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                                                     Backgrounds
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Baldur’s Gate is a city badly in need of heroes, and every so often, one rises from among its own. Ordinary people who rise to greatness are beloved in local history, but the popular
                                                
                                            
                                                
                                                    
 
Folk Hero Origins
Folk heroes might rise from a variety of circumstances, or their origins might be a secret as they do their work anonymously. If you wish, you may roll on the Folk Hero
                                                
                                            
                                        
                                                    Demilich (Variant)
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     its skull remains. This “demilich” contains only a fragment of the lich’s malevolent life force — just enough so that if it is disturbed, these remains rise into the air and
                                                
                                            
                                                
                                                     hit points until initiative count 20 on the next round.
Lair Traits
A demilich’s tomb might have any or all of the following effects in place:
The first time a non-evil creature enters
                                                
                                            
                                        
                                                    Yuan-ti Pureblood
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     interest of maintaining the strength of their personal bloodline.
The yuan-ti have abandoned their humanity and consider non-serpentine humanoids to be lesser creatures, barely more civilized than
                                                
                                            
                                                
                                                     and eaten as part of the procedure.
Undercover Empire
The human civilization that gave rise to the yuan-ti was among the richest in the mortal world. It rapidly progressed in metalworking, using
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . Several small rocky islands rise out of the lake, each holding a number of empty huts (an abandoned kuo-toa settlement).
 The fungus forest and the underground lake are home to all kinds of subterranean
                                                
                                            
                                                
                                                     wildlife, including bats, fish, and non-biting insects. For characters who reach it safely, the cavern provides a secure, idyllic refuge from the perils of Undermountain.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Folk Hero Baldur’s Gate is a city badly in need of heroes, and every so often, one rises from among its own. Ordinary people who rise to greatness are beloved in local history, but the popular
                                                
                                            
                                                
                                                     a busy part of the Lower City or Outer City of Baldur’s Gate, you can spend 2d10 minutes to convince 1d6 commoners to perform a non-illegal act that inconveniences a member of the Watch or Flaming
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
                                                    
                                                
                                            
                                                    Folk Hero Baldur’s Gate is a city badly in need of heroes, and every so often, one rises from among its own. Ordinary people who rise to greatness are beloved in local history, but the popular
                                                
                                            
                                                
                                                     a busy part of the Lower City or Outer City of Baldur’s Gate, you can spend 2d10 minutes to convince 1d6 commoners to perform a non-illegal act that inconveniences a member of the Watch or Flaming
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     are trained; Arach-Tinilith, a spider-shaped cathedral where drow priestesses worship their demon goddess; and Sorcere, a magnificent tower where drow mages learn to master the magical arts. Non-drow
                                                
                                            
                                                
                                                     are forbidden from entering this part of the city. The stone steps are some three hundred feet wide and rise nearly the same distance. A pair of giant jade spiders flanks the stairway at the top
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     of its arms is a yellow band.
 The green gas that fills this room fills area 58 when the two rooms are open to each other, but the gas is too heavy to rise up the shaft into area 58. The gas has two
                                                
                                            
                                                
                                                     effects: It transforms the dead vegetation in area 58 into three shambling mounds (see that area for details). It is poisonous to non-plants. Any creature susceptible to the gas that starts its turn
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     is wracked by extreme electrical storms, and alien vapors rise at the domain’s distant edges and within its hidden tunnels. Rather than barring creatures’ escape, these Mists repress memories. Any non
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     prisoners at one time, but many have died from overwork and mistreatment. If a situation develops where released prisoners must fight, use commoner stats for them. Slopes. The sides of the plateau rise
                                                
                                            
                                                
                                                     wooden or bone poles covered in hide, mud, and sod. Huts vary in diameter from 10 feet to 25 feet, and in height from 5 feet to 10 feet. (Symbols on the map represent clusters of tents.) Those in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
                                                    
                                                
                                            
                                                     the hemispherical cup the holder of the instrument will be teleported instantly to be spat out of the devil’s mouth at area 6, nude, while all non-living materials with the individual go to area 33
                                                
                                            
                                                
                                                     in 6 rounds, and each round thereafter it will rise higher and encompass one more step. If unchecked, the flow of blood will fill the foyer to the ceiling in 20 rounds. Fire of any sort, magical or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     groan, joining the horrible song.
 Through the mist that shrouds the smaller cavern, you see the parade of creatures responsible for the melody. Their bodies are only vaguely humanoid, with clusters of
                                                
                                            
                                                
                                                     and a bridesmaid standing in for Araumycos and Zuggtmoy. Yestabrod, if alive, assumes the role of priest to preside over the vows. If Yestabrod is dead, three spore servants rise from the garden and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     them. Slopes. The sides of the plateau rise sharply, while the floor of the hollow slopes up gradually toward the east. A long ladder is lashed to the cliff so guards can reach the upper guard tower
                                                
                                            
                                                
                                                     represent clusters of tents.) Those in the mouth of the hollow (level 1 on the map) are crudely built and decorated with animal skulls. These are occupied by kobolds. Cultists occupy the huts on level
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     clusters 4 Fungus cavern 5 Gas leak 6 Gorge 7 High ledge 8 Horrid sounds 9 Lava swell 10 Muck pit 11 Rockfall 12 Rope bridge 13 Ruins 14 Shelter 15 Sinkhole 16 Slime or mold 17 Steam vent 18 Underground
                                                
                                            
                                                
                                                     determine what creatures, if any, are present. The undead rise up out of the bones and attack when the first characters are halfway across the cavern. Boneyard Encounter  d20 Encounter   1–14 No encounter
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                    Dendradis Beings of absolute neutrality, rilmani originate from the Outlands, and their few communities cling to the Spire. These crystalline cloisters rise in clusters of crooked towers or fill
                                                
                                            
                                                
                                                     to let non-rilmani enter without a rilmani escort. They turn hostile should anyone try to infiltrate the town. The ferrumachs share the name of the town, but they know nothing of R04M. The rilmani
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Locathah Rising
                                                    
                                                
                                            
                                                     entirely with a large metal claw, much like a crab’s.
 His body is covered with clusters of barnacles, and in his left hand he idly grasps the haft of an exquisite trident, engraved with images of
                                                
                                            
                                                
                                                    , blocking them in. If anyone is hesitant to enter, he’ll beckon for them to come forward, asking them to converse with him. In this regard, his demeanor is regal, but gracious and non-hostile. “Please. Come
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     exiles. They are the destined rulers of the darkness, and when Lolth commands them to rise up and destroy their surface-dwelling kin, they will.
 Creatures of Darkness. The drow have lived underground
                                                
                                            
                                                
                                                    . The drow like to hollow out enormous stalagmites and stalactites, creating populated spires that rise from the floors and ceilings.
 
   Drow
 Medium humanoid (elf), neutral evil
 Armor Class 15
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     of Demons talking to them, telling them that they will rise from the dregs of drow society to greatness once the nobility is cast down. The characters encounter a group of 1d4 + 4 drow cultists
                                                
                                            
                                                
                                                     Shinzi approaches the characters when they are alone and gives them a scroll bearing an advertisement for Narbondel’s Shadow, the “finest rooming house in Menzoberranzan.” If the party includes non
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                    , and standing witness to the rise and fall of many elven empires, wood elves see the place of elves in the world differently than moon or sun elves do. Wood elves seek a quiet harmony, not domination
                                                
                                            
                                                
                                                     hunters. Despite seeing themselves as part of the world, wood elves don’t commonly emerge from their homes to encounter non-elves. Likewise, in the deep woods and forests of the world, most wood
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     Giant can interpret the command runes. Command Runes There are eighteen command runes. Alarm. A noise akin to a howling wind alerts all non-deafened creatures in the castle.
 All-Clear. A noise akin
                                                
                                            
                                                
                                                    .
 Rise. The castle ascends at a rate of 10 feet per round.
 Sink. The castle descends at a rate of 10 feet per round. If it comes into contact with the ground, it lands.
 Spin. The castle rotates gently
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     Giant can interpret the command runes. Command Runes There are eighteen command runes. Alarm. A noise akin to a howling wind alerts all non-deafened creatures in the castle.
 All-Clear. A noise akin
                                                
                                            
                                                
                                                    .
 Rise. The castle ascends at a rate of 10 feet per round.
 Sink. The castle descends at a rate of 10 feet per round. If it comes into contact with the ground, it lands.
 Spin. The castle rotates
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     might seep into the area, inanimate objects might move of their own accord, and corpses might rise from the grave. The ghost has no control over these manifestations; they simply occur. Undead Nature
                                                
                                            
                                                
                                                     visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
 Horrifying Visage. Each non-undead creature within
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     circle operates nearby, seeking the circle’s blessing before hunting or farming on the lands they protect.  The druid habit of gathering in clearings, wooded groves, or around sacred pools gave rise to
                                                
                                            
                                                
                                                     even to leave the circle, if they wish, but the circle acts as one for the good of all. Druid circles often include non-druid allies, such as rangers, wood elves, and the fey creatures of the land
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     neutralized using dispel magic. If the effect is dispelled, it returns in 24 hours. While the effect is active, celestials cannot enter the area. Each time another sort of non-undead creature enters
                                                
                                            
                                                
                                                     can range abroad, Syrgaul is forever trapped within the rift near the source of his dark unlife. As the characters explore this area, Syrgaul and one drowned blade rise from the pile of bones and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    Uthgardt The Uthgardt are a black-haired and blue—eyed people—large, hale, territorial folk who don’t trust outsiders. Few Uthgardt are willing to trade with non-Uthgardt settlements. Many are
                                                
                                            
                                                
                                                    . Uthgardt tribes will unite against a common enemy. The Uthgardt hate giants most of all—Uthgardt legends are replete with tales of how evil giants slew their ancestors and threatened Uthgar’s rise to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     necessary to clear threats away from roads, investigate sabotage, and otherwise protect its vital trade. With the rise of Mithral Hall in the last century, and now Gauntlgrym, Mirabar fears its place as the
                                                
                                            
                                                
                                                     and agreements in Fireshear and Neverwinter and everywhere else they can worm their way into, among dwarves and between dwarves and non-dwarves. EVERBRIGHT
 The dwarves were the first to discover the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     feeling of jolting awake from a dream, then emerge into the Drought Elder standing up. Read the following description: The air is dense and humid. Slick, chitinous walls rise around you, forming a space
                                                
                                            
                                                
                                                     blends in well amid the floating meat and has advantage on its Dexterity (Stealth) checks. If Ozk notices any non-Aberration, it stops meditating on its own decay and attacks, shouting in Deep Speech that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     than barking nuisances, but in swarms their combined intelligence is an ever-present danger. Meanwhile restless souls rise from musty family crypts serve Undead monarchs and contend with the living
                                                
                                            
                                                
                                                     beneath the streets of Sigil The following are just a few of the non-ascendant factions headquartered in Nowhere: The Coterie of Cakes (Cakers) is a destitute band of rosy-cheeked bullies who assert the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                    . Throne Swarm Trap. The 20-foot-tall white throne is a magic trap that the Thayans might use if desperate. When any non-undead creature climbs onto it, a swarm of stinging insects pours out of the back of
                                                
                                            
                                                
                                                     the first time on a turn takes 3 (1d6) fire damage. Eggs. Clusters of eggs make this area difficult terrain. None of the eggs is close to hatching. One person with a weapon could destroy all the eggs in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     with dew. Beasts are returning to Faunel, but who among them will rise to the top of the food chain? Three factions of awakened Beasts vie for control of the animal kingdom. The following leaders, all
                                                
                                            
                                                
                                                    , steers a flight of birds in the gate-town’s dense, heliotropic canopy. Faunel attracts its share of non-Beast visitors who seek the fruits of nature. Travelers gather in Camp Greenbriar, a tented outpost
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     repeat the saving throw, ending the effect on itself on a successful save. Any non-undead creature that ends its turn in the lighted room takes 10 (3d6) necrotic damage. A dispel magic spell suppresses
                                                
                                            
                                                
                                                     of rock rise 20 feet above the floor and exude the otherworldly slime. Their sides are slick and smooth, difficult to climb. Dungeon State. If freed and given a glyph key, Thaxalia allows the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     WORLDS
 The tale of Ostoria is drawn from the Forgotten Realms. Think of it as a good example of how giants developed on many worlds, as it captures their rise and fall from prominence in a manner that
                                                
                                            
                                                
                                                     entities, or any non-giant deity, is considered a great sin against the ordning. Being discovered means being cast out from family and clan.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     closer to the doors. A wailing howl erupts from the shadows of this dim chamber, echoing from black marble walls. Dark pillars rise to the ceiling, each exuding shadow that twists in the air like
                                                
                                            
                                                
                                                     room radiates only dim light unless it is a spell of 3rd level or higher. Wailing. Pervading the chamber is a horrid wailing that has unnerving effects on non-undead creatures that hear it. Such
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     stands of gnarled and vine-choked trees rise 15 to 20 feet high in the caverns. The trees are magic, having different powers in each zone, and targeting any intruders — creatures that aren’t normally
                                                
                                            
                                                
                                                     located in the opening in the rock wall that leads to the Forest of Illusion. 51. Pool of Recovery A pool in this cavern glows with pale blue light.
 The pool’s magic grants non-undead creatures
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     been destroyed, in which case the weapon disappears. Touching a rune with the wrong weapon triggers a spell effect, as described in the Rune Traps table. The effect also occurs when a non-giant touches a
                                                
                                            
                                                
                                                     spells activate, causing four earth elementals to rise up from the floor — one in each quadrant of the room. They attack any other creatures they detect, but can’t leave the temple’s confines. They
                                                
                                            
                                        





