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Hakuma sapwood is a fragrant and combustible wood that comes from the center of the hakuma tree. It is burned at shrines and sacred sites
throughout Obojima, delivering a complex and pleasing incense that clears the mind and soothes the soul. Hakuma trees are quite common across the island, but unless you are a priest, a druid, or know the proper rituals, most Obojimans frown on taking limbs from these trees.
Yuan-ti Malison (Type 3)
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Monster Manual (2014)
bound themselves to the worship of the serpent gods and imitated their ways, indulging in cannibalism and humanoid sacrifice. Through foul sorcery, the yuan-ti bred with snakes, utterly sacrificing
or were defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races.
Cold of Heart. Humanoid
monsters
next turn deals 1 Fire damage to the creature and kills the rot grubs, ending the effect. After this time, the rot grubs are too far under the skin to be burned.
Discordant Cicadas. Wisdom Saving
ankhegs that burrow through the fabric of space.
Valaara’s Lair
Like other daelkyr, Valaara is bound within a demiplane in Khyber. However, Valaara has bred burrowing worms that chew through the
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
races have little good to say about kobolds, but they do admit that the little reptilians do respectable tunnel work using simple tools. If a band of kobolds is enslaved by more powerful creatures
, sorcerer, miner, or crafter is as likely to be female as male.
Grow Fast, Die Early
Kobolds grow and mature much more swiftly than members of other humanoid races. At 6 years old a kobold is
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Sun Elves Sun elves, also known as gold elves, or Ar’Tel’Quessir, have a reputation for being arrogant and self-important. Many of them believe they are Corellon’s chosen people and that other races
, or noteworthy other races’ accomplishments might be, there is an inherent superiority to all things elven. This attitude colors sun elves’ relations with other elves, whom they see as diluted or
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Sun Elves Sun elves, also known as gold elves, or Ar’Tel’Quessir, have a reputation for being arrogant and self-important. Many of them believe they are Corellon’s chosen people and that other races
, or noteworthy other races’ accomplishments might be, there is an inherent superiority to all things elven. This attitude colors sun elves’ relations with other elves, whom they see as diluted or
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Sun Elves Sun elves, also known as gold elves, or Ar’Tel’Quessir, have a reputation for being arrogant and self-important. Many of them believe they are Corellon’s chosen people and that other races
, or noteworthy other races’ accomplishments might be, there is an inherent superiority to all things elven. This attitude colors sun elves’ relations with other elves, whom they see as diluted or
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lair of a hag named Maud Chiselbone. Characters who explore the cave complex find the bodies of the fishers, as well as Maud’s cauldron of plenty (see appendix D). The cauldron is a stunning discovery
various towns strive to obtain it. With no end to winter in sight, the cauldron might be the last thing standing between one town’s survival and another’s extinction. Easthaven residents bask in the warmth of an evil wizard being burned at the stake
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lair of a hag named Maud Chiselbone. Characters who explore the cave complex find the bodies of the fishers, as well as Maud’s cauldron of plenty (see appendix D). The cauldron is a stunning discovery
various towns strive to obtain it. With no end to winter in sight, the cauldron might be the last thing standing between one town’s survival and another’s extinction. Easthaven residents bask in the warmth of an evil wizard being burned at the stake
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lair of a hag named Maud Chiselbone. Characters who explore the cave complex find the bodies of the fishers, as well as Maud’s cauldron of plenty (see appendix D). The cauldron is a stunning discovery
various towns strive to obtain it. With no end to winter in sight, the cauldron might be the last thing standing between one town’s survival and another’s extinction. Easthaven residents bask in the warmth of an evil wizard being burned at the stake
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
more successful neighbors. As demonstrated by their hatred of gnomes, kobolds have a persecution complex and easily take offense at the actions or deeds of other races. They aren’t forgiving of other
other humanoid races. At 6 years old a kobold is considered an adult. Most succumb to violence, accidents, or disease by age 20, but a kobold can live for up to 120 years — a longevity they attribute to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
more successful neighbors. As demonstrated by their hatred of gnomes, kobolds have a persecution complex and easily take offense at the actions or deeds of other races. They aren’t forgiving of other
other humanoid races. At 6 years old a kobold is considered an adult. Most succumb to violence, accidents, or disease by age 20, but a kobold can live for up to 120 years — a longevity they attribute to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
more successful neighbors. As demonstrated by their hatred of gnomes, kobolds have a persecution complex and easily take offense at the actions or deeds of other races. They aren’t forgiving of other
other humanoid races. At 6 years old a kobold is considered an adult. Most succumb to violence, accidents, or disease by age 20, but a kobold can live for up to 120 years — a longevity they attribute to
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
the influence of Lolth. Meanwhile, the elves revere their ancestors—many of whom still linger and guide them—as opposed to distant gods.
This is an opportunity to explore these traditional races in
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
the influence of Lolth. Meanwhile, the elves revere their ancestors—many of whom still linger and guide them—as opposed to distant gods.
This is an opportunity to explore these traditional races in
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
complex during these periods. During the ritual, mesmerizing incense is burned in the wall sconces. (See area 13 for more information on the incense.) Fenthaza preaches to the congregation from the
can be heard throughout the temple complex. One strike announces the start of a serpent ritual: when sounded, all the yuan-ti within the temple complex arrive here within half an hour. Two or more
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
complex during these periods. During the ritual, mesmerizing incense is burned in the wall sconces. (See area 13 for more information on the incense.) Fenthaza preaches to the congregation from the
can be heard throughout the temple complex. One strike announces the start of a serpent ritual: when sounded, all the yuan-ti within the temple complex arrive here within half an hour. Two or more
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
the influence of Lolth. Meanwhile, the elves revere their ancestors—many of whom still linger and guide them—as opposed to distant gods.
This is an opportunity to explore these traditional races in
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
complex during these periods. During the ritual, mesmerizing incense is burned in the wall sconces. (See area 13 for more information on the incense.) Fenthaza preaches to the congregation from the
can be heard throughout the temple complex. One strike announces the start of a serpent ritual: when sounded, all the yuan-ti within the temple complex arrive here within half an hour. Two or more
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
position as the supreme ruler of the githyanki with a grand proclamation that defined the githyanki’s all-encompassing mission. They had been bred and trained for war by their one-time masters and had
fit. The Astral Plane would be their home domain, because in that timeless realm they could ignore the need for food, water, and other mundane concerns that plague lesser races. Vlaakith also
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Yuan-ti Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves
themselves to the worship of the serpent gods and imitated their ways, indulging in cannibalism and humanoid sacrifice. Through foul sorcery, the yuan-ti bred with snakes, utterly sacrificing their
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Yuan-ti Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves
themselves to the worship of the serpent gods and imitated their ways, indulging in cannibalism and humanoid sacrifice. Through foul sorcery, the yuan-ti bred with snakes, utterly sacrificing their
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
position as the supreme ruler of the githyanki with a grand proclamation that defined the githyanki’s all-encompassing mission. They had been bred and trained for war by their one-time masters and had
fit. The Astral Plane would be their home domain, because in that timeless realm they could ignore the need for food, water, and other mundane concerns that plague lesser races. Vlaakith also
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
position as the supreme ruler of the githyanki with a grand proclamation that defined the githyanki’s all-encompassing mission. They had been bred and trained for war by their one-time masters and had
fit. The Astral Plane would be their home domain, because in that timeless realm they could ignore the need for food, water, and other mundane concerns that plague lesser races. Vlaakith also
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Yuan-ti Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves
themselves to the worship of the serpent gods and imitated their ways, indulging in cannibalism and humanoid sacrifice. Through foul sorcery, the yuan-ti bred with snakes, utterly sacrificing their
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
and powders. Books are stacked between the glassware and chemicals. Yellowed paper charts and blackboards full of complex formulas cover the walls.
The books here cover chemical science and alchemy
three cardinal points of the circle. Whatever material they contained has long ago burned to cinders, but the room still smells of charcoal and sulfur. Sitting next to the bookstand is a warty toad
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
and powders. Books are stacked between the glassware and chemicals. Yellowed paper charts and blackboards full of complex formulas cover the walls.
The books here cover chemical science and alchemy
three cardinal points of the circle. Whatever material they contained has long ago burned to cinders, but the room still smells of charcoal and sulfur. Sitting next to the bookstand is a warty toad
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
and powders. Books are stacked between the glassware and chemicals. Yellowed paper charts and blackboards full of complex formulas cover the walls.
The books here cover chemical science and alchemy
three cardinal points of the circle. Whatever material they contained has long ago burned to cinders, but the room still smells of charcoal and sulfur. Sitting next to the bookstand is a warty toad
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
unique mind-set. Possessed of higher intelligence than most other races, a gnome can be an important source of knowledge, and can devise solutions for many problems an adventuring party encounters. A
rock gnome rogue on a dungeon expedition, if not lost in thought, can steer a party clear of many obstacles. Even the most complex magical or mechanical traps can be disarmed by a rock gnome who takes
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
telepathically asks the characters to rid the cave complex of the derro cultists (see area 14) because it knows what they’re trying to do and wants to stop them. If the characters agree and seem friendly, the
keep to themselves, feeding on fungi and vermin. The derro have tried to enslave them, without much success. In a weird example of détente, members of the two races have learned to avoid one another
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
unique mind-set. Possessed of higher intelligence than most other races, a gnome can be an important source of knowledge, and can devise solutions for many problems an adventuring party encounters. A
rock gnome rogue on a dungeon expedition, if not lost in thought, can steer a party clear of many obstacles. Even the most complex magical or mechanical traps can be disarmed by a rock gnome who takes
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
humans and other races, but they aid individuals and small groups whom they deem worthy of their help. They create lovely gardens, organic sculptures, and wondrous emerald jewelry — that precious green
communication — and sometimes for no reason other than artistic considerations. A simple illusion can often express a complex idea, such as when the memory of a location is triggered by the illusory sound of a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
unique mind-set. Possessed of higher intelligence than most other races, a gnome can be an important source of knowledge, and can devise solutions for many problems an adventuring party encounters. A
rock gnome rogue on a dungeon expedition, if not lost in thought, can steer a party clear of many obstacles. Even the most complex magical or mechanical traps can be disarmed by a rock gnome who takes
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
telepathically asks the characters to rid the cave complex of the derro cultists (see area 14) because it knows what they’re trying to do and wants to stop them. If the characters agree and seem friendly, the
keep to themselves, feeding on fungi and vermin. The derro have tried to enslave them, without much success. In a weird example of détente, members of the two races have learned to avoid one another
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
telepathically asks the characters to rid the cave complex of the derro cultists (see area 14) because it knows what they’re trying to do and wants to stop them. If the characters agree and seem friendly, the
keep to themselves, feeding on fungi and vermin. The derro have tried to enslave them, without much success. In a weird example of détente, members of the two races have learned to avoid one another






