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Monsters
Fizban's Treasury of Dragons
, the force of the dragon’s will and mind sometimes refuses to pass on. This essence lingers in the form of a psychic remnant called a draconic shard.
A draconic shard in its true form resembles a
. In this vessel, a draconic shard continues to pursue the interests and struggles that drove the dragon, perhaps even accompanying adventurers in the guise of an intelligent magic item and steering
Shifter
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
weretouched, as many believe they are the descendants of humans and lycanthropes. Whatever their origins, shifters have evolved into a unique race. They are humanoids with a bestial aspect; while they
body and mind. Some shifters believe that these spirits are independent entities, and they may speak of Bear or Wolf as ancestors or guides. Most just see the beast within as a formidable expression
Tabaxi
Legacy
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Species
Volo's Guide to Monsters
path to satisfy their obsessions become wandering tinkers and minstrels.
These tabaxi work in small troupes, usually consisting of an elder, more experienced tabaxi who guides up to four young ones
on a particularly interesting item when an owner refuses to sell or trade it.
Tabaxi Names
Each tabaxi has a single name, determined by clan and based on a complex formula that involves astrology
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Onward Saerthe guides the tyrant ship out of the debris field and continues toward Toril. The ship picks up speed once it gets a mile away from the asteroid. Saerthe’s priority is to get back to
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Onward Saerthe guides the tyrant ship out of the debris field and continues toward Toril. The ship picks up speed once it gets a mile away from the asteroid. Saerthe’s priority is to get back to
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Threshold’s floating island ceases to rise. However, the rest of the city continues breaking apart and rising into the sky. Even if Belephaion is taken alive, he refuses to lower the city. The characters
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Threshold’s floating island ceases to rise. However, the rest of the city continues breaking apart and rising into the sky. Even if Belephaion is taken alive, he refuses to lower the city. The characters
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Scout Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance. Scout
Medium humanoid (any race), any alignment
Armor Class 13 (leather armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
11 (+0
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Scout Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance. Scout
Medium humanoid (any race), any alignment
Armor Class 13 (leather armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.
STR
11 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
11 (+0
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Chapter 9 Summary Chapter 9 starts in Sigil and continues in Pandesmos, the first layer of the chaotic plane of Pandemonium. The rest of the adventure takes place on that plane. With all pieces of
Tasha. Kas flees to Pandemonium to free Miska the Wolf-Spider and usurp Vecna’s ritual. The characters must race to Pandemonium in pursuit of Kas, who has discovered where Vecna’s ritual is taking place.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Chapter 9 Summary Chapter 9 starts in Sigil and continues in Pandesmos, the first layer of the chaotic plane of Pandemonium. The rest of the adventure takes place on that plane. With all pieces of
Tasha. Kas flees to Pandemonium to free Miska the Wolf-Spider and usurp Vecna’s ritual. The characters must race to Pandemonium in pursuit of Kas, who has discovered where Vecna’s ritual is taking place.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
wandering tinkers and minstrels. These tabaxi work in small troupes, usually consisting of an elder, more experienced tabaxi who guides up to four young ones learning their way in the world. They travel in
refuses to sell or trade it. THE CAT LORD
The deity of the tabaxi is a fickle entity, as befits the patron of cats. The tabaxi believe that the Cat Lord wanders the world, watching over them and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
wandering tinkers and minstrels. These tabaxi work in small troupes, usually consisting of an elder, more experienced tabaxi who guides up to four young ones learning their way in the world. They travel in
refuses to sell or trade it. THE CAT LORD
The deity of the tabaxi is a fickle entity, as befits the patron of cats. The tabaxi believe that the Cat Lord wanders the world, watching over them and
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, fast-paced sport that draws a lively crowd. Characters can participate in the race as snail jockeys, but it costs 1 ticket punch to enter. On the Story Tracker, jot down the names of any characters who
take part in the snail racing, as the experience might prove useful in chapter 2 (see “Reaching the Bottom”). If at least half the characters participate in a snail race, the carnival’s mood rises by
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, fast-paced sport that draws a lively crowd. Characters can participate in the race as snail jockeys, but it costs 1 ticket punch to enter. On the Story Tracker, jot down the names of any characters who
take part in the snail racing, as the experience might prove useful in chapter 2 (see “Reaching the Bottom”). If at least half the characters participate in a snail race, the carnival’s mood rises by
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Using This Book This book is a gateway to using Eberron as a setting for your D&D campaign. It guides players and the Dungeon Master through the process of creating characters and adventures set in
this world. This introduction presents an overview of the world: its history, its calendar, and the themes that drive it. Chapter 1 details how to create Eberron characters. It offers race options and
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
created the orcs and continues to direct their destiny. He is aided and abetted by the other warrior deities, Bahgtru and Ilneval, who bring strength and cunning to the battlefield. The followers of all
react to them.
As a race, orcs have no noteworthy universal social traits, but some commonality does exist in the crude written communication that all orcs employ and in the way that they use
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Using This Book This book is a gateway to using Eberron as a setting for your D&D campaign. It guides players and the Dungeon Master through the process of creating characters and adventures set in
this world. This introduction presents an overview of the world: its history, its calendar, and the themes that drive it. Chapter 1 details how to create Eberron characters. It offers race options and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Cult Retaliation The eradication of one or more of the surface outposts of the elemental cults marks the characters as dangerous enemies. As the party continues the assault on cult strongholds in
abandon its shrine, run the “Race to Destruction” encounter. Parties that stay in the dungeon and choose not to return to town might be oblivious to the villains’ retaliations. If the characters never
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Cult Retaliation The eradication of one or more of the surface outposts of the elemental cults marks the characters as dangerous enemies. As the party continues the assault on cult strongholds in
abandon its shrine, run the “Race to Destruction” encounter. Parties that stay in the dungeon and choose not to return to town might be oblivious to the villains’ retaliations. If the characters never
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Attitude and Race Each ship’s crew and passengers have an attitude that guides how they interact with the characters. Friendly ships seek to trade or share news, neutral ones attack if they feel
table to determine the nature of the crew. The race chosen or rolled need not be the only one found on the ship, and you might use a table multiple times to make a ship’s crew and passengers more
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Attitude and Race Each ship’s crew and passengers have an attitude that guides how they interact with the characters. Friendly ships seek to trade or share news, neutral ones attack if they feel
table to determine the nature of the crew. The race chosen or rolled need not be the only one found on the ship, and you might use a table multiple times to make a ship’s crew and passengers more
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
way to evade the watchful eyes of the Iron Gate. Kasshta Keep All but one of the monasteries of Adar lie concealed behind a blend of psychic and arcane techniques. Kasshta Keep refuses to hide from
outsiders or the Inspired. It is the de facto capital of Adar and the abode of the Keeper of the Word, who guides the kalashtar people. High in the mountains, the monastery is reached by winches and lifts
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
way to evade the watchful eyes of the Iron Gate. Kasshta Keep All but one of the monasteries of Adar lie concealed behind a blend of psychic and arcane techniques. Kasshta Keep refuses to hide from
outsiders or the Inspired. It is the de facto capital of Adar and the abode of the Keeper of the Word, who guides the kalashtar people. High in the mountains, the monastery is reached by winches and lifts
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
combat, Sprika continues to shout. She instructs the other goblins to keep the characters away from the bowl, for it is a gift for a powerful “master” in the Caves of Chaos. Tactics. The goblins
her Shortbow unless threatened in melee. The giant centipede moves to the nearest character and attacks. Sprika refuses to surrender. If Sprika is killed, the rest of the goblins flee the caves. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
take offense if the character refuses her invitation. A day later, she casts another sending spell and reaches out to a different party member. If she is refused a second time, she doesn’t contact the
something valuable: the Blackstaff’s patronage. Vajra continues to take an interest in their adventuring careers, helping out when she can. Force Grey (Gray Hands) Missions Party Level Mission Brief
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
take offense if the character refuses her invitation. A day later, she casts another sending spell and reaches out to a different party member. If she is refused a second time, she doesn’t contact the
something valuable: the Blackstaff’s patronage. Vajra continues to take an interest in their adventuring careers, helping out when she can. Force Grey (Gray Hands) Missions Party Level Mission Brief
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Dwarvish, demands the Stone of Golorr, and refuses to believe that they don’t have it. If the stone isn’t turned over to them promptly, the duergar enlarge themselves and attack. Xanathar watches the
they trace the key to its owner, the characters can head to the Southern Ward in search of Volkarr Kibbens. The spring chain continues with encounter 10, “Converted Windmill.”
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Dwarvish, demands the Stone of Golorr, and refuses to believe that they don’t have it. If the stone isn’t turned over to them promptly, the duergar enlarge themselves and attack. Xanathar watches the
they trace the key to its owner, the characters can head to the Southern Ward in search of Volkarr Kibbens. The spring chain continues with encounter 10, “Converted Windmill.”
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should react to them. As a race, orcs
through the same area later on. Mountain guides, druids, and rangers might be familiar with many of these symbols, enabling them to keep their charges from inadvertently stumbling into a tribe’s
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
combat, Sprika continues to shout. She instructs the other goblins to keep the characters away from the bowl, for it is a gift for a powerful “master” in the Caves of Chaos. Tactics. The goblins
her Shortbow unless threatened in melee. The giant centipede moves to the nearest character and attacks. Sprika refuses to surrender. If Sprika is killed, the rest of the goblins flee the caves. The
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should react to them. As a race, orcs
through the same area later on. Mountain guides, druids, and rangers might be familiar with many of these symbols, enabling them to keep their charges from inadvertently stumbling into a tribe’s
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
your point of entry into Ravnica as a setting for your D&D campaign. It guides you through the process of creating characters and adventures set here. Chapter 1 is all about building characters. It
offers new race and class options, reflecting the unique character of Ravnica as a Magic setting, and the creatures and characters seen on Magic cards. You can also use this material in any other D&D
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
your point of entry into Ravnica as a setting for your D&D campaign. It guides you through the process of creating characters and adventures set here. Chapter 1 is all about building characters. It
offers new race and class options, reflecting the unique character of Ravnica as a Magic setting, and the creatures and characters seen on Magic cards. You can also use this material in any other D&D
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
them with virtuous companions. Highwater,
Upper Dura Ghallanda Hall This proud Ghallanda enclave continues to operate amid the fading squalor of Middle Dura, and has become a tourist attraction. It
sporting events. Hareth’s Folly, Middle Dura The King of Fire A comfortable tavern and gambling hall, known as one of the safest places to bet on the Race of Eight Winds and the events at the Hollow Tower