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Magic Items
Dungeon Master’s Guide
Each Ring of Elemental Command is linked to one of the four Elemental Planes. The DM chooses or randomly determines the linked plane. For example, a Ring of Elemental Command (air) is linked to the
a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Charmed condition until the start your next turn, and you determine what it does with its move and action on its next turn
Monsters
Fizban's Treasury of Dragons
creature is frightened until the start of its next turn. On a successful save, the creature is immune to this golem’s Fear Aura for the next 24 hours.
Magic Resistance. The golem has advantage on
, each of which can restrain one target. If a creature is restrained by one of the pinions, the golem can’t attack with it. Any creature restrained by a pinion can free itself at the start of its
Monsters
Mordenkainen Presents: Monsters of the Multiverse
grappled (escape DC 15) and takes 9 (1d8 + 5);{"diceNotation":"1d8+5","rollType":"damage","rollAction":"Tentacle","rollDamageType":"psychic"} psychic damage at the start of each of its turns until the
of another creature’s turn. The elder brain regains spent legendary actions at the start of its turn.
Break Concentration. The elder brain targets one creature within 120 feet of it with which
Elder Brain
Legacy
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Monsters
Volo's Guide to Monsters
","rollDamageType":"psychic"} psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time.
Mind Blast (Recharge 5–6);{"diceNotation":"1d6
trait and establishes a psychic link with that creature. Until the psychic link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its
Monsters
Phandelver and Below: The Shattered Obelisk
(1d8 + 5);{"diceNotation":"1d8+5", "rollType":"damage", "rollAction":"Tentacle", "rollDamageType":"psychic"} psychic damage at the start of each of its turns until the grapple ends. The brain breaker
ends, the brain breaker can perceive everything the target senses. The target becomes aware that something is linked to its mind once it no longer has the incapacitated condition, and the brain breaker
Monsters
Phandelver and Below: The Shattered Obelisk
);{"diceNotation":"1d8+5", "rollType":"damage", "rollAction":"Tentacle", "rollDamageType":"psychic"} psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to
and establishes a psychic link with the target. Until the link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it
Monsters
Fizban's Treasury of Dragons
end of another creature's turn. The dragon turtle regains spent legendary actions at the start of its turn.
Attack. The dragon turtle makes one Claw or Tail attack.
Move. The dragon turtle moves
up to its speed. If the dragon turtle is swimming, this movement doesn't provoke opportunity attacks.
Boiling Aura (Costs 3 Actions). The dragon turtle radiates intense heat. Until the start of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ring of Elemental Command Ring, Legendary (Requires Attunement) Each Ring of Elemental Command is linked to one of the four Elemental Planes. The DM chooses or randomly determines the linked plane
. For example, a Ring of Elemental Command (air) is linked to the Elemental Plane of Air. Every Ring of Elemental Command has the following two properties: Elemental Bane. While wearing the ring, you
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ring of Elemental Command Ring, Legendary (Requires Attunement) Each Ring of Elemental Command is linked to one of the four Elemental Planes. The DM chooses or randomly determines the linked plane
. For example, a Ring of Elemental Command (air) is linked to the Elemental Plane of Air. Every Ring of Elemental Command has the following two properties: Elemental Bane. While wearing the ring, you
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
can dive right into the main adventure. A party of 1st- or 2nd-level characters should start with the mini-adventure in chapter 6. This chapter provides the background of Elemental Evil’s appearance
in the campaign, and a synopsis of the adventure. The four elemental cults, which serve as the primary foes of the campaign, are also described in this chapter. Although the cults are all linked by
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
their linked Netherese cities as part of specific adventures. In this case, examples of such adventures are detailed below. If you wish to skip the time gates and start a game in ancient Netheril, chapter
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragonbone Golem A dragonbone golem is composed of dragon bones linked together with adamantine wire into the form of a dragon, animated by drawing on the bones’ inherent magic. Most dragonbone
the golem must make a DC 15 Wisdom saving throw unless the golem is incapacitated. On a failed save, the creature is frightened until the start of its next turn. On a successful save, the creature is
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
unexpectedly. Roll on or choose an option from the Soul Echoes table to determine the nature of this Dark Gift. Additionally, you gain the traits that follow. Soul Echoes d6 Echo
1 My soul is linked
are incapacitated until the start of your next turn.
6 Your memory is one of triumph. You can reroll the ability check, attack roll, or saving throw that you just made. You must use the new roll.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Master’s Amulet. Every shield guardian has an amulet magically linked to it. A shield guardian can have only one corresponding amulet, and if that amulet is destroyed, the shield guardian is incapacitated
transferred to the guardian.
Regeneration. The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.
Spell Storing. A spellcaster who wears the shield
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
creature, it is grappled (escape DC 15) and takes 9 (1d8 + 5) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time.
Mind
elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the elder brain can terminate the link at
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
-attitude or mannerisms, or the influence of his or her ability scores. A useful place to start thinking about personality traits is to look at your highest and lowest ability scores and define one trait
your goals and ambitions? What is the single most important thing you strive for? You can choose any ideals you like, but your character’s alignment is a good place to start defining them. Each
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature’s next turn. On a successful saving throw, the creature is immune to the stench of any catoblepas for 1
until the start of the catoblepas’s next turn.
Death Ray (Recharge 5–6). The catoblepas targets a creature that it can see within 30 feet of it. The target must make a DC 16 Constitution saving throw
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
wall at this junction.
The arrow slit is linked to area B2. If the characters enter the cave carrying a source of Bright Light or talking loudly, the slit begins to vent harmless steam as the Steam
remains that way unless they try to spoil its fun, which provokes the hot-tempered elemental to start combat. If a fight breaks out, the mephits in areas B2 and B7 quickly join the fray. B6: Old Barrack
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Blackskull, commander of the Stone Guard,” she says, giving each of you a calculating look. “Let me start by saying you are worth nothing here in Gracklstugh. Most of those in my command would sell you off in
his activities. Errde’s tone turns dark as she voices her suspicions that Droki is linked to a conspiracy involving the Council of Savants, and maybe even elements among the clan lairds. She
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
restrained, can’t stand up, and takes 11 (2d10) bludgeoning damage at the start of each of its turns until it crawls out from under the door or another creature pulls it free, either of which requires an
characters activate the telepathic link, the first thought the aboleth sends is an exasperated, “What now, Gorra?” Once the aboleth realizes it’s telepathically linked to strangers, it wants to know all about
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
information, see “Brewing Potions of Healing” later in this section and the “Scribing a Spell Scroll” section, below. To start with, a character needs a formula for a magic item in order to create it
complications involved in creating something, especially a magic item, are linked to the difficulty in finding rare ingredients or components needed to complete the work. The complications a character might
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
place to start defining them. Each background in this chapter includes six suggested ideals. Five of them are linked to aspects of alignment: law, chaos, good, evil, and neutrality. The last one has
dislikes or fears, your character’s self-attitude or mannerisms, or the influence of his or her ability scores.
A useful place to start thinking about personality traits is to look at your highest and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
has advantage on saving throws against spells and other magical effects. 5 The creature has a supernatural ability to heal its wounds. It has the Regeneration trait: it regains hit points at the start
of its turn equal to the maximum value of one of its Hit Dice. If it takes acid or fire damage, this trait doesn’t function at the start of the creature’s next turn. (A particular creature might be
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
be long delayed as a result, but the portal’s opening on the other plane remains a lurking threat until it is closed. As more demons find and use the portal, the Abyss becomes strongly linked to the
demons but also establish a permanent watch over the portal, to ensure that it remains unused. Ambitious cultists, or even a random confluence of planar energy, could awaken the portal and start the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
(450 XP) Proficiency Bonus +2
Fear Aura. Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of
central communication hub for an entire mind flayer colony just as a brain does for a living body. Linked to the elder brain, the colony acts like a single organism, acting in concert as if each illithid
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
doesn’t know how many firenewts are inside, or where they might be hiding. When the forge was operated by the dwarves, it was linked by trade roads to Shilku Bay and other points on the peninsula. Although
you breathe. You can, however, barely make out what looks like a lantern farther back in the smoke.
These linked caverns are the lair of two smoke mephits. What the characters perceive as a dim
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
claims to be second to none. All the institutions are linked via permanent magical portals, which in turn link to other facilities on other flying cities. Six famed institutions claim primacy here: the
magical knowledge or training would do well to start at the Last Academies, although admittance requires a rigorous test of magical prowess that often proves deadly. Research. The Library of Netheril
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
level are linked to the runes holding the hell hounds in place. The stair runes can be noted with a detect magic spell or similar effect, or a successful DC 15 Intelligence (Investigation) or Wisdom
start of its turn if it has at least 1 hit point. Light ’Em Up. Any character who witnesses the effects the lens’s shadow has on the undead can attempt a DC 10 Intelligence (Arcana or Religion) check to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
better served by having the franchise change headquarters at different stages. Characters might start out in a ship, then move to a castle, then take possession of a unique magical headquarters in
dragon. The ship’s interior is decorated in draconic art, and platforms among the rigging are linked by silk ropes attached to pulleys. These might provide benefits to crew trained in their use if the ship
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
they treat questions with suspicion. The mind flayers fight if they detect trickery, if the characters start poking around where they shouldn’t, or if it’s otherwise clear the characters aren’t here
takes 9 (1d8 + 5) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time.
Mind Blast (Recharge 5–6). Creatures of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Illusion. The mirage is linked to Abalahin’s existence. If Abalahin is killed, the mirage ends, revealing the room to be a stone chamber containing Abalahin’s remains. Befriending Abalahin. Abalahin is
false treasures must immediately succeed on a DC 15 Constitution saving throw or take 10 (3d6) necrotic damage and have the stunned condition until the start of its next turn. Keys. Rerak carries two
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. At the start of the third round of combat, a combat robot appears in the eastern hallway, sirens blaring. If the cloaker is still alive, the robot quickly moves to slay it. If the characters defeat
. Each game machine is fitted with a slot for a key card. When a key card of any color is inserted into the slot, the machine plays a short animation to signify the start of the game. There’s no limit






