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Monsters
Guildmasters’ Guide to Ravnica
, with little grasp of metaphor or nuance.
The death priests occupy the highest roles in kraul society. They lead the buzzing chants of the kraul rites. Their inscrutable clicks and buzzing can summon
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Undead.Multiattack. The alhoon makes two Chilling Grasp or Arcane Bolt attacks.
Chilling Grasp. Melee Spell Attack: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Chilling Grasp"} to hit
, reach 5 ft., one target. Hit: 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction":"Chilling Grasp", "rollDamageType":"cold"} cold damage, and the alhoon regains 14 hit points.
Arcane
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’s goal is to tap into vast energy sources and perform the dire rites that will extend a bridge between the Material Plane and the squirming chaos of an Elder Evil’s realm.
An entity that
hands become bulky, flipper-like appendages able to grasp the seer’s strange staff formed of a blend of flesh, bone, and star stuff.
A star spawn seer is almost always accompanied by one or more
monsters
unoccupied space within the tomb it was originally buried in.Slimy Grasp. Melee Attack Roll: +3;{"diceNotation":"1d20+3", "rollType":"to hit", "rollAction":"Slimy Grasp"}, reach 5 ft. Hit: 6 (1d8 + 1
);{"diceNotation":"1d8+1", "rollType":"damage", "rollAction":"Slimy Grasp", "rollDamageType":"Necrotic"} Necrotic damage, and a Medium or smaller creature has its Speed reduced by 10 feet until the end of its
monsters
unoccupied space within the tomb it was originally buried in.Slimy Grasp. Melee Attack Roll: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":""}, reach 5 ft. Hit: 8 (1d8 + 3
);{"diceNotation":"1d8+3", "rollType":"damage", "rollAction":"Slimy Grasp", "rollDamageType":"Necrotic"} Necrotic damage.
Spellcasting. The lesser crawling one casts one of the following spells, requiring no
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Mummies Deathless Ancients with Ageless Ambitions Habitat: Desert, Swamp; Treasure: Relics Mysterious rites and mighty faith can tie spirits to their corpses, binding them to their remains for all
hearts. Those who escape a mummy’s grasp might find themselves subject to a terrible curse. Victims of a mummy’s curse gradually wither, their bodies rotting away until they’re reduced to dust. This
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Mummies Deathless Ancients with Ageless Ambitions Habitat: Desert, Swamp; Treasure: Relics Mysterious rites and mighty faith can tie spirits to their corpses, binding them to their remains for all
hearts. Those who escape a mummy’s grasp might find themselves subject to a terrible curse. Victims of a mummy’s curse gradually wither, their bodies rotting away until they’re reduced to dust. This
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
section presents the Circle of the Land subclass. Circle of the Land Celebrate Connection to the Natural World The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites
Fog Cloud, Hold Person, Ray of Frost 5 Sleet Storm 7 Ice Storm 9 Cone of Cold Temperate Land Druid Level Circle Spells 3 Misty Step, Shocking Grasp, Sleep 5 Lightning Bolt 7 Freedom of Movement 9
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
; they open the mind to the presence of the All-Consuming Star, helping initiates liberate themselves from the world’s grasp. Esoterica The leaders of the Heralds of the Comet, the hierophants, reserve a
imperfect things (by definition) don’t last forever. The only true perfection is the Void, and the only future is the Void. Feeding the All-Consuming Star. The rites of the Heralds of the Comet, including
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
; they open the mind to the presence of the All-Consuming Star, helping initiates liberate themselves from the world’s grasp. Esoterica The leaders of the Heralds of the Comet, the hierophants, reserve a
imperfect things (by definition) don’t last forever. The only true perfection is the Void, and the only future is the Void. Feeding the All-Consuming Star. The rites of the Heralds of the Comet, including
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
section presents the Circle of the Land subclass. Circle of the Land Celebrate Connection to the Natural World The Circle of the Land comprises mystics and sages who safeguard ancient knowledge and rites
Fog Cloud, Hold Person, Ray of Frost 5 Sleet Storm 7 Ice Storm 9 Cone of Cold Temperate Land Druid Level Circle Spells 3 Misty Step, Shocking Grasp, Sleep 5 Lightning Bolt 7 Freedom of Movement 9
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
—deviant minds are never accepted as part of the collective. For them, death means oblivion. Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Yet learning the
throws against any effect that turns Undead.
Actions
Multiattack. The alhoon makes two Chilling Grasp or Arcane Bolt attacks.
Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
—deviant minds are never accepted as part of the collective. For them, death means oblivion. Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Yet learning the
throws against any effect that turns Undead.
Actions
Multiattack. The alhoon makes two Chilling Grasp or Arcane Bolt attacks.
Chilling Grasp. Melee Spell Attack: +8 to hit, reach 5 ft., one target
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
collective consciousness, the illithids hatch plots as far-reaching and evil as their fathomless minds can conceive. Since the fall of their empires, illithid collectives on the Material Plane have
Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared:
Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp
1st
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
collective consciousness, the illithids hatch plots as far-reaching and evil as their fathomless minds can conceive. Since the fall of their empires, illithid collectives on the Material Plane have
Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared:
Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp
1st
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
group is a team of devotees pursuing a cause for your faith, or maybe you’re a bunch of cynics taking advantage of a wealthy congregation. Your collective faith could compel you to hunt evil monsters or
symbol or druidic focus, even if it isn’t needed for spellcasting. Each of you also has a book containing prayers, rites, and scriptures of your faith. Proficiencies. Each member of your party gains
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
group is a team of devotees pursuing a cause for your faith, or maybe you’re a bunch of cynics taking advantage of a wealthy congregation. Your collective faith could compel you to hunt evil monsters or
symbol or druidic focus, even if it isn’t needed for spellcasting. Each of you also has a book containing prayers, rites, and scriptures of your faith. Proficiencies. Each member of your party gains
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
their worldly goods to the cult’s coffers and the hardiness of their bodies to the cult’s emaciating rites. Cultists that survive their initiation usually gain all the things the cult promised — at the
is from appendix B):
Cantrips (at will): blade ward, gust,* light, prestidigitation, shocking grasp
1st level (4 slots): feather fall, shield, witch bolt
2nd level (3 slots): dust devil,* gust
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
their worldly goods to the cult’s coffers and the hardiness of their bodies to the cult’s emaciating rites. Cultists that survive their initiation usually gain all the things the cult promised — at the
is from appendix B):
Cantrips (at will): blade ward, gust,* light, prestidigitation, shocking grasp
1st level (4 slots): feather fall, shield, witch bolt
2nd level (3 slots): dust devil,* gust
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
and gripped by its legs. No one had ever escaped the grasp of the behir, but Bahgtru saw this as the ultimate test of his strength, and laughed at his good fortune. One by one, Bahgtru broke the
with distaste and unease. They interact with the tribe mostly on occasions of death, claiming the bones of fallen warriors to add to the ossuary shrines of Yurtrus, and sometimes during shamanic rites
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Elemental Fire, through a series of painful rites. A flamewrath’s skin is burned and scarred. Inured to pain, the flamewrath revels in battle, using an array of fire spells to incinerate enemies who would
:
Cantrips (at will): fire bolt, mage hand, message, prestidigitation, shocking grasp
1st level (4 slots): mage armor, magic missile, shield
2nd level (3 slots): misty step, scorching ray
3rd level (3
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest
Sleet Storm
7 Ice Storm
9 Cone of Cold
Temperate Land Druid Level Circle Spells
3 Misty Step, Shocking Grasp, Sleep
5 Lightning Bolt
7 Freedom of Movement
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Elemental Fire, through a series of painful rites. A flamewrath’s skin is burned and scarred. Inured to pain, the flamewrath revels in battle, using an array of fire spells to incinerate enemies who would
:
Cantrips (at will): fire bolt, mage hand, message, prestidigitation, shocking grasp
1st level (4 slots): mage armor, magic missile, shield
2nd level (3 slots): misty step, scorching ray
3rd level (3
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
comprises mystics and sages who safeguard ancient knowledge and rites. These Druids meet within sacred circles of trees or standing stones to whisper primal secrets in Druidic. The circle’s wisest
Sleet Storm
7 Ice Storm
9 Cone of Cold
Temperate Land Druid Level Circle Spells
3 Misty Step, Shocking Grasp, Sleep
5 Lightning Bolt
7 Freedom of Movement
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
and gripped by its legs. No one had ever escaped the grasp of the behir, but Bahgtru saw this as the ultimate test of his strength, and laughed at his good fortune. One by one, Bahgtru broke the
with distaste and unease. They interact with the tribe mostly on occasions of death, claiming the bones of fallen warriors to add to the ossuary shrines of Yurtrus, and sometimes during shamanic rites
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
minds in the elder brain. Deviant minds are never accepted as part of the collective. For it, death means oblivion.
Dreadful Deliverance. Lichdom offers salvation and the prospect of being able to
with spell attacks). The alhoon has the following wizard spells prepared:
Cantrips (at will): chill touch, dancing lights, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
minds in the elder brain. Deviant minds are never accepted as part of the collective. For it, death means oblivion.
Dreadful Deliverance. Lichdom offers salvation and the prospect of being able to
with spell attacks). The alhoon has the following wizard spells prepared:
Cantrips (at will): chill touch, dancing lights, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
energy sources and perform the dire rites that will extend a bridge between the Material Plane and the squirming chaos of an Elder Evil’s realm. An entity that appears as a star spawn seer in the
grasp the seer’s strange staff formed of a blend of flesh, bone, and star stuff. A star spawn seer is almost always accompanied by one or more star spawn hulks (also in this book). Not only is a hulk a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
energy sources and perform the dire rites that will extend a bridge between the Material Plane and the squirming chaos of an Elder Evil’s realm. An entity that appears as a star spawn seer in the
grasp the seer’s strange staff formed of a blend of flesh, bone, and star stuff. A star spawn seer is almost always accompanied by one or more star spawn hulks (also in this book). Not only is a hulk a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Religion. Of Annam’s many sons, none is greater than my patron deity. (Any) Giant Bonds d6 Bond 1 My clan is the most important influence on my life; our collective place in the ordning depends on
Frost giants dominate wild creatures both as evidence of their strength and to use them as hunting companions. They don’t, however, have much grasp of animal husbandry, so their “pets” are bullied and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Religion. Of Annam’s many sons, none is greater than my patron deity. (Any) Giant Bonds d6 Bond 1 My clan is the most important influence on my life; our collective place in the ordning depends on
Frost giants dominate wild creatures both as evidence of their strength and to use them as hunting companions. They don’t, however, have much grasp of animal husbandry, so their “pets” are bullied and
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
, humanity turned their greed, ambition, and violence upon themselves. Human Base Traits Humans present a wide range of physical traits, but their brief lifespans have long defined their collective
mystic caste is therefore possessed of two souls—one living and one dead—which grants them vision into the spirit world and heightens their necromantic abilities. Mystics oversee funeral rites, crafting