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Monsters
Mordenkainen Presents: Monsters of the Multiverse
"}. The vargouille shrieks. Each Humanoid and Beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom saving throw or be frightened of the vargouille until the end of the
vargouilles flap through the caverns and skies of the Abyss. They are given little regard by powerful and intelligent demons since vargouilles can do them no harm. Even the weakest demon, such as a manes
Find Familiar
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your
familiar has. During this time, you are deaf and blind with regard to your own senses.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you
Kenku
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
structures that would collapse beneath a human or an orc.
Some thieves’ guilds use kenku as lookouts and messengers. The kenku dwell in the tallest buildings and towers the guild controls
legitimate trades. These kenku adopt noises made as part of their craft. A sailor duplicates the sound of a fluttering sail, while a smith mimics the clanging of a hammer on metal. Non-kenku describe these folk by their trade sounds, such as Sail Snap, Hammerer, and Cutter.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Goblin Werebats South of Wyllow’s tower stands a large complex of ornate stone buildings that used to be home to a cult of Malar, the Beast Lord. Wyllow allowed these evil humans to hunt in her
residence in the caves around the buildings. The werebats prefer the dank caves to the structures, which have largely remained abandoned. Wyllow allows the werebats to feed on stray vermin and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Goblin Werebats South of Wyllow’s tower stands a large complex of ornate stone buildings that used to be home to a cult of Malar, the Beast Lord. Wyllow allowed these evil humans to hunt in her
residence in the caves around the buildings. The werebats prefer the dank caves to the structures, which have largely remained abandoned. Wyllow allows the werebats to feed on stray vermin and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Goblin Werebats South of Wyllow’s tower stands a large complex of ornate stone buildings that used to be home to a cult of Malar, the Beast Lord. Wyllow allowed these evil humans to hunt in her
residence in the caves around the buildings. The werebats prefer the dank caves to the structures, which have largely remained abandoned. Wyllow allows the werebats to feed on stray vermin and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Pantara Lodge The seat of power in Valachan, Pantara Lodge is a series of thatch buildings strung together high in the forest canopy, suspended above the overgrown ruins of a castle reclaimed by the
jungle. Chakuna’s home holds only the bare necessities: an armory, an infirmary, and a stable of displacer beasts. Chakuna’s displacer beast hunting partner, Yana, remains by her side here. Those who
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Pantara Lodge The seat of power in Valachan, Pantara Lodge is a series of thatch buildings strung together high in the forest canopy, suspended above the overgrown ruins of a castle reclaimed by the
jungle. Chakuna’s home holds only the bare necessities: an armory, an infirmary, and a stable of displacer beasts. Chakuna’s displacer beast hunting partner, Yana, remains by her side here. Those who
Magic Items
Guildmasters’ Guide to Ravnica
can see through the eagle’s eyes and hear what it hears until the start of your next turn, and you gain the benefit of its keen sight. During this time, you are deaf and blind with regard to your
.
Gruul Keyrune (Rare). This crude keyrune is cobbled together from bits of rubble, broken glass, bone, and animal hair. One end resembles a horned beast. On command, the keyrune transforms into a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Pantara Lodge The seat of power in Valachan, Pantara Lodge is a series of thatch buildings strung together high in the forest canopy, suspended above the overgrown ruins of a castle reclaimed by the
jungle. Chakuna’s home holds only the bare necessities: an armory, an infirmary, and a stable of displacer beasts. Chakuna’s displacer beast hunting partner, Yana, remains by her side here. Those who
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other
special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can’t have more than one familiar at a time. If you cast this spell while you already have
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other
special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can’t have more than one familiar at a time. If you cast this spell while you already have
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other
your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can’t have more than one familiar at a time
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other
special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can’t have more than one familiar at a time. If you cast this spell while you already have
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other
your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can’t have more than one familiar at a time
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other
your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can’t have more than one familiar at a time
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
.
6 You don’t understand the concept of “truth.” To you, everything is a story and it’s all about how you tell it.
7 You are annoyed by buildings and tools designed without consideration for
fighting styles based on different dinosaurs. Likewise, in playing a Beast Totem barbarian or Circle of the Shepherd druid, consider replacing the traditional totems with the following. Bear: Hammertail
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
.
6 You don’t understand the concept of “truth.” To you, everything is a story and it’s all about how you tell it.
7 You are annoyed by buildings and tools designed without consideration for
fighting styles based on different dinosaurs. Likewise, in playing a Beast Totem barbarian or Circle of the Shepherd druid, consider replacing the traditional totems with the following. Bear: Hammertail
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
.
6 You don’t understand the concept of “truth.” To you, everything is a story and it’s all about how you tell it.
7 You are annoyed by buildings and tools designed without consideration for
fighting styles based on different dinosaurs. Likewise, in playing a Beast Totem barbarian or Circle of the Shepherd druid, consider replacing the traditional totems with the following. Bear: Hammertail
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Manual) called batterboars roam the rubblebelts; each batterboar can grow to be the size of a mammoth (as in the Monster Manual), and the passage of a herd can shake the ground and topple buildings
spotted amid tended groves and gardens. Any beast described in this source or in the Monster Manual can roam the rubblebelts. The Gruul can bring out the fury in these beasts, turning them into
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Manual) called batterboars roam the rubblebelts; each batterboar can grow to be the size of a mammoth (as in the Monster Manual), and the passage of a herd can shake the ground and topple buildings
spotted amid tended groves and gardens. Any beast described in this source or in the Monster Manual can roam the rubblebelts. The Gruul can bring out the fury in these beasts, turning them into
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Manual) called batterboars roam the rubblebelts; each batterboar can grow to be the size of a mammoth (as in the Monster Manual), and the passage of a herd can shake the ground and topple buildings
spotted amid tended groves and gardens. Any beast described in this source or in the Monster Manual can roam the rubblebelts. The Gruul can bring out the fury in these beasts, turning them into
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Basilisk Travelers sometimes find objects that look like pieces of remarkably lifelike stone carvings of wildlife. Missing parts appear to have been bitten off. Seasoned explorers regard such relics
, but it makes a daunting guardian beast. Because of this use, basilisk eggs are highly prized. Gaze of Stone. Basilisks are ponderous for hunting creatures, but they needn’t chase prey. Meeting a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
caverns and skies of the Abyss. They are given little regard by powerful and intelligent demons since vargouilles can do them no harm. Even the weakest demon, such as a manes or a dretch, fears
.
Stunning Shriek (Recharge 5–6). The vargouille shrieks. Each Humanoid and Beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom saving throw or be frightened of the
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
beast or humanoid with the intent to damage them. If such a creature is hostile, Amble will use magic to restrain them, and has a plethora of spells with which to accomplish this. Amble has no such
restrictions with regard to hostile creatures of other types (undead, fiends, constructs, monstrosities, aberrations, etc.), and will fight to destroy them.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Basilisk Travelers sometimes find objects that look like pieces of remarkably lifelike stone carvings of wildlife. Missing parts appear to have been bitten off. Seasoned explorers regard such relics
, but it makes a daunting guardian beast. Because of this use, basilisk eggs are highly prized. Gaze of Stone. Basilisks are ponderous for hunting creatures, but they needn’t chase prey. Meeting a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
caverns and skies of the Abyss. They are given little regard by powerful and intelligent demons since vargouilles can do them no harm. Even the weakest demon, such as a manes or a dretch, fears
.
Stunning Shriek (Recharge 5–6). The vargouille shrieks. Each Humanoid and Beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom saving throw or be frightened of the
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
beast or humanoid with the intent to damage them. If such a creature is hostile, Amble will use magic to restrain them, and has a plethora of spells with which to accomplish this. Amble has no such
restrictions with regard to hostile creatures of other types (undead, fiends, constructs, monstrosities, aberrations, etc.), and will fight to destroy them.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
30. The Guardian Beast This oddly shaped room is decorated in a cat motif. The center of the southeastern wall is carved to resemble the face of a snarling tiger with hollow eyes. Near the center of
surprise. It can turn to flesh as a bonus action and then transform into cat shape, dropping its spear. (The magic on the creature renders it strongly related to earth and stone with regard to the curse on
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
beast or humanoid with the intent to damage them. If such a creature is hostile, Amble will use magic to restrain them, and has a plethora of spells with which to accomplish this. Amble has no such
restrictions with regard to hostile creatures of other types (undead, fiends, constructs, monstrosities, aberrations, etc.), and will fight to destroy them.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
30. The Guardian Beast This oddly shaped room is decorated in a cat motif. The center of the southeastern wall is carved to resemble the face of a snarling tiger with hollow eyes. Near the center of
surprise. It can turn to flesh as a bonus action and then transform into cat shape, dropping its spear. (The magic on the creature renders it strongly related to earth and stone with regard to the curse on
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
30. The Guardian Beast This oddly shaped room is decorated in a cat motif. The center of the southeastern wall is carved to resemble the face of a snarling tiger with hollow eyes. Near the center of
surprise. It can turn to flesh as a bonus action and then transform into cat shape, dropping its spear. (The magic on the creature renders it strongly related to earth and stone with regard to the curse on
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
caverns and skies of the Abyss. They are given little regard by powerful and intelligent demons since vargouilles can do them no harm. Even the weakest demon, such as a manes or a dretch, fears
.
Stunning Shriek (Recharge 5–6). The vargouille shrieks. Each Humanoid and Beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom saving throw or be frightened of the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Basilisk Travelers sometimes find objects that look like pieces of remarkably lifelike stone carvings of wildlife. Missing parts appear to have been bitten off. Seasoned explorers regard such relics
, but it makes a daunting guardian beast. Because of this use, basilisk eggs are highly prized. Gaze of Stone. Basilisks are ponderous for hunting creatures, but they needn’t chase prey. Meeting a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
13. Amphitheater A ruined amphitheater looms over the surrounding buildings. Vines cling to its steps, and animal statues line its stands. The muddy ground outside is stripped clean of vegetation. An
“Treasure” below). Hail to the King During the day, there is a 50 percent chance that the King of Feathers rests in the amphitheater. At night, this chance decreases to 25 percent. If the beast is out






