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Magic Items
Dungeon Master’s Guide
magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. If you have a Bastion (see the Dungeon Master’s
drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question.
Skull. An Avatar of Death appears in an unoccupied space as close to you as possible
Monsters
Tomb of Annihilation
musk zombie, or if the corpse is targeted by a remove curse spell or similar magic before it animates.
Yellow Musk (3/Day). The creeper’s flowers release a strong musk that targets all
humanoids within 30 feet of it. Each target must succeed on a DC 11 Wisdom saving throw or be charmed by the creeper for 1 minute. A creature charmed in this way does nothing on its turn except move as close
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
creature trapped in its demiplane, that creature is released when the fractine splits, reappearing in an unoccupied space as close to the new fractines as possible.A fractine is a bizarre, two
, and the fractine can’t be harmed from within the demiplane.
The fractine can imprison only one creature at a time and can release that creature as a bonus action. If the fractine is reduced
Magic Items
Baldur’s Gate: Descent into Avernus
evil and good on the shield has a 1 percent chance of freeing the pit fiend, or automatically succeeds if the spell is cast by a solar, a planetar, or an archdevil. A god can release the pit fiend by
touching the shield and speaking Gargauth’s name. When released, Gargauth appears in a random, unoccupied space as close to the shield as possible.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Lower Menthis Many Sharn folk love the inexpensive entertainment available in Lower Menthis. The ward’s streets stay crowded night and day, its buildings huddle close together, and its lurid
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Lower Menthis Many Sharn folk love the inexpensive entertainment available in Lower Menthis. The ward’s streets stay crowded night and day, its buildings huddle close together, and its lurid
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Lower Menthis Many Sharn folk love the inexpensive entertainment available in Lower Menthis. The ward’s streets stay crowded night and day, its buildings huddle close together, and its lurid
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
yuan-ti know they can’t resort to direct attacks in order to reclaim their rightful place in the world. Operating out of the subterranean ruins of their buildings in foreign lands, yuan-ti
human society, so they gain influence by controlling enemy rulers — and those close to them — through blackmail, drugs, magic, and the subterfuge of disguised purebloods.
From Calimshan and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
they influence and are influenced by the Material Plane. The intensity of this influence waxes and wanes; scholars often depict the planes as orbiting Eberron — sometimes coming close, other times far
not a plane is remote or coterminous at a given time depends entirely on the needs of your story. Manifest Zones At certain places in the Material Plane, the barriers between worlds are thin, and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
(a broken portal key, which the spell consumes) Duration: 24 hours You fortify the fabric of the planes in a 30-foot cube you can see within range. Within that area, portals close and can’t be opened
. On a failed check, you learn nothing and can’t study that portal again using this spell until you cast it again. The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
(a broken portal key, which the spell consumes) Duration: 24 hours You fortify the fabric of the planes in a 30-foot cube you can see within range. Within that area, portals close and can’t be opened
. On a failed check, you learn nothing and can’t study that portal again using this spell until you cast it again. The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
they influence and are influenced by the Material Plane. The intensity of this influence waxes and wanes; scholars often depict the planes as orbiting Eberron — sometimes coming close, other times far
not a plane is remote or coterminous at a given time depends entirely on the needs of your story. Manifest Zones At certain places in the Material Plane, the barriers between worlds are thin, and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
(a broken portal key, which the spell consumes) Duration: 24 hours You fortify the fabric of the planes in a 30-foot cube you can see within range. Within that area, portals close and can’t be opened
. On a failed check, you learn nothing and can’t study that portal again using this spell until you cast it again. The spell can penetrate most barriers but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
they influence and are influenced by the Material Plane. The intensity of this influence waxes and wanes; scholars often depict the planes as orbiting Eberron — sometimes coming close, other times far
not a plane is remote or coterminous at a given time depends entirely on the needs of your story. Manifest Zones At certain places in the Material Plane, the barriers between worlds are thin, and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
possibly against the dangers they perceive from the city’s less-well-off districts, which all lie outside the main wall. The walls are impressive barriers of massive, fitted stone. Like other structures
to the southwest, where many buildings are remnants of older, pyramidal construction; Malar’s Throat to the south, where buildings cling to the walls of a lush canyon spanned by rope bridges; and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
possibly against the dangers they perceive from the city’s less-well-off districts, which all lie outside the main wall. The walls are impressive barriers of massive, fitted stone. Like other structures
to the southwest, where many buildings are remnants of older, pyramidal construction; Malar’s Throat to the south, where buildings cling to the walls of a lush canyon spanned by rope bridges; and
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
8. Fungi Cavern This cave has hindered Nezznar’s explorations. The drow suspects that the mine’s magic workshops are close by, but he’s reluctant to risk dealing with the monsters here. Dense carpets
or a light source. Poison Gas. Whenever a creature attempts to cross the cavern, the carpets of fungi that cover most of the floor release poisonous gas into the air. Each creature in the cavern must
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
possibly against the dangers they perceive from the city’s less-well-off districts, which all lie outside the main wall. The walls are impressive barriers of massive, fitted stone. Like other structures
to the southwest, where many buildings are remnants of older, pyramidal construction; Malar’s Throat to the south, where buildings cling to the walls of a lush canyon spanned by rope bridges; and
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
8. Fungi Cavern This cave has hindered Nezznar’s explorations. The drow suspects that the mine’s magic workshops are close by, but he’s reluctant to risk dealing with the monsters here. Dense carpets
or a light source. Poison Gas. Whenever a creature attempts to cross the cavern, the carpets of fungi that cover most of the floor release poisonous gas into the air. Each creature in the cavern must
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
8. Fungi Cavern This cave has hindered Nezznar’s explorations. The drow suspects that the mine’s magic workshops are close by, but he’s reluctant to risk dealing with the monsters here. Dense carpets
or a light source. Poison Gas. Whenever a creature attempts to cross the cavern, the carpets of fungi that cover most of the floor release poisonous gas into the air. Each creature in the cavern must
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
obscured by the smoke. The orcs use the smoke to move closer before launching their attacks. Starting a Fire During the night, the orcs sneak close enough to the buildings to set them on fire. They
. Initial Surge The first sign that the orcs have arrived occurs when their scouts appear on the low ridges all around the compound. Soon after, small bands of orcs spread out, surrounding the buildings. With
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
obscured by the smoke. The orcs use the smoke to move closer before launching their attacks. Starting a Fire During the night, the orcs sneak close enough to the buildings to set them on fire. They
. Initial Surge The first sign that the orcs have arrived occurs when their scouts appear on the low ridges all around the compound. Soon after, small bands of orcs spread out, surrounding the buildings. With
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
obscured by the smoke. The orcs use the smoke to move closer before launching their attacks. Starting a Fire During the night, the orcs sneak close enough to the buildings to set them on fire. They
. Initial Surge The first sign that the orcs have arrived occurs when their scouts appear on the low ridges all around the compound. Soon after, small bands of orcs spread out, surrounding the buildings. With
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Star Forge, and the fallen star at the forge’s heart is regaining its former magnitude. As the star’s power grows, frequent earthquakes release creatures from the Elemental Earth Encounters and
giant forge master is close to creating their greatest work, a runic colossus (see chapter 6), but they lack a crucial component. If the characters find the Singing Sands (in this chapter), evade or
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Star Forge, and the fallen star at the forge’s heart is regaining its former magnitude. As the star’s power grows, frequent earthquakes release creatures from the Elemental Earth Encounters and
giant forge master is close to creating their greatest work, a runic colossus (see chapter 6), but they lack a crucial component. If the characters find the Singing Sands (in this chapter), evade or
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
5. Village Well and Square A well stands at the center of the village square. Four buildings surround it: an empty shrine, a wheelwright’s shop, a tavern, and a stable. Timber merchants, woodsfolk
village. Othelstan can also call for reinforcements in the form of three dragonclaws, one of whom takes the time to release the two wyverns in the stables (see area 3).
Last Recourse. If the castle flies
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Star Forge, and the fallen star at the forge’s heart is regaining its former magnitude. As the star’s power grows, frequent earthquakes release creatures from the Elemental Earth Encounters and
giant forge master is close to creating their greatest work, a runic colossus (see chapter 6), but they lack a crucial component. If the characters find the Singing Sands (in this chapter), evade or
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
5. Village Well and Square A well stands at the center of the village square. Four buildings surround it: an empty shrine, a wheelwright’s shop, a tavern, and a stable.
Timber merchants, woodsfolk
either kill them as sacrifices or drive them out of the village. Othelstan can also call for reinforcements in the form of three dragonclaws, one of whom takes the time to release the two wyverns in the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
characters move through streets and alleys toward the outskirts of the settlement, but not if they head straight to the docks: Avalanche of Debris. Tremors cause buildings close to the characters to
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
characters move through streets and alleys toward the outskirts of the settlement, but not if they head straight to the docks: Avalanche of Debris. Tremors cause buildings close to the characters to
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
5. Village Well and Square A well stands at the center of the village square. Four buildings surround it: an empty shrine, a wheelwright’s shop, a tavern, and a stable. Timber merchants, woodsfolk
village. Othelstan can also call for reinforcements in the form of three dragonclaws, one of whom takes the time to release the two wyverns in the stables (see area 3).
Last Recourse. If the castle flies
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
5. Village Well and Square A well stands at the center of the village square. Four buildings surround it: an empty shrine, a wheelwright’s shop, a tavern, and a stable. Timber merchants, woodsfolk
village. Othelstan can also call for reinforcements in the form of three dragonclaws, one of whom takes the time to release the two wyverns in the stables (see area 3).
Last Recourse. If the castle flies
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
5. Village Well and Square A well stands at the center of the village square. Four buildings surround it: an empty shrine, a wheelwright’s shop, a tavern, and a stable.
Timber merchants, woodsfolk
either kill them as sacrifices or drive them out of the village. Othelstan can also call for reinforcements in the form of three dragonclaws, one of whom takes the time to release the two wyverns in the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
5. Village Well and Square A well stands at the center of the village square. Four buildings surround it: an empty shrine, a wheelwright’s shop, a tavern, and a stable.
Timber merchants, woodsfolk
either kill them as sacrifices or drive them out of the village. Othelstan can also call for reinforcements in the form of three dragonclaws, one of whom takes the time to release the two wyverns in the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
scout. This duergar didn’t enter any buildings, but simply looked around the village before leaving close to morning. Following the footprints leads to a different set of tracks, which were made by an






