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Monsters
Mordenkainen Presents: Monsters of the Multiverse
hound in the Border Ethereal can return to the Material Plane as an action.
Telepathic Bond. While the yeth hound is on the same plane of existence as its master, it can magically convey what it senses
hunting dogs. They race in pursuit of their prey, running it down until it’s too exhausted to fight back. Only the threat of dawn drives the pack back into hiding.
A pack of yeth hounds can be
Backgrounds
Tomb of Annihilation
and the ways of their people, who eventually treated you as one of their own. One culture had more of an influence on you than any other, shaping your beliefs and customs. Choose a race whose culture
.
2
Having lived among the people of a primeval tribe or clan, I long to return and see how they are faring.
3
Years ago, tragedy struck the members of an isolated society I befriended, and
Bugbear
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
.
Gang Mentality
Since bugbears aren’t a particularly fecund race, their overall population is small and spread over a wide area. Bugbears live in family groups that operate much like gangs. The
remove opposition or exile weaker or unpopular members to keep the rest of the gang strong. Fortunately for the race as a whole, even young and elderly bugbears have the ability to survive alone in the
Shapechange
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
can't use any legendary actions or lair actions of the new form.
You assume the hit points and Hit Dice of the new form. When you revert to your normal form, you return to the number of hit points you
hit points, you aren't knocked unconscious.
You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing
Halfling
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
, even by the standards of his diminutive race, with the fluff of his curly brown locks barely cresting the three-foot mark, but his belly was amply thickened by his love of a good meal, or several, as
, go talk to the farmers and herders and you’ll find good, solid folk. Not that there’s anything wrong with the barons and soldiers—you have to admire their conviction. And by
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
unpopular members to keep the rest of the gang strong. Fortunately for the race as a whole, even young and elderly bugbears have the ability to survive alone in the wild, and the cast-off members of a gang
who have severed heads on spikes as trophies, cast a spell to make the heads speak. After that, ye can cozen the bugbears into doing almost anything.
— Elminster
Gang Mentality Since bugbears
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
unpopular members to keep the rest of the gang strong. Fortunately for the race as a whole, even young and elderly bugbears have the ability to survive alone in the wild, and the cast-off members of a gang
who have severed heads on spikes as trophies, cast a spell to make the heads speak. After that, ye can cozen the bugbears into doing almost anything.
— Elminster
Gang Mentality Since bugbears
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ship’s crew. Sigurd “Snake Eyes” is the pirate captain who leads a gang of smugglers in The Sinister Secret of Saltmarsh. Pirate Captain
Medium humanoid (any race), any alignment
Armor Class 14
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ship’s crew. Sigurd “Snake Eyes” is the pirate captain who leads a gang of smugglers in The Sinister Secret of Saltmarsh. Pirate Captain
Medium humanoid (any race), any alignment
Armor Class 14
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
speak to the characters again. When the fiend is defeated, Paloma grants the characters their promised reward when they return to Milpazul. She also invites them to join her outlaw gang. The villagers freed from sereno’s effects also express their gratitude to the characters.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
speak to the characters again. When the fiend is defeated, Paloma grants the characters their promised reward when they return to Milpazul. She also invites them to join her outlaw gang. The villagers freed from sereno’s effects also express their gratitude to the characters.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
abuse 18–20 Statue of Lolth Bandersnatches The characters draw the unwanted attention of the Bandersnatches, a gang of young, demon-worshiping drow who, in the wake of Demogorgon’s attack, are eager
to create further unrest in the city. Gang members send coded messages to one another by tapping hollow rocks together, creating eerie clicking sounds that echo throughout the otherwise quiet
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
authority and cause the tribe to collapse into chaos, with the survivors scattering either to join new tribes or to strike out on their own. At the other extreme, warriors that return home with a heavily
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
abuse 18–20 Statue of Lolth Bandersnatches The characters draw the unwanted attention of the Bandersnatches, a gang of young, demon-worshiping drow who, in the wake of Demogorgon’s attack, are eager
to create further unrest in the city. Gang members send coded messages to one another by tapping hollow rocks together, creating eerie clicking sounds that echo throughout the otherwise quiet
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Bandit Captain It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades. In addition to managing a crew
not or claims not to know anything of the captain’s colorful reputation. Bandit Captain
Medium humanoid (any race), any non-lawful alignment
Armor Class 15 (studded leather)
Hit Points 65 (10d8
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Bandit Captain It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades. In addition to managing a crew
not or claims not to know anything of the captain’s colorful reputation. Bandit Captain
Medium humanoid (any race), any non-lawful alignment
Armor Class 15 (studded leather)
Hit Points 65 (10d8
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. These adventurers discovered that the alleged haunting of the house was a ruse devised by a gang of smugglers importing contraband. The adventurers overcame the smugglers in the house, then boarded
their ship and routed the rest of the gang. The smuggling operation quashed, the adventurers were rewarded by the grateful Saltmarsh authorities. But even after the smugglers were routed, a danger
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Bandit Attack Bandits watch for an opportunity to waylay caravans. When the characters stop for their first night, a large gang of outlaws closes in to try its luck. The band is made up of sixteen
. Haeler and his guards are preoccupied by the burning wagon, because they need to focus on removing the coin coffers. If no one from the encampment rushes to find who fired on them, the bandits return
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
few bandits and brigands have settled here as well, taking advantage of the fact that the area has no local lord or authority to chase them off. A gang known as the Redbrands has controlled Phandalin
for the past two months, extorting and bullying everyone in town. The gang is led by a mysterious figure known to the townsfolk as Glasstaff. When the characters first arrive in Phandalin, read: The
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
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
temple complexes. A temple is overcome when its prophet is defeated or the monsters in its shrine are eliminated.
After the characters defeat the first prophet, run “Dire Tidings” when they return to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
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
temple complexes. A temple is overcome when its prophet is defeated or the monsters in its shrine are eliminated.
After the characters defeat the first prophet, run “Dire Tidings” when they return to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
prefers diplomacy over violence when dealing with adventurers. If the characters seem interested in a truce, Shunn offers them 50 gp if they find the wererats that are troubling his gang and return
the poison dart traps. A character who searches the area finds the false stone and lever with a successful DC 15 Wisdom (Perception) check. 9b. Shunn’s Gang Lanterns. Battered oil lanterns rest atop
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
prefers diplomacy over violence when dealing with adventurers. If the characters seem interested in a truce, Shunn offers them 50 gp if they find the wererats that are troubling his gang and return
the poison dart traps. A character who searches the area finds the false stone and lever with a successful DC 15 Wisdom (Perception) check. 9b. Shunn’s Gang Lanterns. Battered oil lanterns rest atop
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
knows the whole gang has been defeated, but the characters can easily persuade or intimidate him into locking up any prisoners they capture for at least a few days. If the characters kill the
deal with the rest of the gang. If they aren’t clear that investigating the Redbrand hideout should be their next move, have one of the NPCs they’ve already met in town make the suggestion directly and
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
“Redbrand Ruffians” encounter, the players should realize it’s time to deal with the rest of the gang. If they aren’t clear that investigating the Redbrands’ hideout should be their next move, have
area, it’s okay to move on to chapter 3 and let the ruffians wait. The next time the characters return to Phandalin, make it clear that the Redbrands are causing even more trouble and that they need to be dealt with. Some of the Redbrands may also bring the fight to the characters.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
“Redbrand Ruffians” encounter, the players should realize it’s time to deal with the rest of the gang. If they aren’t clear that investigating the Redbrands’ hideout should be their next move, have
area, it’s okay to move on to chapter 3 and let the ruffians wait. The next time the characters return to Phandalin, make it clear that the Redbrands are causing even more trouble and that they need to be dealt with. Some of the Redbrands may also bring the fight to the characters.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Bandit Attack Bandits watch for an opportunity to waylay caravans. When the characters stop for their first night, a large gang of outlaws closes in to try its luck. The band is made up of sixteen
. Haeler and his guards are preoccupied by the burning wagon, because they need to focus on removing the coin coffers. If no one from the encampment rushes to find who fired on them, the bandits return
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
knows the whole gang has been defeated, but the characters can easily persuade or intimidate him into locking up any prisoners they capture for at least a few days. If the characters kill the
deal with the rest of the gang. If they aren’t clear that investigating the Redbrand hideout should be their next move, have one of the NPCs they’ve already met in town make the suggestion directly and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. These adventurers discovered that the alleged haunting of the house was a ruse devised by a gang of smugglers importing contraband. The adventurers overcame the smugglers in the house, then boarded
their ship and routed the rest of the gang. The smuggling operation quashed, the adventurers were rewarded by the grateful Saltmarsh authorities. But even after the smugglers were routed, a danger
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Orcs The orcs are an ancient race. Their ancestors were scattered by the Dhakaani goblins, and they largely live in harsh and unwanted lands: the swamps of the Shadow Marches, the Demon Wastes, the
depths of the Ironroot Mountains. The orcs of Eberron weren’t formed by Gruumsh, and they aren’t inherently driven to evil. However, they are an extremely passionate and primal race, given to powerful
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
few bandits and brigands have settled here as well, taking advantage of the fact that the area has no local lord or authority to chase them off. A gang known as the Redbrands has controlled Phandalin
for the past two months, extorting and bullying everyone in town. The gang is led by a mysterious figure known to the townsfolk as Glasstaff. When the characters first arrive in Phandalin, read: The
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Orcs The orcs are an ancient race. Their ancestors were scattered by the Dhakaani goblins, and they largely live in harsh and unwanted lands: the swamps of the Shadow Marches, the Demon Wastes, the
depths of the Ironroot Mountains. The orcs of Eberron weren’t formed by Gruumsh, and they aren’t inherently driven to evil. However, they are an extremely passionate and primal race, given to powerful
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
are causing trouble in the Cairn Hills. They’re raiding merchants, hoping the dragon will allow them to return home as its loyal servants. Hook. A merchant named Nondy Barducks (a Lawful Neutral, gnome
survivors of the first encounter) and six Winged Kobolds (all Neutral) approach the wagon. These kobolds humbly ask the adventurers to help them. They promise to return the goods they stole from Nondy
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Little Oak This encounter features a raggedy group of children called the Getaway Gang. Nib can provide directions to the treant that looks after the kids, or the characters can stumble across the
the Feywild, barks at the adventurers, “Stand down or face merry hell!” Little Oak provides a home for this gang of rascals, all of whom escaped captivity in Loomlurch with Will’s help. Adventurers who
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Little Oak This encounter features a raggedy group of children called the Getaway Gang. Nib can provide directions to the treant that looks after the kids, or the characters can stumble across the
the Feywild, barks at the adventurers, “Stand down or face merry hell!” Little Oak provides a home for this gang of rascals, all of whom escaped captivity in Loomlurch with Will’s help. Adventurers who