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Monsters
Monster Manual
spellcasting ability (spell save DC 22):
At Will: Detect Thoughts, Dimension Door,Dispel Magic, Hypnotic Pattern 2/Day Each: Mass Suggestion, Modify Memory, Plane Shift
Tongue Twister. The
lairs frequently change or exhibit bewildering features.
The region containing an arch-hagâs lair is altered by its presence, creating the following effects:
Lapsus Linguae. Creatures
Monsters
Journeys through the Radiant Citadel
Amphibious. The riverine can breathe air and water.
Legendary Resistance (3/Day). If the riverine fails a saving throw, it can choose to succeed instead.Multiattack. The riverine
makes two Flood Strike attacks.
Flood Strike. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to hit","rollAction":"Flood Strike"} to hit, reach 10 ft., one target. Hit: 
Magic Items
Waterdeep: Dungeon of the Mad Mage
10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a d12 and consult the following
This twelve-sided metal die is 12 inches across and bears the numbers 1 through 12 engraved on its pentagonal sides. The dodecahedron contains arcane clockwork mechanisms that whir and
Monsters
Vecna: Eve of Ruin
blighted region. Among the blades, Glaive is best known for her talent at self-modification. âGlaiveâ is etched onto the back of her neck-plate. It is the only name Glaive has ever known
Monsters
Spelljammer: Adventures in Space
and heat vents, wild gardens, crystal formations, magical phenomena, or an ecosystem of lesser life forms that have adapted to living with the dragon.
Regional Effects
The region containing an
ancient or adult lunar dragonâs lair is warped by the dragonâs magic, which produces one or more of the following effects:
Black Frost. A thin layer of black frost covers the ground
Monsters
Spelljammer: Adventures in Space
contain natural springs and heat vents, wild gardens, crystal formations, magical phenomena, or an ecosystem of lesser life forms that have adapted to living with the dragon.
Regional Effects
The region
containing an ancient or adult lunar dragonâs lair is warped by the dragonâs magic, which produces one or more of the following effects:
Black Frost. A thin layer of black frost
Orcus
Legacy
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Monsters
Out of the Abyss
disappear or until Orcus releases their grasp (no action required).
Regional Effects
The region containing Orcusâs lair is warped by the Orcusâs magic, creating one or more of the following
stench of rotting flesh, and buzzing flies grow thick within the region, even when there is no carrion to be found.
If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must
Fraz-Urb'luu
Legacy
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Monsters
Out of the Abyss
take 33 (6d10) psychic damage.
Regional Effects
The region containing Fraz-Urbâluuâs lair is warped by his magic, creating one or more of the following effects:
Intelligent
âs Guide for more on madness.
Madness of Fraz-Urbâluu
d100
Flaw (lasts until cured)
01â20
âI never let anyone know the truth about my actions or
Monsters
Ghosts of Saltmarsh
failed save, or half as much damage on a successful one.
The kraken can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only
","rollAction":"Charged Water","rollDamageType":"lightning"} lightning damage on a failed save, or half as much damage on a successful one.
Regional Effects
The region containing a krakenâs lair is
Monsters
Fizban's Treasury of Dragons
lizard;giant lizardsâto settle and thrive in the region.
Emerald dragons use the features of their lairs to confuse and imperil intruders. They dig additional tunnels that allow them to move
saving throws until the start of its next turn.
Vanish. The dragon becomes invisible until initiative count 20 on the next round.
Regional Effects
The region surrounding a legendary emerald dragon
Monsters
Mythic Odysseys of Theros
creatures in one encounter. Award a party 36,000 XP for defeating Hythonia after she uses Shed Skin.
Hythoniaâs Lair
Hythonia makes her lair on Skathos, an island where a secret sect of
creature has disadvantage on Intelligence checks and Intelligence saving throws, and it behaves as if under the effect of the confusion spell.
Regional Effects
The region containing Hythoniaâs
Baphomet
Legacy
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Monsters
Out of the Abyss
that is no longer in any dimension than 100 feet. The effect ends on the next initiative count 20.
Regional Effects
The region containing Baphometâs lair is warped by his magic, creating one or
until cured. See the Dungeon Masterâs Guide for more on madness.
Madness of Baphomet
d100
Flaw (lasts until cured)
01â20
âMy anger consumes me. I canât be
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
Zuggtmoy
Legacy
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Monsters
Out of the Abyss
lair, instead of on herself.
Regional Effects
The region containing Zuggtmoyâs lair is warped by her magic, creating one or more of the following effects:
Molds and fungi grow on surfaces
madness, which is a character flaw that lasts until cured. See the Dungeon Masterâs Guide for more on madness.
Madness of Zuggtmoy
d100
Flaw (lasts until cured)
01â20
Demogorgon
Legacy
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Monsters
Out of the Abyss
doesnât need to concentrate on the spells, which end on initiative count 20 of the next round.
Regional Effects
The region containing Demogorgonâs lair is warped by his magic
demon lord, roll on the Madness of Demogorgon table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Masterâs Guide for more on
Graz'zt
Legacy
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Monsters
Out of the Abyss
(Stealth) checks made to hide.
Regional Effects
The region containing Grazâztâs lair is warped by his magic, creating one or more of the following effects:
Flat surfaces within 1 mile of
Masterâs Guide for more on madness.
Madness of Grazâzt
d100
Flaw (lasts until cured)
01â20
âThere is nothing in the world more important than me and my
Monsters
Mordenkainen Presents: Monsters of the Multiverse
The region containing Geryonâs lair is warped by his magic, creating one or more of the following effects:
Chilling Wind. Freezing strong winds howl around the area within 1 mile of the lair
allows him to summon enslaved minotaurs.
Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4;{"diceNotation":"5d4","rollType":"roll","rollAction":"Sound the Horn"} minotaur;minotaurs 
Monsters
Fizban's Treasury of Dragons
to help protect the territory surrounding their lairs.
Martial Hoards
Sapphire dragonsâ favorite prizes are weapons and armor, records of military history and tactics, and magic items that
dragon can shape the stone to open or close a passage through a wall, as long as the wall is less than 10 feet thick.
Regional Effects
The region surrounding a legendary sapphire dragonâs lair
Yeenoghu
Legacy
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Monsters
Out of the Abyss
, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them.
Regional Effects
The region containing Yeenoghuâs lair is warped by his
madness, which is a character flaw that lasts until cured. See the Dungeon Masterâs Guide for more on madness.
Madness of Yeenoghu
d100
Flaw (lasts until cured)
01â20
Monsters
Curse of Strahd
card reading in chapter 1, unless he has been forced into his tomb in the catacombs of Castle Ravenloft.
Strahd's Tactics
Because the entire adventure revolves around Strahd, you must play him
against other members of the adventuring party.
The Vampireâs Minions
Whenever Strahd appears in a location other than his tomb or the place indicated by the card reading, roll a d20 and consult
Monsters
Fizban's Treasury of Dragons
awareness and subconsciously luring their favorite foodâgiant lizard;giant lizardsâto settle and thrive in the region.
Emerald dragons use the features of their lairs to confuse and imperil
.
Regional Effects
The region surrounding a legendary emerald dragonâs lair is altered by the dragonâs magic, creating one or more of the following effects:
Crystal Profusion. Natural stone
Monsters
Eberron: Rising from the Last War
âs lair is known to touch remote areas of the Shadow Marches and caverns below Xenâdrik. A region containing a passage to Belashyrraâs lair is warped by its magic, which creates one or
Dungeon Masterâs Guide has more information on madness.
Madness of Belashyrra
d6
Flaw (lasts until cured)
1
âI constantly see shapes moving in the shadows.â
2
Juiblex
Legacy
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Monsters
Out of the Abyss
Guide) appears on a spot on the ceiling that Juiblex chooses within the lair. The slime disintegrates after 1 hour.
Regional Effects
The region containing Juiblexâs lair is warped by its
Masterâs Guide for more on madness.
Madness of Juiblex
d100
Flaw (lasts until cured)
01â20
âI must consume everything I can!â
21â40
âI
Monsters
Fizban's Treasury of Dragons
suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic of that faerie realm
succeed on a DC 20 Wisdom saving throw or have disadvantage on ability checks until initiative count 20 on the following round.
Regional Effects
The region surrounding a legendary moonstone dragon
Monsters
Fizban's Treasury of Dragons
Spellcasting.Ancient legends suggest that when the gods came to the First World and tried to populate it with their Humanoid followers, a clever dragon fled to the Feywild to hide a clutch of eggs. The magic
round.
Regional Effects
The region surrounding a legendary moonstone dragonâs lair is altered by the dragonâs magic, creating one or more of the following effects:
Dream Communication
Backgrounds
Guildmastersâ Guide to Ravnica
âs march of progress.
Skill Proficiencies: Animal Handling, Athletics
Tool Proficiencies: Herbalism kit
Languages: Choose one of Draconic, Giant, Goblin, or Sylvan
Equipment: A Gruul insignia, a hunting trap, an herbalism kit, the skull of a boar, a beast-hide cloak, a set of travelerâs clothes, and a belt pouch containing 10 gp (Azorius 1-zino coins
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Starting the Adventure As the adventure begins, the characters are traveling to the Sarire sugar mill, most likely coming from Port Panela. If the characters seek to learn more about the region there
, consult the âAtagua Gazetteerâ section at the end of this adventure. From the port, the route called the Camino Rojo stretches between flamingo-filled wetlands and grassy plains covered with
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
events continue to rock the region. Consult the âVolcanic Threatsâ section earlier in the adventure for dangers that might occur. Additionally, at a point between the Xoxotla and the shrine, the characters come upon the aftermath of a battle.
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
thirty years ago, your parents fled, perhaps carrying you in your infancy (depending on how old you are). Your family drifted from village to village around the region, finding work as laborers where
justice. Maybe Elder Runara can help you determine exactly what your heroic destiny is and set you on the right path to fulfill it, so you can become the hero you know youâre meant to be. View Character Sheet Downloadable PDF
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Inside the Observatory The interior of Twin Gods Observatory is hollow, with a spiral stone staircase rising to a roof with a commanding view of the region. Carvings along the observatoryâs interior
depict volcanic events and smoke formations, which the Watchers consult to inform their predictions. The stairs leading to the top of the tower are shallow and have no railing, winding around an open
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
a champion of justice. Someone at the cloister may hold the key to the impending doom your deity wishes you to avert. View Character Sheet Downloadable PDF Elf Fighter Shawn Wood Your parents lived
carrying you in your infancy (depending on how old you are). Your family drifted from village to village around the region, finding work as laborers where they could. Youâve spent the last few years in
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
To the Coast The journey to Dread Wolf Cove takes five daysâfewer if the characters have Clystranâs guidance or other methods of conveyance. Consult the âMovement in the Wastesâ section in chapter 5
for details on moving through the region, but play the trek briskly; reporting to Kalaman about the flying citadel should feel like a race against time. If you wish, run one or more random encounters
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Geographic Features The lands around Saltmarsh are filled with peril, since much of the region is untamed wilderness. Even though the Kingdom of Keoland has grand ambitions, its focus in the south
an 18 or higher, the characters have an encounter at some point during the day or night (equal chance of each). The nature of the encounter depends on which region of the forest the characters are
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Into the Maze The minotaursâ maze fills a region of the Underdark one mile on each side. A network of corridors climbing up to higher levels and descending to lower ones by way of ramps, the maze
the creatures within it. Every 30 minutes the party spends in the maze, roll a d20 and consult the Maze Encounters table to see what, if anything, the characters meet. If Gash was attacked by the
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
about mining. If the characters talk to Toblen, he shares a brief tale told to him by one of his regular patrons. Roll a d6 and consult the Phandalin Tales table to determine which tale Toblen knows, or
around. Characters who engage Barthen, Ander, or Thistle in friendly conversation are told a tale. Roll a d6 and consult the Phandalin Tales table, or pick a tale the characters havenât heard yet






