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                                                    Demilich (Variant)
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     souls of the insolent intruders to his tomb, magically transferring them to his phylactery.
Liches who follow Acererak’s path believe that by becoming free of their bodies, they can continue
                                                
                                            
                                                
                                                     antimagic field fills the space of the target, moving with it until initiative count 20 on the next round.
The demilich targets any number of creatures it can see within 30 feet of it. No target can regain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     bothered by something she had read in The Canopic Being, and saying that she wanted to continue her research with the help of the oracle of the House of the All-Seeing Orb in Tashalar, east of Chult
                                                
                                            
                                                
                                                     it to a page near to the end that is filled with a list of names in a half-dozen different hands. Across the top of the page in the rushed script that fills the rest of the book is written the legend
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     must first open Sylphene’s grave and remove the coffin (see area C9). In the darkest hours of the night, fog leaches into the open grave and fills it. Any creature that lies down in the fog-filled
                                                
                                            
                                                
                                                     a curse prevents them from leaving the place. Characters who defeat these creatures are free to continue their exploration of the Shadowfell, having survived their first brush with death in this ghastly realm.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                    T12: Ghastly Work Jodie Muir  npc with zombies The stench of death fills this pillared hall. Two ten-foot ladders lean against the west wall. A rotting figure in a crimson robe clings to each ladder
                                                
                                            
                                                
                                                     emerges from the secret door in the back of the statue in area T13 and comes to join the fray, trusting that the adventurers are the heroes he’s been waiting for. Meanwhile, the zombies continue
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    . The chapel appears dedicated to Vecna, decorated with artwork and symbols in honor of the god of evil secrets. The worshipers, all humanoid, appear exhausted as they continue their chant. As you
                                                
                                            
                                                
                                                     girallons flank him, each of them also missing an eye and hand.
 The priest smiles and gestures for you to enter the chapel and take a seat. And the chanting fills your mind with a desire to obey
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     serves as Zariel’s friend and mount. Olanthius. If the characters made an ally of Olanthius, the death knight kneels before Zariel. Seeing him fills Zariel with shame for leaving her loyal friend to a
                                                
                                            
                                                
                                                     horrific fate. If Zariel is redeemed, she turns the death knight to dust, letting his soul rest at last. If the Charisma (Persuasion) check succeeds, continue with “Zariel’s Redemption” below. If the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     prone. The demilich targets one creature it can see within 60 feet of it. An antimagic field fills the space of the target, moving with it until initiative count 20 on the next round. The demilich
                                                
                                            
                                                
                                                     becoming free of their bodies, they can continue their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     his lair, which lies beyond the opening in the ceiling. Statue Guardian. If the characters approach the statue, the panther will stand and pad menacingly in their direction … and then continue on
                                                
                                            
                                                
                                                     light flashes upward and a bellowing voice fills the chamber. The voice belongs to Xipe, and he asks (in Giant) who has come and for what purpose. Nothing else happens, for Xipe can’t be bothered to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
                                                    
                                                
                                            
                                                     the room. South of it is an altar in front of a tiered dais, on which sits a wooden chair.
 If the characters move farther into the room so they can see the features in the south end, continue: The
                                                
                                            
                                                
                                                     cloud of poison gas fills the whole room in 2 rounds. A character caught in the gas must succeed on a DC 15 Constitution saving throw or become poisoned for 48 hours. If the hinges are noticed and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     illusion dissolves into a cloud of bats that quickly fills the chamber. At the start of each turn, the bats deal 7 (2d6) piercing damage to each creature in the haunted zone. After 5 turns, the bats
                                                
                                            
                                                
                                                     horizon.
 The headstones continue in every direction no matter how far a character travels. Each headstone is inscribed with the name of a different individual who died within Strahd’s domain (the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     actions than for vows of loyalty and expressions of devotion. Whether you are silently devoted to her or vociferous in your praise, it is your actions in her name that will prompt her to continue her
                                                
                                            
                                                
                                                     devotion to my god is more important to me than what she stands for. (Any) 
   2  Nature. The beauty of the natural world fills me with serenity. (Neutral) 
   3  Freedom. I yearn to run wild
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     sunlight fills the area. Within that space, Lulu flies lazily in a lush meadow at the shoulder of a beautiful, blindfolded angel. As the pair strolls through the tall green grass, the voice of the hag
                                                
                                            
                                                
                                                     fills your mind, “Push through this vision. It only represents what Lulu wishes was true. We need to see more.”
 Each character must make a DC 10 Intelligence saving throw. If one or more of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     or half-orc character makes this check with advantage. Once Krell is safe he slips away to continue his foul worship. Treasure. All the cultists’ ceremonial objects and treasure are stored in a
                                                
                                            
                                                
                                                     from hooks in the ceiling, while the choking stench of rotting flesh fills the air. A stairway leads up near the stern. Tiny spiders crawl over everything.
 The cultists kept this area free of webs
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     of this stifling chamber is filled with the odor of wood smoke, and a smoky haze fills the air. Four oversized braziers in the corners put off considerable light. A divan sits along one wall, while a
                                                
                                            
                                                
                                                     continue to help the characters as described in area E11. None of the armor and weapons currently being forged here is near enough to completion to be used effectively. An iron talking tube runs between the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     supported by six sculpted tentacles. A twelfth cultist convulses atop the altar.
 Twelve cultists perform a wicked ritual in this room. The cultists are hostile toward intruders but continue intoning
                                                
                                            
                                                
                                                     masks of Zargon’s cultists, allowing them to pass; otherwise, the duergar greet intruders with hostility. Acid Pool. A hissing, 3-foot-deep pool of digestive acid fills the area around the stone path. A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     means to communicate with animals, and their Rage heightens their connection to animals as it fills them with supernatural might. ALDITHA SIREGAR  Path of the Wild Heart Subclass Level 3: Animal
                                                
                                            
                                                
                                                     is Necrotic or Radiant; you choose the type each time you deal the damage. Level 3: Warrior of the Gods A divine entity helps ensure you can continue the fight. You have a pool of four d12s that you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     body. The warts are unattractive but have no harmful effect. 8 Bittertongue Gas. A foul taste fills the character’s mouth, and everything the character eats or drinks tastes awful. Slugs appear to be
                                                
                                            
                                                
                                                     a moment before prompting them to continue. If asked about what they’re doing, the stilt walkers explain (in Goblin or, if necessary, in Common) that they are gathering eggs for trading in Downfall
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice & Errata
                                                    
                                                
                                            
                                                     continue affecting the target or other targets with the existing Telekinesis spell? You can maintain your telekinetic grip on a target you were already affecting, but you can’t affect a new target
                                                
                                            
                                                
                                                     Sneak Attack so long as it fills the normal requirements for that feature. For example, if you have the Sneak Attack feature and cast True Strike with a Finesse weapon, you can deal Sneak Attack
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     objects in it continue to move as if manipulated by creatures. Allow the characters some time to explore their new environment. They can use ropes to climb tables or chairs, avoid chunks of discarded food
                                                
                                            
                                                
                                                     once worked with Acquisitions Incorporated. In fact, he is enraged if they do not know his past. He fills in the details as needed, underscoring the travesty of his treatment from his own biased
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     demanded he continue cooking under pain of death. Now Pierre wants only to return home to Respite. Pierre’s Map. If the characters ask Pierre to help retrieve Respite’s gems, he draws the characters a
                                                
                                            
                                                
                                                     as a character enters the area, the piercers fall on prey as the opportunity arises, and the cloaker pursues creatures that evade the roper. B11: Acid Lake A lake of murky, bubbling liquid fills this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     (1d6) bludgeoning damage and lands with the prone condition. W10: Dark Pool A still pool fills much of this cavern. The water is dark, revealing little of what might lie within. The shore of the pool
                                                
                                            
                                                
                                                    .
 The stream flowing from area W10 to area W18 used to continue through this low passage, eventually emptying into area W16. The dwarves diverted the stream into the channel leading to area W12 to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     the pool of water that fills the center of the area. Ripples spread across the surface as if the water has been recently disturbed. Around the cavern, narrow alcoves hold enormous globes of blue liquid
                                                
                                            
                                                
                                                     across. White Gate. A white gate lies in the east–west corridor between this area and the Warren of Eyes. 37. Compelling Light Light. The dim light that fills the chamber can be seen before the room can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     Burrow A large pile of rubble from a partially collapsed wall fills the southeast corner of this guardroom, while a narrow fissure mars the wall to the north. Despite these failings, the room serves as a
                                                
                                            
                                                
                                                     pelt. The pile contains 2,900 cp, 130 ep, an ivory statuette of an elephant worth 80 gp, and a pair of gold bracelets worth 30 gp each. B13. Hunting Hall Water fills a rectangular marble basin in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     in this room, standing on the glowing Key card in the floor. Key. The Key card in the floor fills the room with bright light. Anyone touching the card knows it can be used to return home; any character
                                                
                                            
                                                
                                                     beasts in area 7 or the spies in area 15) here to attack them. Treasure. If the characters continue to trade riddles with Bindle, answering at least one of his own while also asking one or more, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     from the slab without 10 pounds of weight immediately being added, poisonous gas pours out of the slab’s hollow interior and fills the crypt. A character who searches the slab for traps and succeeds on
                                                
                                            
                                                
                                                     Master’s Guide) fills the crypt. Characters within 5 feet of the crypt’s open doorway are affected. If the brown mold is killed off, characters can dig through the moldy crust to find the bones of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    , amphibious predator from another world—blocks the path forward A murky lake fills the center of the garden. Luminous fish crest the surface of its waters, and tiny, harmless amphibians and lizards roam its
                                                
                                            
                                                
                                                     round until it reaches the chamber’s 10-foot-tall ceiling. Stairway. Characters who continue descending the stairway arrive at a card-locked door on the level below. This door, which requires a green
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     aboleth. These crystals give off dim light that fills the cave. A detect magic spell or similar effect reveals an aura of divination magic radiating from the mosaic. A creature that takes a short or long
                                                
                                            
                                                
                                                     working in the cove find the bones and refuse to continue fishing in these waters. Eda Oweland offers the characters a special favor (see “Special Favors” in chapter 7 of the Dungeon Master’s Guide) to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     1,800 gp. P23: Darkness Room Magical darkness fills this room. A Dispel Magic spell cast on the darkness dispels it, as does the Daylight spell. A locked chest rests against the west wall. Two black
                                                
                                            
                                                
                                                     count 20 (losing initiative ties), creatures between the walls take 22 (4d10) bludgeoning damage and have the restrained condition as they’re slowly crushed by the walls. The walls continue to compress
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     if the effects of Charmayne’s ritual are undone. If the characters stay out of the kitchen and leave the hounds alone, Cinnabar and Sol ignore them and continue feeding on the cook and dishwasher they
                                                
                                            
                                                
                                                     the windowsill to the floating mage tower (area S14). S12: Charmayne’s Bedroom A pungent odor fills this room, which is cluttered with arcane materials and eerie trinkets. Much of the decor is slowly
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    : The passage fills with a mighty roar as a huge surge of rushing water pours from above!
 The flood threatens all creatures in the tunnel. (The goblin on the bridge is out of danger, as are any
                                                
                                            
                                                
                                                     Cragmaw ambush group. (This is a reference to the psionic goblins that factor more prominently into later chapters.) Sildar tells the characters that he intends to continue to Phandalin, since it’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     unfurnished rooms contains two ghouls that were attracted to the mansion by Far Realm energies. The ghouls are hostile. D23: Wine Cellar The faint aroma of grapes fills the air in this cellar. Four
                                                
                                            
                                                
                                                     headless body.  The Celestial Codex On each of his turns in combat, Markos defends himself while taking a bonus action to continue the ritual. If he’s able to take this bonus action three more times
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     here. K5. Ruined Stable This old stable is in bad shape. Most of the roof has caved in, and rotting debris fills the interior. Six horse stalls line the back wall.
 The cultists haven’t bothered to
                                                
                                            
                                                
                                                     ghoul succeeds on a DC 20 Strength check, the boat capsizes. Some might continue to try to tip the boat later in the battle.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     1d4 rounds. A dispel magic spell cast on the orb suppresses the magic for 1 hour. In both cases, the character doesn’t know how long the suppression might last. The circles continue to glow at random
                                                
                                            
                                                
                                                     Trap. If the doors are opened, roll initiative. Darkness immediately fills the corridor out to 20 feet from the doors. Any non-undead creature that starts its turn in the area must succeed on a DC 15
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     hearths in the middle of this room, and the smell of baking bread fills the air. Sacks of flour, casks of salted fish, crates of dried vegetables, and wheels of cheese clutter the walls, along with
                                                
                                            
                                                
                                                     stairs descend ten feet to a landing, turn, and continue to descend beyond your sight. Several large buckets are stacked unevenly on the landing. To the north, a staircase descends ten feet to a door
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     in the service of righteousness or in defiance of wickedness  A Blessed Ki-rin Shrine  Blessed Radiance Effects   d100 Effect   01–06 Golden light fills a 20-foot-radius, 40-foot-high cylinder
                                                
                                            
                                                
                                                     the Material Plane after death, they either dwell in the Astral Plane as spirits or are pulled toward one of the Outer Planes to continue their journey. But some entities find ways to travel beyond
                                                
                                            
                                        






