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Monsters
Mordenkainen Presents: Monsters of the Multiverse
save, or half as much damage on a successful one.A bronze scout seldom emerges from underground. Its telescoping eyestalks observe foes at close range while most of its segmented body remains buried
roll a 1, the clockwork is incapacitated until the end of its turn.
8
Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.
Poison
Monsters
The Wild Beyond the Witchlight
these visitors enter into an agreement with Bavlorna, she’ll use her powers to resolve their pressing problem in exchange for something of use to her.
Alignment. Neutral evil.
Personality
extraordinarily long, spindly limbs. She must submerge herself in a briny concoction for an hour each day, or her body will dry out until it locks up in a kind of living rictus, and she remains that way until
The entities of the Cthulhu Mythos have many enemies. Not all who learn of these terrible creatures fall victim to their promises of forbidden power. Across the cosmos, a grand conspiracy consisting
ensure that their centuries of work domesticating humans remains uninterrupted. For all their skill at providing food, warmth, and shelter, humans are all too prone to corruption, meddling in powers far
The entities of the Cthulhu Mythos have many enemies. Not all who learn of these terrible creatures fall victim to their promises of forbidden power. Across the cosmos, a grand conspiracy consisting
ensure that their centuries of work domesticating humans remains uninterrupted. For all their skill at providing food, warmth, and shelter, humans are all too prone to corruption, meddling in powers far
Bugbear
Legacy
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Species
Volo's Guide to Monsters
individuals in a group typically number fewer than a dozen, consisting of siblings and their mates as well as a handful of offspring and an elder or two. A gang lives in and around a small enclosure
. Cunning Grankhul is the younger one, and in the stories bugbears tell, he gifted them with stealth but in return he sapped their vigor, so that bugbears sleep in his stead while he remains eternally alert
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
crosses a twenty-five-foot-deep pit filled with slowly turning, bloodstained gears. The chamber’s side walls, each 25 feet from the balance beam, are made of smooth metal sheeting.
The most obvious
pressure plate. If all the weight is removed from the beam at once, the beam remains in whatever position it was last in. Balance Beam The balance beam is difficult terrain. A creature that ends its turn
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
crosses a twenty-five-foot-deep pit filled with slowly turning, bloodstained gears. The chamber’s side walls, each 25 feet from the balance beam, are made of smooth metal sheeting.
The most obvious
pressure plate. If all the weight is removed from the beam at once, the beam remains in whatever position it was last in. Balance Beam The balance beam is difficult terrain. A creature that ends its turn
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Modrons Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend its eternally revolving gears, their existence a clockwork routine of
than one rank away are either too advanced or too simple to understand. Cogs of the Great Machine. If a modron is destroyed, its remains disintegrate. A replacement from the next lowest rank then
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, the vibration of its clacking gears sends showers of loose stones down the crevasse walls. Once the engine has been activated, it “acts” on initiative count 15. Mephit Madness On the round after the
thrown off. Resolve the effects as described above. On its turn during round 13, the Maze Engine sinks into the magma and is destroyed.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Modrons Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend its eternally revolving gears, their existence a clockwork routine of
than one rank away are either too advanced or too simple to understand. Cogs of the Great Machine. If a modron is destroyed, its remains disintegrate. A replacement from the next lowest rank then
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, the vibration of its clacking gears sends showers of loose stones down the crevasse walls. Once the engine has been activated, it “acts” on initiative count 15. Mephit Madness On the round after the
thrown off. Resolve the effects as described above. On its turn during round 13, the Maze Engine sinks into the magma and is destroyed.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
dragonmarked houses, but in the wake of the war it remains to be seen if any single nation has the resources to challenge them. Although most houses have distinct spheres of interest, their concerns overlap
seeks to mediate disputes and encourage cooperation between the houses. Adventurers could be caught up in the rivalries and schemes of the houses, or they could work with the Twelve in an effort to resolve these feuds.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
dragonmarked houses, but in the wake of the war it remains to be seen if any single nation has the resources to challenge them. Although most houses have distinct spheres of interest, their concerns overlap
seeks to mediate disputes and encourage cooperation between the houses. Adventurers could be caught up in the rivalries and schemes of the houses, or they could work with the Twelve in an effort to resolve these feuds.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
; the door remains unlocked for 1 minute. Once opened, such a door can be propped open to keep it from locking again. Levels and Elevators The outpost has an upper level and a lower level; the Astral
gate chamber (area S12) lies 10 feet below the lower level. Glass staircases connect these levels, as do four elevators powered by magic and hidden gears. Elevators. Each elevator consists of a
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
; the door remains unlocked for 1 minute. Once opened, such a door can be propped open to keep it from locking again. Levels and Elevators The outpost has an upper level and a lower level; the Astral
gate chamber (area S12) lies 10 feet below the lower level. Glass staircases connect these levels, as do four elevators powered by magic and hidden gears. Elevators. Each elevator consists of a
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
from the surface have sunk in this ‘darkening’ and the coral has quickly grown to envelope the remains, so quickly as to no doubt be unnatural.
The elders are worried, as the source of this
strangeness remains unknown. The Turmish and Thayans are too busy with their conflicts to notice, and so it is up to you brave heroes to travel into the darkening and discover what evil has come to reside so
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
from the surface have sunk in this ‘darkening’ and the coral has quickly grown to envelope the remains, so quickly as to no doubt be unnatural.
The elders are worried, as the source of this
strangeness remains unknown. The Turmish and Thayans are too busy with their conflicts to notice, and so it is up to you brave heroes to travel into the darkening and discover what evil has come to reside so
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
citizens should find themselves engaged in an ugly bit of skulduggery involving opening a tomb. Underneath the self-deprecating manner is a stern resolve. The Kraken Society paid good money for the orb
break in. The crypt holds the remains of a minor lord and lady, buried here centuries ago. The orb sits in a wooden containment cask in plain sight on the floor. See chapter 7 for more information on devastation orbs.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
danger. During the storm, any checks made to resolve hazards or manage the ship are made with disadvantage. Evocation These ferocious storms are wracked with thunderbolts, driving sheets of acid rain
navigators know it poses an insidious threat. During the storm, the ship travels in a random direction that isn’t its intended course. Necromancy Ghosts howl and whirl in this storm’s wind, while the remains
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, and immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t made of adamantine. Destroying the arch all but dooms the project, since Zox lacks the resolve to start
dotted with the remains of broken machines.
Corpses. Two ogres clad in iron armor lie dead among the metal detritus, their flesh pierced by dozens of metal crossbow bolts.
The ogres served the hobgoblins until they were shot dead by Zox’s arbalests a few days ago.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
citizens should find themselves engaged in an ugly bit of skulduggery involving opening a tomb. Underneath the self-deprecating manner is a stern resolve. The Kraken Society paid good money for the orb
break in. The crypt holds the remains of a minor lord and lady, buried here centuries ago. The orb sits in a wooden containment cask in plain sight on the floor. See chapter 7 for more information on devastation orbs.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
danger. During the storm, any checks made to resolve hazards or manage the ship are made with disadvantage. Evocation These ferocious storms are wracked with thunderbolts, driving sheets of acid rain
navigators know it poses an insidious threat. During the storm, the ship travels in a random direction that isn’t its intended course. Necromancy Ghosts howl and whirl in this storm’s wind, while the remains
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, and immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t made of adamantine. Destroying the arch all but dooms the project, since Zox lacks the resolve to start
dotted with the remains of broken machines.
Corpses. Two ogres clad in iron armor lie dead among the metal detritus, their flesh pierced by dozens of metal crossbow bolts.
The ogres served the hobgoblins until they were shot dead by Zox’s arbalests a few days ago.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the quest. (In other words, the characters are at least 7th level.) These conditions don’t account for any unfinished business that the characters are determined to resolve. For example, if Xardorok
human empire ruled by wizards, whose mastery of the Weave remains unsurpassed to this day. Some of what the Netherese wizards learned came from the elves. The rest came from the study of artifacts
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the quest. (In other words, the characters are at least 7th level.) These conditions don’t account for any unfinished business that the characters are determined to resolve. For example, if Xardorok
human empire ruled by wizards, whose mastery of the Weave remains unsurpassed to this day. Some of what the Netherese wizards learned came from the elves. The rest came from the study of artifacts
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
drawn into the jar, where it remains desperate to be reunited with its body. As with the other brains in jars, this brain can be negotiated with. If a character succeeds on a DC 15 Charisma (Deception
journal is set with all manner of gears. A successful DC 12 Wisdom (Perception) check confirms that these are not just decorative, but appear to be set in some sort of working order. The same check reveals
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
all of a wardrobe’s monsters die, the wardrobe disappears and one of the red crystals above the portcullis lights up. When all five crystals are lit, the portcullis rises and remains up for 24 hours
and attack. When a mezzoloth dies, its body transforms into wisps of oily smoke, though its trident remains. Mechanus Wardrobe This door is carved to depict the face of an ornate clock. When the door
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
all of a wardrobe’s monsters die, the wardrobe disappears and one of the red crystals above the portcullis lights up. When all five crystals are lit, the portcullis rises and remains up for 24 hours
and attack. When a mezzoloth dies, its body transforms into wisps of oily smoke, though its trident remains. Mechanus Wardrobe This door is carved to depict the face of an ornate clock. When the door
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
drawn into the jar, where it remains desperate to be reunited with its body. As with the other brains in jars, this brain can be negotiated with. If a character succeeds on a DC 15 Charisma (Deception
journal is set with all manner of gears. A successful DC 12 Wisdom (Perception) check confirms that these are not just decorative, but appear to be set in some sort of working order. The same check reveals
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
27. Forge of the Tomb Dwarves Old wooden benches and shelves along the walls of this chamber are covered with gears, chains, trap components, and cages filled with rats. Lit iron braziers hang by
.
The creature that emerges from the contraption is a tomb guardian — a flesh golem encased in plate armor (AC 17). This guardian was fashioned using the salvaged remains of Seward, an adventurer with
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
the populace lives in poverty. The seat of Councilor of the Foundry remains vacant following Doña Estela’s recent death, as it has become clear that the oligarch intended to be resurrected to continue
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
fertile farmland, tall pines, and aspen groves. In the south lies Therpena, consisting of wide coastal beaches, plains, and forested mountains below the Shattered Peaks. The southernmost extent is called
question the current interpretation. Ruins litter the deserts and high mountains. Many believe they are the remains of a dragonborn civilization destroyed in the distant past. Contrasting with the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
27. Forge of the Tomb Dwarves Old wooden benches and shelves along the walls of this chamber are covered with gears, chains, trap components, and cages filled with rats. Lit iron braziers hang by
.
The creature that emerges from the contraption is a tomb guardian — a flesh golem encased in plate armor (AC 17). This guardian was fashioned using the salvaged remains of Seward, an adventurer with
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
the leadership, ensuring that no matter how many street-level thugs and syndics are apprehended to fill the Azorius prisons, the guild’s leadership remains intact. Contact between the oligarchs and
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
the leadership, ensuring that no matter how many street-level thugs and syndics are apprehended to fill the Azorius prisons, the guild’s leadership remains intact. Contact between the oligarchs and