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                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     damage.
False Appearance. While the thorn slinger remains motionless, it is indistinguishable from an inanimate bush.Thorns. Melee or Ranged Weapon Attack: +3;{"diceNotation":"1d20+3","rollType":"to
                                                
                                            
                                                
                                                     damage.A corridor inside The Hidden Shrine of Tamoachan is the site of a long, narrow pit with a number of large bushes along its floor. Though they might appear harmless at first, these thorn slingers are doubly dangerous, as anyone who falls into the pit or tries to traverse it soon discovers.
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     personality.
Aquatic Collectors. Curious by nature, naiads often seek out what the seas and rivers claim. As a result, they might be found among sunken ruins and shipwrecks, sifting through the remains
                                                
                                            
                                                
                                                     facets of nature might employ nymphs as messengers, guardians, or scouts.
Immortal Nature. A nymph doesn’t require food, drink, or sleep.
 PoisonPsychic
                                                
                                            
                                        
                                                     Monsters
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    . Smiler escaped and tears around Avernus on a Devil's Ride, looking for adventurers willing to help him get revenge on the warlords who ganged up on him. Mad Maggie remains his only ally, though he refuses to join her gang.
 Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    "} piercing damage.
+1 Longsword. Melee Weapon Attack:  +2;{"diceNotation":"1d20+2","rollType":"to hit","rollAction":"+1 Longsword"} to hit, reach 5 ft., one target. Hit: 4 (1d8);{"diceNotation":"1d8
                                                
                                            
                                                
                                                     will do.”
Ideal. “One who stands idle as evil remains unchecked is no friend or ally of mine. We all have an obligation to fight atrocity and corruption, to whatever extent we can.&rdquo
                                                
                                            
                                        
                                                     Magic Items
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     annihilation.
Desperate to save themselves and their allies, powerful elemental beings called the Wind Dukes of Aaqa rose against Miska. Committed to the concept of law, the Wind Dukes descended from a
                                                
                                            
                                                
                                                     Piece);Sixth
Mirage Arcane
Rod of Seven Parts (Seventh Piece);Seventh
Simulacrum
Possessing the Whole Rod. Once all seven pieces are reassembled, a creature can attune to the Rod
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     Zelennor, watches over the wizard’s frozen remains. It uses the weasel stat block in the Monster Manual but is a fey instead of a beast. If Zelennor is reduced to 0 hit points, Nass’s
                                                
                                            
                                                
                                                     who come upon Nass’s frozen remains also find her spellbook and the orb she stole from Vellynne.
Familiar. Nass’s magical familiar, a white arctic weasel acclimated to cold weather named
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ", "rollAction":"Tail"} to hit, reach 15 ft., one target. Hit: 23 (2d12 + 10);{"diceNotation":"2d12+10","rollType":"damage","rollAction":"Tail","rollDamageType":"bludgeoning"} bludgeoning damage. If the
                                                
                                            
                                                
                                                     for power and wealth often swear fealty to Tiamat in pursuit of those goals. Many of her followers have attempted to break her out of Avernus—and failed—but even while she remains in the
                                                
                                            
                                        
                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                     XARYXIS
The adventure, Light of Xaryxis features an amoral astral elf society called the Xaryxian Empire. This empire is based in Xaryxispace, a Wildspace system illuminated by an enormous radiant
                                                
                                            
                                                
                                                     space that the summoner can see, acts on its own initiative count, and is an ally of its summoner. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     chapter 20 for details about this realm.
The challenge rating of Aurnozci is 23 (50,000 XP) when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing initiative ties
                                                
                                            
                                                
                                                     within 300 feet of itself. The sphere spreads around corners. The sphere remains for 10 minutes or until Aurnozci uses this lair action again. The sphere’s area is heavily obscured and is
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     veins of emerald gemstones.
Fiery Sight. Fire and lava within 6 miles of the lair become conduits for the dragon’s psionic presence. As an action, the dragon can cast the clairvoyance 
                                                
                                            
                                                
                                                     shifting beneath travelers’ feet to send them tumbling down slopes or into rivers.
Thriving Wildlife. Giant lizard;Giant lizards; are attracted to the area within 6 miles of the lair
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5);{"diceNotation":"2d10+5", "rollType":"damage", "rollAction":"Bite
                                                
                                            
                                                
                                                    ;{"diceNotation":"1d20+9", "rollType":"to hit", "rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5);{"diceNotation":"1d8+5", "rollType":"damage", "rollAction":"Claw", "rollDamageType
                                                
                                            
                                        
                                                    Juiblex
                                                    
    
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                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     remains in the slimy area or until it breaks free. The restrained creature, or another creature who can reach it, can use its action to try to break free and must succeed on a DC 21 Strength check
                                                
                                            
                                                
                                                     Master’s Guide for more on madness.
Madness of Juiblex
d100
Flaw (lasts until cured)
01–20
“I must consume everything I can!”
21–40
“I
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     creatures in one encounter. Award a party 36,000 XP for defeating Hythonia after she uses Shed Skin.
 Hythonia’s Lair
Hythonia makes her lair on Skathos, an island where a secret sect of
                                                
                                            
                                                
                                                     worshipers dedicated to Pharika previously hoarded secrets and engaged in dark rituals.
Island of Potent Magic. Although Skathos’s location remains a mystery, stories tell of the island’s
                                                
                                            
                                        
                                                     Magic Items
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    Named for the warlord who infamously employed it, the Mighty Servant of Leuk-o is a fantastically powerful, 10-foot-tall machine that turns into an animate construct when piloted. Crafted of a
                                                
                                            
                                                
                                                     instantly and leave behind no remains.
This does not destroy the servant permanently. Rather, 2d6 days later, its parts—left arm, left leg, right arm, right leg, lower torso, and upper torso&mdash
                                                
                                            
                                        
                                                     Magic Items
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     creature can’t be touched or moved from the throne. Touching a Ruling Scepter to the force field dispels the field, though the creature remains paralyzed until it is separated from the throne.
Any
                                                
                                            
                                                
                                                     choice. These attacks have the same attack bonus, reach, and damage as an ancient blue dragon’s bite and claw attacks. 
Destroying the Throne. The Wyrmskull Throne can be destroyed by
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     to help protect the territory surrounding their lairs.
Martial Hoards
Sapphire dragons’ favorite prizes are weapons and armor, records of military history and tactics, and magic items that
                                                
                                            
                                                
                                                    "} days. The enhancement of telepathic abilities ends immediately. The existing abundance of crystals and sapphires remains, but new ones form at a normal rate.Lightning, ThunderChange Shape. The dragon
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     defiles, way-markers tumbling off the path, or smaller stones shifting beneath travelers’ feet to send them tumbling down slopes or into rivers.
Thriving Wildlife. Giant lizard;Giant lizards
                                                
                                            
                                                
                                                    ; are attracted to the area within 6 miles of the lair and settle there in large numbers.
If the dragon dies, the population of giant lizard;giant lizards near the lair returns to normal levels
                                                
                                            
                                        
                                                    Scroll of Protection
                                                    
    
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                                                     Magic Items
                                                    Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    Each scroll of protection works against a specific type of creature chosen by the DM or determined randomly by rolling on the following table.
d100
Creature Type
01-10
                                                
                                            
                                                
                                                     within the cylinder.
The cylinder moves with you and remains centered on you. However, if you move in such a way that a creature of the specified type would be inside the cylinder, the effect ends
                                                
                                            
                                        
                                                    Cordon of Arrows
                                                    
    
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                                                     Spells
                                                    Player’s Handbook (2014)
                                                    
                                                
                                            
                                                     saving throw or take 1d6 piercing damage. The piece of ammunition is then destroyed. The spell ends when no ammunition remains. When you cast this spell, you can designate any creatures you choose, and
                                                
                                            
                                                
                                                     the spell ignores them. 
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the amount of ammunition that can be affected increases by two for each slot level above 2nd.
                                                
                                            
                                        
                                                    Demilich (Variant)
                                                    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     can see within 10 feet of it. Each target must succeed on a DC 20 Constitution saving throw or take 21 (6d6);{"diceNotation":"6d6","rollType":"damage","rollAction":"Life Drain","rollDamageType
                                                
                                            
                                                
                                                     target must make a DC 20 Charisma saving throw. On a failed save, the target’s soul is magically trapped inside one of the demilich’s gems. While the soul is trapped, the target&rsquo
                                                
                                            
                                        
                                                    Cube of Force
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     long as the barrier remains.
Face
Charges
Effect
1
1
Gases, wind, and fog can't pass through the barrier.
2
2
Nonliving matter can't pass through the barrier. Walls, floors
                                                
                                            
                                                
                                                     the barrier. Walls, floors, and ceilings can pass through at your discretion.
6
0
The barrier deactivates.
 
The cube loses charges when the barrier is targeted by certain spells
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you
                                                
                                            
                                                
                                                     for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can’t be revived.
Steal Life. You can use a bonus action to drain vigor from
                                                
                                            
                                        
                                                    Drow Shadowblade
                                                    
    
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                                                     Monsters
                                                    Mordenkainen’s Tome of Foes
                                                    
                                                
                                            
                                                     unoccupied 5-foot cube within 5 feet of the target with magical darkness, which remains for 1 minute.
Hand Crossbow. Ranged Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit
                                                
                                            
                                        
                                                     Species
                                                    One Grung Above
                                                    
                                                
                                            
                                                    ;s scholars and magic users. They are superior to purple, blue, and green grungs and given proper respect even by grungs of higher status. 
Higher castes include orange grungs, which are elite
                                                
                                            
                                                
                                                     warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe’s sovereign is always a gold grung.
A grung normally remains in its
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by
                                                
                                            
                                                
                                                     this spell again until it finishes a long rest.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.
                                                
                                            
                                        
                                                     magic-items
                                                    
                                                    
                                                
                                            
                                                     Utilize action each turn.
Once wound, a Mechanical Wonder remains activated for the duration specified in the wonder’s description below.
Domestic Wonder (Uncommon). This bipedal wonder is
                                                
                                            
                                                
                                                     (9)
HP 5 (1d8 + 1)
Speed 30 ft.
 
 
Mod
Save
Str
13
+1
+1
Dex
8
-1
-1
Con
13
+1
+1
 
 
Mod
Save
Int
3
-4
-4
                                                
                                            
                                        
                                                     magic-items
                                                    
                                                    
                                                
                                            
                                                    This wagon-sized vehicle is made of brassy metal and has a spiral-shaped propeller atop it. Its midsection is open on two sides. Once wound, the gyrocopter wonder remains active for 8 hours. While
                                                
                                            
                                                
                                                     to 5 feet horizontally for every 1 foot it descends in the air. If a creature attached to a cord is ever more than 500 feet away from the gyrocopter, the cord immediately disappears and returns to the wonder.
 
                                                
                                            
                                        
                                                    Deck of Illusions
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except
                                                
                                            
                                                
                                                    
Ten of clubs
Hill giant
Nine of clubs
Ogre
Eight of clubs
Orc
Two of clubs
Kobold
Jokers (2)
You (the deck's owner)
 
                                                
                                            
                                        
                                                     Spells
                                                    Elemental Evil Player's Companion
                                                    
                                                
                                            
                                                    You choose an area of stone or mud that you can see that fits within a 40-foot cube and is within range, and choose one of the following effects.
Transmute Rock to Mud. Nonmagical rock of any
                                                
                                            
                                                
                                                     sort in the area becomes an equal volume of thick, flowing mud that remains for the spell’s duration.
The ground in the spell’s area becomes muddy enough that creatures can sink into it
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    You cause a temple to shimmer into existence on ground you can see within range. The temple must fit within an unoccupied cube of space, up to 120 feet on each side. The temple remains until the
                                                
                                            
                                                
                                                     exterior. It can’t be dispelled by dispel magic, and antimagic field has no effect on it. A disintegrate spell destroys the temple instantly.
Casting this spell on the same spot every day for a year makes this effect permanent.
                                                
                                            
                                        
                                                     Spells
                                                    Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     spell’s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been
                                                
                                            
                                                
                                                     reappear on the ground at your feet.
At Higher Levels. When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.
                                                
                                            
                                        
                                                     Backgrounds
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                    An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains — their bones, their ruins, their surviving masterworks, and their tombs. Those who
                                                
                                            
                                                
                                                     and cataclysms.
 
Skill Proficiencies: History, SurvivalTool Proficiencies: Cartographer’s tools or navigator’s toolsLanguages: One of your choiceEquipment
                                                
                                            
                                        
                                                    Firbolg
                                                    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     wood survive until springtime.
In a firbolg’s eyes, there is no greater fault than greed. The firbolgs believe that the world remains healthiest when each creature takes only what it needs
                                                
                                            
                                                
                                                     adopt elven names when they must deal with outsiders, although the concept of names strikes them as strange. They know the animals and plants of the forest without formal names, and instead identify the
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     Golgari, no fear of death or taboo about the dead, just a fierce affirmation of the cycle.
Skill Proficiencies: Nature, Survival
Tool Proficiencies: Poisoner’s kit
Languages
                                                
                                            
                                                
                                                    : Choose one of Elvish, Giant, or Kraul
Equipment: A Golgari insignia, a poisoner’s kit, a pet beetle or spider, a set of common clothes, and a belt pouch containing 10 gp worth of mixed
                                                
                                            
                                        
                                                    Aarakocra
                                                    
    
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                                                     Species
                                                    Elemental Evil Player's Companion
                                                    
                                                
                                            
                                                    . The eldest acts as leader with the support of a shaman. 
AARAKOCRA IN THE FORGOTTEN REALMS
Never well established in Faerûn, aarakocra have only four major colonies: in the Star Mounts
                                                
                                            
                                                
                                                     have historical ties to the Wind Dukes of Aaqa. Exceptional individuals honor that connection and might seek out the missing pieces of the Rod of Seven Parts, the remains of an artifact fashioned by
                                                
                                            
                                        






