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Magic Items
Eberron: Rising from the Last War
This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on
to the armor ends, and it detaches from you.
The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
Monsters
Guildmasters’ Guide to Ravnica
: expeditious retreat, fog cloud, misty step
Magic Resistance. The medusa has advantage on saving throws against spells and other magical effects.
Surprise Attack. During the first round of combat, the
around Ravnica, and at least one medusa is thought to be angling for control of the entire guild at the moment.
Not all gorgons are so ambitious; some prefer to simply stalk the endless shadows of the
Monsters
The Book of Many Things
refuge, she greets them and happily answers their questions about the market. The dragon has a soothing voice and demeanor.Lair Actions
The entire Seelie Market is Pazrodine’s lair. Pazrodine&rsquo
dream plane. The target must succeed on a DC 15 Charisma saving throw or be banished to a harmless demiplane until initiative count 20 on the next round. While there, the target has the stunned condition
Monsters
Storm King's Thunder
;s dread overlord, the red wyrm Klauth. Scattered here and there are the crushed or charred bones of powerful adventurers and entire orc hordes that dared to enter the valley.
“Old Snarl,&rdquo
see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud
Strahd von Zarovich
Legacy
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monsters
Curse of Strahd
card reading in chapter 1, unless he has been forced into his tomb in the catacombs of Castle Ravenloft.
Strahd's Tactics
Because the entire adventure revolves around Strahd, you must play him
incapacitated.
On initiative count 20 (losing initiative ties), Strahd can take one of the following lair action options, or forgo using any of them in that round:
Until initiative count 20 of the next round
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
roll for an entire group of identical creatures, so each member of the group acts at the same time. The DM ranks the combatants in order from the one with the highest Dexterity check total to the one
with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round. If a tie occurs, the DM decides the order
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
roll for an entire group of identical creatures, so each member of the group acts at the same time. The DM ranks the combatants in order from the one with the highest Dexterity check total to the one
with the lowest. This is the order (called the initiative order) in which they act during each round. The initiative order remains the same from round to round. If a tie occurs, the DM decides the order
Monsters
Fizban's Treasury of Dragons
honeycombs of hidden passages, deceptively thin walls, and secret chambers that allow them to traverse the entire lair without ever being seen by intruders. The best-defended sapphire dragon lairs have no
of the dragon’s telepathy. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
for the entire attunement period, during which tendrils on the inside burrow into you. While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types
that ends a curse, your attunement to the armor ends, and it detaches from you. The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
, exposing the seams of one of the large stone blocks from which this structure was built.
The tightly fitted stone seals off a tomb. The block is made of limestone, and the entire face of the plug is
covered with wet, caustic lime. Wet Lime. Any flesh that comes in contact with the lime will take 1 acid damage per round. The lime must be removed from the skin to stop the damage, and it can either be
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
interrupt her if news comes from Darrett’s forces. When her aide leads the characters into the castle’s council chamber, read the following: This familiar conference hall and its large round table
Northern Wastes. Before Vendri can leave with the characters, though, Lord Bakaris demands the entire council hear whatever news they bring. Governor Thren hesitantly agrees, and Vendri reluctantly gestures
Monsters
Fizban's Treasury of Dragons
, and secret chambers that allow them to traverse the entire lair without ever being seen by intruders. The best-defended sapphire dragon lairs have no easily accessible entrances or exits at all, and
succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round. A creature charmed in this way obeys to the best of its ability any command the dragon
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
character on the first round. Every round after that, two more cyclones form, to a maximum of three per character. Treat these paper whirlwinds as swarms of ravens, but they are constructs instead of
books, pamphlets, folios, quartos, scrolls, and tablets with a combined weight of more than a ton. The entire collection would be worth 50,000 gp if it could be moved. Alternatively, the characters can
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
character on the first round. Every round after that, two more cyclones form, to a maximum of three per character. Treat these paper whirlwinds as swarms of ravens, but they are constructs instead of
books, pamphlets, folios, quartos, scrolls, and tablets with a combined weight of more than a ton. The entire collection would be worth 50,000 gp if it could be moved. Alternatively, the characters can
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
lurking outside the coral mountain, these creatures take this opportunity, joining the battle at the end of the the second round in the hopes of overwhelming the party. The giant shark is too big to get
into the lower decks, and so may be excluded from this combat if the entire party is below. INTERIOR FEATURES
This area has the following features.
Current. The water here is still, though it slowly
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Hazlan Wild Magic Excessive experimentation has caused the nature of magic in Hazlan to fray, making the entire domain a region of wild magic. Whenever a character in Hazlan expends a spell slot to
in harmless ectoplasm.
12 The character broadcasts their surface thoughts for 1 round, as if all creatures within 30 feet of them had cast detect thoughts targeting them.
13–14 A spectral
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
fleeing crowd and scattered debris make the entire square difficult terrain. Map 11.1: three sun squareView Player Version Dealing with the Boomhailers The purple worm thrashes its head as it rampages
it created in the center of the square. Guards The guards who were trying to capture the Ashen Heirs shift to helping locals escape as soon as the purple worm appears. At the start of the fifth round
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
guild’s smaller cells around Ravnica, and at least one medusa is thought to be angling for control of the entire guild at the moment. Not all gorgons are so ambitious; some prefer to simply stalk the
round of combat, the medusa has advantage on attack rolls against any creature that is surprised, and it deals an extra 10 (3d6) damage each time it hits such a creature with an attack.
Actions
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
touched to a given surface and in the presence of other light eventually spreads to cover the entire surface. If a creature falls into the well and is pulled out, the liquid light clings to a small portion
of its body, then spreads to cover an additional 5 percent of the body every round. Eventually the liquid covers its eyes, nose and mouth. If this happens, the character can’t breathe until the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
. The armada’s flagship, the Xaryxia, also carries an astral elf commander named Vael, who commands the entire fleet. See Boo’s Astral Menagerie for the astral elves’ stat blocks. When the two fleets
breaks off its attack on the characters’ ship but won’t aid the characters in any other way.
Battle Losses Each round on initiative count 0, the Doomspace coalition and the Xaryxian armada each lose
Compendium
- Sources->Dungeons & Dragons->Shadows of Sithicus
correct graves from a distance with a successful DC 12 Perception check, but they must still move to the grave to rescue the victim. Darkness Effects. When the lanterns are extinguished, the entire area
no character asks to make the check, call for the characters to make this check after the second round of combat. Relighting Lanterns. A lamp can be relit in a number of ways: A character can climb a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
innocent intentions. If the spirits aren’t immediately calmed, each creature in the hall on the round after the spirits manifest must succeed on a DC 16 Wisdom saving throw or use its action to make a melee
attack against a random creature within reach. If no other creatures are within reach, the creature does nothing this turn. The spirits vanish 1 round after appearing. They reappear after 24 hours if
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
.
When Gar leaves this area, the sea lions attack the characters, and the entire room is flooded with magic that acts like an entangle spell of massive proportions. Each round the characters are in
are considered restrained until they push through, and are required to make the above Dexterity saving throw on their turn each round.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
The Weeping Colossus The Weeping Colossus sits in the heart of a volcanic fissure. During the height of the dwarven civilization of Besilmer, lava filled this entire area, and the heat and magma rose
. Lava Rain. At the start of a round, lava droplets form on the ceiling and fall in a 20-foot-diameter area, dealing 9 (2d8) fire damage to any creature that enters the area for the first time on a turn
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
admittance.” Enclosed are tickets for the entire party to The Fall of Tiamat, an opera sung in Giant describing the evil dragon queen’s defeat at the Well of Dragons. Mirt If any of the characters join the
,” who works at the Yawning Portal. She needs a few days to round up the other doppelgangers, who agree to meet at the tavern in human guises. Characters must interview each doppelganger and succeed on a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
zodiac phenomenon might sweep over an entire planet once in a generation, or it might occur monthly in a remote village. The DM decides when and where zodiac phenomena occur as well as their impact
the sky. Whenever the characters are outdoors and become embroiled in combat in the region, one or more knights descend from the sky to help them, provided none of the characters is evil. Each round on
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Scouting the Museum The characters can explore the public areas of the museum while it’s open. The entire museum is public except for its offices (areas V5–area V7), basement (area V16), and attic
door sets off the alarm. If an alarm is on a 5-foot square, entering that square sets it off. The alarm on the front doors in area V1 extends 10 feet, covering the entire width of the doorway. When an
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
” above) is fighting ten prisoners, nine of whom are human commoners. The tenth is a gold elf knight named Shalendra Floshin. Half the humans each deal 1 slashing damage to the vrock each round, and
Shalendra deals 10 damage to the vrock every round. The demon focuses on one target each round (roll randomly). If the characters join the battle, the vrock attacks them. Glyph Key. Issem has a glyph key
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, the illithids might move in en masse and attempt to turn the remaining followers into thralls. The process of transforming a creature into a thrall requires the entire colony’s energy and attention
have regenerate, heal and greater restoration cast on it once per day for three consecutive days. The victim is restored to normal when the final round of spells is cast. Mind flayers vastly prefer
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
plays an entire jaunty, military-style march. This alerts the Earl in area C3 to the presence of intruders, if the characters have not already encountered the clockwork butler. Treasure. The
the manor. The pots of greenery on either side of this deck are filled with magic vegetation that was recently transplanted and is only loosely rooted. The round after the characters first enter this
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
button orients the cog rooms (areas 58 through area 60) to match whichever configuration has its crystal lit. The entire level trembles as the giant cogs rotate. If the blue button is pushed while the cog
flowing into the room, but the pipes can’t be stuffed while slime is pouring out of them. The slime covers the floor to a depth of 1 inch per round. If the crawlway to area 70 is exposed (see “Concealed
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
assembling a written history of Dumathoin’s works. Thorgran’s masterwork, He of the Hidden Gemstone, is more fable than history, but his pupils copied the entire text onto the walls of the historian’s
. Rivibiddel believes the entire crypt is filled with deadly dangers. Emerald. The massive emerald Rivibiddel seeks is likely hidden in an inner sanctum, as befits Dumathoin’s lore. Secret doors are
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
comfortably at round tables with stout wooden chairs or at rectangular tables with benches. A dozen soft, cushy armchairs encircle the fireplace in the center of the room. The Hearth’s patrons are a mix
Chambers. Each of the meeting chambers is humbly appointed with a large round table and chairs, plus a pair of sideboards containing dishes and cutlery. The menu and beverage list are posted on one wall in
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, the tracks are set to bypass all the sidings and run straight through to the bottom. Some carts’ brakes are in better condition than others. If a brake fails, the cart races out of control round and
round the pit until it smashes into the barrier at the bottom of the track. Everyone in the cart when it hits takes 1d6 bludgeoning damage per 20 vertical feet the cart descended. Those who bail out
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
he has been forced into his tomb in the catacombs of Castle Ravenloft. Strahd’s Tactics Because the entire adventure revolves around Strahd, you must play him intelligently and do everything you can to
), Strahd can take one of the following lair action options, or forgo using any of them in that round: Until initiative count 20 of the next round, Strahd can pass through solid walls, doors, ceilings, and