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                                                     Monsters
                                                    Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     nefarious magical copies of themselves to fool enemies, to guard treasure, or for other inscrutable reasons.
To create a false lich, a lich binds a shred of its life force to a corpse in a profane
                                                
                                            
                                                
                                                     false liches remain steadfastly loyal to their creators, others resent their creators for imprisoning and abandoning them.Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical
                                                
                                            
                                        
                                                    Kenku
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     the area patrolled by the guard did she explain that the noises indicated that the wingless folk had claimed that area, and that to trespass would be to court death.
— Gimble, Notes from a
                                                
                                            
                                                
                                                     degradation or shifts in meaning. Human messengers might switch words or phrases and garble a message inadvertently, but the kenku produce perfect copies of whatever they hear.
Kenku Adventurers
Kenku
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     “episode” to “game session,” but the terms are interchangeable.) A sample Campaign Journal page is provided. Make copies of it, or use it as inspiration for your own journal pages.  Downloadable PDF
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    Denizens The Maelstrom Roster table summarizes the locations of the inhabitants when the characters approach and indicates how those creatures react when intruders are detected. Loud noises in one
                                                
                                            
                                                
                                                     giants protect Nym and Mirran, who retreat to areas 6 and area 30, respectively, if seriously threatened. The crab and the other giants remain here. 15 Serissa, Uthor, Iymrith, 2 hill giants Uthor
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     noises in area 5. Otherwise, it guards the north docks. 8 4 hobgoblins The hobgoblins remain in the tower until intruders reach the den, then head to area 2 by way of area 5. 9 10 Iceshield orcs The
                                                
                                            
                                                
                                                     in area 9. 12 1 ettin, 7 bugbears The ettin and the bugbears remain here. 13 2 bugbears The bugbears stay here until they hear combat in area 12. They then investigate that area. 14 1 male hill giant
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                     things occurs: The dragon is targeted by a spell or takes damage. Someone or something makes a noise loud enough to interrupt the dragon’s slumber. Noises that qualify include the clap of a thunderwave
                                                
                                            
                                                
                                                    , Cryovain is slow-witted and easily baited. The howling of the wind prevents Cryovain from hearing intruders who remain relatively quiet. The wind also silences the characters as they follow the icy path (area H1) that leads to and from the gatehouse (areas H2 through area H6).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    Vault Guards Vidorant employs a dozen guards (use the veteran stat block) to protect her treasures—three guards outside and nine inside the vault. Guards remain alert for noises elsewhere in the
                                                
                                            
                                                
                                                     interior guards, the party has the run of the building until the next shift’s guards show up. However, the three guards outside the building remain alert to loud noises inside the vault and enter the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     the game board are ten stacks of playing cards. Each stack has four copies of the following six cards: Comet, Gem, Moon, Skull, Star, and Sun.
 A ghostly goblin in jester garb manifests on the far side
                                                
                                            
                                                
                                                     place four cards into the empty slots of the first row on the board. The ghost’s hand might consist of four different cards, or it might include two or more copies of the same card. If a card in that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     remain here. 15 2 fire giants, 3 ogres The giants head to area 20 if the bucket chain stops moving, while the ogres remain here. Both the giants and the ogres investigate loud noises in area 14. 17 1
                                                
                                            
                                                
                                                     area 31. 20 2 armored ogre The ogres remain here to watch over the prisoners. 21 1 fire giant The fire giant heads to area 20 if the wheel stops turning and raises the portcullis to area 22 if it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    False Lich Occasionally, liches create nefarious magical copies of themselves to fool enemies, to guard treasure, or for other inscrutable reasons. To create a false lich, a lich binds a shred of its
                                                
                                            
                                                
                                                    -identity. While many false liches remain steadfastly loyal to their creators, others resent their creators for imprisoning and abandoning them. False Lich Medium Undead, Typically Neutral Evil
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     egg is recovered. 12e. False Hoard Loud noises in this area alert the denizens of areas 12f and 13, who remain where they are but can’t be surprised. Illusion. A 20-foot-wide, 4-foot-high pile of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     has her back to the upstairs window that faces east, and can’t see anyone approaching from that direction. Her incessant singing is so loud that she can’t hear anything but the loudest noises outside
                                                
                                            
                                                
                                                     than she is of the characters and won’t voluntarily help them attack Grudd Haug. She prefers to remain a safe distance away from the hill giant den (at least half a mile), but characters can convince
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     the stages of a journey. (Use multiple copies of the Travel Planner for a journey with more than three stages.) For each stage, note where it starts and ends, the distance covered, and the predominant
                                                
                                            
                                                
                                                     journey otherwise works the same as described in the rest of the “Travel” section.
  Downloadable PDF Weather During each stage of the characters’ journey, you can determine what the weather is like by
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     feet wide, has no railings, and spans a wide cavern that echoes with strange clacking noises.
 The bridge is 40 feet long and sturdy. A creature on the bridge that takes 10 damage or more from a
                                                
                                            
                                                
                                                     galeb duhrs wait until intruders are halfway across the bridge before attacking, first by animating the boulders set near them and commanding them to roll across the bridge. The clacking noises are made
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     necessary for newcomers to get around safely. Beneath the citadel proper, miles of dwarf-sized caverns form a confusing maze that frustrates most non-dwarf visitors. These tunnels are what remain of the early
                                                
                                            
                                                
                                                     known written copies have ever been reported. Only a privileged few non-dwarves have ever heard the Dirge in its entirety, and dwarf bards who want to perform this epic must demonstrate great skill in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     copies of rare spells to sweeten the deal. Services Those who come to Candlekeep are permitted to remain for one tenday before departing, and must remain away for at least a full month before returning
                                                
                                            
                                                
                                                     Candlekeep’s main sources of income is the sale of books. Three kinds of such books exist: copies of tomes of nonmagical lore, copies of spellbooks and other magical formulae, and works of the Avowed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     sundial identical to the one in the hedge maze. Paths of colorful gravel lead throughout the garden and to the palace proper.
 The outer wall is 20 feet high, and the flowers in the garden remain
                                                
                                            
                                                
                                                     tomb (area P12). Disturbance. Sounds of combat or other loud, alarming noises in this area draw the attention of Juliana and Orlando in area P6 as well as Argus and Hamish, a pair of former adventurers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     bloodied and unconscious on a large mattress.
 Nur, a Daask gnoll, is burning Garra’s documents as ordered by the half-ogre. Of the documents that remain on the floor, two are of interest. One is a
                                                
                                            
                                                
                                                     door and attack. T8. Daask Hideout This room reeks of urine and body odor. The floor is covered in empty liquor bottles, food waste, and old copies of the Sharn Inquisitive.
 Two Daask operatives, a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
                                                    
                                                
                                            
                                                     adventurers can be determined by answering the following questions: Does the archfey engage with visitors or shun them? Does the archfey wander their domain, or do they prefer to remain in their lair
                                                
                                            
                                                
                                                     magical copies of themself and other creatures. These simulacra are similar to those created by the simulacrum spell. 8 Time Distortion. For each minute spent in the archfey’s presence, an hour passes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu 
                                                    
                                                
                                            
                                                    . The interior walls are mostly demolished, though a few remain.
 The only room that still stands is in the southwest corner; it can be entered by a single door. This room is Arthur’s library (area 2
                                                
                                            
                                                
                                                     him and gives him the bottle. Ignis then sits on the table by the fire and, heating bits of spare metal, goes about crafting what appears to be a homemade sword. Unless drawn by strange noises or her
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     in this cave. They are desperate to avoid the unwelcome attention of Lashlo, the djinni in area N10, and try to remain as silent as possible. Development. The galeb duhr’s caution is unwarranted
                                                
                                            
                                                
                                                    , Nakari sends the wyrmlings to their room (area N18), where they remain until she calls for them. If Yemi accompanies the characters (see area N12), Nakari won’t do anything that might endanger her
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     successful check. The blights remain perfectly still. They don’t attack on their own (except in self-defense) but quickly come to the aid of the twig blights in area U2 if combat erupts there. U2: Blighted
                                                
                                            
                                                
                                                    .
 This former general store isn’t a complete ruin yet; portions of its tile roof remain intact. Two giant spiders lurk in the building, hiding behind the walls. Thin, trailing lines from the webs in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    , fauna, structures, and inhabitants might remain unaffected, the land’s innate character takes on new qualities. A supernatural region is permeated by a preternatural force in an area as large or small as
                                                
                                            
                                                
                                                     worlds, the biomass of insects radically outweighs that of higher organisms. Mass migrations and deadly insect species can imperil larger creatures, but most insects remain nothing more than an annoyance
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     bring their prey in close before attacking. The harpies fight until four remain and then flee. Treasure. If the characters search the harpy nests, they find a holy symbol of St. Cuthbert made with gold
                                                
                                            
                                                
                                                     check. This cabin contains fifteen watertight crates of various sizes, which hold hundreds of copies of St. Cuthbert and Common Sense, a short book used to explain the tenets of the deity’s faith to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    . The kettle and the cauldron never run out of tea and hot soup, provided they remain inside the palace grounds. A creature that drinks both the tea and the soup gains 10 temporary hit points—a benefit
                                                
                                            
                                                
                                                    . Characters can move quietly about the room without waking it. Loud noises cause it to awaken, as do attacks made against it and any attempts to use or disturb the cauldron. Crafty characters who
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     feet wide, with wooden decks and iron-plated hulls fashioned to resemble dragon turtles. The boats are magically immune to fire damage and remain cool to the touch, even when floating in lava. Each
                                                
                                            
                                                
                                                     within arm’s reach. The sound of normal movement doesn’t wake them, but they are roused by the sounds of battle or other loud noises in areas B15–area B19. The duergar are alarmed if they wake to find the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     area 31, climb the staircase there, and pass through area 15. To reach the eastern gantry, they must take the elevator platform from area 24 to area 11. Loud noises on the north gantry attract the
                                                
                                            
                                                
                                                     the lower level, and heads to areas 31 and area 28 to warn his parents. The ogres remain behind, covering his retreat if necessary. 18. Foundry, Upper Level This area is incredibly hot, and characters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     guards to escort the adventurers to the guest quarters (area 3), where they are to remain until summoned. If the characters allow themselves to be taken to area 3, the storm giants stand guard in area 2
                                                
                                            
                                                
                                                     anemone chests to be slowly digested. Any loud noises here awaken the giants in area 29 and alert any giants in area 14. 28. Kitchen If music is being played in area 14, it can be clearly heard in this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     fragment that taints the crypt with its magic, these are the only Talhund to remain at rest. Treasure. Each of the fourteen dwarf corpses has a gem worth 100 gp in its ribcage. Any character who steals a
                                                
                                            
                                                
                                                     here on the walls. Growing Old Rapidly. Rivibiddel was a much physically younger gnome when he entered the crypt to pursue one of the few known copies of He of the Hidden Gemstone. Worried that he’d
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    . Yignath is torturing the prisoner for fun while Kazzira watches. Both attack intruders but prefer to remain on dry ground. The skull on Kazzira’s shield has been painted in fresh blood. Hanging from
                                                
                                            
                                                
                                                     sleeping fists of Bane. All are fully armored and have their weapons nearby. If awakened by loud noises or the guard in area D23, they grab their weapons and quickly mobilize to repel any intrusion. The room
                                                
                                            
                                        






