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Magic Items
Dungeon Master’s Guide
Of all the magic items created by elves, one of the most prized and jealously guarded is a Moonblade. In ancient times, nearly all elven noble houses claimed one such weapon. Over the centuries, some
rolling on the Moonblade Properties table.
Minor Property. In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor
Monsters
Fizban's Treasury of Dragons
life, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions
dragon intent on exploring a new world of the Material Plane has acquired a magic ship for the journey and now just needs a brave crew.
5
A crystal dragon who has guarded a mountain pass for
Monsters
Fizban's Treasury of Dragons
, crystal dragons enjoy an innate psionic connection to the Positive Plane that suffuses their bodies as well as their personalities with light. Though they prefer to live in desolate, frigid regions, many
.
4
A crystal dragon intent on exploring a new world of the Material Plane has acquired a magic ship for the journey and now just needs a brave crew.
5
A crystal dragon who has guarded a
Monsters
Fizban's Treasury of Dragons
, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or clear crystalline
has guarded a mountain pass for decades unexpectedly retires to the Elemental Plane of Air. Monstrous forces immediately move into the area—and might take control of the pass unless the dragon
Monsters
Fizban's Treasury of Dragons
in desolate, frigid regions, many of them are among the friendliest of dragonkind, nurturing and optimistic.
Inner Glow
When they hatch, crystal dragons have dull gray scales, with a few white or
crystal dragon who has guarded a mountain pass for decades unexpectedly retires to the Elemental Plane of Air. Monstrous forces immediately move into the area—and might take control of the pass
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Gatekeepers in the War The Last War had only minimal impact on the Gatekeepers, and vice versa. The druids’ primary concern was to prevent military activity from disrupting the seals they guarded
. Occasionally the Gatekeepers attacked groups of scouts or military patrols, driving them away to ensure that battles didn’t erupt in their vicinity. Sometimes the Gatekeepers failed in those efforts, and Xoriat’s corruption spread over some remote regions while the war raged around them.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Gatekeepers in the War The Last War had only minimal impact on the Gatekeepers, and vice versa. The druids’ primary concern was to prevent military activity from disrupting the seals they guarded
. Occasionally the Gatekeepers attacked groups of scouts or military patrols, driving them away to ensure that battles didn’t erupt in their vicinity. Sometimes the Gatekeepers failed in those efforts, and Xoriat’s corruption spread over some remote regions while the war raged around them.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites Q’barra is split into three main regions. New Galifar is the original colony; it has a feudal structure and holds to the laws of the Treaty of Thronehold. To the north, Hope is a
collection of small mining towns. In Hope, the law goes only as far as the people willing to enforce it. Beyond these human regions lie the unexplored lands of the scales. Haka’torvhak Explorers tell
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites Q’barra is split into three main regions. New Galifar is the original colony; it has a feudal structure and holds to the laws of the Treaty of Thronehold. To the north, Hope is a
collection of small mining towns. In Hope, the law goes only as far as the people willing to enforce it. Beyond these human regions lie the unexplored lands of the scales. Haka’torvhak Explorers tell
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Surrounding Regions To the west of the Kalaman region lies Hinterlund. Even farther west lie the Plains of Solamnia, from where crops and crafted goods make their way to Kalaman for trade. Even in
Qwalmish. To the south and east of Kalaman are the rolling steppes of Qlettaar, which in turn give way to the forbidding peaks of the Taman Busuk region beyond Estwilde.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Surrounding Regions To the west of the Kalaman region lies Hinterlund. Even farther west lie the Plains of Solamnia, from where crops and crafted goods make their way to Kalaman for trade. Even in
Qwalmish. To the south and east of Kalaman are the rolling steppes of Qlettaar, which in turn give way to the forbidding peaks of the Taman Busuk region beyond Estwilde.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
greater intelligence than most elementals, allowing it to better assess threats and to communicate with creatures entering its guarded area. Stone Guardian. A galeb duhr doesn’t age or require
. Galeb Duhr
Medium elemental, neutral
Armor Class 16 (natural armor)
Hit Points 85 (9d8 + 45)
Speed 15 ft. (30 ft. when rolling, 60 ft. rolling downhill)
STR
20 (+5)
DEX
14 (+2
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Background According to local legend, the sages of the Tower of the Heavens can glimpse the future. Suppliants journey from distant regions to the tower, each bringing gold and a single question
about their fate in hopes of receiving an answer from the sages. Unknown to outsiders, the sages’ talents come from their best-guarded secret: a series of ancient, magical tomes called the Books of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the surrounding regions. Highest Towers,
Upper Central Council Hall The seat of city government and the site of City Council meetings. The council meets weekly, and visitors can watch from the gallery
a legendary wine cellar. Platinum Towers, Upper Central The Vaults Located below the Kundarak Bank, the Vaults are Kundarak’s heavily guarded storage facility. Korranath, Upper Central Wayfinder
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
greater intelligence than most elementals, allowing it to better assess threats and to communicate with creatures entering its guarded area. Stone Guardian. A galeb duhr doesn’t age or require
. Galeb Duhr
Medium elemental, neutral
Armor Class 16 (natural armor)
Hit Points 85 (9d8 + 45)
Speed 15 ft. (30 ft. when rolling, 60 ft. rolling downhill)
STR
20 (+5)
DEX
14 (+2
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Background According to local legend, the sages of the Tower of the Heavens can glimpse the future. Suppliants journey from distant regions to the tower, each bringing gold and a single question
about their fate in hopes of receiving an answer from the sages. Unknown to outsiders, the sages’ talents come from their best-guarded secret: a series of ancient, magical tomes called the Books of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the surrounding regions. Highest Towers,
Upper Central Council Hall The seat of city government and the site of City Council meetings. The council meets weekly, and visitors can watch from the gallery
a legendary wine cellar. Platinum Towers, Upper Central The Vaults Located below the Kundarak Bank, the Vaults are Kundarak’s heavily guarded storage facility. Korranath, Upper Central Wayfinder
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
deny their existence. Much of the World Is Untamed. Wild regions abound. City-states, confederacies, and kingdoms of various sizes dot the landscape, but beyond their borders the wilds crowd in. People
heals wounds to something much more rare and impressive, such as a levitating tower or a stone golem guarding the gates of a city. Beyond the realms of civilization are caches of magic items guarded
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dwell in fiery regions such as volcanoes and the burning expanses of the world’s deserts. Their love of the desert brings them into conflict with the djinn that ride the desert whirlwinds, and with the
devils, his palace warded by the spells of a thousand archmagi, his treasures guarded by red dragons and fire elementals. No one has plundered the efreeti’s fabled vaults and lived to tell the tale. By
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dwell in fiery regions such as volcanoes and the burning expanses of the world’s deserts. Their love of the desert brings them into conflict with the djinn that ride the desert whirlwinds, and with the
devils, his palace warded by the spells of a thousand archmagi, his treasures guarded by red dragons and fire elementals. No one has plundered the efreeti’s fabled vaults and lived to tell the tale. By
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
deny their existence. Much of the World Is Untamed. Wild regions abound. City-states, confederacies, and kingdoms of various sizes dot the landscape, but beyond their borders the wilds crowd in. People
heals wounds to something much more rare and impressive, such as a levitating tower or a stone golem guarding the gates of a city. Beyond the realms of civilization are caches of magic items guarded
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
system to glimpse other regions of the Far Realm. The beholder would gaze into ten eyepieces to see random regions of the Far Realm. Several years ago, Golcuus inadvertently peered into the Briny Pool
on the eyepiece causes the eyepiece to become inactive for 24 hours. Breaking off the eyepiece requires only a firm blow, which destroys its magic for good. L3: The Rolling Eye The center portion of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
system to glimpse other regions of the Far Realm. The beholder would gaze into ten eyepieces to see random regions of the Far Realm. Several years ago, Golcuus inadvertently peered into the Briny Pool
on the eyepiece causes the eyepiece to become inactive for 24 hours. Breaking off the eyepiece requires only a firm blow, which destroys its magic for good. L3: The Rolling Eye The center portion of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
highlight performers. Spectators watch the acts from rows of tiered wooden seats encircling the ring. You can randomly determine an act by rolling on the Big Top Acts table, or you can create new acts using
curtained doorway between the Big Top and the dressing room is guarded by two Witchlight hands (chaotic good; see the stat block earlier in the chapter), who bicker over the appeal of the acts while
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
highlight performers. Spectators watch the acts from rows of tiered wooden seats encircling the ring. You can randomly determine an act by rolling on the Big Top Acts table, or you can create new acts using
curtained doorway between the Big Top and the dressing room is guarded by two Witchlight hands (chaotic good; see the stat block earlier in the chapter), who bicker over the appeal of the acts while
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
most prized and jealously guarded is a Moonblade. In ancient times, nearly all elven noble houses claimed one such weapon. Over the centuries, some of these weapons have faded from the world, their magic
rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by rolling on the Moonblade Properties table. Minor Property. In addition to its
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
most prized and jealously guarded is a Moonblade. In ancient times, nearly all elven noble houses claimed one such weapon. Over the centuries, some of these weapons have faded from the world, their magic
rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by rolling on the Moonblade Properties table. Minor Property. In addition to its
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. A ferry crossing allows traffic from Greyhawk and regions to the south to cross the Selintan River at its first major bend. The lord mayor of Greyhawk built Ford Keep here to protect the crossing
economy. Mistmarsh. This vast swamp holds the half-sunken ruins of an ancient city that is now shrouded by fog and guarded by a family of black dragons. Will-o’-wisps lure prey to the ruins, where doom
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Entémoch’s Boon This large cavern is located west of Blingdenstone (see the map of Underdark regions and locations in chapter 2) and has always been a closely guarded secret. Most svirfneblin who
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Entémoch’s Boon This large cavern is located west of Blingdenstone (see the map of Underdark regions and locations in chapter 2) and has always been a closely guarded secret. Most svirfneblin who
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. A ferry crossing allows traffic from Greyhawk and regions to the south to cross the Selintan River at its first major bend. The lord mayor of Greyhawk built Ford Keep here to protect the crossing
economy. Mistmarsh. This vast swamp holds the half-sunken ruins of an ancient city that is now shrouded by fog and guarded by a family of black dragons. Will-o’-wisps lure prey to the ruins, where doom
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier. Telekinetic Movement. You can move an object or a creature with your mind
the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally. Guarded Mind 10th-level Psi Warrior feature The psionic energy flowing through you has bolstered
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
but can’t be surprised. Teleport Trap. This trap fills a 10-foot-square section of the passage leading to area 24d. A creature teleported by this trap arrives at a location determined by rolling a d20
characters aren’t interested in aiding the githzerai but request help getting through the Obstacle Course, Yrlakka tells them that the level is rigged with many traps and guarded by a death tyrant. Arch Gate
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
but can’t be surprised. Teleport Trap. This trap fills a 10-foot-square section of the passage leading to area 24d. A creature teleported by this trap arrives at a location determined by rolling a d20
characters aren’t interested in aiding the githzerai but request help getting through the Obstacle Course, Yrlakka tells them that the level is rigged with many traps and guarded by a death tyrant. Arch Gate
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier. Telekinetic Movement. You can move an object or a creature with your mind
the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally. Guarded Mind 10th-level Psi Warrior feature The psionic energy flowing through you has bolstered