top of page

D&D Glossary Page

Welcome to our comprehensive D&D Glossary page. As seasoned adventurers or newcomers to the vibrant world of Dungeons & Dragons, you've likely come across terms that left you scratching your head. This glossary is your key to unlocking the rich language of D&D, making your journey through fantastical realms smoother and more immersive. Whether you're a Dungeon Master weaving intricate narratives or a player breathing life into a heroic character, understanding the lingo is crucial to a rewarding D&D experience. From game-specific jargon like "TPK" or "5e," to the mystical elements encapsulated in "Spell Save DC" or "Evocation," our D&D Glossary is a treasure trove of definitions designed to aid your comprehension and elevate your gameplay. So, dive in, arm yourself with knowledge, and step confidently into your next D&D adventure. Happy questing!

ca3797_d22c7c75754a49ca863860f90a97396e~mv2.jpeg

D&D General Glossary

ranger.jpeg

DND Encounters Glossary

The idiot2.png

DND Monsters Glossary

Portals.png

DND Skills Glossary

red witch.png

DND Magic Glossary

Castle2.JPEG

DND DMing Glossary

DALL·E 2024-02-05 17.04.59 - Create an image in a dark-themed D&D watercolor style that re

DND Monsters A

D&D General Glossary

  1. Ability Score: The six fundamental attributes of every character: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

  2. AC (Armor Class): The measure of how hard it is to land a damaging hit on a character or creature.

  3. Advantage: When a player is allowed to roll two d20s and take the higher result, often due to beneficial circumstances.

  4. Alignment: The moral and ethical compass that guides a character's decisions, traditionally defined along the axes of good vs evil and law vs chaos.

  5. AoE (Area of Effect): Spells or abilities that affect a certain area rather than a specific target.

  6. Attack Roll: The roll made to see if an attack hits a target. It is compared against the target's AC.

  7. BBEG (Big Bad Evil Guy): The main antagonist of a campaign.

  8. Buff: A spell or ability that enhances a character's abilities or stats.

  9. Campaign: A series of adventures connected by a common storyline.

  10. Cantrip: A simple spell that can be cast without using up a spell slot.

  11. Charisma (CHA): The ability score representing a character's personality, persuasiveness, and personal magnetism.

  12. Class: The primary occupation or profession of the player character.

  13. Concentration: A requirement for some spells where the caster must maintain focus to keep the spell active.

  14. Constitution (CON): The ability score representing a character's health and stamina.

  15. CR (Challenge Rating): A numerical indication of how tough a creature is in combat.

  16. Crit (Critical Hit): A term used when a player rolls the highest possible result on an attack roll, usually a 20 on a d20 dice.

  17. Critical Failure (Fumble): The result of rolling a 1 on a d20, often resulting in a humorous or dramatic failure.

  18. D20: A twenty-sided die, the most commonly used die in D&D.

  19. DC (Difficulty Class): The target number that a player must meet or exceed in order to succeed at a task.

  20. Debuff: A spell or effect that negatively impacts a character's abilities or stats.

  21. Dexterity (DEX): The ability score representing a character's agility, reflexes, and balance.

  22. DM (Dungeon Master): The person who runs the game, controls NPCs, and narrates the story.

  23. DMPC (Dungeon Master Player Character): A character controlled by the DM that acts as a regular member of the party.

  24. DPS (Damage per Second): A term borrowed from video games that refers to how much damage a character can deal in a given amount of time.

  25. DR (Damage Resistance): A type of special defence that reduces damage from certain types of attacks.

  26. Dungeon: A game environment, often filled with monsters and treasure.

  27. Encounter: A specific event or situation in the game, often a combat situation.

  28. Experience Points (XP): Points gained from overcoming challenges or completing quests that help characters level up.

  29. Familiar: A magical creature that serves a spellcaster, often providing various benefits.

  30. Feats: A special capability that gives a character unique abilities or improves existing ones.

  31. Fumble: See Critical Failure.

  32. GM (Game Master): Another term for a Dungeon Master, more common in other RPGs.

  33. Grapple: A special melee attack that involves seizing a target to restrict its movement.

  34. HP (Hit Points): The measure of how much damage a character can take before falling unconscious or dying.

  35. Initiative: A roll at the start of combat to determine the order in which characters act.

  36. Intelligence (INT): The ability score representing a character's mental acuity, information recall, and analytical skill.

  37. Ki: A resource used by monks in D&D to fuel their special abilities.

  38. Lawful, Chaotic, Neutral, Good, Evil: The five possible components of a character's alignment, defining their moral and ethical outlook. See Alignment

  39. Level: The measure of a character's overall power and skill.

  40. Long Rest: A period of extended downtime, usually 8 hours, during which characters recover hit points and other resources.

  41. Loot: The treasure and rewards gained from adventuring.

  42. Melee: Close-quarters combat, as opposed to ranged combat.

  43. Metagaming: Using out-of-game knowledge in the game world, often discouraged as it can disrupt immersion.

  44. Min-Maxing: The practice of optimizing a character's abilities to the maximum extent possible, often at the expense of roleplaying or story considerations.

  45. Multi-classing: The practice of advancing in more than one class, gaining the benefits of each.

  46. NPC (Non-Player Character): Any character in the game world that is not controlled by a player.

  47. Party: The group of player characters.

  48. Passive Perception: A measure of a character's awareness of their surroundings when not actively looking for something.

  49. PC (Player Character): The character that a player controls in the game.

  50. Proficiency Bonus: A bonus added to rolls for skills and abilities in which a character is proficient.

  51. PvE (Player versus Environment): A term that refers to combat or interaction between the players and the game world, controlled by the DM.

  52. PvP (Player versus Player): A term that refers to combat or interaction between player characters.

  53. Ranged: Combat from a distance, typically using weapons like bows or spells.

  54. RAW (Rules As Written): The literal interpretation of the game rules, as opposed to the spirit or intent of the rules.

  55. Rogue: A class in D&D known for their stealth and agility.

  56. Roll: To throw a die or dice to determine the outcome of an action.

  57. Round: A unit of time in combat, during which each character has a chance to act.

  58. Saving Throw: A roll made to resist or avoid an effect or spell.

  59. Short Rest: A period of brief downtime, usually 1 hour, during which characters can recover a limited amount of resources.

  60. Skill Check: A roll made to determine the outcome of a character using a particular skill.

  61. Spellcasting: The act of using magical spells.

  62. Spell Slot: The resource used to cast spells. Higher-level spells require higher-level slots.

  63. Strength (STR): The ability score representing a character's physical power.

  64. TPK (Total Party Kill): A term used when the entire group of player characters are killed in an encounter.

  65. Turn: A portion of a round in which one character gets to act.

  66. Wisdom (WIS): The ability score representing a character's intuition and common sense.

  67. Saving Throw: A roll made to resist a spell or effect.

  68. Sorcerer: A spellcasting class in D&D that derives its power from a magical bloodline or other inherent magical source.

  69. Spell Level: The relative power of a spell, with higher-level spells being more potent.

  70. Spell Save DC: The Difficulty Class that a target must meet or exceed on a saving throw to avoid or reduce a spell's effects.

  71. Spellbook: A book where wizards record their spells.

  72. Stealth: A skill used to move silently and avoid detection.

  73. Summon: To call forth a creature or entity, usually through magic.

  74. Tank: A character built to absorb damage and protect weaker party members.

  75. Turn Undead: A class feature of clerics, allowing them to repel undead creatures.

  76. Two-Weapon Fighting: A style of combat where a character fights with a weapon in each hand.

  77. Unconscious: A condition in which a character is incapacitated, often due to dropping to 0 hit points.

  78. Underdark: A vast network of subterranean caverns and tunnels in the D&D world, home to many strange and dangerous creatures.

  79. Vancian Magic: The system of magic used in D&D, named after fantasy author Jack Vance, where spellcasters prepare a certain number of spells each day.

  80. Versatile: A property of weapons that can be used with one or two hands, dealing more damage when used with two hands.

  81. Warlock: A spellcasting class in D&D that derives its power from a pact with an otherworldly entity.

  82. Wizard: A spellcasting class in D&D that learns and prepares spells from a spellbook.

  83. XP (Experience Points): Points earned by characters for overcoming challenges and completing tasks or quests. These points are used to level up, gaining new abilities and increasing power.

  84. 1d4, 1d6, 1d8, etc.: The notation for rolling dice in D&D. 1d6 means to roll one six-sided die, 1d8 means to roll one eight-sided die, and so forth.

  85. 2e, 3e, 4e, 5e: Shorthand for Second Edition, Third Edition, Fourth Edition, and Fifth Edition of D&D, respectively.

  86. 20-Sider: Slang term for a d20, the most commonly used dice in D&D.

  87. 3d6: The traditional method of generating ability scores, by rolling three six-sided dice and adding them together.

  88. 4d6 Drop Lowest: A common method of generating ability scores, by rolling four six-sided dice, removing the lowest roll, and adding the remaining three together.

  89. 5-Foot Step: A term from earlier editions of D&D, referring to a small movement that doesn't provoke attacks of opportunity. In 5e, this is replaced by the Disengage action.

  90. 5e (Fifth Edition): The latest version of D&D rules

  91. 6-Second Round: A term referring to the length of a round of combat in D&D, according to the rules.

  92. 8-Hour Rest: Refers to the long rest period in D&D during which characters regain hit points and spell slots.

  93. 10-foot pole: A classic piece of adventuring equipment often used to check for traps or pitfalls.

  94. 1d10: A ten-sided die, often used for certain types of damage or class abilities.

  95. 1d100: A percentile roll, typically made with two ten-sided dice of different colours. One represents the tens place and the other the ones place.

  96. 12d6: The damage often dealt by very potent spells, like the wizard's fireball spell at high levels.

  97. 1st Level, 2nd Level, etc.: Terms used to denote the power and complexity of spells, as well as the progression of player characters.

  98. 2-Weapon Fighting: A combat style where a character fights with a weapon in each hand.

  99. 24-Hour Rest: A full day of rest in D&D, often used to recover from major wounds or afflictions.

  100. 3-Pillar Experience: An optional rule in D&D 5e where experience points are awarded for exploration and social interaction, in addition to combat.

D&D Magic Glossary

  1. Abjuration: One of the eight schools of magic in D&D, focused on protective spells and wards.

  2. Arcane Focus: An item, such as a wand or staff, that a spellcaster uses to channel their magical energy.

  3. Cantrip: A simple spell that a spellcaster knows and can cast at will, without using up a spell slot.

  4. Components (V, S, M): The verbal, somatic, and material components required to cast a spell.

  5. Concentration: A type of spell that requires the caster to maintain focus to keep the spell's effect active. If the caster's concentration is broken, the spell ends.

  6. Conjuration: One of the eight schools of magic in D&D, focused on creating objects and creatures, and teleportation.

  7. Counterspell: A spell that interrupts and potentially cancels the casting of another spell.

  8. Divination: One of the eight schools of magic in D&D, focused on gaining information and foresight.

  9. Enchantment: One of the eight schools of magic in D&D, focused on influencing or controlling the minds of others.

  10. Evocation: One of the eight schools of magic in D&D, focused on creating and manipulating energy, often to deal damage.

  11. Illusion: One of the eight schools of magic in D&D, focused on creating deceptive images and sensations.

  12. Necromancy: One of the eight schools of magic in D&D, focused on manipulating life force, often to deal with death and undeath.

  13. Prepared Spells: Spells that a spellcaster has ready to cast for the day. The selection of prepared spells can usually be changed after a long rest.

  14. Ritual: A type of spell that can be cast without using a spell slot, as long as the caster takes additional time to add ritualistic elements to the casting.

  15. Saving Throw: A roll made to resist or avoid an effect or spell.

  16. Scroll: A consumable item that contains a single spell. The spell can be cast from the scroll, consuming the item.

  17. Spell Level: The relative power of a spell, with higher-level spells being more potent.

  18. Spell Save DC: The Difficulty Class that a target must meet or exceed on a saving throw to avoid or reduce a spell's effects.

  19. Spell Slot: The resource used to cast spells. Higher-level spells require higher-level slots.

  20. Transmutation: One of the eight schools of magic in D&D, focused on changing the properties of an object, creature, or environment.

D&D Monsters
Glossary

  1. AC (Armor Class): The difficulty to hit a creature with an attack, represented as a number that an attack roll must equal or exceed.

  2. Beast: A type of creature in D&D that represents animals and similar non-humanoid creatures.

  3. Celestial: A type of creature from the Upper Planes, often associated with good alignment, such as angels.

  4. Challenge Rating (CR): A numerical rating of a monster's power and threat level, used to help Dungeon Masters balance encounters.

  5. Construct: A type of creature that is artificially constructed, such as golems. Constructs often have immunity to certain conditions.

  6. Dragon: A powerful, intelligent type of creature known for their breath weapons and often the ability to fly.

  7. Elemental: A type of creature made up of one of the four classical elements: air, earth, fire, or water.

  8. Fiend: A type of creature from the Lower Planes, often associated with evil alignment, such as demons and devils.

  9. Hit Dice (HD): The dice rolled to determine a monster's hit points.

  10. Hit Points (HP): The amount of damage a monster can take before it is killed.

  11. Immunity: A condition or type of damage that a creature is unaffected by.

  12. Legendary Actions: Special actions that some powerful creatures can take outside of their turn.

  13. Monstrosity: A type of creature in D&D that represents monsters that are not classified by other types.

  14. Multiattack: A feature of many monsters that allows them to make multiple attacks in one action.

  15. Resistance: A type of damage that a creature takes half damage from.

  16. Saving Throw: A roll made by a creature to resist or reduce the effect of a spell, trap, or other harmful effect.

  17. Speed: The distance a creature can move in one round.

  18. Undead: A type of creature that was once alive and has been brought back to life by necromantic magic, such as zombies or ghosts.

  19. Vulnerability: A type of damage that a creature takes double damage from.

  20. Weapon Attack: An attack made with a weapon, whether melee or ranged. Many monsters have natural weapons such as claws or teeth.

D&D Encounters and Combat Glossary

  1. Action: The primary thing a character or creature can do on their turn, such as attacking or casting a spell.

  2. Advantage/Disadvantage: A mechanic where two d20s are rolled, and the higher (advantage) or lower (disadvantage) result is used.

  3. Attack of Opportunity: A special melee attack that a creature can make against another creature when it leaves its reach, usually provoked by movement.

  4. Battle Grid: A grid of squares or hexes used to represent the battlefield in a D&D game, typically used in conjunction with miniatures.

  5. Bonus Action: A type of action that is less substantial than a full action, used for certain abilities and spells.

  6. Critical Hit (Crit): A successful attack roll of natural 20, usually resulting in double damage.

  7. Cover: A mechanic that provides a bonus to Armor Class when a character or creature is behind an obstacle.

  8. Disengage: An action that allows a character to move without provoking attacks of opportunity.

  9. Dodge: An action that a character can take to make themselves harder to hit, causing attackers to have disadvantage.

  10. Flanking: A combat strategy where two or more allies position themselves on opposite sides of an enemy to gain an advantage.

  11. Initiative: A mechanic determining the order of turns in combat, usually decided by a d20 roll plus Dexterity modifier at the start of an encounter.

  12. Melee Attack: An attack made with a weapon against a target within reach, or a hand-to-hand attack.

  13. Opportunity Attack: Also known as an attack of opportunity, this is a special melee attack that can be made against a creature when it leaves your reach.

  14. Ranged Attack: An attack made with a weapon that can hit a target at a distance, such as a bow or a thrown weapon.

  15. Reaction: A special type of action that can be taken in response to a specific trigger, even if it's not your turn.

  16. Ready: An action that allows a character to prepare to respond to a specific trigger.

  17. Round: A cycle in combat where each character or creature takes their turn.

  18. Surprise: A state in which a creature is caught off guard at the start of an encounter, often due to a successful Stealth check, and can't move or act on their first turn.

  19. Turn: The portion of each round during which a character or creature can move and act.

  20. Unconscious: A state in which a creature is incapacitated, often due to falling to 0 hit points, and can't move or act.

D&D Skills Glossary
 

  1. Ability Score: The numerical representation of a character's physical and mental attributes, which are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

  2. Acrobatics: A Dexterity-based skill that covers activities like balance, flips, rolls, and other feats of agility.

  3. Animal Handling: A Wisdom-based skill used for calming, controlling, or understanding animals.

  4. Arcana: An Intelligence-based skill used for recalling information about spells, magic items, eldritch symbols, magical traditions, and the planes of existence.

  5. Athletics: A Strength-based skill used for climbing, jumping, swimming, and other physical activities.

  6. Charisma Check: A check made to determine the success of activities like persuasion, deception, or performance, using the character's Charisma skill.

  7. Deception: A Charisma-based skill used when trying to convincingly hide the truth.

  8. Dexterity Check: A check that measures a character's agility, reflexes, and balance.

  9. Insight: A Wisdom-based skill used to determine true intentions, detect lies, or predict someone's next move.

  10. Intimidation: A Charisma-based skill used for coercing someone through threats or menacing behavior.

  11. Investigation: An Intelligence-based skill used for looking around, finding clues, and making deductions based on those clues.

  12. Medicine: A Wisdom-based skill used for stabilizing dying companions, diagnosing illnesses, or understanding medical-related information.

  13. Nature: An Intelligence-based skill used to recall information about terrain, plants, animals, weather, and natural cycles.

  14. Perception: A Wisdom-based skill used for spotting, hearing, or otherwise detecting the presence of something.

  15. Performance: A Charisma-based skill used for dancing, singing, storytelling, acting, or playing an instrument.

  16. Persuasion: A Charisma-based skill used for influencing others through tact, social graces, or good nature.

  17. Proficiency Bonus: A bonus added to a skill check if a character is proficient in that skill, which increases as the character levels up.

  18. Sleight of Hand: A Dexterity-based skill used for activities like pickpocketing, tricking, or performing close-up magic.

  19. Stealth: A Dexterity-based skill used for activities like hiding, moving silently, or sneaking up on someone.

  20. Survival: A Wisdom-based skill used for following tracks, hunting wild game, guiding a group through frozen wastelands, identifying signs that owlbears live nearby, or avoiding quicksand and other natural hazards.

D&D DMing Glossary
 

  1. Adventure: A single story or quest which the Player Characters (PCs) undertake.

  2. Campaign: A series of adventures that make up a larger story, often involving the same characters over a long period of time.

  3. Dungeon Master's Guide (DMG): One of the three core rulebooks for D&D, containing rules, advice, and tools for the Dungeon Master.

  4. Encounter: An event or situation that the PCs interact with, often involving combat, but could also be a social interaction or a puzzle.

  5. Fudge: When a DM alters a die roll, rule, or outcome to improve the game experience.

  6. Homebrew: Custom content created by the DM or players, such as new races, classes, monsters, or entire campaign settings.

  7. House Rule: A modification to the official game rules agreed upon by the DM and players.

  8. Metagaming: When a player uses knowledge that their character wouldn't have in the game world to influence their actions.

  9. Non-Player Character (NPC): Any character in the game world that is controlled by the DM rather than a player.

  10. Player's Handbook (PHB): One of the three core rulebooks for D&D, containing the primary rules and options for players to create their characters.

  11. Railroading: When a DM strictly guides the players along a predetermined path, limiting player agency and choice.

  12. Random Encounter: An unplanned encounter, often determined by a dice roll on a pre-made table.

  13. Sandbox: A style of campaign where the players have the freedom to go wherever they want and do whatever they like, within the boundaries of the game world.

  14. Session: A single meeting or episode of the game, typically lasting a few hours.

  15. Session Zero: The initial session where the DM and players discuss the campaign, establish house rules, and create their characters.

  16. Story Hook: A plot device used to engage players in the adventure, such as a mission given by an NPC, a mysterious letter, or a sudden attack.

  17. Theater of the Mind: A style of play where the action is described verbally instead of being represented on a grid or battle map.

  18. Total Party Kill (TPK): When all player characters are killed, leading to the end of the adventure or even the campaign.

  19. World Building: The process of creating the setting of the campaign, including geography, history, cultures, and societies.

  20. XP (Experience Points): A numerical system for tracking character progress. Characters earn XP for overcoming challenges, and earning enough XP results in leveling up.

D&D Monsters A-Z (A)

  1. Aarakocra: Bird-like humanoids who hail from the Elemental Plane of Air, known for their ability to fly and their sky-based communities.

  2. Aboleth: Ancient, intelligent, fish-like aberrations that dwell in the deepest parts of the ocean, enslaving other creatures with their mind-controlling abilities.

  3. Abyssal Chicken: A small, fiendish creature from the Abyss, resembling a grotesque, demonic chicken, often used as a comedic yet dangerous minion.

  4. Adult Black Dragon: Powerful and evil dragons that reside in swampy or marshy lands, known for their corrosive acid breath.

  5. Adult Blue Dragon: Solitary and territorial dragons that prefer arid places, known for their lightning breath and manipulative cunning.

  6. Adult Brass Dragon: Sociable and talkative dragons that dwell in warm, sandy deserts, known for their fire breath and love of conversation.

  7. Adult Bronze Dragon: Coastal-dwelling dragons with a strong sense of justice, known for their lightning breath and ability to shape water.

  8. Adult Copper Dragon: Prank-loving dragons that inhabit rocky, arid regions, known for their acid breath and love of riddles and puzzles.

  9. Adult Gold Dragon: The most powerful and majestic of the metallic dragons, residing in secluded lairs and known for their fire breath and unparalleled wisdom.

  10. Adult Green Dragon: Deceptive and cunning dragons that dwell in forests, known for their poisonous breath and manipulation skills.

  11. Adult Red Dragon: The most covetous and fearsome of the chromatic dragons, preferring mountainous lairs and known for their fiery breath.

  12. Adult Silver Dragon: Noble and altruistic dragons that enjoy living among humans in disguise, known for their frost breath and ability to cloud minds.

  13. Adult White Dragon: The most animalistic of the dragons, living in icy climates and known for their freezing cold breath.

  14. Air Elemental: Beings made entirely of air and wind, capable of creating gusts of wind and tornadoes to attack their enemies.

  15. Alhoon: Undead, illithid spellcasters who have combined lichdom with their psionic abilities, seeking eternal life and greater power.

  16. Almiraj: A horned rabbit typically found in magical forests or on the Isle of Dread, often sought after for its horn's magical properties.

  17. Ancient Black Dragon: Among the oldest and most formidable of black dragons, living in decayed, swampy lairs and known for their devastating acid breath.

  18. Ancient Blue Dragon: Elderly, cunning, and incredibly powerful blue dragons that command lightning and thunder, ruling vast desert territories.

  19. Ancient Brass Dragon: Oldest of the brass dragons, they are lovers of conversation and tales, and possess incredible fire-breathing capabilities.

  20. Ancient Bronze Dragon: Venerable bronze dragons that protect coastal regions, using their lightning breath and control over water to guard against evil.

  21. Ancient Copper Dragon: The oldest and most cunning of copper dragons, enjoying elaborate pranks and complex riddles, with powerful acid breath.

  22. Ancient Gold Dragon: The epitome of wisdom and power among dragons, living in hidden lairs and known for their potent fire breath and benevolence.

  23. Ancient Green Dragon: Masters of deceit and strategy, these ancient dragons dwell in ancient forests, using their poisonous breath to eliminate threats.

  24. Ancient Red Dragon: The most powerful and feared of the chromatic dragons, with fiery breath and immense strength, ruling over mountainous domains.

  25. Ancient Silver Dragon: Wise and kind, these ancient dragons mix freely with humanoid races, using their frost breath and clouding abilities to protect the innocent.

  26. Ancient White Dragon: The oldest and most savage of white dragons, living in frigid climates and known for their deadly cold breath and ferocity.

  27. Androsphinx: A powerful and wise sphinx with the body of a lion, the wings of a great bird, and the face of a human, known for guarding sacred places and knowledge.

  28. Ankheg: Large, burrowing monsters resembling insects, living primarily in forests and fields, known for their acid spray and appetite for fresh meat.

  29. Animated Armour: Magical constructs created to guard treasures or places without the need for sleep or sustenance, attacking intruders on sight.

  30. Ankou: A spectral entity that serves as a herald of death, often seen as an omen or executor of vengeance in the mortal realm.

  31. Annis Hag: A particularly vicious and strong type of hag that dwells in mountainous or rugged terrain, known for their ability to disguise themselves and for their brutal cunning.

  32. Anzu: A lesser-known bird-like demon with connections to storms and wind, often seeking to sow chaos and destruction.

  33. Ape: Simple beasts that can range from the common gorilla to giant apes, often found in dense jungles or remote mountainous areas.

  34. Arcanaloth: A type of yugoloth that combines fiendish nature with high intelligence and magical prowess, often serving as negotiators or scholars in infernal contracts.

  35. Archmage: A powerful wizard or sorcerer who has mastered the arcane arts, posing a significant challenge due to their spells and magical items.

  36. Armanite: A centaur-like demon from the Abyss, known for its ferocity in battle and its ability to cause fear in its enemies.

  37. Arrowhawk: A creature native to the Elemental Plane of Air, resembling a bird of prey made entirely of energy, known for its speed and agility.

  38. Assassin Vine: A plant creature that blends in with its natural surroundings until it attacks, using constricting vines to crush or suffocate its prey.

  39. Astral Deva: A type of angelic being that serves higher powers on the Astral Plane, known for their beauty, power, and righteousness.

  40. Atropal: A horrifying undead creature, an aborted godling turned into an undead monstrosity, seeking to absorb life to gain power.

  41. Aurochs: Large, wild bovines that roam in herds across plains and grasslands, often hunted for their meat and hide.

  42. Autumn Eladrin: A fey creature representing the season of autumn, associated with melancholy, the waning year, and the harvest, possessing powers to charm and manipulate emotions.

  43. Avalanche: A rare, elemental creature of living stone and ice, found in the highest, most remote mountain peaks, embodying the raw power of avalanches.

  44. Awakened Shrub: A small plant given sentience and mobility through magical means, often serving as guardians or companions.

  45. Awakened Tree: A larger version of the awakened shrub, a tree granted sentience and mobility, sometimes becoming protectors of forests or druidic groves.

  46. Axe Beak: A large, flightless bird with a sharp, axe-like beak, known for its speed and aggression, native to plains and forests.

  47. Azbara Jos: A specific character from the D&D universe, often a spellcaster or villain in certain campaign settings.

  48. Azers: Fire elementals from the Elemental Plane of Fire, resembling dwarves made of flame and molten metal, skilled in crafting and combat.

  49. Azmyth: A rare, mythical creature often associated with arcane energy and magic, elusive and sought after for its inherent magical properties.

Get your copies of our two 5th edition compatible books here

Thanks for joining us in the Arcverse, your two core books will be with you soon

  • YouTube

©2021 by Enter the Arcverse

bottom of page