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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Queen, who rules from a castle called Dynnistan. It isn’t known whether these legends are based on any true experience or are simply the result of imagination trying to account for a terrifying and
heart of the forest than anyone is aware. But when mortal knights meet them in the wilds, the encounter rarely ends well for the living. The deathless riders fight with superhuman strength, heedless
Goliath
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
goliaths. If a king lacks the intelligence or leadership to lead, then clearly the most talented person in the kingdom should take his place. Goliaths rarely keep such opinions to themselves, and
mock folk who rely on society’s structures or rules to maintain power.
Survival of the Fittest
Among goliaths, any adult who can’t contribute to the tribe is expelled. A lone goliath has
Species
Spelljammer: Adventures in Space
blossom into hard feelings, loud arguments, and head-butting contests, but they rarely escalate beyond that.
Creating Your Character
When you create your D&D character, you decide whether your
character is a member of the human race or one of the game’s fantastical races. If you create a character using a race option presented here, follow these additional rules during character creation
Backgrounds
Baldur’s Gate: Descent into Avernus
dozen adopted grandparents inviting you in for a meal.
3
Seeing a lost patriar after dark in the Outer City, you guided the wayward noble through back streets to safety. The patriar repaid your
1
The tyrant who rules my land will stop at nothing to see me killed.
2
I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
3
Backgrounds
Baldur’s Gate: Descent into Avernus
underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One
among thieves, but criminals rarely show any respect for law or authority.
d8
Personality Trait
1
I always have a plan for what to do when things go wrong.
2
I am always calm, no
Criminal / Spy
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Basic Rules (2014)
than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society
abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.
d8
Personality Trait
1
I
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Venture Forth. Your character’s group explores locations and events presented by the DM. You can respond to them in any way you can imagine, guided by the rules in this book. Although the DM controls all
world of the game. After you read this chapter, use the rules in “Creating a Character” to create your character. Team Up. Your character joins the other players’ characters to form an adventuring
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Your character’s group explores locations and events presented by the DM. You can respond to them in any way you can imagine, guided by the rules in this book. Although the DM controls all the monsters
world of the game. After you read this chapter, use the rules in chapter 2 to create your character. Team Up. Your character joins the other players’ characters to form an adventuring party. These
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. Venture Forth. Your character’s group explores locations and events presented by the DM. You can respond to them in any way you can imagine, guided by the rules in this book. Although the DM controls all
world of the game. After you read this chapter, use the rules in “Creating a Character” to create your character. Team Up. Your character joins the other players’ characters to form an adventuring
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
. Your character’s group explores locations and events presented by the DM. You can respond to them in any way you can imagine, guided by the rules in this book. Although the DM controls all the monsters
world of the game. After you read this chapter, use the rules in chapter 2 to create your character. Team Up. Your character joins the other players’ characters to form an adventuring party. These
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
It’s All Optional Everything in this book is optional. Each group, guided by the DM, decides which of these options, if any, to incorporate into a campaign. You can use some, all, or none of them. We
encourage you to choose the ones that fit best with your campaign’s story and with your group’s style of play. Whatever options you choose to use, this book relies on the rules in the Player’s
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
It’s All Optional Everything in this book is optional. Each group, guided by the DM, decides which of these options, if any, to incorporate into a campaign. You can use some, all, or none of them. We
encourage you to choose the ones that fit best with your campaign’s story and with your group’s style of play. Whatever options you choose to use, this book relies on the rules in the Player’s
compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
respond to them however you can imagine, guided by the rules. Although the DM controls all the monsters you encounter, the DM isn’t your adversary. The DM guides your party’s journey as your characters become more powerful.
ego in the fantasy world of the game. Make a level 1 character using the D&D Beyond Basic Rules. The adventures in Heroes of the Borderlands were designed with the Cleric, Fighter, Rogue, and Wizard
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, speaking in measured sentences or noticing pleasant details about the environment or a character’s clothing. Patience. Devils are rarely in a rush to make a deal or sign a contract. As masters of the
by the same rules and obey the same social conventions as mortals. Devils have no problem appearing and acting in whatever manner they need to achieve their end goal — usually a contract for services
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, speaking in measured sentences or noticing pleasant details about the environment or a character’s clothing. Patience. Devils are rarely in a rush to make a deal or sign a contract. As masters of the
by the same rules and obey the same social conventions as mortals. Devils have no problem appearing and acting in whatever manner they need to achieve their end goal — usually a contract for services
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Equipment A stat block rarely refers to equipment, other than armor or weapons used by a monster. A creature that customarily wears clothes, such as a humanoid, is assumed to be dressed appropriately
recoverable after the creature is slain and whether any of that equipment is still usable. A battered suit of armor made for a monster is rarely usable by someone else, for instance. If a spellcasting
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Equipment A stat block rarely refers to equipment, other than armor or weapons used by a monster. A creature that customarily wears clothes, such as a humanoid, is assumed to be dressed appropriately
recoverable after the creature is slain and whether any of that equipment is still usable. A battered suit of armor made for a monster is rarely usable by someone else, for instance. If a spellcasting
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Magic Items Magic items are gleaned from the hoards of felled monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement
their owner’s capabilities in wondrous ways. Magic Item Rules
Rules for identifying, attuning to, and using magic items appear in “Equipment”. Additional rules are presented below.
Attunement
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Magic Items Magic items are gleaned from the hoards of felled monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement
their owner’s capabilities in wondrous ways. Magic Item Rules
Rules for identifying, attuning to, and using magic items appear in “Equipment”. Additional rules are presented below.
Attunement
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Goliaths rarely keep such opinions to themselves, and mock folk who rely on society’s structures or rules to maintain power.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Goliaths rarely keep such opinions to themselves, and mock folk who rely on society’s structures or rules to maintain power.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Magic Items Magic items are gleaned from the hoards of felled monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement
their owner’s capabilities in wondrous ways. Magic Item Rules
Rules for identifying, attuning to, and using magic items appear in the Player’s Handbook. Additional rules are presented below
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Magic Items Magic items are gleaned from the hoards of felled monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement
their owner’s capabilities in wondrous ways. Magic Item Rules
Rules for identifying, attuning to, and using magic items appear in the Player’s Handbook. Additional rules are presented below
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
turns in Initiative order. Step 3: Describe What Happens After the players describe their characters’ actions, it’s the DM’s job to resolve those actions, guided by the rules and the adventure you’ve
the DM, you decide how much to tell the players and when. All the information the players need to make choices comes from you. Within the rules of the game and the limits of the characters’ knowledge
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
information the players need to make choices comes from you. Within the rules of the game and the limits of the characters’ knowledge and senses, tell players everything they need to know. Published adventures
actions. In combat, everyone takes turns in Initiative order. Step 3: Describe What Happens After the players describe their characters’ actions, it’s the DM’s job to resolve those actions, guided by the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
information the players need to make choices comes from you. Within the rules of the game and the limits of the characters’ knowledge and senses, tell players everything they need to know. Published adventures
actions. In combat, everyone takes turns in Initiative order. Step 3: Describe What Happens After the players describe their characters’ actions, it’s the DM’s job to resolve those actions, guided by the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
turns in Initiative order. Step 3: Describe What Happens After the players describe their characters’ actions, it’s the DM’s job to resolve those actions, guided by the rules and the adventure you’ve
the DM, you decide how much to tell the players and when. All the information the players need to make choices comes from you. Within the rules of the game and the limits of the characters’ knowledge
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
in the legal code of Waterdeep, but guilds are mentioned in the oldest surviving legal documents — penned by Ahghairon himself — and the rules of Guild Law are respected by wise city folk. Guilds
strongly advise you to seek out a local solicitor and pay to be guided through the process. No guild of solicitors exists, so be sure your choice comes highly recommended by individuals you can trust
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
in the legal code of Waterdeep, but guilds are mentioned in the oldest surviving legal documents — penned by Ahghairon himself — and the rules of Guild Law are respected by wise city folk. Guilds
strongly advise you to seek out a local solicitor and pay to be guided through the process. No guild of solicitors exists, so be sure your choice comes highly recommended by individuals you can trust
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, discuss with your group how much fear ties into the game’s rules. Would you prefer to keep frightful reactions narrative, or would you like to use game rules that present additional challenges and
benefits? Ask your DM about the possibility of using the rules for inspiration to motivate fearful character reactions, as detailed in the “Fear and Stress” section of chapter 4. Using this system, a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, discuss with your group how much fear ties into the game’s rules. Would you prefer to keep frightful reactions narrative, or would you like to use game rules that present additional challenges and
benefits? Ask your DM about the possibility of using the rules for inspiration to motivate fearful character reactions, as detailed in the “Fear and Stress” section of chapter 4. Using this system, a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
assist each other in these actions. Other actions come up only rarely. It’s seldom necessary to rely on the action rules during exploration, except to remember that a character can do only one thing at a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
What the Prisoners Know Allow the characters to freely mingle and interact with their fellow prisoners or even the drow guards, although the guards rarely talk to the “surface-dweller scum.” Of all
establish telepathic communication to allow everyone to speak freely. The guards aren’t observant enough to notice. You might wish to consult the social interaction rules in the Dungeon Master’s Guide
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
closely tied to the distant land of Xen’drik. The following optional rules are a way to explore this aspect of the setting. Optional Rule: Common Languages
Common is the language of the Five Nations
regions or cultures. The DM may change the languages assigned to a monster or NPC to reflect this.
Giant is the common tongue of Xen’drik. It is rarely encountered on Khorvaire. Monsters in Khorvaire
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
What the Prisoners Know Allow the characters to freely mingle and interact with their fellow prisoners or even the drow guards, although the guards rarely talk to the “surface-dweller scum.” Of all
establish telepathic communication to allow everyone to speak freely. The guards aren’t observant enough to notice. You might wish to consult the social interaction rules in the Dungeon Master’s Guide