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Baphomet
Legacy
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Monsters
Out of the Abyss
minotaur—considered the greatest gift of the Prince of Beasts.
Baphomet himself appears as a great, black-furred minotaur, 20 feet tall with six iron horns. An infernal light burns in his red eyes
. Although filled with bestial bloodlust, there lies within a cruel and cunning intellect devoted to subverting all of civilization.
Baphomet wields a great glaive called Heartcleaver. He sometimes
Monsters
Fizban's Treasury of Dragons
gravity with flight that doesn’t rely solely upon their great wings, and gravitational force empowers both their devastating breath weapon and the exploding amethyst crystals they spit at their
A cult devoted to a Great Old One of the Far Realm seeks an alien monolith that can summon its master, but the site is guarded by an amethyst dragon.
6
An amethyst dragon wyrmling is actually
Monsters
Fizban's Treasury of Dragons
physical laws affect them. They defy gravity with flight that doesn’t rely solely upon their great wings, and gravitational force empowers both their devastating breath weapon and the exploding
before swapping back.
5
A cult devoted to a Great Old One of the Far Realm seeks an alien monolith that can summon its master, but the site is guarded by an amethyst dragon.
6
An amethyst
Monsters
Mordenkainen's Fiendish Folio Volume 1
+ 2);{"diceNotation":"1d8+2","rollType":"damage","rollAction":"Claw","rollDamageType":"slashing"} slashing damage.Heralded by the ominous, deep rumbling of their strange song, great packs of dire
might emerge in a dungeon connecting the Underdark and the surface world. Rampaging through such a dungeon, the flock often forces its monstrous inhabitants to flee for safer lairs. When they
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of its body, requiring great command of the craft of sculpting, stonecutting, ironworking, or surgery. Sometimes a golem’s creator is the master of the art, but often the individual who desires a
can’t be reasoned with or tricked with words. Constructed Nature. A golem doesn’t require air, food, drink, or sleep.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
Mountain Door. The Mountain Door comprises the uppermost level of the cavern complex. It is currently inhabited by a tribe of fierce orcs, led by a brutal ogre known as Great Ulfe. The Glitterhame. The
folk. A small band of duergar (gray dwarves) currently hold Durgeddin’s hall, working to uncover the secrets of the smith’s ancient forge. A great crevasse drops to the Black Lake. The Black Lake. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
Mountain Door. The Mountain Door comprises the uppermost level of the cavern complex. It is currently inhabited by a tribe of fierce orcs, led by a brutal ogre known as Great Ulfe. The Glitterhame. The
folk. A small band of duergar (gray dwarves) currently hold Durgeddin’s hall, working to uncover the secrets of the smith’s ancient forge. A great crevasse drops to the Black Lake. The Black Lake. The
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Gates The three gates of the Lower City are ripe with logistical, historical, and metaphorical significance. Though tokens are not required to pass through the gates connecting with the Outer City
the Lower City to the great Coast Way, stretching through the majority of the Outer City and then southeast toward Amn, Tethyr, and Calimshan. Cliffgate. This foggy minor gate grants access to the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Gates The three gates of the Lower City are ripe with logistical, historical, and metaphorical significance. Though tokens are not required to pass through the gates connecting with the Outer City
the Lower City to the great Coast Way, stretching through the majority of the Outer City and then southeast toward Amn, Tethyr, and Calimshan. Cliffgate. This foggy minor gate grants access to the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Gates The three gates of the Lower City are ripe with logistical, historical, and metaphorical significance. Though tokens are not required to pass through the gates connecting with the Outer City
the Lower City to the great Coast Way, stretching through the majority of the Outer City and then southeast toward Amn, Tethyr, and Calimshan. Cliffgate. This foggy minor gate grants access to the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Gates The three gates of the Lower City are ripe with logistical, historical, and metaphorical significance. Though tokens are not required to pass through the gates connecting with the Outer City
the Lower City to the great Coast Way, stretching through the majority of the Outer City and then southeast toward Amn, Tethyr, and Calimshan. Cliffgate. This foggy minor gate grants access to the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, spellbooks, and ancient lore. Hermit Warlock (Great Old One). The Mark of Making allows you to read the code of reality itself, to understand voices no one else can hear. You have no interest in the business
of your house; you are on a grander quest, unraveling a secret that lesser minds can’t comprehend. Your patron could be a daelkyr or your mark may truly be connecting you to some primordial force.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
boxed text aloud to set the scene: You stand in the great marble hall of Castle Never, on a red carpet that leads up to a throne. Atop the chair sits a serious man in shining plate armor and blue cloak
, and characters who try to use a historical example or allegory could make an Intelligence (History) check. Grant advantage on the check to characters who make a well-reasoned or passionate argument
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of its body, requiring great command of the craft of sculpting, stonecutting, ironworking, or surgery. Sometimes a golem’s creator is the master of the art, but often the individual who desires a
can’t be reasoned with or tricked with words. Constructed Nature. A golem doesn’t require air, food, drink, or sleep.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, spellbooks, and ancient lore. Hermit Warlock (Great Old One). The Mark of Making allows you to read the code of reality itself, to understand voices no one else can hear. You have no interest in the business
of your house; you are on a grander quest, unraveling a secret that lesser minds can’t comprehend. Your patron could be a daelkyr or your mark may truly be connecting you to some primordial force.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
boxed text aloud to set the scene: You stand in the great marble hall of Castle Never, on a red carpet that leads up to a throne. Atop the chair sits a serious man in shining plate armor and blue cloak
, and characters who try to use a historical example or allegory could make an Intelligence (History) check. Grant advantage on the check to characters who make a well-reasoned or passionate argument
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
windows. Skycoaches work their way through the maze of bridges connecting the towers, and up above I can see the burning ring of an elemental airship.
Distracted by the sights in the sky, I nearly
purse.
—A newcomer to the big city
All the major themes of Eberron are manifest in the great city of Sharn. It’s a place of magic, with skycoaches circling mile-high towers and mystic forges toiling
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
windows. Skycoaches work their way through the maze of bridges connecting the massive towers, and up above I can see the burning ring of an elemental airship.
Staring into the sky, I nearly walk into a
made manifest in the great city of Sharn. It’s a place of magic, with skycoaches circling mile-high towers and mystic forges toiling endlessly in the bowels. It’s a place of adventure and intrigue. A
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
built a palace in a vast cavern upon the edge of a great chasm. Where the cavern’s glittering, mineral-encrusted ceiling rose high, the dwarves constructed spacious plazas in which they carved towering
statues, elaborate pillars, and enormous monuments. They worked the natural stone of the cavern and carved barracks and other living quarters into the rock, connecting them via lamplit passageways
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, the great airships of House Lyrandar float like leviathans surrounded by brilliant rings of elemental energy. Below, bridges crisscross at all levels of the city, connecting Sharn’s great towers. The
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
windows. Skycoaches work their way through the maze of bridges connecting the towers, and up above I can see the burning ring of an elemental airship.
Distracted by the sights in the sky, I nearly
purse.
—A newcomer to the big city
All the major themes of Eberron are manifest in the great city of Sharn. It’s a place of magic, with skycoaches circling mile-high towers and mystic forges toiling
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
built a palace in a vast cavern upon the edge of a great chasm. Where the cavern’s glittering, mineral-encrusted ceiling rose high, the dwarves constructed spacious plazas in which they carved towering
statues, elaborate pillars, and enormous monuments. They worked the natural stone of the cavern and carved barracks and other living quarters into the rock, connecting them via lamplit passageways
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
windows. Skycoaches work their way through the maze of bridges connecting the massive towers, and up above I can see the burning ring of an elemental airship.
Staring into the sky, I nearly walk into a
made manifest in the great city of Sharn. It’s a place of magic, with skycoaches circling mile-high towers and mystic forges toiling endlessly in the bowels. It’s a place of adventure and intrigue. A
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, the great airships of House Lyrandar float like leviathans surrounded by brilliant rings of elemental energy. Below, bridges crisscross at all levels of the city, connecting Sharn’s great towers. The
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
them or destroying them as they choose. A beholder’s spheroid body levitates at all times, and its great bulging eye sits above a wide, toothy maw, while the smaller eyestalks that crown its body
beholders withdraw to frigid hills, abandoned ruins, and deep caverns to scheme. A beholder’s lair is carved out by its disintegration eye ray, emphasizing vertical passages connecting chambers stacked on top
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Citadel Adbar In the extreme north of Faerûn, near the Cold Wood, lie the Ice Mountains. There, in the bitter cold, stands the eternal fortress of Citadel Adbar, the last great remnant of the
Northkingdom, and glory of fallen Delzoun. For nearly eighteen centuries, Adbar has stood strong against every threat from every foe, and stood fast, to the great pride of its residents and our people
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Lost Tomb of Khaem In ages past, at the height of Faerûn’s great empires of magic, the half-elf sorcerer Brysis of Khaem was interred in a floating tomb. After the fall of the empire of Netheril and
FEATURES
As characters explore the Lost Tomb of Khaem, keep in mind the following features.
Ceilings. Room ceilings are 15 feet high. The hallways connecting them are 10 feet high.
Doors. Each door in
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Have A Great Fall Sharn is the City of Towers, but it’s also a city of bridges and balconies. These can be extremely narrow or remarkably wide. There are entire districts largely spread across vast
usually carry a feather token (see chapter 5) as insurance. No token? Don’t panic! Because of the maze of bridges and spans connecting the towers, there’s an excellent chance that you won’t fall more
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Lost Tomb of Khaem In ages past, at the height of Faerûn’s great empires of magic, the half-elf sorcerer Brysis of Khaem was interred in a floating tomb. After the fall of the empire of Netheril and
FEATURES
As characters explore the Lost Tomb of Khaem, keep in mind the following features.
Ceilings. Room ceilings are 15 feet high. The hallways connecting them are 10 feet high.
Doors. Each door in
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
them or destroying them as they choose. A beholder’s spheroid body levitates at all times, and its great bulging eye sits above a wide, toothy maw, while the smaller eyestalks that crown its body
beholders withdraw to frigid hills, abandoned ruins, and deep caverns to scheme. A beholder’s lair is carved out by its disintegration eye ray, emphasizing vertical passages connecting chambers stacked on top
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Citadel Adbar In the extreme north of Faerûn, near the Cold Wood, lie the Ice Mountains. There, in the bitter cold, stands the eternal fortress of Citadel Adbar, the last great remnant of the
Northkingdom, and glory of fallen Delzoun. For nearly eighteen centuries, Adbar has stood strong against every threat from every foe, and stood fast, to the great pride of its residents and our people
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
were hunted by monsters 16–18 Built as a stronghold but abandoned after it fell to invaders 19–21 Built as a treasure vault to protect powerful magic items and great wealth 22–23 Built atop a cloud 24–26
earth) 47–49 Carved into a sheer cliff face 50–52 Caverns carved by a beholder’s disintegration eye ray, with unnaturally smooth walls and vertical shafts connecting different levels 53–55 Contains
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Have A Great Fall Sharn is the City of Towers, but it’s also a city of bridges and balconies. These can be extremely narrow or remarkably wide. There are entire districts largely spread across vast
usually carry a feather token (see chapter 5) as insurance. No token? Don’t panic! Because of the maze of bridges and spans connecting the towers, there’s an excellent chance that you won’t fall more
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Inside the Conclave The Selesnya Conclave is organized into enclaves called vernadi, which are communes built around central trees. The vernadi are smaller versions of the guildhall, the great city
-tree Vitu-Ghazi. A dryad, called a voda, is called forth from that central tree to be the leader of the community, connecting the vernadi and its devotees to the Worldsoul and uniting them with the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Inside the Conclave The Selesnya Conclave is organized into enclaves called vernadi, which are communes built around central trees. The vernadi are smaller versions of the guildhall, the great city
-tree Vitu-Ghazi. A dryad, called a voda, is called forth from that central tree to be the leader of the community, connecting the vernadi and its devotees to the Worldsoul and uniting them with the