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Monsters
Curse of Strahd
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
apparition has the statistics of a specter.
Strahd targets one Medium or smaller creature that casts a shadow. The target’s shadow must be visible to Strahd and within 30 feet of him. If the
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
that, avoiding offense. Standing about 3 feet tall, they appear relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife
Backgrounds
Curse of Strahd: Character Options
with a sword or banished with a spell. It might come to you as a shadow on the wall, a bloodcurdling nightmare, a memory that refuses to die, or a demonic whisper in the dark. The burden has taken its
words and images are burned into your psyche.
9
A fiend possessed you as a child. You were locked away but escaped. The fiend is still inside you, but now you try to keep it bottled up.
10
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and attack, pursuing creatures that flee. A wraith that has nothing to attack on its turn enters the shadow curtain and vanishes. The wraiths don’t appear once the curtain disappears. Locked Double
, facing one another. Each statue depicts a faceless robed woman holding a silver thread taut between her outstretched hands.
Shadow Curtain. A thin, translucent curtain of shadow stretches between the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the tower. If the tower goes on alert (as indicated in some of the encounter descriptions), all characters have disadvantage when making their group Dexterity (Stealth) checks. Sorcere Encounters d20
Encounter 1–6 1d4 drow mages 7–8 1 giant spider 9–10 1 invisible quasit 11–12 1 mad drow mage 13–14 1 shadow demon 15–18 1d4 slaves 19–20 1 succubus or incubus Drow Mages There is a 50 percent
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
23. Main Entrance The svirfneblin installed locked doors to close off this section of the warrens. West of the doors, the wererats have installed a trap (see the “Traps” section in the “Goldwhisker
enemies to minimize the risk of giving them the “gift” of wererat lycanthropy. If the characters kill two of the wererats, the survivors retreat to area 25. Development Sounds of battle here alert every other wererat in the warrens. Thereafter, the wererats can’t be surprised.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Second Floor This empty chamber has a ladder affixed to one wall that climbs to an adamantine trap door leading to the roof. The trap door is closed and locked, though the proper command word (“mimsy
”) can open it. The two shadow demons lurk in the darkness of this room and attack the first character who enters, likely taking their prey by surprise.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
The Unknown Horror is born out of fear of the unknown. Our fear is heightened when the darkness engulfs us and we can’t see, or when the truth is behind a locked door, covered by a sheet, or buried
in the soft earth. It’s not the monster, but its shadow, that breeds horror. The more we know about a monster, the less we fear it, so the trick is to keep it out of the light for as long as possible
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Tale of Revenge The Scrivener’s Tale tells the story of a selfish and amoral archfey called the Princess of the Shadow Glass, who is locked in a blood feud with the Queen of Air and Darkness, the
realm, the Princess of the Shadow Glass finds a home in the land of humans, elves, dwarves, gnomes, and halflings. They show her true friendship, gifting her with treasures, lands, and titles. In the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
and rider tumbling.
The rider is a scout sent by Becklin to alert Vogler to evacuate immediately. When the characters arrive, the rider’s horse is dead and she is locked in battle with her attacker, a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
denizens are purged and the trees are reduced to ashen spines. Since arriving in Arcturiadoom, however, Doomcrown has developed strange habits. He spends more and more time locked away in his quarters
armor can be heard well in advance of their arrival, and characters can’t be surprised by them. Combat with a patrol is sure to alert other creatures in the vicinity. If any hobgoblins are defeated while on patrol, subtract their numbers from the guards in area 32a.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the character’s movements, allowing a shrewd player to use the duplicate to dispense with the liquid in the font. The shadow duplicate has the statistics of a commoner and is immune to poison damage. It
perfectly matches the motions of the character who created it, always keeping its back to its creator as though it was a projected image 15 feet ahead. If the character who created the shadow
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds. Halflings
basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have a knack for finding the most straightforward solution to a problem, and have little patience for dithering.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
M16. Darkling Balloon Dock The door to area M14 is closed but not locked. This tower contains a sparsely furnished guest room attached to a stone balcony. The door connecting them swings back and
balloon, all three are lurking in the guest room (see appendix C for their stat blocks). Charm’s detached shadow is also present unless the characters destroyed it earlier in the adventure. Like other
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
locked. Two town guards (LG male and female humans) stand just inside each gate. Instead of spears, they carry pikes (reach 10 ft., 1d10 + 1 piercing damage on a hit). These weapons are long enough
echoed across Vallaki, putting the entire town on alert within minutes. Vallaki has twenty-four human guards, half of whom are on duty at any given time (six stand watch at the gates, six patrol the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Dungeon Master’s Guide). Made entirely of adamantine, the two-story tower has remained sealed since its last owner retreated inside and locked the door behind her — but not before a pair of shadow
the trap door on the roof is “mimsy.” The command word to transform the tower into a one-inch metal cube is “brillig,” but speaking it has no effect since the shadow demons are still inside. To return
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
20. Children’s Room The door to this room is locked from the outside (see area 16 for details). This room contains a bricked-up window flanked by two dusty, wood-framed beds sized for children
neglected by their parents and locked in this room until they starved to death. Their small skeletons lie in the middle of the floor, plain as day, wearing tattered clothing that the characters
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
bars blocks the northwest entrance and is usually locked. One of the derro cultists carries the key. The lock can be opened with a successful DC 15 Dexterity check using thieves’ tools. A creature with a
complaining about “the master” while the other talks about something he once fished out of the Darklake.
Map 4.5: Cultist Pens The three cave bears (use the polar bear statistics) are alert, despite
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Alert Origin Archery Fighting Style Athlete General Blind Fighting Fighting Style Boon of Combat Prowess Epic Boon Boon of Dimensional Travel Epic Boon Boon of Energy Resistance Epic Boon Boon of Fate
Fighting Style Resilient General Ritual Caster General Savage Attacker Origin Sentinel General Shadow Touched General Sharpshooter General Shield Master General Skilled* Origin Skill Expert General Skulker
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
prison is not on high alert, fifty guards (veterans without armor or weapons) sleep in the bunks. The guards keep their armor and weapons within easy reach. Other belongings are kept in unlocked
footlockers tucked under the bunkbeds. The guards need 10 minutes to don their armor. If the prison is put on high alert, the guards take the time to put on their armor before making their way down to area
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
story of how Kubazan disobeyed Papazotl and was cursed (see “Legend of the Nine Gods”). The doors are not locked but hang heavy on their hinges. Each door weighs 600 pounds, so one or more characters must
Leaves with night
Hides in darkness
Does not bite
Always joined to its caster
Never strays from its master
The answer to the riddle (“a shadow”) is a clue to finding the secret chamber
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Captain Dapplewing’s Manor, the building is closed and locked from 10:00 p.m. until 6:00 a.m. Because it holds many valuable antiques and volumes of sensitive research, security measures are in place in
the manor, as described below. THE JIG IS UP!
If the characters alert security to their unauthorized presence at the manor, they are caught when the professors arrive. The professors force the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
are reduced to 0 hit points are knocked unconscious, stripped of their gear, and locked in the prison (area M17) until Endelyn decides what to do with them. (Stagefright leads the way to the prison
give her one of the following items in exchange: Shadow. If a character agrees to give up their shadow, Endelyn uses her scissors of shadow snipping (see appendix A) to snip it off. Gloam the Cat
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->Candlekeep Mysteries
that will ultimately require hundreds of victims. B11. Cells These two cells—one to the north and one to the south—are closed off by locked iron-bar doors. Lord Viallis carries the keys that unlock
for the characters and ready to fight. If they have not been warned, the gricks remain alert but the cultists are distracted as they try to cast a spell under the cult fanatic’s watchful eye. Familiar
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
overview of Revel’s End, the security features on doors and hatches, and the prison’s high-alert procedure (see below). Varrin also knows the armory has a dangerous guardian, but he doesn’t know the details
. Treasure. The treasure is locked in a vault deep beneath the dwarf stronghold of Gauntlgrym. Varrin promises the characters 2 percent of whatever treasure they recover if they make it possible for
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
overview of Revel’s End, the security features on doors and hatches, and the prison’s high-alert procedure (see below). Varrin also knows the armory has a dangerous guardian, but he doesn’t know the details
. Treasure. The treasure is locked in a vault deep beneath the dwarf stronghold of Gauntlgrym. Varrin promises the characters 2 percent of whatever treasure they recover if they make it possible for
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
enough to alert the room’s occupant. Read the following when the characters enter: This room is lit by a pair of tall wrought-iron candlesticks in the northeast and southeast corners. Nine candles burn
locked in one of the empty cells. Falaster Fisk. The first prisoner is a short, lean, erudite male human in his fifties named Falaster Fisk. Originally from Calimshan, Falaster is a neutral spy with
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the Ravens. When the Raven Queen sees a soul or a piece of information she wants, she sends her ravens to alert the shadar-kai. Her minions then put their trust in these cryptic, cawing guides to
queen, the shadar-kai use their shadow magic. If a target is living, they magically infiltrate the person’s mind and excise the desired bits of emotion, or if the target is close to death, the shadar-kai
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
locked in conflict, tried to use the souls and magic of her people to elevate herself to godly status, thus salvaging the fractured pantheon of the elves. Afterward, the legends suggest, she would attempt
Shadow As the queen rose in power, many elves became inspired by her, freely offering their souls and their magical abilities to help her achieve her goal. This group of devoted followers called
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
relatively harmless and so have managed to survive for centuries in the shadow of empires and on the edges of wars and political strife. They are inclined to be stout, weighing between 40 and 45 pounds
concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their treasures locked in a cellar rather than on display for all to see. They have
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
trade, Kalakeri is now locked in an endless storm of violence. At the center of that storm stand the remnants of the Vasavadan: three heirs transformed into unspeakable monsters by their depravity
Sri Raji, the Steaming Lands, the Land at the Heart of the World, and other fanciful names for Kalakeri. Now Kalakeri is a shadow of its past glory, a quagmire of intrigue and despair where fortunes
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
guard outside the mansion: one at the carriage house’s east door, two at the front door, and one at the back patio door. If attacked, the draconians shout to alert the other draconians outside the
statistics for his Greatsword attack). Yurl’s apron pocket holds the key to area O7, along with a handful of animal teeth he’s been collecting. Pantry Door. The door to area O7 is locked. A character can
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
babysitters who can survive the assignment.
8 An obsessed shadow dragon plots to trap an adult bronze dragon in the Shadowfell until the bronze dragon too is transformed.
Ancient Bronze Dragon
Connections d4 Connected Creatures
1 An ancient bronze dragon is locked in a centuries-old conflict with a kraken that destroyed a settlement under the bronze dragon’s protection.
2 Two
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
nice. But I’m also alert for danger.
3 Jared: Got it. OK, Phillip, please make an Intelligence (History) check as Gareth looks at the painting.
Phillip: I don’t have proficiency in History, but
back by the first door.
Jared: Amy, the chest seems expertly made, with elegant fittings and clawed feet.
7 Amy: I try to open it. Is it locked?
Jared: It’s not locked and opens easily—and






