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Graz'zt
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Monsters
Out of the Abyss
Zelatar, found within his Abyssal domain of Azzatar. Graz’zt’s maddening influence radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location
to all the targets.
Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Dexterity
Monsters
Mordenkainen Presents: Monsters of the Multiverse
around him. Given enough time in a single location, Graz’zt can twist it with his power.
Graz’zt’s lair is a den of ostentation and hedonism. It is adorned with finery and decorations
issues the same command to all the targets.
Conjure Mirrors. Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
in a tangible ripple, warping reality around him. Given enough time in a single location, Graz’zt can twist it with his madness. Graz’zt’s lair is a den of ostentation and hedonism. It is adorned with
the same command to all the targets. Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
in a tangible ripple, warping reality around him. Given enough time in a single location, Graz’zt can twist it with his madness. Graz’zt’s lair is a den of ostentation and hedonism. It is adorned with
the same command to all the targets. Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, adventurers traveling along a road or a trail might come across a tiny settlement consisting of a handful of homesteads built around an inn or tavern where locals gather. (If you need a tavern name, use the
ignore the encounter and create your own activity based on the information given in a location’s description; for example, the “Arn Forest” section mentions rock gnomes who inhabit the woods, which might make for a fun encounter of your own creation. Map 3.1: The North
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
includes the perimeter guards. All are tribal warriors who speak Common and have Survival +4. Half of them are asleep in the camp at any given time. 24 Noncombatants. These are children and elders who are
too weak to fight. Half of them are asleep in the camp at any given time. 36 Sled Dogs. Use the wolf stat block. The sled dogs usually sleep with the warriors in the outer circle of tents. Hunting
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
they have no recollection of the afterlife. Governance and Growth San Citlán is governed by the Trecena, a council consisting of thirteen elected representatives. The ability to vote for these
her rule indefinitely. Names Those native to San Citlán often have up to three names: a given name and two family surnames, inherited from their parents. The following are common names in San Citlán
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Inside the Syndicate The Orzhov are ruled by the iron-fisted Obzedat, a council consisting of the oldest and most powerful undead oligarchs. A vast hierarchy stretches out beneath them, so most of
given in the form of debt and obligation. Orzhov attorneys and advokists maintain offices near New Prahv and other Azorius courts. Despite their proximity to law enforcement, these offices are centers of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
shrine at the nearest volcano, accompanied by a priest to perform the offering. Villagers with individual requests might follow the caravan to make their own offerings. These offerings—typically consisting
eagle effigy whose burning signifies the offerings given and whose light represents the blessings from the gods. Watchers of the Ashes The Watchers of the Ashes are a religious coalition dedicated to
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location, Graz’zt can twist it with his power. Graz’zt’s lair is a den of ostentation and hedonism. It is
command to all the targets. Conjure Mirrors. Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
effective warriors at any given time is usually lower due to sickness. Breakbone has two captains under his command: Ord Firebeard (LG male gold dwarf veteran) and Perne Salhana (LG female Tethyrian human
a ragtag troop of Chultan hunters and scouts consisting of fifteen tribal warriors led by Lorsa Bilwatal (CN female Chultan human scout) and Niles Breakbone’s longtime friend, Wulf Rygor (CG male half
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
adapt and thrive in almost any environment. Every encampment is divided along lines of worship. Those who revere Gruumsh, Ilneval, Bahgtru, and Luthic are given the best parts of the lair, while the
moves its camp, coals from the hearth are kept glowing within shells and pots so they can be used to start the war hearth at the new encampment. Given a choice between occupying a site on the surface
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
are, the more attack rolls you’re making against the characters in a given round, and the more dangerous the encounter becomes. To correctly gauge an encounter’s difficulty, multiply the total XP of
all the monsters in the encounter by the value given in the Encounter Multipliers table.
For example, if an encounter includes four monsters worth a total of 500 XP, you would multiply the total XP of
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
will emerge from the Nine Hells. Cult Structure The cult has a simple hierarchical structure, consisting of initiates on the bottom, four ranks for cultists, and one highest rank for “Wearers of
Purple”—the lords, leaders, and cult masters of particular locales. The cult is ruled by a secretive inner group led by Severin and four other wyrmspeakers—a term of respect given to those whose bond with
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
hear her repeatedly say, “They came for it … they came for the timepiece …” If given magical healing or allowed to sleep for an hour after being given food and water, Gildha regains her senses. She
grabbed the relic, but has no idea where Talanatha went. Gildha also tells the characters that she saw some of the attackers heading into a small cellar beneath the manor, consisting of storage areas and a
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
will emerge from the Nine Hells. Cult Structure The cult has a simple hierarchical structure, consisting of initiates on the bottom, four ranks for cultists, and one highest rank for “Wearers of
Purple”—the lords, leaders, and cult masters of particular locales. The cult is ruled by a secretive inner group led by Severin and four other wyrmspeakers—a term of respect given to those whose bond with
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
will emerge from the Nine Hells. Cult Structure The cult has a simple hierarchical structure, consisting of initiates on the bottom, four ranks for cultists, and one highest rank for “Wearers of Purple
”—the lords, leaders, and cult masters of particular locales. The cult is ruled by a secretive inner group led by Severin and four other wyrmspeakers—a term of respect given to those whose bond with
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
light in the fireplace from a small, highly reflective object.
Two swarms of insects (spiders) infest this room. One swarm descends on anyone who approaches the fireplace, and the other descends
Ned nor his merchant mentor are fools, and they have given some thought to preparing this story — it is not possible for the characters to discern Ned’s true motives. Indeed, to add verisimilitude to
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
castle fluctuates. They come and go as they please. On any given day, forty to fifty are camped outside the castle. Thirty-four more plus Pharblex live in the castle barracks (areas 1G and area 2G
observation, and await further instructions. The Scaly Death tribe comprises eighty lizardfolk warriors, both male and female. About half of them are in the vicinity of the castle at any given time; twenty
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
come and go as they please. On any given day, forty to fifty are camped outside the castle. Thirty-four more plus Pharblex live in the castle barracks (areas 1G and 2G). Another thirty to seventy are
instructions. The Scaly Death tribe comprises eighty lizardfolk warriors, both male and female. About half of them are in the vicinity of the castle at any given time; twenty-six live in the castle
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Sinkers. When it comes to providing the quality and number of armaments required by organized forces and other factions in the Cage, the Doomguard is unmatched. Fraternity of Order. Consisting of
. Courts. The rear tower consists primarily of lesser courts, which resound with procedural bickering and the rapping of gavels. More serious offenses are prosecuted in the Grand Court, a noble chamber
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
occupation in a relatively flat and defensible valley called Darkhold Vale. Darkhold Vale contains a small settlement of the same name, consisting mostly of shepherds who tend their flocks in the high
, for I swore an oath of secrecy. Besides my initial shock, my exchange with the seneschal was pleasant, and I was given a tour of some of the mighty castle. When I asked about the legends of Darkhold’s
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, several figures in feathered attire play a shrill, discordant tune on flutes made of bone.
The figures gathered by the fountain are the Windwyrds, a musical group consisting of Aerisi Kalinoth’s
, keepsakes, and funerary masks worth 50 gp each. A10. Palace Plaza A deep moat surrounds a plaza consisting of a step pyramid encircled by a stone walkway. Stone colonnades to the north and east span the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Stone Giants Stone giants — reclusive, reflective, and inscrutable — take pains to remain apart from the world of sunlight and sky. Only when they’re surrounded by stone do they consider themselves
waking. For one reason or another, about three quarters of a tribe’s members are awake at any given time. When outside their settlements, stone giants travel almost exclusively in darkness or — when
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
are unaware they’re being watched. Roll on the Dungeon Scenes table to determine what scene a crystal is depicting at any given time. Dungeon Scenes d4 Scene 1 A beast with the body of a turtle and
end of the next round. On a successful save, a creature takes half as much damage only. 3 Splendor. The area shimmers, and Shemeshka’s visage appears in countless reflective surfaces. Creatures of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
north. A mechanism consisting of a wheel, chains, and various pulleys is attached to the east wall.
Unless they were called to help in areas 1 and area 2, five sahuagin, two sahuagin coral smashers
Thadrah. Food for the slaves, in the form of a light brown, watery gruel, is poured into the trough from time to time, though the slaves are not given utensils of any sort and must do their best with their
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
-foot-long, curved wooden pole with a mobile consisting of three ornaments dangling at the top of it. Each ornament appears to be a triangular piece of white wood with an Elvish letter carved into it
an alcove on the north wall. Cold, spectral mist hangs motionless in front of the mirror’s reflective surface and covers the floor beneath it.
Zybilna brought mortals before this mirror, where they
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
speaks Common and Sylvan) that fill the illusory glade at any given time. The spirit lights are part of the mirage, are indifferent to the characters’ presence, and disappear if attacked. Any character
east wall. T22: Vortex Bridge A dull roar fills this hexagonal chamber. A bridge consisting of engraved, colored limestone tiles stretches between two ledges. A pitch-black vortex of energy churns
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
turn there takes 2d10 fire damage. The razerblasts have immunity to fire damage. Development If the characters defeat these guards and leave the area, a replacement watch consisting of the cultists from
platters.
This room has been claimed by three cult priests. At any given time, two Eternal Flame priests (see chapter 7) are present. If the characters catch them unaware, one is eating at the table
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
incoherent, self-aggrandizing speech to a group of sycophantic underlings consisting of ten human bandits and two duergar who have never seen Xanathar’s true form. These minions clutch tankards of Wyrmwizz
aura of divination magic around the mirror. Speaking the word “Xoblob” within 10 feet of the mirror causes its reflective surface to become a scrying sensor, showing the Old Xoblob Shop and the street
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Drow of House Xorlarrin infiltrate Gauntlgrym through secret passageways of which not even the dwarves are aware. Bearing an iron flask given to them by the great fire giant chief Duke Zalto, they
surrounding Grandfather Tree. Characters who venture into the forest on foot in search of the tree should encounter one or more patrols, each consisting of 3d6 Tree Ghost tribal warriors and an Uthgardt
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
popular stopover for wayfarers in the Dessarin Valley. The topmost guest floor is given over to dormitories where travelers can “sleep cheap” in rooms shared with up to six guests, but the lower floors
warned them about (see “Lance Rock” in chapter 6). 8. Lorren’s Bakery This aromatic, tidy building’s ovens and mixing bowls are in use day and night. The bakery has a hanging sign consisting of a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
consisting of two stone giants. The adventurers can also keep their distance and leave the giants alone. Treasure Each stone giant carries a sack containing 1d6 × 100 gp in mixed coinage, 1d6 100 gp
the High Captains are waiting for the ship to stop burning before they board and search it. (Given the size of the ship, that could take a while.) Several charred frost giant corpses float facedown in