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Monsters
The Book of Many Things
leader, a masked archmage called the Eye of Aurnozci.
Aurnozci’s followers believe the demon lord’s imprisonment is coming to an end, and soon the Caged Worm will shed its current form and
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Fast Metamorphosis. On Xulregg, eggs, larvae, and pupae all develop and metamorphose at ten times their usual rate, regardless of sustenance or any other growing
Monsters
Mordenkainen Presents: Monsters of the Multiverse
following magical effects is possible for travelers to encounter in the vicinity:
Blessed Nature. Beasts, Plants, and Celestials within 3 miles of the ki-rin’s lair grow more vigorous as they evolve
lair, winds buoy creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage. Aberrations, Fiends, and Undead don
Monsters
Icewind Dale: Rime of the Frostmaiden
thin cloak of mist forms around her. Blades of ice grow out of her body at odd angles, breaking off before they get too long. When she moves, her body crackles.
In this form, Auril creates weapons of
after another. After she’s defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter
Species
Acquisitions Incorporated
, allowing an individual to experience more of the world and grow in empathy and understanding. There is no pattern to any verdan’s mutations, as verdan from the same family can shift in drastically
the character of the different cultures these folk have encountered since coming out into the sunlight. When a group of verdan live near dwarves, they might take on more dwarven-sounding names, only
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Arrival When the characters arrive at the inn, use the following read-aloud text to describe the situation outside the inn: The buffeting winds and violent precipitation grow more intense the closer
you get to the inn. Your vision is hampered to the point you can only see clearly within thirty feet.
Lights coming from the inn reveal a strange scene. Six humanoid creatures stand at the main
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years. Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds
the duergar, or gray dwarves. After centuries of captivity and torment by mind flayers, they have innate magical abilities to become invisible and to temporarily grow to giant size.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years. Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds
live the duergar, or gray dwarves. After centuries of captivity and torment by mind flayers, they have innate magical abilities to become invisible and to temporarily grow to giant size.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Melwythorne Neutral Good Dryad First Year (Witherbloom)
Towering over most students, Melwythorne strikes an imposing figure, especially given the branches that grow from his head like antlers
. Calm in demeanor, he’s often confused by the people rushing around him, as their haste won’t lengthen their brief lifespans. Melwythorne had never been away from his grove before coming to Strixhaven and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
villains, they can deepen players’ investment in the world. You can use different stat blocks in the Monster Manual, perhaps with some tweaks, to reflect the same NPC at different times as they grow over
at least coming up with a plausible way for the villain to return from death. After all, death is rarely the final word for adventurers, so it needn’t be for their opponents. Don’t Go Overboard
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
dissolves into a dense puddle of goo. Read the following boxed text as he expires: “You haven’t won! No! We will rise from our children! We will be reborn from the Faceless Lord! Juiblex will consume
the banquet of the Queen of Fungi and we … will … all … grow … !”
With the Pudding King gone, the oozes lose their organization, but they are still too many and the svirfneblin sound the call to
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K56. Cauldron Maps 7-10: Spires and Tower of Ravenloft Characters who stand outside the door to this room can smell a pungent odor coming from within. If the witches in this room have not been warned
that the characters are coming, the characters can hear their horrid cackling. If the characters open the door slightly, they witness the scene described below: Green-glowing wisps of steam bubble up
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
prophesied events from coming to pass, or even engaging in seemingly random actions that further designs invisible to mortal eyes. Immortal beings might send you on all manner of adventures, such as those
dies by falling from a great height, not by any other means. 4 Remove the obstacles that prevent a retired adventurer from marrying the nobleman she loves, so that their child can grow up to carry
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
The following boxed text assumes the characters enter this area by coming up the elevator. If they enter by the north tunnel, adjust the boxed text accordingly: Ascending the elevator shaft deposits
their first turn in combat, the duergar grow to Large size; on subsequent turns, they attack intruders. Meanwhile, two duergar hammerers (see appendix C) lurk in the small chambers to the west. After all
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
greenhouse is built into the east side of the house, and a large barn is attached to the north side. Soft mooing can be heard coming from the barn. Rows of beans, garlic, shallots, cabbages, onions, and other
the house, three-foot-high mustard plants grow in raised beds among other herbs; a character who searches the garden and succeeds on a DC 12 Wisdom (Perception) check spots them. A character can
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
severe, causing it to grow darker and colder or causing portraits to animate in unsettling ways. By the end of this séance, the spirit has either set the party on the path to wake the house or has
done it themselves: Dalk Dranzorg: “SHE IS COMING … FREE ME … UNDER STAIRS”. Dalk has lost his patience with the party. He demands they free him from area 5a. If the characters realize who he is, he
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
portcullis. This object can be prevented from coming down by wedging it in place as if it were a pressure plate. Pressure Plate. The 10-foot-square section of floor marked on the map is the location of
rapidly through the holes. The floor is swiftly covered by the sand, which builds up at a rate of 2 feet per minute. Therefore, it takes 10 minutes for the sand to completely fill the hallway. The area
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Arrival Characters who come here from Falcon’s Hunting Lodge arrive from the west. Those coming from the Circle of Thunder arrive from the north. WOODLAND MANSE FEATURES
The manse is a dilapidated
crumbling two-story manse all but hidden beneath thorny ivy. The large house is set atop a six-foot-high stone foundation, and the main entrance has a balcony above it. Pumpkins grow wild in patches around
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
around a large mesa and continues to spiral upward, but the ceiling of the cavern is too dark and high to see. You hear murmurs and whispers coming from atop the mesa, which grow louder as you approach
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
A Sapphire Dragon’s Lair Sapphire dragons make their homes in extensive cave systems. As they grow older, they make increasingly complex renovations to their lairs, using their inherent magic and
crystals and sapphires remains, but new ones form at a normal rate. Sapphire dragons don’t often get along with followers of Lolth, but one phrase seems to dissipate a lot of tension between them: “Spiders? Yes, please!”
-Fizban
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
it from a kraken, her face coming to life on the marble wall and making the barrier grow so tall that the kraken couldn’t get through. Altrisos now has Ephara’s face on nearly every building and wall
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dracolich’s echoes suffer a wasting affliction that spreads out from the dracolich like a contagion. Afflicted dragons grow increasingly violent and cruel, and the physical deterioration they experience from
circumstances foretold in an ancient prophecy. Now the prophecy is coming to pass, but the dragon won’t let the artifact be used for its intended purpose.
5 A gem dragon from another world is searching for
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
of rot is strong in this room, coming from a large depression at the center, where dozens of fungi of many species grow. A barrel-shaped copper tank sits at the edge of the pit. Attached to the tank
7. Gray Ghost Garden The Gray Ghosts use this chamber to grow a variety of fungi for use in alchemical experiments. Double doors blocks the western tunnel. The doors are made of thick zurkhwood and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Masters. Each circle gathers around a circle mound — a pile of rocks and soil upon which mold, lichen, and mushrooms are encouraged to grow. The myconids of a circle gather around their own mound to meld
of the Inner Circle and the Circle of Masters. However, Basidia’s views are either dismissed or ignored by Phylo and its allies, who zealously claim that exciting changes are coming for the grove. A
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Adventure Start Red Larch is a little town on the Long Road, a few days’ travel north of Waterdeep and south of Yartar. It’s a way station for caravans coming to or from the cities of the North, with
grow into a magical grove. Order of the Gauntlet. The delegation was also transporting the body of a knight who was killed fighting orcs in the Spine of the World. The knight was to be interred with
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
and Fierce Leonin tend to be tall compared to humans and move with a boldness that suggests their physical might. Tawny fur covers leonin bodies, and some grow thick manes ranging in shades from gold
Constitution score increases by 2, and your Strength score increases by 1. Age. Leonin mature and age at about the same rate as humans. Alignment. Leonin tend toward good alignments. Leonin who are
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
moral imperative to rescue as many people as possible from the coming destruction of the multiverse, so they see recruitment as an act of mercy. However, they quickly learn that most people dismiss
their concerns and ridicule their beliefs, so they expect a low success rate in their recruitment efforts. The group’s carefully crafted recruitment message has its appeal: all your suffering and all the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
reveals what she knows to keep the flow of information coming. If your players prefer a straightforward negotiation, then the Dark Lady offers an overt information trade. For every interesting fact
useful to me. No longer useful alive, at any rate.”
Nurvureem doesn’t respond to further entreaties, ignoring characters who tarry in the undercroft. If the characters refuse to leave or go out of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
in an ancient chamber beneath the sewers or carved into Dusthawk Hill. Rumor holds that eleven red crystals on the wall of the temple grow brighter with every murder committed, gathering power for
either Bhaal or one of his future chosen. Some claim that Bhaal himself regularly visits the temple, his presence contributing to the city’s high murder rate. While the Dead Three occupy a prominent
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
in an ancient chamber beneath the sewers or carved into Dusthawk Hill. Rumor holds that eleven red crystals on the wall of the temple grow brighter with every murder committed, gathering power for
either Bhaal or one of his future chosen. Some claim that Bhaal himself regularly visits the temple, his presence contributing to the city’s high murder rate. While the Dead Three occupy a prominent
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Map The forest shrine shown in map 4.11 is a clearing surrounded by a grove of wild olive trees. A pond at the center is fed by streams coming from the north and south. Arches of grapevines grow up from
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Rattle: The journey from Promise leads north through the Ribbon, where farmhouses dot the dark-red ground between stands of trees. Eventually, the road dwindles to a track. The farms grow fewer and farther
might reconnoiter the area (see “Tunnels to the Dragon’s Lair”). Use the “Surface” half of Nakiri’s Lair map for either approach. Hill Giant Camp If the characters follow the sounds coming from the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
FEATURES
Wyllowwood’s forest contains both deciduous and coniferous trees, as well as berry bushes and other shrubs. All kinds of flowers grow here, but no roses, because Wyllow doesn’t like them
. Moaning Forest Characters passing through this part of the forest can see Wyllow’s tower (area 6) through the trees and hear an eerie moan coming from the northwest. (The source of the incessant moaning is
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
decay. A layer of earth, mixed with rotting vegetation and the remains of cave animals, covers the floor. Several varieties of mushrooms and fungi grow on the detritus, as well as a few saplings
galleries that lead to the arboretums have the same characteristics. The doors to all connecting areas are closed. Nodules of luminescent fungus hang from the ceiling and walls and grow in clumps on the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the giant crane flies off, read the following boxed text aloud: Sticky mud squelches beneath your feet. Tangled mangroves grow out of pools of rippling water, half hidden by the thick fog, and purple
.
Coming from one direction are several voices joined in a marching song. The singing grows louder as six bipedal rabbits wearing clothing emerge from the fog. Two of them tug at the reins of a giant
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
grow louder. The tunnel ends at a ledge twenty feet above the floor of a large cavern, giving you a perfect view of the conflict below.
On the shores of an underground lake, a pack of frenzied
for the fight they know is coming, and to think about tactics other than facing Yeenoghu in straight-up combat. For example, becoming the demon lord’s quarry might work to their advantage later in the