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Backgrounds
Player’s Handbook
Ability Scores: Dexterity, Constitution, WisdomFeat: Magic Initiate (Druid)Skill Proficiencies: Stealth and SurvivalTool Proficiency: Cartographer's ToolsEquipment: Choose A or B: (A
your bedroll. There are wonders in the wilderness— strange monsters, pristine forests and streams, overgrown ruins of great halls once trod by giants— and you learned to fend for yourself
Magic Items
Dungeon Master’s Guide
97–00
97–00
Void
Each card’s effect is described below.
Balance. You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another
one of your ability scores by 2. You can’t decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no
Magic Items
Acquisitions Incorporated
wilderness or into a lake. But it has no knowledge of or ability to help you avoid monsters, enemies, traps, locked doors, and the like.
The timepiece is of no use for reaching locations that are
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"piercing"} piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice.
Hooves. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to
agree to carry the leader into battle and offer advice during the fight. Followers of Yeenoghu also see leucrottas as a form of entertainment. They enjoy watching a leucrotta work almost as much as they
Backgrounds
Forgotten Realms: Heroes of Faerûn
Ability Scores: Strength, Intelligence, CharismaFeat: Lords’ Alliance AgentSkill Proficiencies: Insight and PersuasionTool Proficiency: Calligrapher's SuppliesEquipment: Choose A or B: (A) 2
house, whether that means securing trade roads for a merchant-lord of Waterdeep or vanquishing monsters upriver of Daggerford. You’ve trained in the arts of swordplay and statecraft and are as deft with a blade as you are with a quill.
Monsters
Curse of Strahd
to see who among them are most easily swayed, then tries to charm characters who have low Wisdom scores and use them as thralls. At the very least, he can order a charmed character to guard him
close as he wishes. Closed doors can be magically locked (needing a successful DC 20 Strength check to force open) until Strahd chooses to end the effect, or until Strahd uses this lair action again
Halfling
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
Regis the halfling, the only one of his kind for hundreds of miles in any direction, locked his fingers behind his head and leaned back against the mossy blanket of the tree trunk. Regis was short
marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form
Ancient Brass Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise
.
Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon’s lair. These illusions move and appear real, although they can do no harm. A creature that examines an
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect.
Donjon. You disappear and become
damage plus 4 (1d8) necrotic damage.
Star. Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24.
Sun. You gain 50,000 XP, and a wondrous item (which the GM
Species
Mordenkainen Presents: Monsters of the Multiverse
Yuan-ti were originally humans who transformed themselves into serpent folk through ancient rituals. Most yuan-ti were corrupted into monsters by those rites, but some yuan-ti instead became a new
during character creation.
Ability Score Increases
When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores
Ability Scores
Legacy
This doesn't reflect the latest rules and lore.
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Rules
is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30.
Each ability also has a modifier, derived from
training and competence in activities related to that ability.
A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18
backgrounds
Forgotten Realms: Heroes of Faerûn
Ability Scores: Strength, Constitution, Wisdom Feat: Healer Skill Proficiencies: Medicine and Survival Tool Proficiency: Leatherworker's Tools Equipment: Choose A or B: (A) Greatclub, Leatherworker's
desert are anathema to spellcasters and monsters that rely on magic—which is exactly why you made your life there. Perhaps you’re on the run from Red Wizards, or you ran afoul of a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30. Each ability also has
Ability Scores and Modifiers Each of a creature’s abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
most abilities. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20, and monsters and divine beings can have scores as high as 30. Each ability also has
Ability Scores and Modifiers Each of a creature's abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
characters, just for monsters, or for both. Initiative Scores for Characters. A character’s Initiative score is typically 10 plus all modifiers to the character’s Initiative roll (including their Dexterity
anticipate the spell. Using Initiative Scores You can get to the action of combat more quickly by using Initiative scores instead of rolling. You might decide to use Initiative scores just for
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ability Scores Each ability has a score from 1 to 20, although some monsters have a score as high as 30. The score represents the magnitude of an ability. The Ability Scores table summarizes what the
scores mean. Ability Scores Score Meaning 1 This is the lowest a score can normally go. If an effect reduces a score to 0, that effect explains what happens. 2–9 This represents a weak
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ability Scores Each ability has a score from 1 to 20, although some monsters have a score as high as 30. The score represents the magnitude of an ability. The Ability Scores table summarizes what the
scores mean. Ability Scores Score Meaning 1 This is the lowest a score can normally go. If an effect reduces a score to 0, that effect explains what happens. 2–9 This represents a weak
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
You can get to the action of combat more quickly by using Initiative scores instead of rolling. You might decide to use Initiative scores just for characters, just for monsters, or for both. Initiative
your players to use Initiative scores, have them record those scores on their character sheets, and keep your own list of those scores. Initiative Scores for Monsters. A monster’s stat block includes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Monsters and Critical Hits A monster follows the same rule for critical hits as a player character. That said, if you use a monster’s average damage, rather than rolling, you might wonder how to
handle a critical hit. When the monster scores a critical hit, roll all the damage dice associated with the hit and add them to the average damage. For example, if a goblin normally deals 5 (1d6 + 2) slashing damage on a hit and scores a critical hit, it deals 5 + 1d6 slashing damage.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Gnomish, Terran, and Undercommon, but not Common. If asked for advice on the mission, the sergeant offers the following information and guidance: Friendly Advice. The sergeant urges the characters to
presence of monsters there. (Normally kept at bay by the clockwork automatons, monsters are likely to have ventured from their hidey-holes and into the streets. Gricks are a particular nuisance.) Healing
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Treasure Themes Monsters have treasure preferences, as explained in the Monster Manual. These preferences are expressed as themes, which helps you determine what treasures are found in monsters
’ hoards, as summarized in the Treasure Themes table. For advice on how to include treasure in an adventure, see chapter 4. To randomly determine a magic item found as treasure, use the tables at the end of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
help you use the monsters in this book in interesting ways, as well as advice for modifying monsters and creating your own. If you’ve never run a D&D adventure before, we recommend that you pick up
inhabit it. You might read a monster’s entry and be spurred to create an adventure revolving around it, or you might have an awesome idea for a dungeon and need just the right monsters to populate it
Magic Items
Lost Laboratory of Kwalish
defeat the next hostile monster or group of monsters you encounter, you have advantage on ability checks made using one skill of your choice for the duration of the adventure. Otherwise, this card has no
. Increase one of your ability scores by 1 for the duration of the adventure. The score can exceed 20 but can’t exceed 24.
Sun. You gain proficiency in the skill of your choice for the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
there, and wounded monsters might flee to a shrine to seek healing. Vaults A vault contains treasure and is usually sealed behind a locked or secret door. Many vaults are further protected by magic
Passive Perception scores, and decide what they do when they notice intruders (see “Monster Behavior” in chapter 4). Some will rush headlong into a fight, while others will negotiate, sound an alarm, or
Compendium
- Sources->Dungeons & Dragons->Divine Contention
using it to trap and bind monsters from beyond this plane of existence. Once bound, such monsters could serve as useful tools if the town is invaded. However, Gallio needs the characters’ help to trap
more of them. Gallio wants the characters to travel with him into the Ethereal Plane and lure the monsters into the spectral light of the planar beacon. Gallio can answer any questions the players
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, Wisdom, and Charisma, and they typically range from 3 to 18 for most adventurers. (Monsters might have scores as low as 1 or as high as 30.) These ability scores, and the ability modifiers derived from
die, a d20, to determine success or failure. Every character and monster in the game has capabilities defined by six ability scores. The abilities are Strength, Dexterity, Constitution, Intelligence
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Hags: Dark Sisterhood Hags are crones who represent corruption of ideals and goals, and they delight in seeing the innocent and good brought low. They are inhuman monsters, their forms twisted by
come to them looking for advice, only to have their requests fulfilled in ways that bring great suffering to themselves and their loved ones. The hags put a spell on me, three times three, and made me their slave for a thousand days. I was a young fool, ’tis true, but those were dark days.
— Elminster
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
check. Chapter 8, "Running the Game," provides guidelines for setting the DC. Locked Doors. Characters who don’t have the key to a locked door can pick the lock with a successful Dexterity check (doing
or similar magic. Chapter 8 provides guidelines for setting the DCs and assigning statistics to doors and other objects. Barred Doors. A barred door is similar to a locked door, except that there’s no
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Theros chart their own fates—and so will the player characters in your campaign. What adventures might Heliod’s champions undertake? What villains and monsters are associated with Phenax? How might
adventurers get entangled in divine schemes? This chapter explores these questions, providing abundant advice, tools, and maps for players to create their own exciting stories. The options presented
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
spell or similar effect. Advice from the Spirits Any characters inhabited by the spirits of Unkh or Wongo receive advice when entering this area: Indecisive Unkh is struck by the technological wonder of
a greater restoration spell, but only within 24 hours of it occurring. When characters first arrive, assume the time is 5d10 + 5 minutes past the hour. An invisible locked metal door shields the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
expect the adventure will end? Think about possible endings as well as rewards for the characters. The rest of this chapter offers inspiration and advice for each of these four steps. Using Published
Adventures
A published adventure includes a pregenerated scenario with the maps, NPCs, monsters, and treasures you need to run it. This allows you to focus your preparation time on plot developments
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Guide EREL MAATITA Ability Scores: Dexterity, Constitution, Wisdom
Feat: Magic Initiate (Druid) (see chapter 5)
Skill Proficiencies: Stealth and Survival
Tool Proficiency: Cartographer’s Tools
was anywhere you chose to spread your bedroll. There are wonders in the wilderness—strange monsters, pristine forests and streams, overgrown ruins of great halls once trod by giants—and you learned to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
archlich turned some of his victims into undead and flesh golems, then locked them inside the tomb to serve as guardians. Acererak then resumed his wanderings. In Acererak’s absence, the tomb snared
, add treasure to its vaults, and reap a bounty of hoarded souls. His planar wanderings have influenced the tomb’s mishmash of architectural styles, and have populated it with strange and deadly monsters.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
room is locked, and the only key is inside. A character using thieves’ tools can try to pick the lock, which requires 1 minute and a successful DC 14 Dexterity check. This room belonged to Agatha Kavenza
conspicuous bag on the floor. This is a bag of holding. A superstitious character of your choice might consider this scene evidence of the Bagman (detailed in “Horror Monsters” in chapter 5). Victro’s
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
remains on their boat, refusing to take part in combat but willing to observe and offer advice. What He Knows Major Ursa, as a member of the mariners’ guild, is invested in the party’s success. He offers
hints should not be given on demand, and the major might not have advice on every subject. The major’s suggestions concerning the tactical situation on the island depend on how much information the party






