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Monsters
Planescape: Adventures in the Multiverse
minute or if the dabus’s concentration ends (as if concentrating on a spell).Among the bustling throngs of Sigil’s streets float gray-skinned, vaguely humanlike figures with curled horns
. Where they travel, cracks in the mortar seal shut, stray bricks float back into place, and ruined city blocks are restored. These are dabus, the silent caretakers of Sigil and loyal servants of the
Monsters
Phandelver and Below: The Shattered Obelisk
back. Steeped in strange energy, aberrant zealots borrow their vicious might from the monstrous entities that inhabit that fell plane.PsychicVoid Warp (Recharge 5–6);{"diceNotation":"1d6", "rollType
":"recharge", "rollAction":"Void Warp"}. The zealot teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself, leaving a churning void
Monsters
Phandelver and Below: The Shattered Obelisk
: arcane gate, hunger of HadarAberrant zealots are cultists who have reached out to the powers of the Far Realm—only for something to reach back. Steeped in strange energy, aberrant zealots
teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself, leaving a churning void in the space it left. Immediately after it teleports
Species
Van Richten’s Guide to Ravenloft
sensations or visions of the past to come rushing back.
Rather than sleeping, reborn regularly sit and dwell on the past, hoping for some revelation of what came before. Most of the time, these are dark
body hosts a possessing spirit that shares its memories and replaces your missing appendages with phantasmal limbs.
8
In public, you pass as an unremarkable individual, but you can feel the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K65. Kitchen A horrible odor of decay fills this steaming hot room. A huge pot bubbles over a blazing fire pit in the center of the room, its green, muddy contents churning. The far wall is lined
club and tries to beat them back into the pot. Cyrus explains that he just isn’t the cook he used to be, and his meals tend to get out of hand these days.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K65. Kitchen A horrible odor of decay fills this steaming hot room. A huge pot bubbles over a blazing fire pit in the center of the room, its green, muddy contents churning. The far wall is lined
club and tries to beat them back into the pot. Cyrus explains that he just isn’t the cook he used to be, and his meals tend to get out of hand these days.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Hull Upgrades Any ship with a hull can gain one of the following upgrades. In some cases, an upgrade also provides a benefit to the ship’s other components. Churning Hull A tempest rages within these
used again until 1d4 hours have passed. Frost-Locked Hull This upgrade replaces a ship’s hull with supernatural ice drawn from the elemental planes. The hull and the other components of the ship are
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K65. Kitchen A horrible odor of decay fills this steaming hot room. A huge pot bubbles over a blazing fire pit in the center of the room, its green, muddy contents churning. The far wall is lined
club and tries to beat them back into the pot. Cyrus explains that he just isn’t the cook he used to be, and his meals tend to get out of hand these days.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Hull Upgrades Any ship with a hull can gain one of the following upgrades. In some cases, an upgrade also provides a benefit to the ship’s other components. Churning Hull A tempest rages within these
used again until 1d4 hours have passed. Frost-Locked Hull This upgrade replaces a ship’s hull with supernatural ice drawn from the elemental planes. The hull and the other components of the ship are
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Hull Upgrades Any ship with a hull can gain one of the following upgrades. In some cases, an upgrade also provides a benefit to the ship’s other components. Churning Hull A tempest rages within these
used again until 1d4 hours have passed. Frost-Locked Hull This upgrade replaces a ship’s hull with supernatural ice drawn from the elemental planes. The hull and the other components of the ship are
Compendium
- Sources->Dungeons & Dragons->Divine Contention
: Bolts of lightning lash from the heavens, sizzling on the surface of the sea. Through the crackling electricity, a giant figure emerges from the churning water: a muscular man wearing half-plate armor
, and even the undead withdraw back into the ship. If Fheralai Stormsworn still lives, Talos demands that she explains her failures to him. If the party advised her on what to say to her god, she may
Compendium
- Sources->Dungeons & Dragons->Divine Contention
: Bolts of lightning lash from the heavens, sizzling on the surface of the sea. Through the crackling electricity, a giant figure emerges from the churning water: a muscular man wearing half-plate armor
, and even the undead withdraw back into the ship. If Fheralai Stormsworn still lives, Talos demands that she explains her failures to him. If the party advised her on what to say to her god, she may
Compendium
- Sources->Dungeons & Dragons->Divine Contention
: Bolts of lightning lash from the heavens, sizzling on the surface of the sea. Through the crackling electricity, a giant figure emerges from the churning water: a muscular man wearing half-plate armor
, and even the undead withdraw back into the ship. If Fheralai Stormsworn still lives, Talos demands that she explains her failures to him. If the party advised her on what to say to her god, she may
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. In any case, your time spent among these elemental forces deeply affected you. The Material Plane feels mundane and controlled, especially when you have experienced firsthand the churning chaos of the
fresh water fell from above. 4 Your ears are used to the echo of empty caverns, and the bustling noises of the surface are distracting for you. 5 The idea of a space with no ceiling terrifies you. 6 You’re desperate to touch a cloud. You don’t know what it will feel like, but you hope it’s fluffy.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
works, its clanging heart, and the forges kept alive by the flames of Themberchaud, the red dragon that holds the title of Wyrmsmith. Gracklstugh toils endlessly, its smiths churning out the best armor
Underdark with active trade routes. For the characters, this means a potential chance to find a way back to the surface world — and just as importantly, to shake off the drow that pursue them. However, the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
works, its clanging heart, and the forges kept alive by the flames of Themberchaud, the red dragon that holds the title of Wyrmsmith. Gracklstugh toils endlessly, its smiths churning out the best armor
Underdark with active trade routes. For the characters, this means a potential chance to find a way back to the surface world — and just as importantly, to shake off the drow that pursue them. However, the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
works, its clanging heart, and the forges kept alive by the flames of Themberchaud, the red dragon that holds the title of Wyrmsmith. Gracklstugh toils endlessly, its smiths churning out the best armor
Underdark with active trade routes. For the characters, this means a potential chance to find a way back to the surface world — and just as importantly, to shake off the drow that pursue them. However, the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. In any case, your time spent among these elemental forces deeply affected you. The Material Plane feels mundane and controlled, especially when you have experienced firsthand the churning chaos of the
fresh water fell from above. 4 Your ears are used to the echo of empty caverns, and the bustling noises of the surface are distracting for you. 5 The idea of a space with no ceiling terrifies you. 6 You’re desperate to touch a cloud. You don’t know what it will feel like, but you hope it’s fluffy.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. In any case, your time spent among these elemental forces deeply affected you. The Material Plane feels mundane and controlled, especially when you have experienced firsthand the churning chaos of the
fresh water fell from above. 4 Your ears are used to the echo of empty caverns, and the bustling noises of the surface are distracting for you. 5 The idea of a space with no ceiling terrifies you. 6 You’re desperate to touch a cloud. You don’t know what it will feel like, but you hope it’s fluffy.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Maerin The characters can use the hand-drawn sketch in the back on the book to determine their starting point. The town of Maerin is the most likely stopover before attempting the trip into the
is the last major settlement before the inhospitable climate of the peaks. Not large enough to be called a city, Maerin is nonetheless bustling. Shops, taverns, and other establishments abound, as well
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Maerin The characters can use the hand-drawn sketch in the back on the book to determine their starting point. The town of Maerin is the most likely stopover before attempting the trip into the
is the last major settlement before the inhospitable climate of the peaks. Not large enough to be called a city, Maerin is nonetheless bustling. Shops, taverns, and other establishments abound, as well
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
their lineages back to Balduran’s day. Climbing gardens, fountained courtyards, and private orchards adorn many of these elegant homes. Temples. Grand cathedrals and shrines shape the skyline in this
up their stalls and put out their wares each day at dawn. Street music and noisy performances are forbidden, and every night the sellers who are not Upper City residents must pack up and leave. Bustling by day, the Wide is desolate at night, except on holidays and when hosting grand celebrations.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
their lineages back to Balduran’s day. Climbing gardens, fountained courtyards, and private orchards adorn many of these elegant homes. Temples. Grand cathedrals and shrines shape the skyline in this
up their stalls and put out their wares each day at dawn. Street music and noisy performances are forbidden, and every night the sellers who are not Upper City residents must pack up and leave. Bustling by day, the Wide is desolate at night, except on holidays and when hosting grand celebrations.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
their lineages back to Balduran’s day. Climbing gardens, fountained courtyards, and private orchards adorn many of these elegant homes. Temples. Grand cathedrals and shrines shape the skyline in this
up their stalls and put out their wares each day at dawn. Street music and noisy performances are forbidden, and every night the sellers who are not Upper City residents must pack up and leave. Bustling by day, the Wide is desolate at night, except on holidays and when hosting grand celebrations.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Maerin The characters can use the hand-drawn sketch in the back on the book to determine their starting point. The town of Maerin is the most likely stopover before attempting the trip into the
is the last major settlement before the inhospitable climate of the peaks. Not large enough to be called a city, Maerin is nonetheless bustling. Shops, taverns, and other establishments abound, as well
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
their lineages back to Balduran’s day. Climbing gardens, fountained courtyards, and private orchards adorn many of these elegant homes. Temples. Grand cathedrals and shrines shape the skyline in this
up their stalls and put out their wares each day at dawn. Street music and noisy performances are forbidden, and every night the sellers who are not Upper City residents must pack up and leave. Bustling by day, the Wide is desolate at night, except on holidays and when hosting grand celebrations.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
their lineages back to Balduran’s day. Climbing gardens, fountained courtyards, and private orchards adorn many of these elegant homes. Temples. Grand cathedrals and shrines shape the skyline in this
up their stalls and put out their wares each day at dawn. Street music and noisy performances are forbidden, and every night the sellers who are not Upper City residents must pack up and leave. Bustling by day, the Wide is desolate at night, except on holidays and when hosting grand celebrations.
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
their lineages back to Balduran’s day. Climbing gardens, fountained courtyards, and private orchards adorn many of these elegant homes. Temples. Grand cathedrals and shrines shape the skyline in this
up their stalls and put out their wares each day at dawn. Street music and noisy performances are forbidden, and every night the sellers who are not Upper City residents must pack up and leave. Bustling by day, the Wide is desolate at night, except on holidays and when hosting grand celebrations.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Aberrant Zealot Aberrant zealots are cultists who have reached out to the powers of the Far Realm—only for something to reach back. Steeped in strange energy, aberrant zealots borrow their vicious
zealot teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself, leaving a churning void in the space it left. Immediately after it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Inner Planes He was lying on his back upon baked and smoldering stone, staring up at a smoky gray sky lit from distant and unseen fires. Around him, a sea of lava burped gouts of gas and jets of
, suspended within a churning realm known as the Elemental Chaos. These planes are all connected, and the border regions between them are sometimes described as distinct planes in their own right. At their
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Inner Planes He was lying on his back upon baked and smoldering stone, staring up at a smoky gray sky lit from distant and unseen fires. Around him, a sea of lava burped gouts of gas and jets of
, suspended within a churning realm known as the Elemental Chaos. These planes are all connected, and the border regions between them are sometimes described as distinct planes in their own right. At their
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Aberrant Zealot Aberrant zealots are cultists who have reached out to the powers of the Far Realm—only for something to reach back. Steeped in strange energy, aberrant zealots borrow their vicious
zealot teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself, leaving a churning void in the space it left. Immediately after it
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
desires. In either case, an adventure features a fantastic setting, whether it’s an underground dungeon, a crumbling castle, a stretch of wilderness, or a bustling city. It features a rich cast of
sessions to play through, stretching over weeks or months of real time. Usually, the end of an adventure is marked by the adventurers heading back to their home base to rest and enjoy the spoils of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Aberrant Zealot Aberrant zealots are cultists who have reached out to the powers of the Far Realm—only for something to reach back. Steeped in strange energy, aberrant zealots borrow their vicious
zealot teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 120 feet of itself, leaving a churning void in the space it left. Immediately after it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Inner Planes He was lying on his back upon baked and smoldering stone, staring up at a smoky gray sky lit from distant and unseen fires. Around him, a sea of lava burped gouts of gas and jets of
, suspended within a churning realm known as the Elemental Chaos. These planes are all connected, and the border regions between them are sometimes described as distinct planes in their own right. At their






