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Monsters
Icewind Dale: Rime of the Frostmaiden
throws against spells and other magical effects.
Unusual Nature. The magen doesn’t require air, food, drink, or sleep.Psychic Lash. The magen’s eyes glow silver as it targets one creature
like humanoids with green skin, they are constructs. When one is wounded, its blood is seen to have the color and consistency of mercury. They exist purely through magical means. When one is killed, its
Monsters
Quests from the Infinite Staircase
Industrious. The leprechaun is proficient with all artisan’s tools and adds double its proficiency bonus to ability checks made with them.
Reluctant Refusal. When a creature offers the
belts and buckles, and natural woodland accouterments. These fashions compliment their bright green skin, exuberant hair, and upbeat demeanors.Cunning Trick. The leprechaun takes the Disengage or Hide action or makes a Dexterity (Sleight of Hand) check.
Monsters
Icewind Dale: Rime of the Frostmaiden
. The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall tunnel in its wake.
Unusual Nature. The tomb tapper doesn't require air or
are in awe of earth elementals, believing that they come directly from this source, and are reluctant to attack them.Cold, FireLightning
Monsters
Icewind Dale: Rime of the Frostmaiden
throws against spells and other magical effects.
Unusual Nature. The magen doesn’t require air, food, drink, or sleep.Multiattack. The magen makes two melee attacks.
Greatsword. Melee Weapon
guards.
Magen are magical, humanlike beings created by a wizard spell (see the create magen spell in appendix D) or by other arcane methods.
Though magen look like humanoids with green skin, they
Monsters
Icewind Dale: Rime of the Frostmaiden
throws against spells and other magical effects.
Unusual Nature. The magen doesn’t require air, food, drink, or sleep.Multiattack. The magen makes two Shocking Touch attacks.
Shocking Touch
, humanlike beings created by a wizard spell (see the create magen spell in appendix D) or by other arcane methods.
Though magen look like humanoids with green skin, they are constructs. When one is
Monsters
Curse of Strahd
himself.
Loathsome Limbs. A Strahd zombie’s gray-green flesh looks soft, and its bones seem brittle. Any good hit from a bludgeoning or slashing weapon severs part of the zombie’s body
any part damages the whole creature.
Undead Nature. A Strahd zombie doesn't require air or sleep.Poison
Monsters
Curse of Strahd
to fulfill simple instructions. Some animated objects might converse fluently or adopt a persona, but most are simple automatons.
Constructed Nature. An animated object doesn't require air, food
perverted its magic, using it instead to animate her wooden hut.
Removing the gem from the hut renders the hut incapacitated. That task is easier said than done, however. The glowing green gem is
Monsters
Strixhaven: A Curriculum of Chaos
Legendary Resistance (3/Day). If Beledros fails a saving throw, she can choose to succeed instead.
Unusual Nature. Beledros doesn’t require air, food, or drink.Multiattack. Beledros makes one
points until the start of Beledros’s next turn.
Miasmal Flow. Beledros becomes a swirling cloud of green mist and can move up to half her flying speed without provoking opportunity attacks, then
Backgrounds
Guildmasters’ Guide to Ravnica
’t be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Simic Guild Spells
Prerequisite: Spellcasting or Pact Magic class feature
For you
alterations in yourself or others, the result often displays the characteristics of fish, amphibians, or other water-dwelling creatures. Blue-green eddies of magical energy sometimes accompany your
Equipment
and naturalists know the secret to getting a spiral fern to release fizzing green, and they are reluctant to tell, but will gladly go and harvest the strange, effervescent substance for a trade.
Combat
Utility
Whimsy
12
14
12
Deep within the forests of Obojima, there is a very special plant called a spiral fern that is the source of fizzing green. Only a few druids
monsters
mouths that dripped green goo. Beneath its central mass, two or three thicker tentacles terminated in enormous black hooves, on which it stamped forward. It carried the visage of some ancient gnarled
Black Goat of the Woods engage in primal rituals that require gratuitous bloodletting and fleshy offerings. In return, the dark young heed their call. They provide a cult with brute force, smashing its
monsters
ropy black, earthwormlike tentacles. Something like twenty feet tall. Here and there, across the surface were great puckered mouths that dripped green goo. Beneath its central mass, two or three thicker
.
Noxious Heralds. The dark young are the first of Shub-Niggurath’s servitors to contact a cult. Those who worship the Black Goat of the Woods engage in primal rituals that require gratuitous
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
8. Fungi Cavern This cave has hindered Nezznar’s explorations. The drow suspects that the mine’s magic workshops are close by, but he’s reluctant to risk dealing with the monsters here. Dense carpets
tall. Some of the puffballs glow with an eerie green phosphorescence.
Most of the fungi is harmless, and the green-glowing fungi allow creatures to see the entire cavern without the aid of darkvision
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
8. Fungi Cavern This cave has hindered Nezznar’s explorations. The drow suspects that the mine’s magic workshops are close by, but he’s reluctant to risk dealing with the monsters here. Dense carpets
tall. Some of the puffballs glow with an eerie green phosphorescence.
Most of the fungi is harmless, and the green-glowing fungi allow creatures to see the entire cavern without the aid of darkvision
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
cacao farmer, who has hired mercenaries with trained behirs to tear down a section of the Grassroads near his farm. 2 Several Green Doctors require an escort for a mission to tame shambling mounds
Green Doctor seeks adventurers who will help him infiltrate the Ghost Orchid Tepui and steal a ghost orchid seed pod.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
cacao farmer, who has hired mercenaries with trained behirs to tear down a section of the Grassroads near his farm. 2 Several Green Doctors require an escort for a mission to tame shambling mounds
Green Doctor seeks adventurers who will help him infiltrate the Ghost Orchid Tepui and steal a ghost orchid seed pod.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pedestal is a corked flask made of opaque green glass.
Servants. Four living unseen servants (see appendix A) are dusting the pedestals and flasks, using dusters made of cockatrice feathers.
Green
Flasks Uncorking or breaking a green flask releases a cloud of invisible poison gas called essence of ether. The gas fills a 10-foot-radius sphere and dissipates within seconds. Any creature in the cloud
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pedestal is a corked flask made of opaque green glass.
Servants. Four living unseen servants (see appendix A) are dusting the pedestals and flasks, using dusters made of cockatrice feathers.
Green
Flasks Uncorking or breaking a green flask releases a cloud of invisible poison gas called essence of ether. The gas fills a 10-foot-radius sphere and dissipates within seconds. Any creature in the cloud
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
a green-skinned human woman with the lower body of a snake. Her hands are thickly scaled and a pair of bronze-scaled vipers seamlessly emerge from her chest. She is never without her kylix, a
drinking cup within which she can produce virtually any medicine or toxin. When her aims require subtlety, Pharika often takes the form of a serpent or a medusa, or sometimes an aged human. Little escapes
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
a green-skinned human woman with the lower body of a snake. Her hands are thickly scaled and a pair of bronze-scaled vipers seamlessly emerge from her chest. She is never without her kylix, a
drinking cup within which she can produce virtually any medicine or toxin. When her aims require subtlety, Pharika often takes the form of a serpent or a medusa, or sometimes an aged human. Little escapes
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
feet high.
Light. Phosphorescent moss growing on the walls fills the caves with dim green light, imposing disadvantage on Wisdom (Perception) checks that rely on sight.
Stalagmites. Medium-sized
Intelligence (History) check.
Trees. The trees outside of the lair are 1d6 + 10 feet tall and require no ability checks to climb.
Walls. Wild vines grow on the cave’s walls. Climbing the walls without equipment requires a successful DC 11 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
feet high.
Light. Phosphorescent moss growing on the walls fills the caves with dim green light, imposing disadvantage on Wisdom (Perception) checks that rely on sight.
Stalagmites. Medium-sized
Intelligence (History) check.
Trees. The trees outside of the lair are 1d6 + 10 feet tall and require no ability checks to climb.
Walls. Wild vines grow on the cave’s walls. Climbing the walls without equipment requires a successful DC 11 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
local hags. Grandmothers and aunties are more likely than other hags to take up permanent residence in unfriendly terrain, since their long-range plans sometimes require spending decades or years in
hag appear in chapter 3 of this book. Green hags inhabit dismal forests, swamps, and moors. A green hag’s body, whether broad, narrow, fat, or thin, is topped with a tangled mane of hair. A green hag
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
local hags. Grandmothers and aunties are more likely than other hags to take up permanent residence in unfriendly terrain, since their long-range plans sometimes require spending decades or years in
hag appear in chapter 3 of this book. Green hags inhabit dismal forests, swamps, and moors. A green hag’s body, whether broad, narrow, fat, or thin, is topped with a tangled mane of hair. A green hag
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of earth elementals, believing that they come directly from this source, and are reluctant to attack them. Tomb Tapper
Huge construct, lawful neutral
Armor Class 17 (natural armor)
Hit Points
tunnel in its wake.
Unusual Nature. The tomb tapper doesn’t require air or sleep.
Actions
Multiattack. The tomb tapper makes two melee attacks with its sledgehammer or with its claws. If it hits
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of earth elementals, believing that they come directly from this source, and are reluctant to attack them. Tomb Tapper
Huge construct, lawful neutral
Armor Class 17 (natural armor)
Hit Points
tunnel in its wake.
Unusual Nature. The tomb tapper doesn’t require air or sleep.
Actions
Multiattack. The tomb tapper makes two melee attacks with its sledgehammer or with its claws. If it hits
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spellcasting ability, spell save DC (if any spells require a saving throw), and spell attack bonus (if any spells require an attack roll). Unless noted otherwise, a spell of level 1 or higher is always cast at
its lowest possible level and can’t be cast at a higher level. A monster’s spell can have special rules or restrictions. For example, a green hag can cast the Invisibility spell, but the spell has a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. These fashions compliment their bright green skin, exuberant hair, and upbeat demeanors. Leprechaun Small Fey, Typically Neutral
Armor Class 13
Hit Points 52 (8d6 + 24)
Speed 30 ft.
STR
6 (−2
to ability checks made with them.
Reluctant Refusal. When a creature offers the leprechaun the chance to partake in merriment or revelry such as a song, a dance, or a good meal, the leprechaun must
Compendium
- Sources->Dungeons & Dragons->Monster Manual
spellcasting ability, spell save DC (if any spells require a saving throw), and spell attack bonus (if any spells require an attack roll). Unless noted otherwise, a spell of level 1 or higher is always
cast at its lowest possible level and can’t be cast at a higher level. A monster’s spell can have special rules or restrictions. For example, a green slaad can cast the Invisibility spell, but the spell
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. These fashions compliment their bright green skin, exuberant hair, and upbeat demeanors. Leprechaun Small Fey, Typically Neutral
Armor Class 13
Hit Points 52 (8d6 + 24)
Speed 30 ft.
STR
6 (−2
to ability checks made with them.
Reluctant Refusal. When a creature offers the leprechaun the chance to partake in merriment or revelry such as a song, a dance, or a good meal, the leprechaun must
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Flameskull Blazing green flames and mad, echoing laughter follow a disembodied skull as it patrols its demesne. When the undead flameskull discovers trespassers, it blasts the intruders with fiery
rays from its eyes and dreadful spells called up from the dark recesses of its memory. Dark spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
4. The Alchemist In this cavern, a green slaad posing as a human alchemist makes its home. Its lair has the following features: Gourds. The walls are set with shelves at various heights. They hold
.
Almost a year ago, the green slaad was drawn to Undermountain, deprived of its control gem, and set loose by Halaster. It has explored several levels of the dungeon in its quest to find the gem
Compendium
- Sources->Dungeons & Dragons->Monster Manual
spellcasting ability, spell save DC (if any spells require a saving throw), and spell attack bonus (if any spells require an attack roll). Unless noted otherwise, a spell of level 1 or higher is always
cast at its lowest possible level and can’t be cast at a higher level. A monster’s spell can have special rules or restrictions. For example, a green slaad can cast the Invisibility spell, but the spell
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
spellcasting ability, spell save DC (if any spells require a saving throw), and spell attack bonus (if any spells require an attack roll). Unless noted otherwise, a spell of level 1 or higher is always cast at
its lowest possible level and can’t be cast at a higher level. A monster’s spell can have special rules or restrictions. For example, a green hag can cast the Invisibility spell, but the spell has a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
this ship require only one crew member to use them, pushing the button or lever that activates them. Ever-Full Sails These billowing sails are woven from cloud-stuff drawn from the Elemental Plane of
Copper Acid Gold Fire Green Acid Red Fire Silver Cold White Cold Screaming Sails Woven from the energy of captured wraiths and bound with the spirit of a banshee, these sails groan mournfully when