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Monsters
Planescape: Adventures in the Multiverse
seek to maintain planar equilibrium, assuring that good, evil, law, or chaos never grow too powerful or too weak. To the rilmani, each of these forces is fundamental to the multiverse’s existence
frequently encountered on their home plane, the Outlands, where they work to ensure that no force overexerts itself on the Concordant Opposition.
Rilmani are bipedal, with bodies of living metal that ranges
Monsters
Planescape: Adventures in the Multiverse
the multiverse. They seek to maintain planar equilibrium, assuring that good, evil, law, or chaos never grow too powerful or too weak. To the rilmani, each of these forces is fundamental to the
living metal that ranges in appearance from cold iron to brilliant gold. Most have smooth faces with few features, and their extraordinary anatomies often act in defiance of natural forces.Psychic
Monsters
Planescape: Adventures in the Multiverse
stability.
Rilmani
Rilmani protect the balance between the forces and philosophies of the multiverse. They seek to maintain planar equilibrium, assuring that good, evil, law, or chaos never grow too
overexerts itself on the Concordant Opposition.
Rilmani are bipedal, with bodies of living metal that ranges in appearance from cold iron to brilliant gold. Most have smooth faces with few features, and
Backgrounds
Guildmasters’ Guide to Ravnica
, empathetic, and generally peaceful — unless roused to action. Their flaws and bonds alike grow naturally from their close ties to the community.
Personality Traits
d8
Personality Trait
.
Selesnya Contacts
d8
Contact
1
A wise centaur trainer believed in me even though I was a terrible student.
2
A good friend has risen to become a Ledev guardian.
3
I left
Backgrounds
Guildmasters’ Guide to Ravnica
. That’s the world you have been trying to grow in the laboratories of the Simic Combine. Nature is all about adaptation, evolution, and balance — but for it to keep up with the pace of
abundant connections among the Simic. The guild members live in watery sinkholes called zonots, and their isolation shelters them from much contact with outsiders. Nonetheless, a fair number of Simic
Monsters
Storm King's Thunder
acrid whiff of the creature’s poison breath. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that
wall, it must spend 4 feet of movement. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8
Monsters
Divine Contention
trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast, and every
contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage
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
night while also granting spells to her devoted followers leaves Auril weak and vulnerable. In her self-inflicted weakened state, Auril is inclined to be cautious and avoid contact with other creatures
Magic Items
The Book of Many Things
offer, it returns to its home plane.
Giant. You immediately grow 2d10 inches in height, and your hit point maximum and current hit points both increase by 20.
Humanoid. You can immediately choose to
additional cards to keep, returning the other to the deck. The magic of the card you keep takes effect immediately thereafter.
Tree. Your skin immediately becomes rough, like tree bark. Your base AC now
spells
You contact a deity of the Cthulhu Mythos. You can ask the entity 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":""} questions that can be answered with yes or no. You must ask your
an answer instead.
When you cast this spell, roll a d20;{"diceNotation":"1d20", "rollType":"roll", "rollAction":""}. If you roll a 1, the deity appears in the nearest unoccupied space and attacks creatures (including you) in the area for the spell’s duration before returning to its realm.
Adult Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald green cast
, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8);{"diceNotation":"4d8","rollType":"damage
Ancient Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
breath. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that reaches the forest floor carries an emerald
. Furthermore, a creature in the wall’s space must make a DC 15 Dexterity saving throw once each round it’s in contact with the wall, taking 18 (4d8);{"diceNotation":"4d8","rollType":"damage
Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
skill with sword, bow, and strategy.
Hidden Woodland Realms
Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and
magic allow them to support themselves without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is
Warlock
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
and grows in power, at the cost of occasional services performed on the patron’s behalf. The magic bestowed on a warlock ranges from minor but lasting alterations to the warlock’s being
pact, and how did you make contact with your patron? Were you seduced into summoning a devil, or did you seek out the ritual that would allow you to make contact with an alien elder god? Did you search
races
Mordenkainen Presents: Monsters of the Multiverse
facial features have a bestial cast, often with large eyes and pointed ears; most shifters also have prominent canine teeth. They grow fur-like hair on nearly every part of their bodies. While a shifter
race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
, Zasheida; (surnames) Basha, Dumein, Jassan, Khalid, Mostana, Pashar, Rein
Chondathan
Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are
the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Mulan are most prominent, nobles
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk.
Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most
their prey to the other races of the Underdark. They have innate magical abilities to become invisible and to temporarily grow to giant size.
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
hidden that the surface-dwelling citizens in the area often don’t know what lies beneath them.
Because the kobolds make sure they stay out of the way of anyone more dangerous than themselves, grow
, sorcerer, miner, or crafter is as likely to be female as male.
Grow Fast, Die Early
Kobolds grow and mature much more swiftly than members of other humanoid races. At 6 years old a kobold is
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Rilmani Rilmani protect the balance between the forces and philosophies of the multiverse. They seek to maintain planar equilibrium, assuring that good, evil, law, or chaos never grow too powerful or
the Concordant Opposition. Rilmani are bipedal, with bodies of living metal that ranges in appearance from cold iron to brilliant gold. Most have smooth faces with few features, and their extraordinary
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Hidden Woodland Realms Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves
without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Hidden Woodland Realms Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and magic allow them to support themselves
without the need for clearing and plowing land. They are talented artisans, crafting finely worked clothes and art objects. Their contact with outsiders is usually limited, though a few elves make a
classes
Basic Rules (2014)
else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as
.
Creating a Wizard
Creating a wizard character demands a backstory dominated by at least one extraordinary event. How did your character first come into contact with magic? How did you discover you had
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Adventurers’ Guild Contacts Typically, an adventuring group has no particular contact within the larger guild. There’s a local leader or bookkeeper who collects dues, but otherwise you might interact
with a variety of different members of the guild in different contexts—when looking for a contract, gathering referrals, staying in the guildhall, and so on. The Guild Contact table provides
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
with multiple coastlines. Next, sketch in any major mountain ranges. Foothills form a transition between the mountains and lowlands, and broad patches of gentle hills might dot the region. That leaves
as they grow larger and move toward a lake or the sea. Finally, place the major towns and cities of the region. At this scale, you don’t need to worry about small towns and villages, or about mapping
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
avoid contact with those they see as lesser creatures. They are obsessed with the Draconic Prophecy, which is a map of possible futures rather than a clear-cut prediction. Its paths are revealed in
Chamber. A dragon in Khorvaire that isn’t part of the Chamber could be an exile driven from Argonnessen for some crime or a scholar pursuing independent research. Some orphaned dragons grow up in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sponsoring and then leading adventuring expeditions into Undermountain. One of the items they recovered from the dungeon was a tablet of black crystal that allowed contact with entities of the Far Realm
. Their brother, Xerrion, came to possess the tablet and used it to contact otherworldly beings in an attempt to destroy his family’s business rivals and political enemies. This contact drove Xerrion
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
a way of life in this forested domain, with everyone from the bards of Skald to the actors of Emherst pursuing dazzling dreams. Here, the people live by a simple rule: never let an audience grow bored
who have broad ranges of rich skin and hair colors. The use of dyes and cosmetics to accent one’s features and memorability is common among all genders. When players create characters from Kartakass
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
to predict that he will spend months recovering at one of his other lairs before returning to Oyaviggaton. The Ice Hunters believe that this gives them enough time to lose themselves in the vast
seeking out his former thralls. The Ice Hunters have no contact with civilization, so they can’t possibly spread word of his humiliating defeat. With the dragon’s disappearance, the kobolds hide if
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
to predict that he will spend months recovering at one of his other lairs before returning to Oyaviggaton. The Ice Hunters believe that this gives them enough time to lose themselves in the vast
seeking out his former thralls. The Ice Hunters have no contact with civilization, so they can’t possibly spread word of his humiliating defeat. With the dragon’s disappearance, the kobolds hide if
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
will of the entire conclave. A voda is accessible to all the guild members in her care. You have regular contact with your voda, who knows your name and has a good idea of your interests, goals, and
has always been troubled. The Living Guildpact is absent, but the Guildpact comes and goes. The Worldsoul has not changed, nor has the will of Mat’Selesnya: the conclave’s main goal is to grow, as it
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan
, Lackman, Stormwind, Windrivver Mulan Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
is hope and the fragile promise of peace. Types of Sovereigns Broadly defined, a sovereign ranges from the head of a government to the leader of a powerful, private institution. Queens, chieftains
increases or decreases depending on the sovereign’s nature, the type of work you perform, and the length of your employment. Sovereign Contact You might benefit from direct contact with your group patron
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
demon ichor in rituals and to improve the performance of infernal war machines (as described in appendix B). When a creature comes in direct contact with demon ichor in Avernus, it must make a DC 10
head on the end of stalks.
11–15 The target’s hands grow claws, which can be used as daggers.
16–20 One of the target’s legs grows longer than the other, reducing its walking speed by 10
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan
, Lackman, Stormwind, Windrivver Mulan Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ceiling of which is uneven and ranges in height from 15 to 30 feet. The cave’s other features are as follows: Moss. Thick moss grows on the walls and the ceiling.
Fungi. The earthen floor gives rise to a
. Characters who make telepathic contact with the myconids are greeted warmly. The myconids offer to take visitors to their sovereign (area 4b) or escort them to the edge of their domain. The friendly