Faelvur, the dark elven god of fire
Faelvur, the dark elven god of fire
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!
D&D General Glossary
DND Encounters Glossary
DND Monsters Glossary
DND Skills Glossary
DND Magic Glossary
DND DMing Glossary
DND Monsters A
D&D General Glossary
-
Ability Score: The six fundamental attributes of every character: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
-
AC (Armor Class): The measure of how hard it is to land a damaging hit on a character or creature.
-
Advantage: When a player is allowed to roll two d20s and take the higher result, often due to beneficial circumstances.
-
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.
-
AoE (Area of Effect): Spells or abilities that affect a certain area rather than a specific target.
-
Attack Roll: The roll made to see if an attack hits a target. It is compared against the target's AC.
-
BBEG (Big Bad Evil Guy): The main antagonist of a campaign.
-
Buff: A spell or ability that enhances a character's abilities or stats.
-
Campaign: A series of adventures connected by a common storyline.
-
Cantrip: A simple spell that can be cast without using up a spell slot.
-
Charisma (CHA): The ability score representing a character's personality, persuasiveness, and personal magnetism.
-
Class: The primary occupation or profession of the player character.
-
Concentration: A requirement for some spells where the caster must maintain focus to keep the spell active.
-
Constitution (CON): The ability score representing a character's health and stamina.
-
CR (Challenge Rating): A numerical indication of how tough a creature is in combat.
-
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.
-
Critical Failure (Fumble): The result of rolling a 1 on a d20, often resulting in a humorous or dramatic failure.
-
D20: A twenty-sided die, the most commonly used die in D&D.
-
DC (Difficulty Class): The target number that a player must meet or exceed in order to succeed at a task.
-
Debuff: A spell or effect that negatively impacts a character's abilities or stats.
-
Dexterity (DEX): The ability score representing a character's agility, reflexes, and balance.
-
DM (Dungeon Master): The person who runs the game, controls NPCs, and narrates the story.
-
DMPC (Dungeon Master Player Character): A character controlled by the DM that acts as a regular member of the party.
-
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.
-
DR (Damage Resistance): A type of special defence that reduces damage from certain types of attacks.
-
Dungeon: A game environment, often filled with monsters and treasure.
-
Encounter: A specific event or situation in the game, often a combat situation.
-
Experience Points (XP): Points gained from overcoming challenges or completing quests that help characters level up.
-
Familiar: A magical creature that serves a spellcaster, often providing various benefits.
-
Feats: A special capability that gives a character unique abilities or improves existing ones.
-
Fumble: See Critical Failure.
-
GM (Game Master): Another term for a Dungeon Master, more common in other RPGs.
-
Grapple: A special melee attack that involves seizing a target to restrict its movement.
-
HP (Hit Points): The measure of how much damage a character can take before falling unconscious or dying.
-
Initiative: A roll at the start of combat to determine the order in which characters act.
-
Intelligence (INT): The ability score representing a character's mental acuity, information recall, and analytical skill.
-
Ki: A resource used by monks in D&D to fuel their special abilities.
-
Lawful, Chaotic, Neutral, Good, Evil: The five possible components of a character's alignment, defining their moral and ethical outlook. See Alignment
-
Level: The measure of a character's overall power and skill.
-
Long Rest: A period of extended downtime, usually 8 hours, during which characters recover hit points and other resources.
-
Loot: The treasure and rewards gained from adventuring.
-
Melee: Close-quarters combat, as opposed to ranged combat.
-
Metagaming: Using out-of-game knowledge in the game world, often discouraged as it can disrupt immersion.
-
Min-Maxing: The practice of optimizing a character's abilities to the maximum extent possible, often at the expense of roleplaying or story considerations.
-
Multi-classing: The practice of advancing in more than one class, gaining the benefits of each.
-
NPC (Non-Player Character): Any character in the game world that is not controlled by a player.
-
Party: The group of player characters.
-
Passive Perception: A measure of a character's awareness of their surroundings when not actively looking for something.
-
PC (Player Character): The character that a player controls in the game.
-
Proficiency Bonus: A bonus added to rolls for skills and abilities in which a character is proficient.
-
PvE (Player versus Environment): A term that refers to combat or interaction between the players and the game world, controlled by the DM.
-
PvP (Player versus Player): A term that refers to combat or interaction between player characters.
-
Ranged: Combat from a distance, typically using weapons like bows or spells.
-
RAW (Rules As Written): The literal interpretation of the game rules, as opposed to the spirit or intent of the rules.
-
Rogue: A class in D&D known for their stealth and agility.
-
Roll: To throw a die or dice to determine the outcome of an action.
-
Round: A unit of time in combat, during which each character has a chance to act.
-
Saving Throw: A roll made to resist or avoid an effect or spell.
-
Short Rest: A period of brief downtime, usually 1 hour, during which characters can recover a limited amount of resources.
-
Skill Check: A roll made to determine the outcome of a character using a particular skill.
-
Spellcasting: The act of using magical spells.
-
Spell Slot: The resource used to cast spells. Higher-level spells require higher-level slots.
-
Strength (STR): The ability score representing a character's physical power.
-
TPK (Total Party Kill): A term used when the entire group of player characters are killed in an encounter.
-
Turn: A portion of a round in which one character gets to act.
-
Wisdom (WIS): The ability score representing a character's intuition and common sense.
-
Saving Throw: A roll made to resist a spell or effect.
-
Sorcerer: A spellcasting class in D&D that derives its power from a magical bloodline or other inherent magical source.
-
Spell Level: The relative power of a spell, with higher-level spells being more potent.
-
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.
-
Spellbook: A book where wizards record their spells.
-
Stealth: A skill used to move silently and avoid detection.
-
Summon: To call forth a creature or entity, usually through magic.
-
Tank: A character built to absorb damage and protect weaker party members.
-
Turn Undead: A class feature of clerics, allowing them to repel undead creatures.
-
Two-Weapon Fighting: A style of combat where a character fights with a weapon in each hand.
-
Unconscious: A condition in which a character is incapacitated, often due to dropping to 0 hit points.
-
Underdark: A vast network of subterranean caverns and tunnels in the D&D world, home to many strange and dangerous creatures.
-
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.
-
Versatile: A property of weapons that can be used with one or two hands, dealing more damage when used with two hands.
-
Warlock: A spellcasting class in D&D that derives its power from a pact with an otherworldly entity.
-
Wizard: A spellcasting class in D&D that learns and prepares spells from a spellbook.
-
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.
-
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.
-
2e, 3e, 4e, 5e: Shorthand for Second Edition, Third Edition, Fourth Edition, and Fifth Edition of D&D, respectively.
-
20-Sider: Slang term for a d20, the most commonly used dice in D&D.
-
3d6: The traditional method of generating ability scores, by rolling three six-sided dice and adding them together.
-
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.
-
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.
-
5e (Fifth Edition): The latest version of D&D rules
-
6-Second Round: A term referring to the length of a round of combat in D&D, according to the rules.
-
8-Hour Rest: Refers to the long rest period in D&D during which characters regain hit points and spell slots.
-
10-foot pole: A classic piece of adventuring equipment often used to check for traps or pitfalls.
-
1d10: A ten-sided die, often used for certain types of damage or class abilities.
-
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.
-
12d6: The damage often dealt by very potent spells, like the wizard's fireball spell at high levels.
-
1st Level, 2nd Level, etc.: Terms used to denote the power and complexity of spells, as well as the progression of player characters.
-
2-Weapon Fighting: A combat style where a character fights with a weapon in each hand.
-
24-Hour Rest: A full day of rest in D&D, often used to recover from major wounds or afflictions.
-
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
-
Abjuration: One of the eight schools of magic in D&D, focused on protective spells and wards.
-
Arcane Focus: An item, such as a wand or staff, that a spellcaster uses to channel their magical energy.
-
Cantrip: A simple spell that a spellcaster knows and can cast at will, without using up a spell slot.
-
Components (V, S, M): The verbal, somatic, and material components required to cast a spell.
-
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.
-
Conjuration: One of the eight schools of magic in D&D, focused on creating objects and creatures, and teleportation.
-
Counterspell: A spell that interrupts and potentially cancels the casting of another spell.
-
Divination: One of the eight schools of magic in D&D, focused on gaining information and foresight.
-
Enchantment: One of the eight schools of magic in D&D, focused on influencing or controlling the minds of others.
-
Evocation: One of the eight schools of magic in D&D, focused on creating and manipulating energy, often to deal damage.
-
Illusion: One of the eight schools of magic in D&D, focused on creating deceptive images and sensations.
-
Necromancy: One of the eight schools of magic in D&D, focused on manipulating life force, often to deal with death and undeath.
-
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.
-
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.
-
Saving Throw: A roll made to resist or avoid an effect or spell.
-
Scroll: A consumable item that contains a single spell. The spell can be cast from the scroll, consuming the item.
-
Spell Level: The relative power of a spell, with higher-level spells being more potent.
-
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.
-
Spell Slot: The resource used to cast spells. Higher-level spells require higher-level slots.
-
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
-
AC (Armor Class): The difficulty to hit a creature with an attack, represented as a number that an attack roll must equal or exceed.
-
Beast: A type of creature in D&D that represents animals and similar non-humanoid creatures.
-
Celestial: A type of creature from the Upper Planes, often associated with good alignment, such as angels.
-
Challenge Rating (CR): A numerical rating of a monster's power and threat level, used to help Dungeon Masters balance encounters.
-
Construct: A type of creature that is artificially constructed, such as golems. Constructs often have immunity to certain conditions.
-
Dragon: A powerful, intelligent type of creature known for their breath weapons and often the ability to fly.
-
Elemental: A type of creature made up of one of the four classical elements: air, earth, fire, or water.
-
Fiend: A type of creature from the Lower Planes, often associated with evil alignment, such as demons and devils.
-
Hit Dice (HD): The dice rolled to determine a monster's hit points.
-
Hit Points (HP): The amount of damage a monster can take before it is killed.
-
Immunity: A condition or type of damage that a creature is unaffected by.
-
Legendary Actions: Special actions that some powerful creatures can take outside of their turn.
-
Monstrosity: A type of creature in D&D that represents monsters that are not classified by other types.
-
Multiattack: A feature of many monsters that allows them to make multiple attacks in one action.
-
Resistance: A type of damage that a creature takes half damage from.
-
Saving Throw: A roll made by a creature to resist or reduce the effect of a spell, trap, or other harmful effect.
-
Speed: The distance a creature can move in one round.
-
Undead: A type of creature that was once alive and has been brought back to life by necromantic magic, such as zombies or ghosts.
-
Vulnerability: A type of damage that a creature takes double damage from.
-
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
-
Action: The primary thing a character or creature can do on their turn, such as attacking or casting a spell.
-
Advantage/Disadvantage: A mechanic where two d20s are rolled, and the higher (advantage) or lower (disadvantage) result is used.
-
Attack of Opportunity: A special melee attack that a creature can make against another creature when it leaves its reach, usually provoked by movement.
-
Battle Grid: A grid of squares or hexes used to represent the battlefield in a D&D game, typically used in conjunction with miniatures.
-
Bonus Action: A type of action that is less substantial than a full action, used for certain abilities and spells.
-
Critical Hit (Crit): A successful attack roll of natural 20, usually resulting in double damage.
-
Cover: A mechanic that provides a bonus to Armor Class when a character or creature is behind an obstacle.
-
Disengage: An action that allows a character to move without provoking attacks of opportunity.
-
Dodge: An action that a character can take to make themselves harder to hit, causing attackers to have disadvantage.
-
Flanking: A combat strategy where two or more allies position themselves on opposite sides of an enemy to gain an advantage.
-
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.
-
Melee Attack: An attack made with a weapon against a target within reach, or a hand-to-hand attack.
-
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.
-
Ranged Attack: An attack made with a weapon that can hit a target at a distance, such as a bow or a thrown weapon.
-
Reaction: A special type of action that can be taken in response to a specific trigger, even if it's not your turn.
-
Ready: An action that allows a character to prepare to respond to a specific trigger.
-
Round: A cycle in combat where each character or creature takes their turn.
-
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.
-
Turn: The portion of each round during which a character or creature can move and act.
-
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
-
Ability Score: The numerical representation of a character's physical and mental attributes, which are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.
-
Acrobatics: A Dexterity-based skill that covers activities like balance, flips, rolls, and other feats of agility.
-
Animal Handling: A Wisdom-based skill used for calming, controlling, or understanding animals.
-
Arcana: An Intelligence-based skill used for recalling information about spells, magic items, eldritch symbols, magical traditions, and the planes of existence.
-
Athletics: A Strength-based skill used for climbing, jumping, swimming, and other physical activities.
-
Charisma Check: A check made to determine the success of activities like persuasion, deception, or performance, using the character's Charisma skill.
-
Deception: A Charisma-based skill used when trying to convincingly hide the truth.
-
Dexterity Check: A check that measures a character's agility, reflexes, and balance.
-
Insight: A Wisdom-based skill used to determine true intentions, detect lies, or predict someone's next move.
-
Intimidation: A Charisma-based skill used for coercing someone through threats or menacing behavior.
-
Investigation: An Intelligence-based skill used for looking around, finding clues, and making deductions based on those clues.
-
Medicine: A Wisdom-based skill used for stabilizing dying companions, diagnosing illnesses, or understanding medical-related information.
-
Nature: An Intelligence-based skill used to recall information about terrain, plants, animals, weather, and natural cycles.
-
Perception: A Wisdom-based skill used for spotting, hearing, or otherwise detecting the presence of something.
-
Performance: A Charisma-based skill used for dancing, singing, storytelling, acting, or playing an instrument.
-
Persuasion: A Charisma-based skill used for influencing others through tact, social graces, or good nature.
-
Proficiency Bonus: A bonus added to a skill check if a character is proficient in that skill, which increases as the character levels up.
-
Sleight of Hand: A Dexterity-based skill used for activities like pickpocketing, tricking, or performing close-up magic.
-
Stealth: A Dexterity-based skill used for activities like hiding, moving silently, or sneaking up on someone.
-
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
-
Adventure: A single story or quest which the Player Characters (PCs) undertake.
-
Campaign: A series of adventures that make up a larger story, often involving the same characters over a long period of time.
-
Dungeon Master's Guide (DMG): One of the three core rulebooks for D&D, containing rules, advice, and tools for the Dungeon Master.
-
Encounter: An event or situation that the PCs interact with, often involving combat, but could also be a social interaction or a puzzle.
-
Fudge: When a DM alters a die roll, rule, or outcome to improve the game experience.
-
Homebrew: Custom content created by the DM or players, such as new races, classes, monsters, or entire campaign settings.
-
House Rule: A modification to the official game rules agreed upon by the DM and players.
-
Metagaming: When a player uses knowledge that their character wouldn't have in the game world to influence their actions.
-
Non-Player Character (NPC): Any character in the game world that is controlled by the DM rather than a player.
-
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.
-
Railroading: When a DM strictly guides the players along a predetermined path, limiting player agency and choice.
-
Random Encounter: An unplanned encounter, often determined by a dice roll on a pre-made table.
-
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.
-
Session: A single meeting or episode of the game, typically lasting a few hours.
-
Session Zero: The initial session where the DM and players discuss the campaign, establish house rules, and create their characters.
-
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.
-
Theater of the Mind: A style of play where the action is described verbally instead of being represented on a grid or battle map.
-
Total Party Kill (TPK): When all player characters are killed, leading to the end of the adventure or even the campaign.
-
World Building: The process of creating the setting of the campaign, including geography, history, cultures, and societies.
-
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)
-
Aarakocra: Bird-like humanoids who hail from the Elemental Plane of Air, known for their ability to fly and their sky-based communities.
-
Aboleth: Ancient, intelligent, fish-like aberrations that dwell in the deepest parts of the ocean, enslaving other creatures with their mind-controlling abilities.
-
Abyssal Chicken: A small, fiendish creature from the Abyss, resembling a grotesque, demonic chicken, often used as a comedic yet dangerous minion.
-
Adult Black Dragon: Powerful and evil dragons that reside in swampy or marshy lands, known for their corrosive acid breath.
-
Adult Blue Dragon: Solitary and territorial dragons that prefer arid places, known for their lightning breath and manipulative cunning.
-
Adult Brass Dragon: Sociable and talkative dragons that dwell in warm, sandy deserts, known for their fire breath and love of conversation.
-
Adult Bronze Dragon: Coastal-dwelling dragons with a strong sense of justice, known for their lightning breath and ability to shape water.
-
Adult Copper Dragon: Prank-loving dragons that inhabit rocky, arid regions, known for their acid breath and love of riddles and puzzles.
-
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.
-
Adult Green Dragon: Deceptive and cunning dragons that dwell in forests, known for their poisonous breath and manipulation skills.
-
Adult Red Dragon: The most covetous and fearsome of the chromatic dragons, preferring mountainous lairs and known for their fiery breath.
-
Adult Silver Dragon: Noble and altruistic dragons that enjoy living among humans in disguise, known for their frost breath and ability to cloud minds.
-
Adult White Dragon: The most animalistic of the dragons, living in icy climates and known for their freezing cold breath.
-
Air Elemental: Beings made entirely of air and wind, capable of creating gusts of wind and tornadoes to attack their enemies.
-
Alhoon: Undead, illithid spellcasters who have combined lichdom with their psionic abilities, seeking eternal life and greater power.
-
Almiraj: A horned rabbit typically found in magical forests or on the Isle of Dread, often sought after for its horn's magical properties.
-
Ancient Black Dragon: Among the oldest and most formidable of black dragons, living in decayed, swampy lairs and known for their devastating acid breath.
-
Ancient Blue Dragon: Elderly, cunning, and incredibly powerful blue dragons that command lightning and thunder, ruling vast desert territories.
-
Ancient Brass Dragon: Oldest of the brass dragons, they are lovers of conversation and tales, and possess incredible fire-breathing capabilities.
-
Ancient Bronze Dragon: Venerable bronze dragons that protect coastal regions, using their lightning breath and control over water to guard against evil.
-
Ancient Copper Dragon: The oldest and most cunning of copper dragons, enjoying elaborate pranks and complex riddles, with powerful acid breath.
-
Ancient Gold Dragon: The epitome of wisdom and power among dragons, living in hidden lairs and known for their potent fire breath and benevolence.
-
Ancient Green Dragon: Masters of deceit and strategy, these ancient dragons dwell in ancient forests, using their poisonous breath to eliminate threats.
-
Ancient Red Dragon: The most powerful and feared of the chromatic dragons, with fiery breath and immense strength, ruling over mountainous domains.
-
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.
-
Ancient White Dragon: The oldest and most savage of white dragons, living in frigid climates and known for their deadly cold breath and ferocity.
-
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.
-
Ankheg: Large, burrowing monsters resembling insects, living primarily in forests and fields, known for their acid spray and appetite for fresh meat.
-
Animated Armour: Magical constructs created to guard treasures or places without the need for sleep or sustenance, attacking intruders on sight.
-
Ankou: A spectral entity that serves as a herald of death, often seen as an omen or executor of vengeance in the mortal realm.
-
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.
-
Anzu: A lesser-known bird-like demon with connections to storms and wind, often seeking to sow chaos and destruction.
-
Ape: Simple beasts that can range from the common gorilla to giant apes, often found in dense jungles or remote mountainous areas.
-
Arcanaloth: A type of yugoloth that combines fiendish nature with high intelligence and magical prowess, often serving as negotiators or scholars in infernal contracts.
-
Archmage: A powerful wizard or sorcerer who has mastered the arcane arts, posing a significant challenge due to their spells and magical items.
-
Armanite: A centaur-like demon from the Abyss, known for its ferocity in battle and its ability to cause fear in its enemies.
-
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.
-
Assassin Vine: A plant creature that blends in with its natural surroundings until it attacks, using constricting vines to crush or suffocate its prey.
-
Astral Deva: A type of angelic being that serves higher powers on the Astral Plane, known for their beauty, power, and righteousness.
-
Atropal: A horrifying undead creature, an aborted godling turned into an undead monstrosity, seeking to absorb life to gain power.
-
Aurochs: Large, wild bovines that roam in herds across plains and grasslands, often hunted for their meat and hide.
-
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.
-
Avalanche: A rare, elemental creature of living stone and ice, found in the highest, most remote mountain peaks, embodying the raw power of avalanches.
-
Awakened Shrub: A small plant given sentience and mobility through magical means, often serving as guardians or companions.
-
Awakened Tree: A larger version of the awakened shrub, a tree granted sentience and mobility, sometimes becoming protectors of forests or druidic groves.
-
Axe Beak: A large, flightless bird with a sharp, axe-like beak, known for its speed and aggression, native to plains and forests.
-
Azbara Jos: A specific character from the D&D universe, often a spellcaster or villain in certain campaign settings.
-
Azers: Fire elementals from the Elemental Plane of Fire, resembling dwarves made of flame and molten metal, skilled in crafting and combat.
-
Azmyth: A rare, mythical creature often associated with arcane energy and magic, elusive and sought after for its inherent magical properties.