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                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    ":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.From this usurped office, he coordinates all cult activities in Ten-Towns. It's a role he carved out for himself by asserting that
                                                
                                            
                                                
                                                     he's tight with Levistus. He rules the roost by sheer force of personality, though it chafes him that Hethyl Arkorran has more respect and influence within the cult. Kadroth doesn't involve Avarice
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     Raezil, who started working for Zybilna shortly after the archfey carved out her domain in the Feywild. Raezil spends most of her time abroad, in the courts of other archfey, and hasnât kept up
                                                
                                            
                                                
                                                     on the politics of Prismeer.
Once she is no longer petrified, Raezil is bound by the rule of reciprocity (see âRules of Conductâ in chapter 2) to help the characters complete any
                                                
                                            
                                        
                                                     Species
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     glow. Earth genasi hair can appear carved of stone or crystal or resemble strands of spun metal.
Genasi
Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into the
                                                
                                            
                                                
                                                     your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score Increases
When
                                                
                                            
                                        
                                                     Species
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     and reforming without purpose or direction, until a creature exerts deliberate will to stabilize it. Through their potent psionic power, githzerai carved a home for themselves amid the chaos. As the
                                                
                                            
                                                
                                                     choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score
                                                
                                            
                                        
                                                    Goliath
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Species
                                                    Elemental Evil Player's Companion
                                                    
                                                
                                            
                                                     goliath, and fewer still can claim friendship with them. Goliaths wander a bleak realm of rock, wind, and cold. Their bodies look as if they are carved from mountain stone and give them great
                                                
                                            
                                                
                                                     mock folk who rely on societyâs structures or rules to maintain power.
Survival of the Fittest
Among goliaths, any adult who canât contribute to the tribe is expelled. A lone goliath has
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    27. Arch Gate to Level 4 Embedded in the south wall is an archway with six shallow, empty niches carved into it. The wall inside the arch is carved with a stylized image of a mountain with a sun
                                                
                                            
                                                
                                                     above it. The arch is one of Halasterâs magic gates (see âGatesâ). Its rules are as follows: If the elf figurine taken from Skella in area 15a is touched to the sun symbol, the gate opens for 1 minute
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    16. False Mirror Gate Mirror. Mounted to the north wall above a rectangular dais is a 6-foot-tall oval mirror set in a stone frame carved to look like Halasterâs yawning face, the mirror forming his
                                                
                                            
                                                
                                                     wide-open mouth.
 Dais. Etched on the floor of the dais are the words âFlattery will get you everywhere.â
 Statues. Flanking the dais are two petrified hook horrors that look like carved statues
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    16. Arch Gate to Level 15 Ceiling. This chamber soars to a height of 30 feet.
 Arch. A stone arch set into the south wall is decorated with gold-inlaid images of dragons in flight. Carved into the
                                                
                                            
                                                
                                                     wall above the arch are the following words in Draconic: âOnly a dragon can unlock this gate.â
 Fountains. Alcoves to the west and east contain stone fountains, each carved to look like a perched
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Embedded in the wall at the end of the westward hallway is an arch gate (see âGatesâ). Close inspection reveals the image of a dead tree carved into its keystone. The rules of this gate are as follows
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    15. Standing Gate to Level 17 Rising out of a 2-foot-deep pool of ooze is a pair of 15-foot-tall standing stones topped with a lintel, carved into which is a symbol of an arrow. The standing stones
                                                
                                            
                                                
                                                     form a magic gate (see âGatesâ). Its rules are as follows: If an arrow or a crossbow bolt is shot between the standing stones, the gate opens for 1 minute. Characters must be 14th level or higher to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    49. Arch Gate to Level 14 Arch. A stone arch embedded in the middle of the southeast wall has the image of an open book carved into its keystone.
 Secret Door. A secret door opens into a dusty
                                                
                                            
                                                
                                                     tunnel leading east.
 The arch is one of Halasterâs gates (see âGatesâ). Its rules are as follows: Holding an open book while standing within 5 feet of the arch causes the gate to open for 1 minute. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    16. Arch Gate to Level 7 Embedded in the north wall of this 10-foot-high cave is a stone arch. Carved into its keystone is a picture of a hand clutching a lit torch. The arch is one of Halasterâs
                                                
                                            
                                                
                                                     magic gates (see âGatesâ). Its rules are as follows: If a lit torch is brought within 5 feet of the arch, the gate opens for 1 minute. Characters must be 9th level or higher to pass through this gate
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    â). Carved into the arch gateâs keystone is an image of a rust monster. The rules of this gate are as follows: Touching the arch with a nonmagical item made entirely of ferrous metal (such as an iron
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    Observatories Observatories are structures that help astronomers and stargazers observe the cosmos. This section includes rules and adventure ideas the DM can use for an observatory in any campaign
                                                
                                            
                                                
                                                    . The simplest observatories are flat platforms on tall hills, sometimes with upright stone slabs with holes carved into them to aid in stargazing. A well-appointed observatory could boast resources
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     image of a dead tree carved into its keystone. Its rules are as follows: Touching the arch with a dead twig or branch causes the gate to open for 1 minute. Characters must be 6th level or higher to
                                                
                                            
                                                
                                                    . Carved into the middle of the east wall is a decorative stone arch enclosing a blank wall (see âArch Gate to Level 2â below).
 Furnishings. A wooden trestle table lies on its side in the middle of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     through the arch gate automatically becomes stuck in the webs (see âDungeon Hazardsâ in chapter 5 of the Dungeon Masterâs Guide). Carved into the arch are six stone niches, each one containing a small
                                                
                                            
                                                
                                                     stone figurine that weighs 1 pound. The figurines represent a black dragon, a unicorn, an umber hulk, an owlbear, a minotaur, and a manticore. Carved into the wall inside the arch is a stylized image of a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     privacy screen, and an empty chest with clawed feet decorate the room. Fancy rugs cover the floor.
 Arch. Embedded in the middle of the north wall is a stone arch.
 Arch Gate to Level 11 Carved into
                                                
                                            
                                                
                                                     the archâs keystone is a hand clutching a lit torch. The arch is one of Halasterâs magic gates (see âGatesâ), and its rules are as follows: If a lit torch is brought within 5 feet of the arch, the gate
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     east wall has an image of an open book carved into its keystone.
 Secret Door. A secret door in the north wall opens into a dusty, web-choked passage between this room and area 24.
 Arch Gate to
                                                
                                            
                                                
                                                     Level 9 The arch is one of Halasterâs magic gates (see âGatesâ). Its rules are as follows: Holding an open book while standing within 5 feet of the arch causes the gate to open for 1 minute. The book
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     utensils.
 Arch. Embedded in the south wall is a stone arch, its sides carved in the form of scantily clad elves (one male and one female) holding fingers to their lips in a gesture of silence.
 Secret
                                                
                                            
                                                
                                                     Door. A secret door in the east wall leads to area 5.
 Arch Gate to Level 6 The stone arch is one of Halasterâs magic gates (see âGatesâ). Its rules are as follows: If a silence spell is cast so that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     shadar-kai owners, Mister Witch and Mister Light. Chapters 2, 3, and 4 describe the carved-up domain of Prismeer, which the hags of the Hourglass Coven have usurped and split into thirds. The
                                                
                                            
                                                
                                                     several appendices wherein youâll find rules for new magic items, stat blocks for new creatures, and other goodies. At the end of the book is a Story Tracker you can use to keep track of story developments as they occur. Advice on how to use the Story Tracker appears later in this introduction.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     inside it bears a bas-relief of a female dwarf standing with her eyes closed. A keyhole is carved into the head of a stone hammer she clutches to her chest. The rules of this gate are as follows: If
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    16. Heart of the Mountain The Melairkyn dwarves carved this 20-foot-high room out of the rock at the point they believed was the heart of their subterranean realm. The features of this room are as
                                                
                                            
                                                
                                                     that it begins to crumble if any attempt is made to handle or move it.
 Mirror. A tall oval mirror is mounted on the east wall. Carved into its stone frame are dozens of lidless eyes and the following
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     carved with vines that twist through eleven actual humanoid skulls mounted to the frame. Carved into the bottom of the frame are the following words in Celestial: âThe dead know the secret.â The
                                                
                                            
                                                
                                                     mirror is one of Halasterâs gates (see âGatesâ). Its rules are as follows: Speaking the proper command word while standing in front of the mirror opens the gate for 1 minute. Characters must be 11th level
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    .
 Arch Gate to Level 12. A stone arch is embedded in the middle of the south wall. The arch is one of Halasterâs magic gates (see âGatesâ). Carved into its keystone is an image of a hand pouring ale from
                                                
                                            
                                                
                                                     a flagon. Its rules are as follows: If one pint or more of any liquid is poured on the floor within 5 feet of the arch, the gate opens for 1 minute. Characters must be 12th level or higher to pass
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . They have no treasure. North Arch Gate. The north arch is one of Halasterâs magic gates (see âGatesâ). It is decorated with inlaid images of dancing goblins. The letter D is carved into the archâs
                                                
                                            
                                                
                                                     keystone. Its rules are as follows: The gate opens for 1 minute if a creature stands within 5 feet of the arch and either sings a D note or plays a D note on a musical instrument. Characters must be 12th
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     here is 10 feet high. The room has the following features: Arch. Embedded in the middle of the east wall is a stone arch. Carved into its keystone are three human-like stick figures holding hands
                                                
                                            
                                                
                                                     though one with both. It canât be toppled and is impervious to damage. Close examination of the statue reveals that the eyes carved into its robe, twenty in all, have lids that are locked open
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     archâs keystone is carved with the visage of Halaster, whose eyes follow any creature that approaches the arch.
 Petrified Beholder. In the northern arm of the room, a petrified beholder sprawls on its
                                                
                                            
                                                
                                                     indiscriminately. Arch Gate to Level 23 The arch is one of Halasterâs gates (see âGatesâ). Its rules are as follows: If any creature touches the arch, the face shouts out in Common: âYield magic for safe
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    40. Music Hall Characters who make no effort to conceal their approach alert the creatures in this 20-foot-high vaulted chamber, which is carved out of solid rock. The room contains the following
                                                
                                            
                                                
                                                     south wall is an organ whose pipes are carved out of stalagmites. Its bench and keys are made of polished gold and black marble. Two large copper kettle drums stand against the west wall. Resting atop
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     rules or once ruled, adventurers might find monuments built to honor great leaders, gods, and cultures. Use the Monuments table for inspiration, or randomly roll to determine what monument the adventurers
                                                
                                            
                                                
                                                     stumble upon.  Monuments   d20 Monument   1 Sealed burial mound or pyramid 2 Plundered burial mound or pyramid 3 Faces carved into a mountainside or cliff 4 Giant statues carved out of a mountainside
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     single tournament has twelve combatants and consists of three fights with short rests in between. Failure to heed the following rules result in a combatantâs disqualification: All tournament
                                                
                                            
                                                
                                                     fight receives a stuffed Xanathar doll with a pocket in its mouth that holds a 100 gp gemstone, and an onyx trophy carved to look like a smiling beholder being caressed by hands (worth 25 gp
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    , svirfneblin, and Zhentarim enclaves
 Thousands of yearsâ worth of trickling water carved out the cavern where the drow, the duergar, and the svirfneblin established Mantol-Derith. Four warehouses
                                                
                                            
                                                
                                                     disguising of goods by any means, and no use of magic during negotiations and haggling. The punishment for breaking any covenant is equally straightforward: the violator is wrapped in chains and tossed into the Darklake. Recent events in Mantol-Derith have rendered these rules moot.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     the south alcove is one of Halasterâs magic gates (see âGatesâ). Its rules are as follows: Standing within 5 feet of the arch and imitating the moves of the dancing dwarves carved into it causes the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    -wide passageway flanked by forty-foot-high bulwarks of smooth, seamless stone. An iron portcullis covered with rust blocks the entrance. Arrow slits carved into the bulwarks are dark, revealing no hint
                                                
                                            
                                                
                                                     sooty hearth and taking 2d6 bludgeoning damage. Characters who use climbing gear to scale the mountain and lower themselves down a chimney have advantage on their checks. See the Basic Rules for more information on advantage.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     carved with frescoes depicting dwarves defending their mountain homes against ankhegs, purple worms, umber hulks, and other burrowing monsters. (Hidden behind a fresco of a dwarf battling a bulette is a
                                                
                                            
                                                
                                                     (see âGatesâ). Its rules are as follows: If a creature flies or levitates within 5 feet of the arch, the gate opens for 1 minute. Characters must be 10th level or higher to pass through this gate (see
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Gate to Level 12 At the north end of this 20-foot-high cave are two 15-foot-tall standing stones hewn from black basalt. Carved into the lintel spanning them is a large, blood-red X. The standing
                                                
                                            
                                                
                                                     stones form one of Halasterâs magic gates (see âGatesâ). When a creature comes within 5 feet of the gate, rivulets of blood begin to seep from the rocky pores of the standing stones. The rules of this gate
                                                
                                            
                                        






