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Tabaxi
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races
Volo's Guide to Monsters
mull over the stories and rumors they collected like a miser counting coins.
Although material wealth holds little attraction for the tabaxi, they have an insatiable desire to find and inspect ancient
.
Fleeting Fancies
Wandering tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A tabaxi’s desire burns bright, but once met it disappears to be
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Fleeting Fancies Wandering tabaxi are mercurial creatures, trading one obsession or passion for the next as the whim strikes. A tabaxi’s desire burns bright, but once met it disappears to be replaced
passage on a ship or a week’s lodging after stealing it. The tabaxi might take extensive notes or memorize every facet of the gem before passing it on, but the gem holds no more allure once its secrets and nature have been laid bare.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
checks to climb don’t involve careful searching for holds but let characters bounce up walls or from tree to tree. Warriors stun their opponents by striking pressure points. Flavorful descriptions of
Devotion (bushido) that includes fealty to a lord (daimyo) among its tenets. A ninja is a monk who pursues the Way of Shadow. Whether called a wu jen, a tsukai, or a swami, a wizard, sorcerer, or warlock
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
. They continue biting until all are killed. Silver. Inside the silver chest is a clear crystal box (worth 1,000 gp) that holds a ring of protection. Someone who succeeds on a DC 15 Wisdom (Perception
, and deal 3 (1d6) damage on a hit. The trap mechanism is under the crystal box and can’t be disabled without first removing the box. Oak. When the lid of the oak chest is opened, an animated giant skeleton (see appendix B) will be instantly teleported into the room, and it strikes with surprise.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Reckless Hate When the characters defeat a second elemental temple, the offended cult strikes back. Through divinations, spy reports, or visions bestowed by the Elder Elemental Eye, the cultists
large box engraved with a recurring elemental symbol. Inside, a magical orb resembling a crystal ball pulses and thrums with power. The priest holds the orb aloft and continues to chant while the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
belongings are left behind, and all remaining devils in the room disappear in clouds of smoke. Ch’gakare When the last devil is defeated or when the party strikes a deal with the erinyes, the mastodon
scent of jasmine, frankincense, and grave dust. The smoke coalesces into a decayed warrior wrapped in bandages. He holds up a gruesome chalice made from a human skull.
The undead warrior is Ch’gakare
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
greater zombie (see appendix B). Between strikes the creature will gesture with its hands as if readying a spell. If it is struck by the golden mace it will make a roaring bellow (produced by a magic
potions of healing. The crown is set with gems and worth 25,000 gp. (The gold that makes up the couch is worth 50,000 gp, but it can’t be moved or damaged.) The small sack holds 278 pp, twenty-nine gems
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
ball enters the goal to the north, a number of magic missiles erupt from the goal equal to the number of conscious characters in the corridor. Each missile strikes a different character for 3 (1d4 + 1
holds ten pink pearls (worth 20 gp each), a topaz and shell necklace (worth 50 gp), and a whistle made of an eagle’s bone with feather decoration, which is an eagle whistle (see appendix A).
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
in the chamber. The place holds several beds, two large cabinets, two tables, miscellaneous smaller furniture, a crate, and three small boxes. Lit torches are set along on the walls, as well as pegs
holds small beer, the second one water, and the third one mead. The jar contains oil of taggit; anyone who opens the jar is exposed to the poison and has disadvantage on the saving throw. On the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Celebrity Adventurer’s Scion Your family name strikes fear and admiration in the hearts of the common folk — but that’s got nothing to do with you. Songs and stories celebrating the adventuring
.
5 My childhood home holds all my best memories, and its upkeep is my primary concern.
6 Growing up, I had an imaginary friend I could always count on. That friend is still with me.
d6
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Spaceship Locations, Level 2 The second level of the spaceship comprises athletic facilities, cargo holds, and recreational spaces. Known as the observation deck, this level overlooks the garden
simple workrooms contain one combat robot and three worker robots programmed to haul, manage, and protect cargo in the adjacent cargo holds (see area S33). The robots are inactive and indifferent
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
of black obsidian polished to a mirror shine. Where the light strikes it, bands of color glimmer within the altar: blue, green, white, and red.
This chamber holds a primordial altar to Takhisis, a
library finds a spell scroll of polymorph. S18: Draconian War Room This chamber holds a large table, which is covered by a roughly drawn map of Nightlund along with several other documents and scraps of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
aft of the deck. Lower Deck The cramped lower deck of the galley ship reeks of body odor and has the following features: Cargo Holds. Cargo holds at the fore and aft of the lower deck hold crates
stacked and secured nearby. Oars. The deck of the ship holds twelve benches and four 15-foot-long oars. When the ship is rowed, crew members sit on these benches to work the oars. Railing. The deck has a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment
magnify your presence and imbue your unarmed strikes with the essence of a dragon’s breath. You gain the following benefits: Draconic Presence. If you fail a Charisma (Intimidation) or Charisma
Compendium
- Sources->Dungeons & Dragons->Divine Contention
. Magazine This chamber holds iron balls, ballista bolts, and rocks for the vessel’s siege weaponry. A 20-foot-high shaft ascends from here to the poop deck (area D7), where a bucket and chain dangle
dreadnaught. Emberlost can talk through the corpse and see through its eyes, but can’t animate it. If anyone touches the corpse or strikes it with a melee weapon attack, Emberlost withdraws his body
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Soluun Xibrindas, a renegade drow gunslinger (see appendix B). Soluun hides in the shadows, blade drawn, waiting for the half-elf to stumble by. Spotting him before he strikes requires a successful DC 18
implicating the Black Network. In addition, characters who snatch Skeemo’s satchel find that it holds his spellbook (containing all the spells he has prepared), a potion of mind reading, and 150 gp in a silk coin purse.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
and failing to explain to Lothannep why he needs the water when the characters arrive. A character who strikes up a friendship with the water weird can persuade Lothannep to leave the fountain long
holds enough materials to create a set of painter’s supplies and a set of calligrapher’s supplies. Mascot. A mischievous art elemental mascot (see chapter 7) rests underneath the table. The art elemental
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
crimson armor. Each one holds an ornate shield and an intricate glass lance, which is topped with a glowing glass sculpture that resembles a flickering torch.
Characters can cross this hall safely if
tried to defend Jhaeros and Regine; the sixth was Regine herself. A character who holds a figurine experiences a flash of emotion like that felt by the victim in their final moments and, in a couple
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
ship trying to sail though must make a DC 10 Intelligence check. If the check succeeds, the ship gets past the rocks safely. If it fails by 4 or less, the ship strikes a rock and springs a few leaks
him and dangling them from his ship’s mermaid figurehead. A long-ago injury cost him his left eye and incised a scar in the form of a large X across his face. The ruined eye socket now holds a magical
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
middle chamber of the three. While motionless, the ooze is indistinguishable from a patch of wet stone. It is alerted when characters force open the door, and it strikes at the first character who
can be picked by someone who succeeds on a DC 15 Dexterity check using thieves’ tools. The first two cells are empty. The locked cell holds the skeletal remains of a dwarf in rusted plate armor. This
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the wall. A character with a passive Wisdom (Perception) score of 15 or higher notices it. Otherwise, the characters have to look in the right place. Crude holds are cut into the pillar and the wall
the chambers. Teresiel is a member of the Emerald Enclave. She managed to conceal on her person a tiny leather packet that holds nine yellow seeds. Under the scrutiny of a detect magic spell, each seed
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
successful DC 10 Wisdom (Perception) check. A battered wooden chest with leather hasps holds 1,500 sp. 20. Scaly Lair The swift stream passes over a steep slab of bedrock in front of a short passage
around its neck tethers it in place. The agitated creature twists in frustration, its tail lashing.
Behind the lizard lie a couple of iron chests.
Creature. The cavern holds the troglodytes’ secret
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
of bystanders while the giant deals with (or holds back) the greater threat. The Clash of Titans table provides a sampling of adventure hooks you can use to build an adventure along these lines
adventure hooks that you can use instead, or combine with the ones here, as inspiration strikes you. Delve into the Past d6 Adventure Hook 1 During a long drought, the water level of a lake lowers
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) acid damage. If a creature strikes a pool with an ooze prod, the pool’s pseudopod attacks are suppressed until the end of that creature’s
holds its breath or doesn’t need to breathe has advantage on the saving throw. Ooze Pool. Filled with the remains of dead oozes, the pool is 2 feet deep and difficult terrain. A creature that enters the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
this area quietly and without bright light sources, they can surprise the earth cultists within. The walls of this cavern are broken at regular intervals by small alcoves, each of which holds a shard
and melts away. Ironfang and the portal remain. Encounter with Ogrémoch Marlos Urnrayle appears much as he does in the previous section. When the characters arrive, he holds Ironfang aloft and intones
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
covered area in the rear protected from the elements that makes a perfect living space! The keelboat holds a half-ton of cargo, and might even come with reduced docking fees at some ports of call
carriage, with luxurious interiors and servants dressed in matching finery. A tavern could proudly display the party’s kills in the drinking hall, feature mugs gathered from dwarven holds around Faerûn, and
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
flicker to life overhead as you enter, illuminating a pile of moldy bones.
A cloaker lurks above, waiting to ambush the characters. The creature strikes at an opportune moment. Artificial Assistance
-wide metallic cylinder spans floor to ceiling in this area. Each side of the tube holds a curved door flanked by a rectangular pad with a thin slot wide enough for a playing card. The doors are closed
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, ending in open, rusty manacles. Three fish-like humanoids with jagged teeth stand around the altar. One wears a headdress of kelp and seashells, and it holds aloft a trident with tines shaped like
south hush beneath the rain’s noise as it strikes the water.
At the center of the cavern, the shattered hulks of sailing vessels lean upon their sides. Barnacles cling to the hulls. Humanoid
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
open the door, read: This room reeks of filth and death. The corpse of a dragonborn rots in a rusty cell of iron bars to the north. To the south, a similar cell holds two living prisoners.
The cell
characters attempt to open the door into this area, they find it locked from the inside. If they pick or smash the lock and then try to open the door, read: The door strikes a large piece of stone on the
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
prevents you from taking the Dash action with your regular action too. The same principle holds when you use a feature like Action Surge; you could use both of your actions to take the Dash action. My rogue
weapons? Things designated as weapons by the rules, including natural weapons, are indeed weapons. In contrast, unarmed strikes are not weapons. They are something you do with an unarmed part of your
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
between the two escarpments. It strikes at any creature that disturbs it, which includes characters scrambling up the slope. A climbing character with a passive Wisdom (Perception) score of 13 or
kindhearted human man of nearly fifty years who holds a place of honor in the famous griffon cavalry of Waterdeep. He is an agent of the Lords’ Alliance, a group of allied political powers along the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
-trained guards (N male and female humans of various ethnicities). The gatehouse castellan is a Waterdhavian noble who is appointed by the Masked Lords of Waterdeep and holds the post for a year, beginning
. The watch posts are far enough apart that shouts of alarm are ineffective. If a watch post needs to sound an alarm, a guard runs to the pagoda and strikes the gong with a heavy mallet. The pagodas are
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
a character to recognize a flaywind 1 minute before it strikes, allowing time to seek shelter. A flaywind typically lasts 1d4 × 10 hours. Flame Storm. Sooty thunderclouds shot through with red and
by eccentric wizards, and blessed groves touched by divine providence, plants can sometimes produce fruit bursting with primal magic. Not every fruit-bearing plant holds this stored magic, but those
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
chest with a successful DC 15 Dexterity (Sleight of Hand) check using thieves’ tools. Secret Door. The south wall holds a secret door to area B46. The outline of the door is visible here. Treasure
. Near the table, an enormous snake coils around a bluish corpse wearing a wooden rabbit mask.
The giant constrictor snake strikes at any who interrupt its meal. The cupboards are empty, but the dead
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
before it strikes. Disabling the needle requires thieves’ tools and a successful DC 15 Dexterity check. If the check fails by 5 or more, the trap goes off, stabbing the character unless the character
collapsed, filling the southern section with rubble. The western wall is in much better shape than the other walls, and it holds a stone door with a rearing dragon carved in relief on it. The door has