recursal/Fanatic-Fandom huggingface dataset:
Cragmaw Castle

**Cragmaw Castle** was a castle in Neverwinter Wood on the Sword Coast North in the late 15th century DR.

## Location

 File:PortionNeverwinterWood.png
Cragmaw Castle lay in the southwest corner of the Neverwinter Wood, and northeast of the Cragmaw Hideout.

## Structure

The building was made of stone, and had several towers, many of which had collapsed. It had a well-protected main entrance, with two archer posts looking straight at any who would approach the castle. Cragmaw Castle also had a side entrance to the south that was far less guarded.

## Interior

The inside of the building had several traps laid around. The rooms consisted of barracks, storage areas, a banquet hall, a shrine to Maglubiyet, and the quarters of King Grol.

## Inhabitants

After its initial construction, humans inhabited the castle.

In the 15th century DR, it was inhabited by goblins, hobgoblins, a bugbear, a grick, a wolf, and an owlbear, as well as a doppleganger disguised as a drow elf.

## History

Though the castle later took the the name of the Cragmaw tribe in the 15th century DR, it was originally built by a noble wizard of Phalorm, and not the goblinoids.

In 1491 DR, Cragmaw Castle was the home of King Grol of the Cragmaw tribe, before King Grol was slain by adventurers.

## Appendix

### References

1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 Wizards RPG Team (2014). “Lost Mine of Phandelver”. *Dungeons & Dragons Starter Set* (Wizards of the Coast), pp. {{#regex:35–41|%(,)(\S)%|$1 $2}}. ISBN 0786965592.
Darkling

* 5e

**Darklings** were a lineage of fey that suffered a curse from the Summer Queen, forever doomed to absorb light and to suffer rapid aging from exposure to it. The absorbed light over the lifetime of a darkling was explosively released at the time of its death, destroying its body and much of its surroundings.

## Society

Due to their curse, most darklings dwelt in caves or underground. Under cities, they typically worked as thieves or assassins. Despite this curse, however, darklings retained their love for beauty, and sometimes risked watching a sunset or occasionally using light to appreciate the colors in a piece of art.

It was possible for the most experienced darklings to undertake a ritual in order to become elders. The ritual consisted of applying glowing tattoos over its body, therefore releasing some of the accumulated light. If unsuccessful, the ritual was fatal. Otherwise, it resulted in a darkling elder: a taller and fairer form, similar to a grey-skinned elf.

## History

It was told in legends that a seelie fey, whose real name has been erased from history, betrayed the Summer Queen. In her wrath, she cursed him and his entire house. He became known in those stories as *Dubh Catha*, or "Dark Crow". His descendants, and those of his house, were then known as the *dubh sith*, or "darklings".

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Mike Mearls, *et al*. (November 2016). *Volo's Guide to Monsters*. Edited by Jeremy Crawford, *et al*. (Wizards of the Coast), p. 134. ISBN 978-0786966011.
Dracolisk's Head

The **Dracolisk's Head** was an inn in the city of Calaunt in the Vast, operating around 1358 DR.

It was a low-quality and dilapidated place, but cheap. Despite this, it had a stuck-up air of tired old glories. There were quite a number of side-entrances and sewer-access ways that allowed for quick, hidden escapes.

## Appendix

### References

1. ↑ Jeff Grubb and Ed Greenwood (1990). *Forgotten Realms Adventures*. (TSR, Inc), p. 80. ISBN 0-8803-8828-5.
Darmshall

**Darmshall** was a small city in the hostile lands of Vaasa in the Bloodstone Lands.

## Structure

It was as much a fortress as it was a city surrounded by capable walls lined with siege weaponry and grizzled soldiers. Beneath the city was a huge store of food and supplies to enable the city to withstand long periods of isolation.

## History

The city was founded by the Tenblades adventuring band during the early explorations of the region. The group's leader, Romas Thunderclap, built the fortress to act as a bastion of order in Vaasa after two of his companions were murdered. His efforts were successful, as even during the conquests of Zhengyi the Witch-King, Darmshall never fell, despite being besieged by many goblins.

By the Year of the Ageless One, 1479 DR, the city had been taken by the Warlock Knights. They gathered in the city in increasing numbers, preparing for war.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 R.A. Salvatore (1989). *The Bloodstone Lands*. Edited by Elizabeth T. Danforth. (TSR, Inc), p. 26. ISBN 0-88038-771-8.
2. ↑ 2.0 2.1 2.2 2.3 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 110. ISBN 0-7869-1836-5.
3. ↑ 3.0 3.1 Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). *Forgotten Realms Campaign Guide*. Edited by Jennifer Clarke Wilkes, *et al*. (Wizards of the Coast), p. 188. ISBN 978-0-7869-4924-3.
4. ↑ Brian R. James (April 2010). “Realmslore: Vaasa”. In Chris Youngs ed. *Dungeon* #177 (Wizards of the Coast), p. 82.
Dragonkin

* 3e

**Dragonkin** were a type of monstrous humanoids of Faerûn, believed to be distant cousins of the mighty dragons. While they formed wild tribes around Toril, individuals were often enthralled into the service of powerful and malevolent humans, especially by members of the Cult of the Dragon.

## Description

These draconic beasts stood much taller than other humanoids, with scaled hides whose colors ranged from an ocher color to reddish brown, often highlighted with darker markings. Their fully-functioning wings were either similar in hue to their hides or were tinted gold or even green. While their faces resembled those of true dragons, they had thick manes and rear-facing horns.

## Combat

Dragonkin preferred to engage their enemies from the air, diving down and striking with their claws. IF they were grounded they would resort to using their weapons, typically favoring polearms. Unlike their larger cousins, their tails were not particularly useful in battle.

While dragonkin of the wild eschewed the use of magic weapons, they did have the innate ability to *detect magic*. A select few of them were born with sorcerous powers.

## Appendix

### See also

* Dragonborn
* Half-dragon

### References

1. ↑ 1.0 1.1 1.2 James Wyatt and Rob Heinsoo (February 2001). *Monster Compendium: Monsters of Faerûn*. (Wizards of the Coast), p. 45. ISBN 0-7869-1832-2.
2. ↑ 2.0 2.1 2.2 James Wyatt and Rob Heinsoo (February 2001). *Monster Compendium: Monsters of Faerûn*. (Wizards of the Coast), p. 46. ISBN 0-7869-1832-2.

### Connections

Dragonkind
The Family of Dragons

True dragons**Metallic dragons:** Gold • Silver • Bronze • Copper • Brass • Iron • Mercury • Platinum • Steel
**Chromatic dragons:** Red • Black • Blue • Green • White • Brown • Gray • Purple • Yellow
**Gem dragons:** Amethyst • Emerald • Sapphire • Topaz • Crystal • Obsidian
**Lung dragons**: Chiang lung • Li lung • Lung wang • Pan lung • Shen lung • T'ien lung • Tun mi lung • Yu lung
**Planar dragons**: Astral • Battle • Chaos • Ethereal • Faerie • Howling • Mirage • Oceanus • Pyroclastic • Radiant • Rust • Shadow • Styx • Tarterian
**Miscellaneous dragons:** Air • Ascendant • Brainstealer • Dzalmus • Force • Mist • Prismatic • Radiant • Rattelyr • Song • Vishap

**Lesser dragons**Dragon turtle • Hellfire wyrm • Pseudodragon • Rock wyrm • Scalamagdrion • Sea wyrm • Sunwyrm • Wyvern
**Drakes:** Guard • Portal • Smoke • Vulture

**Related creatures**Abishai • Dracon • Dracosphinx • Dragonborn • **Dragonkin**
**Dragonbloods:** Draconic creature • Dragonborn of Bahamut • Dragonspawn • Dragonwrought kobold • Drow-dragon (shadow) • Drow-dragon (deep) • Half-dragon • Kobold • Urd • Zar'ithra • Zekyl
**Undead dragons:** Dracolich • Vampiric
Cyclopskin

* 2e

A **cyclopskin** (pronounced: /ˈsaɪkloʊpskɪn/ *SY-klops-kin* about this audio file listen) is a smaller version of a cyclops.

## Description

Typical cyclopskin stands 7.5 ft (2.3 m) and weights 350 lb (158.8 kg). These one-eyed monsters have poor depth perception and do not use missile weapons very well.

## Combat

In combat, most cyclopskin prefer to use clubs or bardiche polearms and dress in dirty garments of animal hide. Unlike all giant-kin, cyclopskin cannot throw boulders, because they are less accurate having only a single eye.

## Ecology

Most cyclopskin live alone or travel in small bands looking for prey and suitable captives. A number of such bands lived in Starspur in the Starspire Mountains of Tethyr.

## History

All cyclopskin believed they descended from the strong line of Annam, but most giants suspected these runts came from one of Othea affairs.

## Appendix

### Appearances

Computer Games

* *Treasures of the Savage Frontier*

### Further Reading

* Johnathan M. Richards (December 1998). “The Ecology of the Cyclopskin”. In Dave Gross ed. *Dragon* #254 (TSR, Inc.), pp. {{#regex:102–108|%(,)(\S)%|$1 $2}}.

### References

1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 Doug Stewart (June 1993). *Monstrous Manual*. (TSR, Inc), p. 133. ISBN 1-5607-6619-0.
2. ↑ 2.0 2.1 2.2 Gary Gygax (August 1983). *Monster Manual II 1st edition*. (TSR, Inc), p. 27. ISBN 0-88038-031-4.
3. ↑ Frank Mentzer (January 1985). “Ay pronunseeAYshun gyd”. In Kim Mohan ed. *Dragon* #93 (TSR, Inc.), p. 26.
4. ↑ Steven E. Schend (1997). *Lands of Intrigue: Book One: Tethyr*. (TSR, Inc.), p. 69. ISBN 0-7869-0697-9.
5. ↑ Ray Winninger (September 1995). *Giantcraft*. Edited by Karen S. Boomgarden. (TSR, Inc.), p. 16. ISBN 0-7869-0163-2.

### Connections

Giants
**True Giants**
Cloud  • Ettin • Fire (Fire titan ) • Fog • Frost • Hill (Earth titan • Mouth of Grolantor) • Mountain • Stone • Storm (Storm titan) • Titan

**True Giant Offshoots**
Ash • Craa'ghoran • Maur • Phaerlin

**Giant-Kin**
Cyclops (**Cyclopskin**) • Firbolg • Fomorian • Ogre (Oni) • Verbeeg • Voadkyn

**Zakharan Giants**
Desert • Island • Jungle • Ogre giant • Reef

**Other Giants**
Eldritch • Death • Sand • Troll
Darkflow River

The **Darkflow River**, or simply the **Darkflow**, was a short river in the Vast Swamp that formed part of the border between Cormyr and Sembia in the east.

## Geography

The source of the Darkflow lay in the heart of the Vast Swamp, being fed by the marsh-water itself, and it flowed south into the Lake of Dragons.

The regular rains over the Vast Swamp caused the Darkflow to swell and flood the lands beside it.

## Description

The river was wide and flowed only sluggishly. As the name suggested, the water was so dark that it was described as "inky". This was a result of sediment, filth, and pollution in the Vast Swamp—the water was not filtered or cleaned as would happen in a natural marsh. As a result, the river-water was foul and stinking.

## Fauna

The river was home to countless dangerous creatures.

## Activities

Lizardmen dwelling in the Vast Swamp sometimes ventured down the Darkflow to raid villages.

## History

The village of Battlerise, which stood on the west bank of the Darkflow River, was once beset by lizardmen from the river and monsters emerging from the Vast Swamp. Long before the 1360s DR, its population had plummeted.

## Reference

1. ↑ 1.0 1.1 1.2 Ed Greenwood (July 1995). *Volo's Guide to Cormyr*. (Wizards of the Coast), p. 84. ISBN 0-7869-0151-9.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 James Butler, Elizabeth T. Danforth, Jean Rabe (September 1994). “The Cormyrean Marshes”. In Karen S. Boomgarden ed. *Elminster's Ecologies* (TSR, Inc), p. 6. ISBN 1-5607-6917-3.
3. ↑ 3.0 3.1 Richard Baker, Bruce R. Cordell, David Noonan, Matthew Sernett, James Wyatt (2007). *Cormyr: The Tearing of the Weave*. (Wizards of the Coast), p. 152. ISBN 07-8694-119-7.
4. ↑ 4.0 4.1 4.2 Ed Greenwood (July 1995). *Volo's Guide to Cormyr*. (Wizards of the Coast), p. 77. ISBN 0-7869-0151-9.
Dressed to the Nines

**Dressed to the Nines** was a men's clothing store and haberdashery that was found in Swordspoint neighborhood of the Temple District within the city of Ravens Bluff. They maintained a high exclusivity and the store's owner, the haughty Jordan Whipt, preferred to cater to the nobility of the city.

The store specialized in the sale of custom-ordered uniforms. Many adventurers and rogues would use the store's services as a source of disguises, much to Jordan's irritation.

## Description

The store featured a signboard that displayed a Ravenian soldier standing at full attention. The Nines' doorman wore matching attire.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 Ed Greenwood (November 1998). *The City of Ravens Bluff*. (TSR, Inc), p. 118. ISBN 0-7869-1195-6.
Clicking Heels

**Clicking Heels** was a hamlet on the southern slopes of the Spine of the World, northeast of Mithral Hall.

## Description

It consisted of a cluster of houses surrounded by a piled stone wall.

## Inhabitants

Its population was two hundred humans in 1370 DR. The settlement was home to one unnamed cleric who possessed little in the way of healing magic.

## History

Tred McKnuckles and Nikwillig stumbled upon Clicking Heels when Tred was injured, and its inhabitants allowed them to rest there for more than a tenday.

Clicking Heels was later attacked and razed by a force of frost giants and worg-riding orcs in 1370 DR, about a tenday after the departure of Tred and Nikwillig.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 R.A. Salvatore (July 2003). *The Thousand Orcs*. (Wizards of the Coast), p. 50. ISBN 978-0786929801.
2. ↑ R.A. Salvatore (July 2003). *The Thousand Orcs*. (Wizards of the Coast), p. 52. ISBN 978-0786929801.
3. ↑ R.A. Salvatore (July 2003). *The Thousand Orcs*. (Wizards of the Coast), p. 48. ISBN 978-0786929801.
4. ↑ R.A. Salvatore (July 2003). *The Thousand Orcs*. (Wizards of the Coast), p. 49. ISBN 978-0786929801.
5. ↑ R.A. Salvatore (July 2003). *The Thousand Orcs*. (Wizards of the Coast), p. 51. ISBN 978-0786929801.
6. ↑ R.A. Salvatore (July 2003). *The Thousand Orcs*. (Wizards of the Coast), p. 50–51. ISBN 978-0786929801.
7. ↑ R.A. Salvatore (July 2003). *The Thousand Orcs*. (Wizards of the Coast), p. 87. ISBN 978-0786929801.
Deep Imaskar

**Deep Imaskar**, also known as The City of the Great Seal, was created during the fall of the Imaskar Empire in −2481 DR by the wizard lord Ilphemon as a safe haven for his followers and family. They fled carrying an artifact of immense power, the Third Imaskarcana. The city was located in the lower Underdark, somewhere below the Endless Waste. As of the Year of Lightning Storms, 1374 DR, it housed the largest group of surviving descendants of the Imaskar empire, but this changed with the founding and growth of High Imaskar sometime after the Spellplague.

## References

1. ↑ Bruce R. Cordell, Gwendolyn F.M. Kestrel, Jeff Quick (October 2003). *Underdark*. (Wizards of the Coast), p. 138. ISBN 0-7869-3053-5.
2. ↑ 2.0 2.1 Richard Baker, Ed Bonny, Travis Stout (February 2005). *Lost Empires of Faerûn*. (Wizards of the Coast), p. 61. ISBN 0-7869-3654-1.
3. ↑ Bruce R. Cordell, Gwendolyn F.M. Kestrel, Jeff Quick (October 2003). *Underdark*. (Wizards of the Coast), p. 139. ISBN 0-7869-3053-5.
4. ↑ Bruce R. Cordell, Gwendolyn F.M. Kestrel, Jeff Quick (October 2003). *Underdark*. (Wizards of the Coast), p. 123. ISBN 0-7869-3053-5.
5. ↑ Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). *Forgotten Realms Campaign Guide*. Edited by Jennifer Clarke Wilkes, *et al*. (Wizards of the Coast), pp. {{#regex:138–139|%(,)(\S)%|$1 $2}}. ISBN 978-0-7869-4924-3.
Dannath's Pickles, Nuts, & Foods

**Dannath's Pickles, Nuts, & Foods** was a shop located in the city of Yartar on the Savage Frontier in northwest Faerûn.

## Operation

It was owned and run by Alukk Dannath and his three daughters. His daughters were all Harpers.

## Services

Dannath's Pickles, Nuts, & Foods specialized in providing foods suitable for travelers in the North, that were otherwise scarce in the area. These included dried apricots, figs, and garshells from the Tashalar and the lands around the Lake of Steam.The foods were of good quality to suit the high prices.

Dannath found any foods close to spoiling and converted them into another, longer lasting form, such as adding overripe fruits in a wine or a syrup mash.

Dannath's daughters also offered aid and sanctuary to Harpers in the building's cellars. The cellars led to tunnels running under Yartar, exiting in several places, like the Wink and the Kiss festhall.

## References

1. ↑ 1.0 1.1 1.2 slade (April 1996). *The North: Guide to the Savage Frontier (Cities and Civilization)*. (TSR, Inc), p. 40. ISBN 0-7869-0391-0.
2. ↑ Ed Greenwood (1993). *Volo's Guide to the North*. (TSR, Inc), p. 95. ISBN 1-5607-6678-6.
3. ↑ 3.0 3.1 3.2 3.3 3.4 Ed Greenwood (1993). *Volo's Guide to the North*. (TSR, Inc), p. 100. ISBN 1-5607-6678-6.
Dark Weavings Bazaar

The **Dark Weavings Bazaar** was the marketplace in the drow city of Sshamath, at the bottom of the cave. In hundreds of tents and small shops in stalagmites, visitors could buy almost everything. If they did not find what they were looking for, they could hire someone to find it for them, even humans to go search for the item in the world above.

In the center of the bazaar lay the slave market. In most places such a market would consist of many tents and cages but in a city full of wizards it was housed in one building. Magical glyphs on each side tried to encourage passersby to buy one or more slaves. The slaves were magically shrunk and held in magical clearstones, fist-sized cubes that could be easily stored on the shelves.

## Appendix

### References

1. ↑ Bruce R. Cordell, Gwendolyn F.M. Kestrel, Jeff Quick (October 2003). *Underdark*. (Wizards of the Coast), p. 176. ISBN 0-7869-3053-5.
2. ↑ Lisa Smedman (September 2007). *Storm of the Dead*. (Wizards of the Coast), pp. {{#regex:58–59|%(,)(\S)%|$1 $2}}. ISBN 978-0-7869-4701-0.

de:Dark Weavings Bazaar
Cloaker

* 5e
* 4e
* 3e
* 2e
* 1e

**Cloakers** were intelligent creatures that dwelt underground and resembled large flying manta rays when active. At rest, they looked like a black cloak, hence their name. Although they were usually found in a flock of twelve or fewer individuals, they were thought to have built the Underdark city Ikemmu.

Cloakers often waited in ambush for their prey and generally attempted to engulf an opponent with their wings. They also had the ability to emit a subsonic moan which caused fear or nausea in opponents and could shift shadows to conceal themselves or create a mirror image.

## Notes

Cloakers were strange and mysterious aberrations that lived in the dark and shadowed places of the world. They often made their homes in the realm below the surface of the world, where they could use their abilities to manipulate shadows and produce terrifying moans to their greatest effect.

Much like their namesake, cloakers appeared to be cloak-shaped creatures. When unfurled their bodies resembled a manta ray, but when relaxed, they appeared to be a black cloak. The ivory talons at the ends of their wings even appeared to be clasps. Cloakers would often use this disguise to surprise potential prey. The average cloaker had an 8-foot wingspan and weighed about 100 pounds.

Cloakers were xenophobic and reclusive. They were reputed to worship ancient Elder Evils and noisome Old Gods. The goals of the cloakers were unknown, but these creatures were undeniably evil and sought to eliminate mortals from the world.[*citation needed*]

## Appendix

### Appearances

Adventures

* *City of the Spider Queen*
* *It's All in the Blood*
* *The Ship Of Night*

Cards

* *AD&D Trading Cards*

Computer Games

* *Menzoberranzan*

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Doug Stewart (June 1993). *Monstrous Manual*. (TSR, Inc), p. 44. ISBN 1-5607-6619-0.
2. ↑ 2.0 2.1 2.2 Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). *Monster Manual 5th edition*. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 41. ISBN 978-0786965614.
3. ↑ Mike Mearls, Greg Bilsland and Robert J. Schwalb (June 15, 2010). *Monster Manual 3 4th edition*. (Wizards of the Coast), p. 34. ISBN 0786954902.
4. ↑ Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), p. 36. ISBN 0-7869-2893-X.
5. ↑ Gary Gygax (August 1983). *Monster Manual II 1st edition*. (TSR, Inc), p. 25. ISBN 0-88038-031-4.
6. ↑ 6.0 6.1 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast). ISBN 0-7869-2893-X.
7. ↑ Matt James (February 2010). “Explore Ikemmu: The Gloaming City”. In Chris Youngs ed. *Dungeon* #175 (Wizards of the Coast), p. 58.
Dordrien

The hold of **Dordrien** was founded in the shadow of the Desertsmouth Mountains by a Jhaamdathan noble, who the settlement was named after.

## History

Dordrien led the survivors north from the Twelve Cities of the Sword in −251 DR after the destruction of Jhaamdath in −255 DR. In the area later known as Daggerdale, the Dordrien Lords raised a sizable keep on the western slope of the Dagger Hills, which guarded a large and prosperous town nearby. Flourishing for a century or so the realm was weakened by continual orc raids and the decline of its ruling family. Eventually most of its folk drifted back to the more populated lands around the Sea of Fallen Stars. By −75 DR the town was abandoned.

Few traces remained in 1372 DR to indicate any settlement existed prior to the Dalesfolk. However the crumbling foundations of Dordrien Keep lie on a barren hilltop, and the crypts of the Dordrien family can be found 2 miles north of the ruins..

## The Dordrien Crypts

These crypts were built into the limestone caverns beneath the Dagger Hills, leading to three elaborate vaults carved from the rock. Two impressive stone mausoleums stood for many years outside. A handful of other mausoleums did not fare so well; over many years homesteaders hauled off most of the fallen stones.. The natural caverns here led to the Drow outpost of Szith Morcane in the Upperdark. Drow refugees from the destroyed city of Maerimydra, circa 1372 DR, had been using these crypts as a staging ground for raids on the surface. These raids were ended by adventurers enlisted by Randal Morn.

The crypts were to numerous undead Jhaamdathan nobility, plus a nest of bebiliths summoned by the drow wizard Solom Ned'razak, Archmage of Szith Morcane.

## References

1. ↑ 1.0 1.1 1.2 Richard Baker, Ed Bonny, Travis Stout (February 2005). *Lost Empires of Faerûn*. (Wizards of the Coast), p. 120. ISBN 0-7869-3654-1.
2. ↑ James Wyatt (September 2002). *City of the Spider Queen*. (Wizards of the Coast), p. 11. ISBN 0-7869-1212-X.
3. ↑ James Wyatt (September 2002). *City of the Spider Queen*. (Wizards of the Coast), p. 11. ISBN 0-7869-1212-X.
Cold Lands

The **Cold Lands** was a region in Northeast Faerûn centered around the Great Glacier. This area was scarcely populated because of the harsh arctic climate.

## Sub-Regions

* Damara
* Narfell
* Sossal
* Vaasa

## Appendix

### References

1. ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), pp. {{#regex:106–111|%(,)(\S)%|$1 $2}}. ISBN 0-7869-1836-5.
Crokek'toeck

## Rules Information

* 5e

**Crokek'toeck** (pronounced: /ˈkraʊkɛktoʊɛɪk/ *CROW-kek-toe-ick*) was a massive amphibious demon that could transport other demons through the River Styx. The unique fiend was a prized pet of the demon lord Yeenoghu.

## Description

Crokek'toeck appeared to be a huge mudskipper, but with large, regular sets of sharp teeth, greasy fur, and extended legs of a hyena. The demon had multiple tongues and a large, bulbous throat that was used to store other demons (and subsequently vomit them out). Crokek'toeck had an exposed stomach and bones that stuck out underneath it. When swimming, the eyeless demon folded in its two-toed legs, and used its fins (and even its tongues) to aid in movement.

Though Crokek'toeck was unable to speak, it understood Abyssal, and would heed the command of Yeenoghu. The 160 ft (**Expression error: Unexpected < operator.** m) long demon would also manically cackle like a hyena.

## Abilities

Being surprisingly swift on land and in sea, the towering fiend was able to carry and transport multiple demons through the Abyss and the Styx. Being able to transfer hundreds of creatures from place to place, as well as even Yeenoghu himself, made Crokek'toeck an ideal transporter. The creature was also able to jump up to heights of 30 ft (**Expression error: Unexpected < operator.** m), and across gaps of 60 ft (**Expression error: Unexpected < operator.** m), passing difficult terrain with ease.

A skilled transporter would not be without its defenses, and Crokek'toeck had several. Crokek'toeck was immune to the overwhelming mental effects of the River Styx, in addition to all poisons, being frightened, charmed, and even memory modification and thought detection. The demon was also resistant to cold, fire, lightning and all non-magical melee and ranged attacks. Crokek'toeck had a strange attunement to magic, and even magical attacks themselves would have a low chance to hit it.

The strong and robust creature was no novice at combat. Bearing extraordinary strength in its maw, and combined with its magical attunement, Crokek'toeck was able to savagely bite foes, paining its opponents with magical energy.

## Appendix

### Gallery

ConceptDemon.jpgConcept art of Crokek'toeck
### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Adam Lee, Christopher Perkins (September 17, 2019). *Baldur's Gate: Descent into Avernus*. (Wizards of the Coast), pp. {{#regex:230,248|%(,)(\S)%|$1 $2}}. ISBN 0786966769.
2. ↑ Adam Lee, Christopher Perkins (September 17, 2019). *Baldur's Gate: Descent into Avernus*. (Wizards of the Coast), p. 4. ISBN 0786966769.
Demihuman

"**Demihuman**" was a collective name for races that were not human but had a similar appearance. Among them were peoples of the dwarves, elves (including drow), halflings, and gnomes. Half-elfs and half-orcs held a special position, as they were indeed half human.

### References

1. ↑ David "Zeb" Cook (August 1989). *Player's Handbook (2nd edition)*. (TSR, Inc.), p. 11. ISBN 0-88038-716-5.
2. ↑ Eric L. Boyd (1998). *Demihuman Deities*. (Wizards of the Coast), p. 1. ISBN 0-7869-1239-1.
3. ↑ Jonathan Tweet, Monte Cook, Skip Williams (July 2003). *Player's Handbook 3.5 edition*. (Wizards of the Coast), pp. {{#regex:18–19|%(,)(\S)%|$1 $2}}. ISBN 0-7869-2886-7.

de:Halbmenschen
Death slaad

* 5e
* 3e
* 2e
* 1e

**Death slaadi** were very powerful evil slaad shapechangers and spellcasters.

## Description

Death slaadi emerged as the result of a gray slaad having devoured the corpse of a dead death slaad. As their previous form, they could wield greatswords and imbue them with their own magic.

The death slaadi were infused with energy from the Negative Energy plane, which made them sadistic and cruel creatures. They commanded armies of lesser red and blue slaadi to invade other planes and used the survivors as hosts to spawn new slaadi.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Mike Mearls, Jeremy Crawford (2014). *Player's Handbook 5th edition*. (Wizards of the Coast), pp. {{#regex:274–276|%(,)(\S)%|$1 $2}}. ISBN 978-0-7869-6560-1.
2. ↑ Skip Williams, Jonathan Tweet and Monte Cook (October 2000). *Monster Manual 3rd edition*. (Wizards of the Coast), p. 231. ISBN 0-7869-1552-1.
3. ↑ Allen Varney, ed. (June 1994). *Planescape Monstrous Compendium Appendix*. (TSR, Inc.), p. 88. ISBN 978-1560768623.
4. ↑ Don Turnbull (1981). *Fiend Folio*. (TSR Hobbies), p. 81. ISBN 0-9356-9621-0.
Cormyrian garrison (Scardale)

## Cormyrian garrison

The **Cormyrian garrison** was a fortification in Scardale Town established by the nation of Cormyr to represent their interests in the area following the second inter-dale war in 1356 DR.

The garrison was maintained by the Forest Kingdin during the occupation of Scardale by the coalition forces of Cormyr, Hillsfar, Sembia, Zhentil Keep, and the other nations of the Dalelands. The forces of Cormyr were tired of the standoff with other nations, but hesitant to let the Zhents get the upper hand. However, they had left the city by the time the Shaking Plague ravaged the city in 1370 DR.

During the occupation, it was led by the seasoned warrior and diplomat Truent Tyranon.

## Appendix

### References

1. ↑ Richard Baker (1993). *The Dalelands*. (TSR, Inc), p. 38. ISBN 978-1560766674.
2. ↑ 2.0 2.1 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 135. ISBN 0-7869-1836-5.
3. ↑ 3.0 3.1 Richard Baker (1993). *The Dalelands*. (TSR, Inc), p. 41. ISBN 978-1560766674.
Conyberry Arms

**Conyberry Arms** was a smithy run by ex-adventurer, Martin von Mensch.

## Geography

The weaponshop was located in Conyberry west of the town of Triboar in the Northwest Faerûn.

## Services

Martin von Mensch ran a smithy of sorts. He sold poor quality weapons and it was not uncommon for his goods to be broken at the first swing of a goblin's sword. Martin also specialized in cheap blacksmithing, like making shoddy horseshoes, or locks which could only be opened with crowbars. His best made items were actually crowbars.

## History

As of 1367 DR, it was rumored Martin hired a low-level thief with a *ring of invisibility* to walk around stealing small items off the belts of customers in his shop. People gossiped it might be a great Waterdhavian rogue who was cursed with permanent invisibility and came into the protection of von Mensch.

## References

1. ↑ 1.0 1.1 1.2 {{#rreplace:Dale Henson/slade, Ed Greenwood, Julia Martin, Steven E. Schend, Jennell Jaquays/Paul Jaquays, Steve Perrin|([\w\.[:blank:]\[\]]+)\/([\w\.[:blank:]\[\]]+)|$1 (as $2)}} (April 1996). *The North: Guide to the Savage Frontier (The Wilderness)*. (TSR, Inc), p. 73. ISBN 0-7869-0391-0.
2. ↑ 2.0 2.1 2.2 slade (April 1996). *The North: Guide to the Savage Frontier (Cities and Civilization)*. (TSR, Inc), p. 11. ISBN 0-7869-0391-0.
3. ↑ Ed Greenwood (1993). *Volo's Guide to the North*. (TSR, Inc), pp. {{#regex:40–41|%(,)(\S)%|$1 $2}}. ISBN 1-5607-6678-6.
Alturiak 29

**29 Alturiak**, or **the 29th of the Claw of Winter**, is the 60th day of the year in the Calendar of Harptos.

## On This Day

* In 1360 DR, the berserkers and witches of Rashemen decimated the Tuigan Horde in the Battle of the Lake of Tears.
* In 1370 DR, Manshoon called a meeting of the Council of Lords of Zhentil Keep, with the aim of trapping Fzoul Chembryl and changing the inner circle of the Zhentarim.

## References

1. ↑ Brian R. James, Ed Greenwood (September 2007). *The Grand History of the Realms*. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 145. ISBN 978-0-7869-4731-7.
2. ↑ Steven E. Schend, Sean K. Reynolds and Eric L. Boyd (June 2000). *Cloak & Dagger*. (Wizards of the Coast), p. 13. ISBN 0-7869-1627-3.
D'hin'ni

* 3e

A **d'hin'ni** was a type of planetouched that was the combination of a genie ancestor and halfling (or hin as they were also called) blood.

## Personality

Commonly descended from slave lightfoot hin and their djinn masters, they mixed the halfling's disinterest in the battles of morals and ethics, but the unpredictibility of djinn caused the majority of them to take the chaotic neutral alignment.

## Description

The outsider nature of planetouched caused a lot of variations of appearance, but the males were almost always bald while the women had long black hair. They were taller than their hin relatives, but not as tall as dwarves. They favored clothing of silk and cotton.

## History

D'hin could trace their bloodlines back to Calim Empire, which was ruled by djinn. When the genies were overthrown by what was to be the people of Coramshan, the d'hin fled northward to avoid being persecuted by those who hated their genie blood. They moved to the Calishar Emirates with the great halfling migration. By the 14th century DR, d'hin were common on the Sword Coast in halfling communities in Calismshan, the Purple Hills of Tethyr, the eastern shores of Lake Esmel, the Sunset Vale, and near Secomber.

## Society

They filled many roles in their communities, but had a strong bent to the arcane arts and many became sorcerers. They tended to worship the same gods as their hin kin, but they especially loved Brandobaris and also surprisingly venerated the human god Shaundakul. They loved fine scimitars, curved daggers, clothing, and jewelry (especially earrings).

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Eric L. Boyd (December 2005). “Legacies of Ancient Empires: Planetouched of Faerûn”. In Erik Mona ed. *Dragon* #350 (Paizo Publishing, LLC), pp. {{#regex:50–57|%(,)(\S)%|$1 $2}}.
Crypt servant

* 2e

**Crypt servants** were a special kind of guardian undead that could be found in Zakhara. The creation of these creatures originated in the Ruined Kingdoms of Nog and Kadar.

These creatures were made via the *create crypt servant* spell.

## Description

Crypt servants looked like desiccated corpses. Though humans were usually used to create a crypt servant, it was not unheard of to find demihuman forms as well. Some crypt servants even had the facial tattoos of mamluks.

## Combat

The first crypt servant encountered within a tomb attacked instantly unless a specific verbal command was given. If intruders were able to make it past the first crypt servant, then all crypt servants encountered within the tomb later would not attack unless their master’s body or possessions were disturbed.

Any crypt servant would instantly call to its companions if attacked, prompting them to arrive within minutes. They focused their attacks on the last person to disturb the contents of the tomb. Once eliminated, they attacked anyone else remaining.

Crypt servants were usually given weapons, but would attack with their bare hands if needed.

Like all undead, they were immune to *charm*, *hold*, and *sleep* spells. Additionally, piercing weapons did not cause them any harm.

## Habitat/Society

Crypt servants usually volunteered for their task during life, though it was possible to use any dead body in the creation of a crypt servant. When not physically confronting intruders, crypt servants maintained the tomb of their master by cleaning, performing repairs, and polishing valuables. Crypt servants were typically very active initially, taking longer and longer breaks as they aged, sometimes standing motionless for years at a time before returning to their chores.

Sometimes crypt servants were commanded by a crypt thing in the protection of a burial place.

## Ecology

Because they were bound to the tomb of their master and not the outside world, crypt servants did not have any negative or positive effects on their environment.

## Appearances in Faerûn

According to Elminster, a few crypt servants also existed in the ruins within the Undermoor, the area of the Underdark located below High Moor.

## Appendix

### References

1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 David C. Sutherland III and Cynthia K. Felegy (1993). “*City of Delights* (Monstrous Compendium)”. In Tim Beach, Tom Prusa and Steve Kurtz eds. *City of Delights* (TSR, Inc). ISBN 1-56076-589-5.
2. ↑ Tim Beach (October 1995). “The High Moor”. In Julia Martin ed. *Elminster's Ecologies Appendix II* (TSR, Inc), pp. {{#regex:12, 30|%(,)(\S)%|$1 $2}}. ISBN 0786901713.
Dire weasel

* 4e
* 3e

**Dire weasels** were larger, more-aggressive versions of normal weasels. They were favored animals of the gnomish gods Garl Glittergold and Segojan Earthcaller.

## Description

Dire weasels had sleek, long bodies up to 10 feet (**Expression error: Unexpected < operator.** meters) long and could reach a weight of 700 pounds (**Expression error: Unexpected < operator.** kilograms).

## Combat

Dire weasels were nocturnal and stalked their prey, leaping upon it and latching on with their blood-draining bite.

## Appendix

### Reference

1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), p. 65. ISBN 0-7869-2893-X.
2. ↑ Sean K. Reynolds (2002-05-04). Deity Do's and Don'ts (Zipped PDF). Wizards of the Coast. pp. {{#regex:10–15|%(,)(\S)%|$1 $2}}. Archived from the original on 2016-11-01. Retrieved on 2018-09-08.

### Connections

Dire animals
Dire bat • Dire bear • Dire boar • Dire hawk • Dire lion • Dire rat • Dire tiger • **Dire weasel** • Dire wolf • Mammoth • Tundra yeti
Dragonne

* 3e
* 2e
* 1e

**Dragonnes** were dangerous monsters that possessed the ferocity of a lion and the cunning of a dragon.

## Description

They appeared to be lions covered in brass-colored scales with massive wings like those of a dragon.

A dragonne possessed huge claws and fangs, as well as large eyes, usually the color of its scales. A dragonne was about 12 feet long and weighed about 700 pounds.

## Personality

Dragonnes were highly territorial and would attack any creatures invading their homes. They were not generally evil or malicious, allowing any intruders the opportunity to flee before they attacked. Those who did not leave a dragonne's lair would find themselves quickly set upon by a savage opponent.

## Abilities

The roar of a dragonne was its greatest weapon. Those who heard this creature's roar found their minds and body weakened, leaving them vulnerable to the attacks of the dragonne.

## Lands

Dragonnes were known to be living in Maztica. The natives knew them as **Hakuna**. Halloran from the Golden Legion was once attacked and nearly killed by one on a small island near Payit. Some of the tribal halflings of Maztica used such a hakuna as a kind of captive and totem and fed them with humans and other intruders they managed to capture in their territory.

## Appendix

### Reference

1. ↑ 1.0 1.1 Doug Stewart (June 1993). *Monstrous Manual*. (TSR, Inc), p. 92. ISBN 1-5607-6619-0.
2. ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), p. 89. ISBN 0-7869-2893-X.
3. ↑ Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 34. ISBN 0-9356-9600-8.
4. ↑ Douglas Niles (August 1991). “Maztica Alive”. *Maztica Campaign Set* (TSR, Inc.), p. 63. ISBN 1-5607-6084-2.
5. ↑ Douglas Niles (1990). *Ironhelm*. (TSR, Inc), pp. {{#regex:98–99|%(,)(\S)%|$1 $2}}. ISBN 0-8803-8903-6.
6. ↑ Douglas Niles (August 1991). “Maztica Alive”. *Maztica Campaign Set* (TSR, Inc.), p. 16. ISBN 1-5607-6084-2.

de:Dragonne
Dalath

**Dalath** was a small mining town in the heartlands of Unther, located near the eastern Smoking Mountains.

## Description

Dalath was a rough-and-tumble town of people that were distrustful of strangers and despised Gilgeam. Most of Dalath's inhabitants were either the freeholder merchants who managed the mines, or their slaves. The freeholders cared little for their slaves.

## Government

As of 1357 DR, Dalath was ruled by Lord Teumman Bloodletter, who publicly served Gilgeam but actually was under the thumb of the freeholders of Dalath.

## Economy

Dalath was located near mountains rich in veins of gold, iron, copper, and lead, which made Dalath one of the most important settlements of Unther, as those metals were Unther's main exports. Despite such resources, the town was usually undersupplied in food and other basic products, because of the greed of the freeholders.

## History

In 1347 DR, Dalath suffered a grave food crisis, and the miner slaves started a strike. To deal with situation, the freeholders hired mercenaries to kill all the miners and later purchased new slaves to replace them.

Dalath was destroyed alongside the rest of Unther during the Spellplague of 1385 DR.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 Scott Bennie (1990). *Old Empires*. (TSR, Inc), p. 43. ISBN 0-8803-8821-8.
2. ↑ 2.0 2.1 Bruce R. Cordell, Ed Greenwood, Chris Sims (August 2008). *Forgotten Realms Campaign Guide*. Edited by Jennifer Clarke Wilkes, *et al*. (Wizards of the Coast), p. 186. ISBN 978-0-7869-4924-3.
Delia

The city of **Delia** was elevated in −1401 DR (2458 NY) by Lady Polaris.

## Geography

Originally Delia was an island crafted carefully by the druids and was altered once it became an enclave under the care of Lady Polaris. Its treetop city architecture was soon expanded by more conventional means to support the wide array of magical research and city services that Lady Polaris demanded.

## Inhabitants

Lady Polaris later became tired of managing the city and turned it over to two of her students, Candlemas and Sysquemalyn during the Age of Discovery.

## History

Delia was the only known Netherese enclave known for druidic and elven ways, though it soon became like the other enclaves. This caused the druids and elves who founded the city to leave for the more ground-based surroundings.

## Appendix

### References

1. ↑ 1.0 1.1 Clayton Emery (May 1996). *Sword Play*. (TSR, Inc), p. 10. ISBN 0-7869-0492-5.
2. ↑ 2.0 2.1 2.2 2.3 2.4 slade, James Butler (November 1996). *Netheril: Empire of Magic (The Winds of Netheril)*. (TSR, Inc.), p. 70. ISBN 0-7869-0437-2.
3. ↑ slade, James Butler (November 1996). *Netheril: Empire of Magic (The Winds of Netheril)*. (TSR, Inc.), p. 71. ISBN 0-7869-0437-2.
Darwinn's Trading Post

**Darwinn's Trading Post** was a general store and provisions shop found in Feather Falls in the late 14th century DR. The owner, Darwinn, set reasonable prices for his shop, having only a 10% markup.

In contrast to its modest services, Darwinn's also offered *potions of healing* and *potions of flying* for sale. His source for these magical items was unknown to the Dalesfolk of Feather Falls as Darwinn refused to share that particular piece of information.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 Richard Baker (1993). *The Dalelands*. (TSR, Inc), p. 27. ISBN 978-1560766674.
Cracked Anvil

The **Cracked Anvil** was a smithy in the town of Port Llast.

## Structure

In front of the establishment there was notably a cracked anvil on display.

## Staff

The Cracked Anvil was owned and operated by a dwarven blacksmith known as Haljal Throndor.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Ed Greenwood (1993). *Volo's Guide to the North*. (TSR, Inc), p. 144. ISBN 1-5607-6678-6.
Dagger Falls (waterfall)

## Dagger Falls

**Dagger Falls** was a waterfall on the eastern ridge of the Desertsmouth Mountains,[*citation needed*] above Dagger Ford, leading into the River Tesh. Its location gave the nearby town its name.

## Ecology

The sheer drop of the falls was too steep for salmon returning from the Sea of Fallen Stars to ascend.

## Appendix

### References

1. ↑ 1.0 1.1 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 127. ISBN 0-7869-1836-5.
Daolani

* 2e

**Daolani**, or **sand gen**, were gen native to the Elemental Plane of Earth.

## Description

Sand gen had tanned skin and dark black hair. Their squat bodies made them appear almost circular in shape. Sand gen moved about with clunkiness.

## Personality

Daolani were the most direct of all gen. They were never shy about telling their masters what they wanted. These selfish creatures lacked sympathy for anyone in trouble.

Unlike their cousins, the mighty dao, these gen did not covet gems save for the occasional snack.

## Appendix

### Notes

1. ↑ The sand gen's size is given as small in the source, but with one foot and less they are actually tiny.

### References

1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 Wolfgang Baur, Steve Kurtz (1992). *Monstrous Compendium Al-Qadim Appendix*. (TSR, Inc). ISBN l-56076-370-1.
2. ↑ Dean Poisso (January 2004). “The Return of the Sha'ir”. In Chris Thomasson ed. *Dragon* #315 (Paizo Publishing, LLC), p. 78–83.
3. ↑ Wolfgang Baur (November 1993). *Secrets of the Lamp. Genie Lore*. (TSR, Inc.), p. 52. ISBN 978-1560766476.

### Connections

Genies
Dao • Djinn • Efreet • Jann • Marids • Qorrash
 **Tasked Genies**
Administrators • Artchitects • Artists • Deceivers • Guardians • Harim servants • Herdsmen • Messengers • Miners • Oathbinders • Slayers • Warmongers • Winemakers
 **Gen**
**Daolani** • Djinnlings • Efreetikin • Maridans
 **Related Races**
Great ghuls • Ghul-kin • Markeen
Daleport

**Daleport** was a tiny village situated in the Barony of Polten on the border with the Barony of Morov where the Icelace River met Lake Mogador.

## History

Daleport existed because its clever founders realized that caravans needed a safer way to cross between the two baronies. Before the founding of Daleport, all of the other roads within the area passed directly through dangerous bogs. Caravans often traveled out of their way to make the crossing in Daleport because of the safety and security it provided.

## Inhabitants

The inhabitants of Daleport spent most nights enjoying each others company in a massive tavern called the Barge House.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 R.A. Salvatore (1989). *The Bloodstone Lands*. Edited by Elizabeth T. Danforth. (TSR, Inc), p. 26. ISBN 0-88038-771-8.
2. ↑ R.A. Salvatore (1989). *The Bloodstone Lands (Map)*. (TSR, Inc). ISBN 0-88038-771-8.
3. ↑ Template:Cite book/The Bloodstone Lands/Cover sheet
Abominable yeti

* 5e
* 3e

## Appearance

### Average height

~ 17‒18 ft (**Expression error: Unexpected < operator.**‒**Expression error: Unexpected < operator.** m)

### Typical build

Simian

An **abominable yeti** was a huge and monstrous yeti that was several times more powerful than a regular tundra yeti.

## Description

Abominable yetis were around three times taller than humans, such that were even larger than hill giants. They were superior to other tundra yetis in almost every way, apart from being somewhat less dexterous. Abominable yetis were not just larger and stronger versions of yetis; they even had unique abilities, such as being able to breathe a freezing cone of frigid air over their enemies.

They were perceptive, and despite their towering height, were surprisingly stealthy.

## Personality

Such monstrosities were hateful and predatory. They were territorial and would attack warm-blooded creatures on sight. The yetis would subsequently devour the creatures, and toss their remains across the icy plains.

## Combat

Abominable yetis made very tough opponents in combat. They were even stronger than frost giants, and could take about three times more damage than regular yetis before falling to their deaths. The most powerful ability of such yetis was to breathe a deathly cold cone of air over multiple opponents in front of them.

As with regular yetis, abominable yetis were highly inclined to the cold, and thus could resist cold-based attacks. They also feared fire, which would put even the most hulking abominable yetis at a disadvantage.

## Society

These yetis would often live and hunt alone, but it was not unreasonable for them to be found in pairs, usually when raising young.

## Notable Abominable Yetis

* Thagor, an 18 ft (**Expression error: Unexpected < operator.** m) tall abominable yeti who served Keresta Delvingstone in Undermountain.

## Appendix

### References

1. ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). *Monster Manual 5th edition*. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 306. ISBN 978-0786965614.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 W. Baur, J. Jacobs, G. Strayton (September 2004). *Frostburn*. (Wizards of the Coast), p. 163. ISBN 0-7869-2896-4.
3. ↑ Christopher Perkins (November 2018). *Waterdeep: Dungeon of the Mad Mage*. Edited by Jeremy Crawford. (Wizards of the Coast), p. 240. ISBN 978-0-7869-6626-4.