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                                                     Monsters
                                                    Spelljammer: Adventures in Space
                                                    
                                                
                                            
                                                    . While most other scavvers are content to feed on kitchen scraps, a void scavver goes after the cook.
A void scavver can emit an invisible ray from its eye that causes its target to feel fear even
                                                
                                            
                                                
                                                     in their mouths. Scavvers are not always aggressive; often they trail behind larger creatures as well as ships and asteroids, living off droppings and discarded refuse. They can enter the air envelopes
                                                
                                            
                                        
                                                    Unicorn
                                                    
    
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     a unicorn might include any of the following magical effects:
Open flames of a nonmagical nature are extinguished within the unicorn’s domain. Torches and campfires refuse to burn, but
                                                
                                            
                                                
                                                     casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.
Curses
                                                
                                            
                                        
                                                    Human
                                                    
    
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                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    , humans champion causes rather than territories or groups.
Human Names and Ethnicities
Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents
                                                
                                            
                                                
                                                     the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Mulan are most prominent, nobles
                                                
                                            
                                        
                                                    Elf
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     minstrels, artists, or sages. Human nobles compete for the services of elf instructors to teach swordplay or magic to their children.
Exploration and Adventure
Elves take up adventuring out of wanderlust
                                                
                                            
                                                
                                                     might join with rebels fighting against oppression, and others might become champions of moral causes.
HAUGHTY BUT GRACIOUS
Although they can be haughty, elves are generally gracious even to those
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    Wildersung Wood The straight-limbed trees that make up this wood bear bark that causes sounds to echo. Wildlife lurks restlessly in the Wildersung Wood, stalking travelers with unusual boldness. And
                                                
                                            
                                                
                                                     raise their voices and join the chorus. Those who don’t risk meeting a terrible fate—strangers or those who refuse to sing are regularly discovered with inexplicably broken necks.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                    Paladin The true worth of a paladin is measured not in foes defeated or dungeons plundered. It is measured in lives saved and hearts turned to the causes of mercy and justice.
  — Isteval
  A
                                                
                                            
                                                
                                                     law. Although no paladin in the world could be described as typical, a number of them are narrow-minded do-gooders who refuse to tolerate even the smallest deviation from their own outlook. Paladins
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     floor slopes toward an open pit at its center, and is covered in a layer of waste, blood, and viscera.
 The temple residents bring their refuse to this filthy chamber, including organic waste from
                                                
                                            
                                                
                                                     end of their move. If the check fails by 5 or more, the character slides 5 feet closer to the pit. Manipulating Time Having a mechanical guide spend 1 charge in this area causes a lizardfolk to appear
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    -high, vaulted ceiling bears peeling mosaics of cloudy, dramatically lit skies.
 Scorch Marks. The walls and pillars have numerous scorch marks.
 Statues. Four 8-foot-tall statues of human nobles
                                                
                                            
                                                
                                                    . Turning the ring unlocks the secret door and causes it to swing open into area 37. 30b. Family Crypts This arched, 15-foot-high hall is lined with alcoves. Each alcove contains a dusty stone casket holding the remains of a dead Shadowdusk family member, but no treasure.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     nobles with an extra skill: Performance +7. The students are friendly but scream loudly and try to hide if confronted by unidentified intruders. They refuse to cooperate with anyone opposed to Sythian
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
                                                    
                                                
                                            
                                                     tortle shells. Amid the refuse is a ring made of lapis lazuli (25 gp). The ring has a magical quirk that causes its wearer to experience a recurring nightmare after sleeping for more than 1 hour with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    , hollowed-out giant mushroom. Characters can see viscid black goo oozing from the mushroom’s stalk. Disturbing the mushroom causes the pudding to burst forth and attack. Drow Spore Servants These
                                                
                                            
                                                
                                                     this section). In addition to the eggs, characters find a 1d4 − 1 man-shaped cocoons containing the exsanguinated corpses of escaped slaves (of any race). Gricks Drow nobles unleash these creatures in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     decides to end their conflict by banishing Mogis. To his surprise, both gods turn against him. The resulting conflict causes the sun to rain divine blood, producing bizarre effects. 
   3  Angry at the
                                                
                                            
                                                
                                                     hubris of nobles who boast of having the best hounds, Heliod turns all dogs into wolves and monsters that kill and run wild. 
   4  Heliod arms a champion with his weapon, Khrusor, but the hero goes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     and solid waste are dumped into the water around the quarter. A large part of this area has become so clogged and befouled with refuse that the water now moves only along shallow, sluggish channels
                                                
                                            
                                                
                                                     nobles, bureaucrats, and powerful merchants, and extorting protection money from everyone else. Merchants’ Quarter The southwest section of the Styes hosts most of the district’s industry and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
                                                    
                                                
                                            
                                                     (†) appear in Monsters of the Multiverse. Roll a d6 if you don’t have that book. *See the appendix.  Mortuary Encounters, Tier 2 (Levels 5–10)   d10 Encounter   1 Three ghosts of long-dead nobles invite the
                                                
                                            
                                                
                                                     afterlife, wander aimlessly. The sorrowsworn ask the characters to guide them to the great beyond. If the characters refuse the sorrowsworn attack in panicked fury.  †Monsters marked with a dagger
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     first four pits are each 10 feet deep and empty except for refuse. The pit leading to area 7 is 30 feet deep and contains a ladder. Characters who watch this area long enough see the muralists
                                                
                                            
                                                
                                                     charge in this area causes one of the muralists to descend the southernmost pit to collect more blood from Nolzur (held in area 7). If Nolzur has been rescued, the muralists report this to Moghadam, who rallies available workers to hunt for the missing thief.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     ringing of the abbey bell (area S17). These mongrelfolk aren’t restrained, but they refuse to leave their rooms for fear of being killed by the golem or cast out of the abbey and forced to fend for
                                                
                                            
                                                
                                                     attempt to take it causes the mongrelfolk to attack. S15b. Quarreling Mongrelfolk Four mongrel creatures brawl amid the wreckage of this bedchamber while a fifth watches and cackles behind a life-sized
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    "
 Much like the true Demogorgon, the ettin’s two heads constantly clash and refuse to speak directly with one another, instead relaying messages through their assigned stewards (housed in areas 36 and 37
                                                
                                            
                                                
                                                     mechanical guide spend 1 charge in this area causes the chickens to lay more eggs, to the delight of the ettin. Both his heads call out for their steward to gather the eggs at once.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     exhaustion that can't be removed until the disease is cured. Any event that causes the infected creature great stress--including entering combat, taking damage, experiencing fear, or having a
                                                
                                            
                                                
                                                     randomly determined form of indefinite madness, as described in the "Madness" section. Sewer Plague Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     removed until the disease is cured. Any event that causes the infected creature great stress — including entering combat, taking damage, experiencing fear, or having a nightmare — forces the creature
                                                
                                            
                                                
                                                     indefinite madness, as described later in this chapter. Sewer Plague Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     that mingle with the murmured croaking of the gathered nobles. On a dais, a flabby bullywug wearing a crown of woven lily flowers sits on an ornate throne with his legs folded under him. He has a large
                                                
                                            
                                                
                                                     Soggy Court, to return it to the hag with great haste. If the characters show hostility or refuse to join the Soggy Court, Gullop commands his guards to seize them. Captured characters are taken to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     pumpkins the size of wagons. From the errant seeds of these gardens, tales of cottage-sized produce and magic beans are spread in the mortal realm.
 As humanoid nobles keep an aerie for hunting hawks
                                                
                                            
                                                
                                                     triumphs of humanoid nations. Fixing wagers by interfering in the conflict causes the loss of the bet, but such deceit is considered to be cheating only if it is discovered. Otherwise, it is cleverness honoring Memnor.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     finds that the characters have her brother’s spellbook and refuse to surrender it to her. If her skeletons are turned or destroyed and she is reduced to half her hit points or fewer, Lorlynn offers
                                                
                                            
                                                
                                                     confound grave robbers). Lifting the lid or tapping on the sarcophagus causes 1d4 rats to emerge in a panic. The detritus in the nest includes two random trinkets, determined by rolling on the Trinkets
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    .)
 When he is seated in the throne, Halaster remains invisible even while attacking or casting spells. When he sees one or more characters enter the room, he waves an invisible hand and causes the circle
                                                
                                            
                                                
                                                     them). The characters gain no XP for “defeating” Halaster in this fashion. If they refuse to leave, Halaster becomes annoyed and attacks them. If the characters took any actions to hinder Halaster’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     creature that ends its turn in this region must succeed on a DC 15 Constitution saving throw or start to bleed profusely from the nose. This hemorrhaging causes a loss of 1 hit point at the end of
                                                
                                            
                                                
                                                     Charisma saving throw or refuse to leave it. A creature affected by the magic is allowed another Wisdom saving throw every 24 hours while the magic persists. A creature can repeat the saving throw every
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     any of the food or drink, refuse to join the nobles outright, or see through the illusions, Kashem reveals herself and attacks. Dust to Dust. If Kashem is slain, her body disintegrates into a pile of
                                                
                                            
                                                
                                                     brightly lit. The nobles kindly invite the characters to join the repast, insisting they rest and regale the nobles with tales of adventure. The nobles are part of an elaborate, genie-wrought illusion
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     violence manifests in the form of a great brawl or wild celebration that causes serious damage to their surroundings. When a structure has served its purpose and is no longer useful (or even
                                                
                                            
                                                
                                                     recognizable), the githyanki tear the debris from its resting place and throw it into a refuse pile or cast it adrift into the astral sea, to be eventually replaced by a new specimen. Nonetheless, the city does
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Undermountain and purge it of those it deems abhorrent. Before letting innocents off the hook, Fazrian demands that they each swear an oath to serve it henceforth. Those who refuse to take the oath are
                                                
                                            
                                                
                                                     gates (see “Gates”). Striking either menhir with a hard object or targeting one or both with a shatter spell deals no damage, but causes an affected standing stone to emit a loud ringing that awakens
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
                                                    
                                                
                                            
                                                    , Kashem floats silently above the chamber, waiting for a prime opportunity to strike. If the characters consume any of the food or drink, refuse to join the nobles outright, or see through the illusions
                                                
                                            
                                                
                                                     feast in the parlor. An unseen string quartet accompanies their revelry with soothing music.
 This area is brightly lit. The nobles invite the characters to join the repast, insisting the characters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     other refuse left over from previous meals. No one ever cleans this place. Characters who undertake the “Peace Out” quest (see "Peace Out") are brought here to meet and dine with Chief Yarb-Gnock. The
                                                
                                            
                                                
                                                     or pay someone in Ten-Towns to cast the spell (see “Magic in Ten-Towns”). Unlocking the crate causes the gibbering mouther contained inside it to spill out. It attacks all other creatures indiscriminately. K13. Treasury This small room is empty.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    . Blood hawks make excellent hunting animals. Nobles are willing to pay 25 gp per intact egg. C2. Crystal Cave This cave has a single spherical room with a radius of 15 feet. Ogrorlo’s merfolk slaves
                                                
                                            
                                                
                                                     gain a random form of short-term madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide). Removing a crystal from the wall causes that crystal to stop glowing and become worthless. Removing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     faint aura of conjuration magic surrounding the fireplace. Any creature that points at the fireplace and speaks the word “ild” causes a magical, crackling fire to erupt within it. The fire lasts for 1
                                                
                                            
                                                
                                                     easily moved to violence. Only those who harm his plants or his sister’s children stir the deep-seated rage inside him. Unlike other cloud giant nobles, Thullen doesn’t wear a mask to illustrate his
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     icicle-covered ceiling, disappearing as they touch the floor. Guests mill about, idly chatting.
 Guests. At any given time during the gala, 1d6 nobles loiter in the foyer. You can add a named guest to
                                                
                                            
                                                
                                                     jewels.
 A 20-foot-high balcony (area P9) overlooks the ballroom floor. Guests. At any given time during the gala, 2d6 × 2 nobles dance here. You can add a named guest to the ballroom by rolling once on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     Moonsea region. Secret Door. The Cassalanter family portrait hides a secret door. Tilting the painting causes the door to swing outward on hidden hinges, revealing the pantry (area C11) beyond. A
                                                
                                            
                                                
                                                     signed contract inside each one. These contracts outline the terms of loans made by Victoro to various nobles, merchants, and guilds. The drawer also has a secret compartment that characters can find
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     of their hoard and feel no need to consolidate it in specific locations. A dragon emperor might accept fealty from lesser sovereigns and nobles who govern parts of the realm in the dragon’s name, or
                                                
                                            
                                                
                                                     their tremendous wealth to support the arts, groups of freelance adventurers, or important causes. Such dragons’ minions might include artists painting frescoes in their lairs, musicians composing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     other travelers. These items bear little placards in Thort’s beautiful, flowing handwriting that identify them (or at least provide speculation as to their origin and purpose). Nobles and wealthy
                                                
                                            
                                                
                                                     from Caravan Court to the Trollwall in the Southern Ward is haunted by the hooded ghost of the mage Ruid, whose touch causes deathly chills to those he meets on foggy nights. All attempts to banish or
                                                
                                            
                                        





