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Magic Items
Dungeon Master’s Guide
You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and
returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn
Horn of Valhalla
Legacy
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Magic Items
Basic Rules (2014)
You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or
Requirement
01-40
Horn of Valhalla (Silver);Silver
2d4 + 2
None
41-75
Horn of Valhalla (Brass);Brass
3d4 + 3
Proficiency with all simple weapons
76-90
Horn of Valhalla (Bronze
Magic Items
Waterdeep: Dragon Heist
;s spirit has the staff’s Sentience property but none of its other properties. As long as this piece of the staff exists, Khelben’s spirit can make the staff whole again whenever he wishes. When the staff is remade, the spirits of the previous Blackstaffs become trapped inside it again.
can communicate telepathically with any creature that is holding it.
Personality. The staff has the spirits of all previous Blackstaffs trapped within it. Its creator, Khelben Arunsun, is the dominant
races
lost hag.
4
You were cursed as a child. A deal with the spirits of the forest transformed you into a hexblood, now free of the curse.
5
You began life as a fey creature, but an accident
to increase, none of the scores can be raised above 20.
If you are replacing your race with a lineage, replace any Ability Score Increase you previously had with these.
Languages
Your character can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. 1d100 Horn Type Spirits Requirement 01–40 Silver 2 None 41–75 Brass 3 Proficiency with all Simple weapons 76–90 Bronze 4 Training with all Medium armor 91–00 Iron 5 Proficiency with all Martial weapons
Horn of Valhalla Wondrous Item, Rare (Silver or Brass), Very Rare (Bronze), or Legendary (Iron) You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
. 1d100 Horn Type Spirits Requirement 01–40 Silver 2 None 41–75 Brass 3 Proficiency with all Simple weapons 76–90 Bronze 4 Training with all Medium armor 91–00 Iron 5 Proficiency with all Martial weapons
Horn of Valhalla Wondrous Item, Rare (Silver or Brass), Very Rare (Bronze), or Legendary (Iron) You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
ask basic questions or ease the party into engaging. Provide short, mysterious answers. Séance Pacing. None of the spirits immediately blurts out their desires. The characters are strangers in the
run the encounter and what information it should convey. Timing. They occur at points noted throughout the adventure or when you feel is appropriate to the tension of the story. The spirits of the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
unearthly howls. Only you can perceive the spirits, unless you allow them to speak through you. The spirits are intangible and invisible; anyone who can see invisible creatures sees only fleeting glimpses of
these spirits as they haunt you. Roll on or choose an option from the Whispering Spirits table to determine what haunts you. Additionally, you gain the traits that follow. Whispering Spirits d6
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Zombies Relentless Reanimated Corpses Habitat: Planar (Shadowfell), Underdark, Urban; Treasure: None ANDREY KUZINSKIY A tiefling tries to hide in the midst of a zombie horde Zombies are unthinking
, reanimated corpses, often gruesomely marred by decay and lethal traumas. They serve whatever supernatural force animates them—typically evil necromancers or fiendish spirits. Zombies are relentless
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Horn of Valhalla Wondrous item, rare (silver or brass), very rare (bronze), or legendary (iron) You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear
within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Horn of Valhalla Wondrous item, rare (silver or brass), very rare (bronze), or legendary (iron) You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear
within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Spirits of the Nine Trickster Gods Acererak trapped the spirits of Omu’s nine trickster gods in the tomb he constructed in their name, and they’re not happy about it. The spirits don’t know the
evildoers.” Nangnang The host can make one extra attack when taking the Attack action on its turn. Unkh
(female)
N Self-absorbed and indecisive “I am incapable of making decisions.” None The
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Incarnates The keepers of vast wisdom from distant lands, the Incarnates are collections of spirits bound within gemstones. Each of an Incarnate’s component gemstones holds a spirit from the same
land on the Material Plane. These might be nature spirits from a particular place or the spirits of individuals who once dwelled there. Upon forming, an Incarnate manifests a unique personality and
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Incarnates The keepers of vast wisdom from distant lands, the Incarnates are collections of spirits bound within gemstones. Each of an Incarnate’s component gemstones holds a spirit from the same
land on the Material Plane. These might be nature spirits from a particular place or the spirits of individuals who once dwelled there. Upon forming, an Incarnate manifests a unique personality and
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Skeletons Ossified Evil Habitat: Planar (Shadowfell), Underdark, Urban; Treasure: None Andrey Kuzinskiy Adventurers face an onslaught from all manner of skeletons Skeletons rise at the summons of
necromancers and foul spirits. Whether they’re the remains of the ancient dead or fresh bones bound to morbid ambitions, they commit deathless work for whatever forces reanimated them, often serving as
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Specter Spirit of Wrath and Servant of Death Habitat: Underdark, Urban; Treasure: None Aaron J. riley Specters are loath to attack a cleric surrounded by divine light Specters are bodiless, life
-devouring spirits drawn to darkness and negative emotions. Having lost all connection to the beings they once were, these hateful spirits drain mortal essence to steal fleeting tastes of life and warmth
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Demon Wastes Capital: None Noted for Fiends, pestilence, violence Rivers of lava cut across plains of black sand and volcanic glass. The only vegetation you can see is blood-red moss and a thick
years ago, fiends ruled Khorvaire. This region was the seat of power of some of the mightiest archfiends, holding cities of rakshasas and demons. These foul spirits were bound long ago, but their power
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Types of Hauntings The Spirit of
Lady Theodora Halvhrest When the party enters the house, few menaces initially present themselves. As characters explore, though, spirits gradually stir to life
, the activities of the living alert the house’s spirits. Once this occurs, the House of Lament closes the domain’s borders, surrounds itself with the Mists, and conjures a powerful storm. Dangerous
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Servant of Superstition
Habitat: Grassland; Treasure: None
Spirits of vengeance bound to crude frames, scarecrows arise from folk magic, the prayers of desperate commoners, or possession by
spirits that died with violent work left undone. Scarecrows might serve those who created them or might defend a place, family, or community from threats—whether physical or to their way of life.
Although
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Air Elemental Primal Spirit of Wind and Storm Habitat: Desert, Mountain, Planar (Elemental Plane of Air); Treasure: None Chris Cold
Energetic spirits from the Elemental Plane of Air, air
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the staff’s Sentience property but none of its other properties. As long as this piece of the staff exists, Khelben’s spirit can make the staff whole again whenever he wishes. When the staff is remade, the spirits of the previous Blackstaffs become trapped inside it again.
range of 120 feet, and it can communicate telepathically with any creature that is holding it. Personality. The staff has the spirits of all previous Blackstaffs trapped within it. Its creator, Khelben
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Ten-Towns Quests This chapter presents two starting quests (“Cold-Hearted Killer” and “Nature Spirits”) that the characters can get at the start of the adventure, regardless of which town serves as
potential for combat, while “Nature Spirits” presents a fun quest without the danger. The quests in this chapter are designed to get the characters exploring Ten-Towns and the nearby wilderness, while
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Black Pudding Divisible, Corrosive Blob Habitat: Underdark; Treasure: None Black puddings are shapeless masses of predatory cells. Once a pudding detects organic matter, it oozes toward its prey
.
5 Forbidden or industrialized magic.
6 Necrotic material animated by aimless spirits.
Steven Belledin
Black Pudding Large Ooze, Unaligned
AC 7 Initiative −3 (7)
HP 68
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Imp Devil of Pettiness and Suspicion Habitat: Any; Treasure: None Patrik Hell Known for their cowardice and toadying, imps serve devils and wicked magic-users. Their abilities to shape-shift and
take over bands of weaker monsters, or they might pose as helpful spirits and trick influential individuals into pursuing nefarious ends. I can tell you what I know, but wouldn’t you rather I tell you
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Invisible Stalker Unseen Magical Assassin Habitat: Urban; Treasure: None Magic and malice give form to invisible stalkers, bodiless spirits of the air. These elusive beings pass unseen with nothing
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Will-o’-Wisp Guide on the Path to Doom Habitat: Forest, Swamp, Urban; Treasure: None Vicki Pangestu From a distance, will-o’-wisps look like lanterns bobbing in the dark. Through the windows of
abandoned structures or around the bends of treacherous paths, these spirits tempt the curious into peril. Once their prey is vulnerable, will-o’-wisps feed on the life force of those they lay low. Roll
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Ankhtepot’s Powers and Dominion A fantastically ancient Undead, Ankhtepot has statistics similar to a mummy lord. Beyond this, he rules as pharaoh, national leader, and voice of the gods. None in
same priests who died alongside him in ages past. He resurrected these mummies and mummy lords with the heads of animals, painting them as spirits and harbingers of his fictitious gods of Har’Akir. As
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Earth Elemental Primal Spirit of Soil and Stone Habitat: Mountain, Planar (Elemental Plane of Earth), Underdark; Treasure: None Chris Cold Primal spirits from the Elemental Plane of Earth merge with
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Fire Elemental Primal Spirit of Heat and Flame Habitat: Desert, Planar (Elemental Plane of Fire); Treasure: None Fire elementals arise when spirits of the Elemental Plane of Fire inhabit flames
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Water Elemental Primal Spirit of Waves and Tides Habitat: Coastal, Planar (Elemental Plane of Water), Swamp, Underwater; Treasure: None Spirits of the Elemental Plane of Water form shapeless liquids
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Oozes Hungry Slimes and Magical Failures
Habitat: Underdark; Treasure: None
Gray oozes are predatory, corrosive slimes that blend in with stony surroundings.
Gray Ooze Gray oozes appear in areas
affected by unpredictable magic. Magic-users who fail in their attempts to bind elemental spirits to the bodies of Constructs might also accidentally create gray oozes.
Mark Behm
Gray Ooze
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
heights of ancient Djaynai with new traditions. Djeneba asks the characters about the spirits they saw, but quickly grows bored and excitedly changes the topic. “We will speak more, friends, but first
hour passes, Djeneba circles back to them. If none of the characters interacted with the Night Revelers, or all the characters failed at their attempts to dance, drum, or debate, Djeneba admits
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest. For example, when you are a 4th-level druid, you can recover up
every living thing and every natural phenomenon — sun, moon, wind, fire, and the world itself — has a spirit. Their spells, then, are a means to communicate with and command these spirits. Different
Compendium
- Sources->Dungeons & Dragons->Monster Manual
if they’re outnumbered by creatures capable of seeing them on the Ethereal Plane or pursuing them there. They make exceptions for ghosts and similar spirits, which phase spiders gain sustenance from
Dex 16 +3 +3 Con 12 +1 +1 Mod Save Int 6 −2 −2 Wis 10 +0 +0 Cha 6 −2 −2
Skills Stealth +7
Senses Darkvision 60 ft.; Passive Perception 10
Languages None
CR 3 (XP 700; PB +2
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
doing and to offer his well-wishes. If none of the characters are members of the guild, he strongly urges them to join “to avoid further harassment.” The cost of membership in the Fellowship of
in the middle of the month to inform the characters of new spirits that the guild has to offer, and to give them a list of which ones to push hard. To test the extent of their willingness to cooperate