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Monsters
Mordenkainen's Fiendish Folio Volume 1
killmoulis can be either a bane or boon to an adventuring party. When kept well fed with tasty treats, this creature is a helpful assistant that mends armor, collects herbs that make the blandest rations
help a tired or lost traveler. Emerging from the shadows near the site of the deed, the creature takes to the road, wandering to seek out travelers who might have food it can sneak away with in return
Tabaxi
Legacy
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Species
Volo's Guide to Monsters
not intrinsically interesting. In the tabaxi’s eyes, gathering wealth is like packing rations for a long trip. It’s important to survive in the world, but not worth fussing over.
Instead
on a geographical feature located in or near the clan’s territory.
The following list of sample tabaxi names includes nicknames in parenthesis.
Tabaxi Names: Cloud on the Mountaintop (Cloud
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
7. Watermaster This room faces the docks and contains a bedroll, a barrel of fish, and two crates of rations. A fishing pole leans in the corner near the bedroll. A male hobgoblin calling himself the
Watermaster lives here. His job is to catch fish from the river, guard and repair the dam, and guard the den’s supply of rations (and keep it out of Guh’s hungry hands). He has an inflated sense of
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
that strangers are near, all the mercenaries greet the new arrivals in the open area between this room and the stables. If the characters reach this area without being spotted, Syleen Wintermoon sits
information on these ne’er-do-wells. The mercenaries’ supplies include enough water and rations to sustain four people for one day.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
blandest rations into a feast, and turns a dull, uncomfortable campsite into a welcoming refuge. But if a party abuses or neglects a killmoulis, the creature’s mean-spirited thirst for revenge can
an act of charity to help a tired or lost traveler. Emerging from the shadows near the site of the deed, the creature takes to the road, wandering to seek out travelers who might have food it can sneak
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
at all. Rebuilding Corlinn Hill is impractical, thanks to the volcano. But in the last three or four years, hardy settlers have been rebuilding another ruin near the city: the old town of Phandalin
do it. The nobility are bound by honor and tradition to protect their people from both external and internal threats to stability. An organized society leaves no room for evil and chaos to take root. View Character Sheet Downloadable PDF
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
stone survived the fire and can be easily retrieved, as can the chest of rations. Depleted Supplies The following equipment was consumed by the fire or expended putting out the flames: Portable cooking
a DC 13 Intelligence (Investigation) check. If the check is a failure, the character knows only that the fire started near Petty Officer Ryeback’s portable cooking surface. If the check succeeds, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
are stored in the westernmost alcove. They contain sheets of parchment, small jars of ink, quills, 10 days of edible rations, and five 2-gallon casks of clean water.
If the glyph in area 7 triggers
covered in quills, ink jars, and books. A folding cot rests near the back wall. Treasure. Amid the clutter on the desk, characters can find Karstis’s spellbook. The book is bound in human flesh and contains all the spells Karstis has prepared, plus animate dead and glyph of warding.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
assembled from scrap iron on both sides of the chamber. A spiral path circles into the center of the room, marked off by small stone pylons.
Two derro stand by a large cauldron in front of a tent near
the scrutiny of a detect magic spell. Treasure Inside the tent are two flea-ridden bedrolls, a zurkhwood bucket containing edible fungi (the equivalent of two days of rations), and a wineskin full of Darklake Stout.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the room. An iron chandelier with melted wax candles is suspended from a rafter above it by a rope tied off to a hook near the northern door.
Dead Halfling. Tucked behind an iron stove in the
shortsword in one hand and a burnt torch stub in the other. A search of the corpse yields a dungeoneer’s pack with spoiled rations and 5 torches remaining, and a small pouch containing 4 gp.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
hammocks strung up in this cabin. Several stacked crates near in the fore of the hold contain rations, supplies needed to maintain and repair the ship, and small barrels of fresh water and ale. T7. Twinkle
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
with soot. A burned heap that used to be a padded leather chair lies near the fireplace. O3. Upper Level This room, formerly a wizard’s laboratory, contains the following features: A soot-stained
supply of edible rations. Set into the north wall is a sturdy oak door with iron fittings and a built-in lock. Locked Door. The door to area O5 is locked. The lock can be picked by a character who uses
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Two goblin werebats (see appendix A) in humanoid form stand guard near the cave entrance.
Chests. At each end of the cave is a wooden chest so packed with “treasure” that its lid can’t be closed
priest’s pack without the rations, and a random trinket (roll on the Trinkets table in chapter 5 of the Player’s Handbook).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stone stretch from west to east. Around each table sit a dozen cast-iron chairs sculpted with web and spider motifs.
Smashed Cabinet. Against the north wall, near the double door to area 5b, is a pile
rigged with a trap.
The gear on the table can be assembled into one burglar’s pack and one explorer’s pack, lacking the rations. Treasure. Casting detect magic reveals an aura of abjuration magic
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
outside the parlor (area C8). Near the stairs is a partially open door through which the kitchen (area C7) can be seen. A short hallway connects to the dining room (area C6). C6. Dining Room This
to avoid you.
It’s clear that the kitchen still sees use. Members of the Scarlet Sash store rations and spices in some of the pots and cauldrons, to keep them away from the mice, and a few dirty
Compendium
- Sources->Dungeons & Dragons->Divine Contention
into the main hold (area I7). A 3-foot-high capstan near the middle of the deck is locked in place. A character who succeeds on a DC 15 Intelligence (Investigation) check finds that one of the
an action lowers the weapons back into the cargo hold. Magic Statue. An 8-foot-tall, 4,000-pound stone statue of Drizzt Do’Urden, a famous drow ranger, stands near the front of the main deck, posed
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
; see appendix A) has been backed into the southeast corner by a vicious mezzoloth and two nothics. Three dead nothics (killed by Rex) lie on the floor near them.
The mezzoloth was summoned and bound to
silvered shortsword, a 30-foot-long coil of hempen rope, 2 days of rations, a flask of oil, a pouch containing 13 gp, and a potion of healing. The oil lantern in the middle of the room belongs to Rex as
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
10 feet square and contains four sleeping bags, packs of stolen rations, and a rolled-up map of Icewind Dale that marks the location of every Ten-Towns settlement, as well as the locations of the
duergar outpost near Kelvin’s Cairn (see "Outpost Locations") and Sunblight, the fortress hidden in the mountains (described in chapter 3). All of the place names on the map are written in Dwarvish
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
roads leading toward farmlands near the Estwilde border. The characters are ordered to follow the road east and see what they find. Twenty miles east of Kalaman, where the road crosses the Raiding Rill
60 days of rations, and a driftglobe. Missing Scouts The characters are sent to track down a pair of scouts keeping tabs on Dragon Army movements north of the Vingaard River, twenty miles northwest of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
spell. The patrol was ordered to search near the grove for the characters, anticipating that the escapees might seek shelter among the peaceful mushroom folk. Upon her arrival, Xinaya made the mistake of
the pile find a suit of +2 studded leather armor, a +2 shortsword, and a bag of holding containing two spell scrolls (remove curse and spider climb), 40 days of rations, and 320 sp. The drow spore
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
21l. After showing the characters to their quarters, the goblin tells them where they can buy adventuring gear (area 21a) and rations (area 21t). 21o. Goblin Orphanage The sound of screaming goblin
room contains the following: Toppled Idols. Dozens of stone idols of dwarven gods have been toppled from their bases and smashed on the floor.
Altar. A low altar near the west wall is covered in
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. An ancient wooden table surrounded by matching benches stands at the room’s center, near an ornate spiral staircase that climbs through the ceiling above. To the north are statues of githzerai
, their incarnation appears in one of these rooms. The ladder to the north leads to area W6. Supplies. The kitchen has been plundered, but 14 days of rations remain. These mostly consist of pickled
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
trade a magic item in its possession for the equivalent of 30 days of rations (to determine the item, roll once on Magic Item Table C in chapter 7 of the Dungeon Master’s Guide) 9–10 A trap door near
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Camp You see two tents pitched in the snow near an icy outcropping that acts as a natural windbreaker. Between the tents is an overturned sled. Still harnessed to the sled are five howling dogs
that were contained within; the other is not in the dogs’ reach and contains enough rations to feed four people for three days. Starting the Ascent. The wind has obliterated the tracks made by
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the robes of an oracle approaches and promises to give you the answer to all of life's problems for 42 copper crowns. 43–44 A human and an elf kiss passionately in an alley near your path. They notice
, a changeling looks on in tears. 64–66 You walk down a path lined with trees on which are growing candy-coated apples. 67–70 Three children sparring with wooden swords play dangerously close to the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
serviceable and fits a Medium creature. The longsword and the shield are in good condition. An explorer’s pack, lacking the rations and water, is under the corpse. Development. The smuggler in area 21 is
locker at its foot.
A long wooden trestle table ringed by rickety stools dominates the center of the room. Metal cutlery, cups, and dirty plates sit atop the table.
A cookstove is installed near the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
water’s surface is 40 feet below the tunnel’s exit. L5: Littered Cave This small cave is littered with broken bones. Near the back wall lies a busted skeleton with a horned bovine head splintered with
cracks. Two leather sacks brimming with gold rest near the skeleton.
The skeleton is that of a minotaur thief who fell prey to the trap in this cave. The two leather sacks beside it are illusions
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Area When the characters enter this area, read or paraphrase the following boxed text to the players: Cabinets hang on the north wall of this large room, which is hazy with the smell of tobacco. Near
–6 No current occupants 7–9 A family of 1d4 commoners 10 A shifter (see chapter 6) 11 A warforged soldier (see chapter 6) 12 A changeling (see chapter 6) T6. Skybridge This stone skybridge connects
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
wall near the cages is a wooden dogsled with ice clinging to it.
The two goats were stolen from Caer-Konig, and the duergar plan to eat them. The duergar use the ogre zombie to pull their dogsled
armor, keeping their shields and weapons within reach. Treasure. The crates and most of the sacks contain basic supplies, including blankets, rations, hempen rope, and other equipment. One small sack
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Stables These stables stand against the outer wall. Any horse, pony, or mule brought into the city can be quartered here and fed for 1 sp per night. B3. Council Hall Located near the southwest gate, the
human commoner), runs the shop. Elza has expanded the business in recent years by offering a selection of adventuring supplies — rations, fur cloaks, leather gloves and boots, ice picks, snowshoes
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
characters encounter. d20 Encounter 1–2 1 chuul lurking in a pool of water 3 1d6 giant spiders clinging to the walls or ceiling 4–5 1 grell floating near the high ceiling 6–9 1d4 gricks hiding in a
as a rock formation, and it tends to lurk in crevices and fissures, attacking smaller creatures that wander near. It has a walking speed of 20 feet and a climbing speed of 10 feet, loses its Hold
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
2.1: Buried Ziggurat, Tiers 1-3 View Player Version B1: Statue Room When the characters ascend the monument, read or paraphrase the following text: Near the ziggurat’s peak, a once-secret entrance
twenty crossbow bolts, six flasks of oil, and a set of smith’s tools near a small foundry. B3: Secret Room This room can be accessed via two secret doors in the hallways bordering it. When the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
water. The air is damp, and the walls are covered with slimy green moss.
Dim light streams from an archway near the top of one side of the shaft. A narrow, roaring waterfall pours from the archway into
explosive fruits overhead. The fruit lands near the base of the tree and bursts in a blast of woody shrapnel. Each creature within 20 feet of the fruit must make a DC 15 Dexterity saving throw, taking 21
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. B47: Treasure Room A subterranean breeze stirs in this room. A large, padlocked chest sits near the north wall. Behind it hangs a tapestry of a desert scene.
The tapestry behind the chest is a hostile
. Near the table, an enormous snake coils around a bluish corpse wearing a wooden rabbit mask.
The giant constrictor snake strikes at any who interrupt its meal. The cupboards are empty, but the dead
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
in their footlocker. As the characters claim their bunks, one character of your choice discovers that they’ve been assigned an airy bunk next to a window, near the laundry. As that character walks
Rank) and Above The academy’s storerooms contain basic equipment, rations, and an extensive armory. Most academy personnel aren’t allowed past the storefront, where quartermaster Mister Blip allocates






