with the door or waste time trying to climb over the wall. A
be empty, be filled with mud (causing anything trapped in it to eventually drown), or have spikes at the bottom. Door Trap. In a seldom-used cavern with a high ceiling, a beholder might erect a wall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
all the way to the ceiling of the space that contains it. A teleport trap is invisible to the senses, and a permanent Nystul’s magic aura spell prevents divination spells such as detect magic from
it is wearing or carrying to another teleport trap (or the nearest unoccupied space). There is no saving throw to resist the teleportation effect, and the destination varies from trap to trap. Once a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
automatically recorded in the magical ledger in the clerk’s office (area A15). Ceilings The ceiling in the public parts of the casino is 50 feet high and festooned with hanging stalactites. The
try to usher them out. If those individuals resist, the guards attempt to apprehend the intruders and take them to the holding cells (area A17). Lights and Music The casino is lit by programmed
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
automatically recorded in the magical ledger in the clerk’s office (area A15). Ceilings The ceiling in the public parts of the casino is 50 feet high and festooned with hanging stalactites. The
try to usher them out. If those individuals resist, the guards attempt to apprehend the intruders and take them to the holding cells (area A17). Lights and Music The casino is lit by programmed
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
all the way to the ceiling of the space that contains it. A teleport trap is invisible to the senses, and a permanent Nystul’s magic aura spell prevents divination spells such as detect magic from
it is wearing or carrying to another teleport trap (or the nearest unoccupied space). There is no saving throw to resist the teleportation effect, and the destination varies from trap to trap. Once a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
all the way to the ceiling of the space that contains it. A teleport trap is invisible to the senses, and a permanent Nystul’s magic aura spell prevents divination spells such as detect magic from
it is wearing or carrying to another teleport trap (or the nearest unoccupied space). There is no saving throw to resist the teleportation effect, and the destination varies from trap to trap. Once a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
automatically recorded in the magical ledger in the clerk’s office (area A15). Ceilings The ceiling in the public parts of the casino is 50 feet high and festooned with hanging stalactites. The
try to usher them out. If those individuals resist, the guards attempt to apprehend the intruders and take them to the holding cells (area A17). Lights and Music The casino is lit by programmed
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
that I would not be cheated of my place in the great beyond. I would build a tomb to end all tombs—one that none could ever despoil.”
Secret Door. The statue of Amun Sa conceals a secret door that
leads to area P7. P3: West Offering Temple A twenty-foot-tall statue of Amun Sa stands before the north wall of this square room, which rises to a domed ceiling. A few tidy cots lie along the floor






