recursal/Fanatic-Fandom huggingface dataset:
Dragon Reach

The **Dragon Reach** was a northwestern fjord of the Sea of Fallen Stars that stretched between the Vast and the Dalelands.

## History

The name likely derived from the days, circa −700 DR, when elves ruled the forested western shore, orcs were teeming to the east, and dragons laired about the Moonsea and held sway over the northern part of the Reach.

## Geographical features

### Rivers

* River Lis, known to elves as "Nuathlis" and to orcs as the "Blood River"
* Fire River
* River Vesper
* River Ashaba

## Notable locations

### Settlements

* Calaunt
* Harrowdale
* Ravens Bluff
* Procampur
* Scardale
* Tantras
* Yhaunn
* Ylraphon

## Appendix

### References

1. ↑ Ed Greenwood, Julia Martin, Jeff Grubb (1993). *Forgotten Realms Campaign Setting 2nd edition (revised), A Grand Tour of the Realms*. (TSR, Inc), p. 71. ISBN 1-5607-6617-4.
2. ↑ 2.0 2.1 Jean Rabe and Skip Williams (1990). *Inside Ravens Bluff, the Living City*. (TSR, Inc), p. 57.

### Connections

Dalelands
Archendale • Scardale • Tasseldale • Deepingdale • Harrowdale • Battledale
 Daggerdale • Featherdale • High Dale • Mistledale • Shadowdale
 Moondale • Sessrendale • Tarkhaldale • Teshendale
 **Forests**
 Arch Wood • Cormanthor • Darkwatch • Spiderhaunt Wood • Velarswood • Yevenwood
 **Bodies of Water**
River Arkhen • River Ashaba • Feather Falls • **Dragon Reach** • Lake Eredruie • Glaemril
 **Elevations**
 Dun Hills • Thunder Peaks • Wyvernfang
**Features**
Barrowfields • Cold Field • Druid's Grove • Glaun Bog • Hidden Vale • The Scar
Byok

**Byok** was a riding lizard and companion of Tiago Baenre.

## History

Byok was killed by the balor Errtu in 1466 DR outside of Bryn Shander in Icewind Dale.

## Appendix

### Appearances

* *Charon's Claw*
* *The Last Threshold*

### References

1. ↑ 1.0 1.1 R.A. Salvatore (March 2013). *The Last Threshold*. (Wizards of the Coast), p. 356. ISBN 0-7869-6364-6.
2. ↑ R.A. Salvatore (August 2012). *Charon's Claw*. (Wizards of the Coast), p. 6. ISBN 0-7869-6223-2.
Castle Naerytar

**Castle Naerytar** was a castle located in the Mere of Dead Men. It served as the base of operations of the Academy of Stargazers in the 14th century DR and as an outpost of the Cult of the Dragon in the late 15th century DR.

## Location

The castle was located around two days' travel from the Western edge of the Mere of Dead Men. The surroundings were difficult to traverse, as the terrain was muddy and temperatures were cold within the swamp.

## Interior

The castle's top floor housed an observatory that contained a magical telescope known as the *farseer of Illusk*, which could be used for both astronomical and ground observations. The device had been installed by the Academy of Stargazers, but fell in disuse after their disappearance. By the late 15th century DR, it had become difficult to operate as a result of poor maintenance.

## Appendix

### Appearances

Adventures
*Hoard of the Dragon Queen*
Magazines
*Mistress on the Mere*
### References

1. ↑ Wolfgang Baur, Steve Winter (August 2014). *Hoard of the Dragon Queen*. Edited by Miranda Horner. (Wizards of the Coast), pp. {{#regex:50–61|%(,)(\S)%|$1 $2}}. ISBN 978-0786965649.
2. ↑ Wolfgang Baur, Steve Winter (August 2014). *Hoard of the Dragon Queen*. Edited by Miranda Horner. (Wizards of the Coast), p. 45. ISBN 978-0786965649.
3. ↑ Wolfgang Baur, Steve Winter (August 2014). *Hoard of the Dragon Queen*. Edited by Miranda Horner. (Wizards of the Coast), p. 43. ISBN 978-0786965649.
4. ↑ Wolfgang Baur, Steve Winter (August 2014). *Hoard of the Dragon Queen*. Edited by Miranda Horner. (Wizards of the Coast), pp. {{#regex:58–59|%(,)(\S)%|$1 $2}}. ISBN 978-0786965649.
Cetiosaurus

* 2e
* 1e

**Cetiosauruses** were a species of large, marsh-dwelling dinosaur. They were herbivorous by nature.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Gary Gygax (December 1977). *Monster Manual, 1st edition*. (TSR, Inc), p. 26. ISBN 0-9356-9600-8.
2. ↑ David Cook, Steve Winter, and Jon Pickens (1989). *Monstrous Compendium Volume Three Forgotten Realms Appendix (MC3)*. (TSR, Inc), p. 22. ISBN 0-88038-769-6.
Bluefang Water

The **Bluefang Water** was small lake found in northeastern Impiltur.

## Geography

The Bluefang Water sat downstream where the River Icehilt joined the Great Imphras River just northwest of the Herald's Road. The lake was one of the smaller bodies of water collectively referred to as Traders Bay.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 R.A. Salvatore (1989). *The Bloodstone Lands*. Edited by Elizabeth T. Danforth. (TSR, Inc), pp. {{#regex:Fold–out map|%(,)(\S)%|$1 $2}}. ISBN 0-88038-771-8.
2. ↑ 2.0 2.1 2.2 Karen Wynn Fonstad (August 1990). *The Forgotten Realms Atlas*. (TSR, Inc), p. 6. ISBN 978-0880388573.
Blaskaltar

**Blaskaltar** was a settlement in the Shaar. It had been ruined for long ages by the mid–14th century DR.

The place was home to the **First Shrine of the Queen of Air**, the first known shrine dedicated to Akadi, the Queen of Air, in Faerûn and the holiest site of her church. However, the structure had long since been erased by time, the elements, and neglect, leaving only a mound by 1370 DR.

Nevertheless, every Midsummer, the faithful of Akadi from all around Faerûn, after traveling for tendays, gathered here for their only calendar festival. Together, they chanted the names of heroes of the faith and added the names of those who'd died in the last year. In this way, they remembered the history of their church so they did not forget their past nor were doomed to repeat it.

## References

1. ↑ Julia Martin, Eric L. Boyd (March 1996). *Faiths & Avatars*. (TSR, Inc), p. 25. ISBN 978-0786903849.
Death dog

* 5e
* 2e
* 1e

**Death dogs** were vicious and hateful two-headed dogs who had a taste for humanoid flesh.

## Behavior

Death dogs had a deep burning hate for everything. They were aggressive and attacked travelers and explorers on sight.

## Combat

A death dog's saliva had a potent poison that caused a rotting disease on a creature's flesh. Left unattended, it brought death in a matter of days.

## Notable death dogs

* The wizard Draven Millovyr kept his possessions guarded by a *glyph of warding* spell that summoned death dogs against trespassers.

## Appendix

### Appearances

Adventures

* *Storm King's Thunder*
* *The Ship Of Night*

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). *Monster Manual 5th edition*. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 321. ISBN 978-0786965614.
2. ↑ Doug Stewart (June 1993). *Monstrous Manual*. (TSR, Inc), p. 57. ISBN 1-5607-6619-0.
3. ↑ Don Turnbull (1981). *Fiend Folio*. (TSR Hobbies), p. 23. ISBN 0-9356-9621-0.
4. ↑ Christopher Perkins (September 6, 2016). *Storm King's Thunder*. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), p. 58. ISBN 978-0786966004.
Brown pudding

* 2e
* 1e

## Appearance

### Average length

2‒8 ft (**Expression error: Unexpected < operator.**‒**Expression error: Unexpected < operator.** m)

### Typical build

Ooze

A **brown pudding** was an uncommon relative of the black pudding that was tougher and suited to marshy environments.

## Description

Brown puddings were the most naturally armored of the black pudding's relatives, but their attacks were not as strong.

As per other puddings, they were non-intelligent, and wandered alone. They could grow up to 8 ft (**Expression error: Unexpected < operator.** m) in diameter.

## Ecology

Instead of corroding metals, brown puddings dissolved wood and leather. They consumed items made of such materials in about a minute, even if they were highly enchanted.

They were known to be found among traps in Undermountain on Toril, and even in the Castle in the Tears of Selûne asteroid cluster. In this instance, the dangerous puddings fed upon ravens and grass. They hid themselves very well, making them notoriously difficult to eradicate.

## Appendix

### See Also

* Black pudding
* Ooze

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 David "Zeb" Cook *et al.* (1989). *Monstrous Compendium Volume One*. (TSR, Inc). ISBN 0-8803-8738-6.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Gary Gygax (August 1983). *Monster Manual II 1st edition*. (TSR, Inc), p. 102. ISBN 0-88038-031-4.
3. ↑ Jean Rabe, Donald Bingle, Norm Ritchie (Feburary 1994). *The Ruins of Undermountain II: The Deep Levels (Monster Sheets)*. (TSR, Inc). ISBN 1-5607-6821-5.
4. ↑ Dale "slade" Henson (April 1991). *Realmspace*. Edited by Gary L. Thomas, Karen S. Boomgarden. (TSR, Inc), pp. {{#regex:29–31|%(,)(\S)%|$1 $2}}. ISBN 1-56076-052-4.

### Connections

Oozes
Aballin • Acid blob • Black pudding • Blood amniote • Bloodbloater • **Brown pudding** • Crystal ooze • Dense pudding • Dun pudding • Ethereal ooze • Fission slime • Flareater • Flotsam ooze • Gelatinous cube • Gray ooze • Gray pudding • Living muck • Mustard jelly • Oblex • Ochre jelly • Olive slime • Reekmurk • Shadow slime • Slithering hoard • Slithering tracker • Stone pudding • Venom ooze • White pudding
Burrowing owl

* 2e

**Burrowing owls** inhabited the High Desert of Zakhara on the plains north of the Range of the Marching Camels.

## Description

These owls possessed golden feathers and talons twice the size of normal owls.

## Behavior

Burrowing owls typically lived near patches of ab'i tubers. The owls would use their large talons to burrow several feet into the ground to avoid the daytime heat. They could be found in groups of 2–8 individuals. Travelers attempting to harvest the ab'i who disturbed the owls were attacked aggressively.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 Rick Swan (1994). *Al-Qadim: Caravans: Campaign Guide*. (TSR, Inc), pp. {{#regex:27–28|%(,)(\S)%|$1 $2}}. ISBN 1-56076-903-3.
2. ↑ 2.0 2.1 2.2 Rick Swan (1994). *Al-Qadim: Caravans: Campaign Guide*. (TSR, Inc), p. 28. ISBN 1-56076-903-3.
Bluespawn godslayer

* 4e
* 3e

**Bluespawn godslayers** were massive, powerful dragonspawn born to kill the most powerful enemies of Tiamat.

## Description

Bluespawn godslayers were massive, draconic humanoids that stood some 18 feet (**Expression error: Unexpected < operator.** meters) tall and weighed as much as 18,000 pounds (**Expression error: Unexpected < operator.** kilograms). They were covered in blue scales and had dragon-like horns and claws.

## Combat

Bluespawn godslayers were at their most deadly when fighting outsiders and good dragons. They were immune to electricity and utilized it in their attacks. They had little skill at ranged attacks and preferred to fight using melee weapons.

## Ecology

Bluespawn godslayers were the favored spawn of Tiamat, which they knew from hearing her distant roars in their dreams. In dragonspawn armies, they acted as heavy hitters and anchor points in the front lines.

Bluespawn godslayers, although deadly and arrogant, were not very smart and had little leadership ability. They valued their skill with melee weapons and disliked wearing armor.

Bluespawn godslayers were always genderless, hatching from the eggs of blue dragons. They were carnivorous creatures willing to eat anything that fell to their blades.

## Appendix

### References

1. ↑ Mike Mearls, Stephen Schubert, James Wyatt (June 2008). *Monster Manual 4th edition*. (Wizards of the Coast), p. 89. ISBN 978-0-7869-4852-9.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 Gwendolyn F.M. Kestrel (July 2006). *Monster Manual IV*. (Wizards of the Coast), pp. {{#regex:140–141|%(,)(\S)%|$1 $2}}. ISBN 0-7869-3920-6.

### Connections

Dragonspawn of Tiamat
**Redspawn:** Birther • Devastator • Firebelcher
**Blackspawn:** Corrupter • Stalker
**Bluespawn:** Ambusher • Burrower • **Godslayer** • Stoneglider • Stormlizard
**Greenspawn:** Leaper • Razorfiend • Sneak • Zealot
**Whitespawn:** Hordeling • Hunter • Iceskidder
**Other Dragonspawn**
Brownspawn marauder • Felljaw • Grayspawn fleshtearer • Haraevor • Purplespawn nightmare
Canthraxis

**Canthraxis** was a blue dragon dracolich living in the Moonshae Isles around 1370 DR.

## Relationships

The dracolich worked with the Cult of the Dragon cell operating on the Isles.

## Rumors and Legends

The blue dragon's lair was rumored to be on the isle of Snowdown.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Dale Donovan (January 1998). *Cult of the Dragon*. (TSR, Inc), p. 53. ISBN 0-7869-0709-6.
2. ↑ 2.0 2.1 2.2 2.3 2.4 Eric L. Boyd, Eytan Bernstein (August 2006). *Dragons of Faerûn*. (Wizards of the Coast), p. 148. ISBN 0-7869-3923-0.
Belprin's Hold

**Belprin's Hold** was an abandoned keep of human origin located in Eskorn, Laerakond.

## Inhabitants

As of 1479 DR, Belprin's Hold was home to fearsome monsters that preyed upon the outlaws who sought the keep as a haven, or the treasure-seekers who went to Belprin's Hold in search of its fabled hoards.

## History

Belprin's Hold was named after a legendary outlaw who led a small band of brigands and stole untold wealth from Eskonar citizens in ages past. Many criminals and treasure-seekers had inhabited the keep over the years, and tales of hidden treasures in Belprin's Hold were common in Eskorn.

## References

1. ↑ 1.0 1.1 1.2 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. 207. ISBN 978-0-7869-4924-3.
Dolphin Bridge

The **Dolphin Bridge** was one of the three emblematic bridges of Neverwinter.

## Description

The bridge was carved in the likeness of a dolphin.

## Location

The Dolphin Bridge, alongside the other two bridges, radiated out of Castle Never, connecting it with the rest of the city. In the Dolphin's case, it connected the castle with the House of Knowledge.

## History

During the Ruining of 1451 DR, the Dolphin Bridge was destroyed by the cataclysm.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 Ed Greenwood (1993). *Volo's Guide to the North*. (TSR, Inc), pp. {{#regex:133–134|%(,)(\S)%|$1 $2}}. ISBN 1-5607-6678-6.
2. ↑ Matt Sernett, Erik Scott de Bie, Ari Marmell (August 2011). *Neverwinter Campaign Setting*. Edited by Tanis O'Connor. (Wizards of the Coast), p. 8. ISBN 0-7869-5814-6.
Broken Dagger

The **Broken Dagger** was a stinking watering hole in the southern part of Dagger Falls in Daggerdale.

## Structure

The main building of the Dagger was a burnt-out shell. To enter the tavern, customers passed under a sign painted with two broken halves of a weapon and descended old cellar stairs into a dirt covered room, lit by lanterns, and a row of beer kegs acting as the bar. There was a wide, sloped, comfortable leaning rail all around the walls to keep the filthy inhabitants from dirtying the painting of naked men and women wrestling, which circled the three of the walls of the taproom. Another set of stairs exited out behind the bar for breaking up fights or escorting drunks out into the street.

## History

In 1336 DR, the Zhentarim took control of Daggerdale and Dagger Falls fell under Zhent rule. Around 1367 DR, the tavern was frequented by Black Network soldiers and their orc allies. Around this time, a retired Zhentish fighter, Tharwin One-eye, owned the taphouse and turned it into a wild and dangerous bar. It was during Tharwin's reign of the Broken Dagger armed hobgoblins used metal clubs to clear out drunken customers or break up fights. Around 1369 DR, Randal Morn reclaimed Daggerdale from the grasp of Zhentil Keep and restored order to the dale. At this time, the half-ogre, Dynter, turned the falling apart building from an orc brawling pit into a preferred place for adventurers to have a drink.

## Inhabitants

Under Dynter's ownership, patrons laughed and drank and did not constantly look over their shoulders expecting the flash of a dagger or the gleam of a iron cudgel. Dynter was aided by five bulky human warriors, who once were members of the raiding organization known as the Tesh Tusks.

## Prices

* Stool rented per night for 1 cp
* Break stool and pay 2 sp
* Tankard of beer sold for 1 cp

## References

1. ↑ 1.0 1.1 Jim Butler (1995). *The Return of Randal Morn*. (TSR, Inc), p. 11. ISBN 0-7869-0170-5.
2. ↑ 2.0 2.1 Richard Baker (1993). *The Dalelands*. (TSR, Inc), p. 21. ISBN 978-1560766674.
3. ↑ 3.0 3.1 3.2 3.3 3.4 Ed Greenwood (January 1996). *Volo's Guide to the Dalelands*. (TSR, Inc), p. 90. ISBN 0-7869-0406-2.
4. ↑ 4.0 4.1 Ed Greenwood (January 1996). *Volo's Guide to the Dalelands*. (TSR, Inc), p. 89. ISBN 0-7869-0406-2.
5. ↑ Wolfgang Baur (October 1993). *Doom of Daggerdale*. (TSR, Inc.), p. 6. ISBN 978-1560766544.
6. ↑ 6.0 6.1 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.
7. ↑ Richard Baker (1993). *The Dalelands*. (TSR, Inc), p. 20. ISBN 978-1560766674.
Cormyrean destrier

## Cormyrearn Destrier

* 3e

The **Cormyrean destrier** was an exceptionally well-bred type of heavy warhorse, sought after throughout all of Faerûn but particularly prized in the west and throughout the North. They were famously depicted in art from across the lands, especially in the tapestries of various palaces and keeps.

Despite their popularity throughout the continent, the finest destriers were found from ranches outside the Cormyrean towns of Arabel and Waymoot. They could go for as much as 2,500 gp.

## Description

These imposing horses had a unique, raised nose and wide eyes that were full of expression.

## Origins

These horses were originally bred by royal order of King Azoun I, from stocks of Nars and Tharur, around the year 400 DR.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 Thomas M. Reid, Sean K. Reynolds (Nov. 2005). *Champions of Valor*. (Wizards of the Coast), p. 154. ISBN 0-7869-3697-5.
2. ↑ 2.0 2.1 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), p. 273. ISBN 0-7869-2893-X.
Cragmaw Hideout

The **Cragmaw Hideout** was a base for the Cragmaw tribe of goblins in the Sword Coast North.

## Description

 File:PortionNeverwinterWood.png
The entrance to the cave complex was under a large hill, and had a shallow stream flowing out of it. It had four main rooms and several smaller trails linking them. There was also two large pools of water, which could be released to cause a flood. A crudely made bridge linked the room at the end of the river to the second-in-command's room, where prisoners were also kept.

## History

*Circa* 1491 DR, the cave was inhabited by the Cragmaw tribe. At this point in time, they were led by the bugbear, Klarg and his second-in-command, Yeemik.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Wizards RPG Team (2014). “Lost Mine of Phandelver”. *Dungeons & Dragons Starter Set* (Wizards of the Coast), pp. {{#regex:7–12|%(,)(\S)%|$1 $2}}. ISBN 0786965592.
Celerum

## Celerum the Black

### Class

**Celerum the Black** was a member of the Arcane Brotherhood of Luskan and the apprentice of Dendybar the Mottled in Targos in the mid–14th century DR.

## Description

Celerum had shared features with the barbarians of the north. He was tall and thin and 6 feet, 2 inches (1.9 meters), with blond hair and blue eyes. He was often dressed in the finest black robes adorned with a jewel-inlaid golden belt.

## Personality

Celerum was ambitious, arrogant, cold, and calculating. He was completely devoid of morals and would do anything to further his goals. As he had spent significant time impersonating Boswell Peddywinkle, a friendly and outgoing man, Celerum had significant acting abilities.

## Relationships

Celerum researched spells for Dendybar the Mottled of the Host Tower of the Arcane. He was well acquainted with Boswell C. Peddywinkle.

## History

Under Dendybar's tutelage, Celerum was conducting spell research. He came across excerpts from the diary of Damien Morienus, containing references to a powerful potion, but they did not include a description of the process for making it. Being ambitious, Celerum delved into the archives of the Host Tower of the Arcane, discovering that Damien had a research tower somewhere in Icewind Dale, where he was working on a recipe for lichdom, but mysteriously disappeared before completing it around 1269 DR, a period of Icewind Dale's history called the Great Thaw. Celerum embarked on a quest to discover the accursed tower and the recipe. Celerum traveled throughout Icewind Dale with a friendly merchant, Boswell Peddywinkle. Celerum murdered Peddywinkle along the road and, using his *hat of disguise*, had assumed the merchant's identity by 1369 DR.

Shortly after Celerum's quest started, Kaladar the Cruel his rival at the Host Tower learned about Damien's tower and hired assassins to finds it for him. Kaladar suspected that Celerum was impersonating someone.

## Appendix

### Appearances

Adventures
*The Accursed Tower*
### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 R.A. Salvatore and The Seven Swords (1999). *The Accursed Tower*. (TSR, Inc.), p. 32. ISBN 0-7869-1337-1.
2. ↑ R.A. Salvatore and The Seven Swords (1999). *The Accursed Tower*. (TSR, Inc.), p. 30. ISBN 0-7869-1337-1.
Chaggrin

* 3e
* 2e
* 1e

**Chaggrins** (pronounced: /ʃɑːˈgrɪn/ *sha-GRIN* about this audio file listen), or **soil beasts**, were grue native to the Elemental Plane of Earth.

Because of their destruction of valuable minerals, chaggrins were considered vermin on their native plane.

## Description

On the Elemental Plane of Earth, chaggrins appeared as hideous bipedal lumps of clay. Their tiny eyes gleamed with light. When encountered on the Prime Material Plane, chaggrins often looked like large moles or hedgehogs, though their skull-like heads made it evident that they were not normal creatures. Though only measuring a few feet in length while in this form, chaggrins could weigh 140–210 pounds (63–95 kg).

## Combat

Chaggrins could change their shape at will. While in their humanoid shape, they could merge into any surface of earth or stone. They could not move about while merging with the earth or stone, but could wait and hide. They used this ability to surprise unsuspecting targets.

The sharp claws of the chaggrin were capable of inflicting serious wounds to their enemies. A favored tactic was to latch on to their target so the struggling enemy damaged itself further. While in hedgehog form, the chaggrin's quills also damaged their enemies.

Chaggrins were completely immune to any earth-based magic. In fact, the presence of a chaggrin within 40 ft. (12 m) of such magic would dispel it. This included permanent spells. Magical items were unaffected by this.

## Habitat/Society

 File:Earth and fire grue.jpg
The dao sometimes enslaved chaggrins for use as diggers. Chaggrins lived in extended families, but often fought each other over various matters. Mates were found by stealing them from other families.

Exiled chaggrins often visited the Prime Material Plane. It was not uncommon to find them serving sinister creatures from the Underdark such as duergar and derro. Gnomes worshiping Urdlen considered chaggrins to be sacred creatures.

## Ecology

Aside from the crysmals, who used their psionic powers to transform them into servants, most inhabitants of the Elemental Plane of Earth killed any chaggrins they came across because they consumed valuable minerals. Chaggrins were considered a delicacy by earth elementals. Elemental mages often kept chaggrins around to dispel earth-based magic.

## Appendix

### Appearances

Adventures

* *House of Cards*

### 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 Wolfgang Baur (1993). *Secrets of the Lamp (Monstrous Compendium Pages)*. (TSR, Inc.). ISBN 1-56076-647-6.
2. ↑ 2.0 2.1 2.2 Richard Baker (November 2004). *Complete Arcane*. (Wizards of the Coast), pp. {{#regex:153–154|%(,)(\S)%|$1 $2}}. ISBN 0-7869-3435-2.
3. ↑ Gary Gygax (August 1983). *Monster Manual II 1st edition*. (TSR, Inc), p. 72. ISBN 0-88038-031-4.
4. ↑ Frank Mentzer (January 1985). “Ay pronunseeAYshun gyd”. In Kim Mohan ed. *Dragon* #93 (TSR, Inc.), p. 26.
Dragonsyr House

**Dragonsyr House** was a mansion located in the Temple District of Ravens Bluff during the 14th century DR. It could br found on the corner of Waelstar Way and Griffon Trail within the neighborhood of Swordspoint.

The Dragonsyr was a magnificent mansion of polished green marble. Its face featured columns that were carved to resemble rampant dragons of traditional heraldry.

## History

Originally commissioned by the pirate, Murardo the Black, the Dragonsyr Houses originally served as a residence for adventurers that were fortunate enough to live into retirement. By the year 1370 DR, It was owned by the swashbuckling Marisalea Cat.

## 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.
Bone naga

* 5e
* 3e
* 2e

**Bone nagas** were an undead form of nagas. They resulted from a naga's resurrection process being interrupted by a necromantic ritual developed by the yuan-ti that transformed them into servants with a fraction of the abilities that the original nagas possessed.

## Notable Bone Nagas

* Hexcali was a spirit naga who was killed by yuan-ti, and was then raised by them as a bone naga in the Slitherswamp level of Undermountain.

## Appendix

### Appearances

Adventures

* *Waterdeep: Dungeon of the Mad Mage*

*Our community needs more information on this page! Can you help out? Click here to add more.*
### References

1. ↑ 1.0 1.1 1.2 1.3 Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). *Monster Manual 5th edition*. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 233. ISBN 978-0786965614.
2. ↑ Ed Bonny, Jeff Grubb, Rich Redman, Skip Williams, and Steve Winter (September 2002). *Monster Manual II 3rd edition*. (TSR, Inc), p. 35. ISBN 07-8692-873-5.
3. ↑ David Wise ed. (December 1994). *Monstrous Compendium Annual Volume One*. (TSR, Inc), p. 87. ISBN 156076838X.
4. ↑ Christopher Perkins (November 2018). *Waterdeep: Dungeon of the Mad Mage*. Edited by Jeremy Crawford. (Wizards of the Coast), p. 114. ISBN 978-0-7869-6626-4.
Dragonriders Club

The **Dragonriders Club** was a private club in Suzail owned by Tress. It was the favorite nighttime hangout of many nobles and wealthy merchants.

The club's primary attraction was its beautiful Mask Dancers, who danced on stages wearing nothing but a mask. During the daytime hours, the club offered meals and services such as haircuts and baths to its members. Amarune Whitewave danced at the club and was one of the most popular dancers.

In 1479 DR the club was heavily damaged during a brawl between nobles.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 **Warning:** edition not specified for Elminster Must Die
Dire lion

* 3e

A **dire lion** was a larger cousin of the lion.

## Description

Dire lions could grow as large as fifteen feet long and weigh as much as 3,500 pounds. They resembled normal lions in that they had tawny fur with spots and that the males had short manes. They differed from normal lions in having bony spine and brow ridges.

## Behavior

Dire lions showed similar behavior to normal lions in how they patiently stalked their prey, yet they would take on much larger creatures. They liked to hide in tall grass or heavy undergrowth.

## Combat

Like normal lions, dire lions would rush at and pounce upon their prey, clinging to it with their powerful jaws and clawing with all four paws.

## Ecology

Dire lions were found as sole individuals, in pairs, or as small prides of between six and ten animals.

## Reputation

Cloud giants often kept dire lions as pets or guardians. Powerful druids or rangers were known to have such animals as companions.

## 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 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), pp. {{#regex:63–64|%(,)(\S)%|$1 $2}}. ISBN 0-7869-2893-X.
2. ↑ Skip Williams, Jonathan Tweet, Monte Cook (July 2003). *Monster Manual 3.5*. (Wizards of the Coast), p. 120. ISBN 0-7869-2893-X.
3. ↑ Jonathan Tweet, Monte Cook, Skip Williams (July 2003). *Player's Handbook 3.5 edition*. (Wizards of the Coast), p. 36. ISBN 0-7869-2886-7.

### Connections

Dire animals
Dire bat • Dire bear • Dire boar • Dire hawk • **Dire lion** • Dire rat • Dire tiger • Dire weasel • Dire wolf • Mammoth • Tundra yeti
Carpathian's Tavern

**This article or section is about elements from the**
* ***Menzoberranzan* game.**

Video games are considered **canon** *unless* they contradict content in some other *Forgotten Realms* publication.

## Basic Information

### Location

Menzoberranzan, Northdark

**Carpathian's Tavern** was one of the taverns in Menzoberranzan in the mid–14th century DR. It sold food and beverages.

Adventurers could find Rizzen Do'Urden here. Rizzen offered to make them a map of House Do'Urden, including where the prisoners of their village were being kept, in exchange for the *Helm of Spiders*. He explained that the helmet had three parts: the base, the crest, and the gem. With it, a drow house could gain a large advantage over others. He later sent them to meet with Jarlaxle, to acquire an insignia of House Do'Urden, without which the house glyphs would destroy them upon entry.

## Appendix

### References

1. ↑ DreamForge Intertainment, Inc. (1994). Designed by John McGirk. *Menzoberranzan*. Strategic Simulations, Inc.
Dark tree

* 3e

A **dark tree** was an evil intelligent tree that looked like a cypress tree, but slightly darker and devoid of moss. It was known to grapple and bite. It lived on drinking blood from humans and other intelligent creatures that wandered into its native jungle.

## History

It was said that a Halruaan wizard called Benauril wanted to create the dark trees as servants not unlike treants around the mid-to-late 1100s DR. The experiment went horribly wrong and the servants slew their master. They spread into the surrounding forests.

By 1372 DR, travelers had reported encountering these dangerous and huge plants in the Aerilpar Forest, the Forest of Amtar, Rethild, the Toadsquat Mountains, and the southern and eastern reaches of the Lluirwood.

## Description

Resembling a darker version of the harmless cypress tree, the dark trees grew to 18–20 feet (5.5–6.1m) in height, with a span of branches 40 feet (12 m) across. There were reports of dark trees growing to twice that size, possibly due to their long lifespan.

Discerning a dark tree from a normal tree was not an easy task. Only the trained eye could spot two dark eyes set in the bark just above a maw that resembled a natural crack. Unlike treants, one could hardly mistake the evil aura surrounding the dark tree. This was the only warning most adventurers felt in their stomachs before the tree tried to grapple its unaware victims or slash them with its branches.

## Language

Dark trees did not speak, although they had a huge maw when opened.

## Combat

Dark trees preferred intelligent prey above animals. They enjoyed tormenting their prey before killing it. Normally a dark tree would try to grab its victim with its two arm-like branches, and once held immobile, it would attempt to drink the victim's blood with its gaping maw.

Dark trees also had the ability to confuse their victims using a mental attack. Reports claimed that adventurers got lost in the deep forest after combat with a dark tree, wandering around mentally confused.

## Appendix

### Gallery

Aerilpar-Forest-Jason-A-Engle.jpgTravelers fending off a **dark tree** and a flying snake in the Aerilpar Forest.Dark tree.JPGA warrior confronts a dark tree
### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 Thomas Reid (October 2004). *Shining South*. (Wizards of the Coast), p. 62. ISBN 0-7869-3492-1.
Dannar's Mechanical Marvels

**Dannar's Mechanical Marvels** was a shop located in Neverwinter in the 14th century DR.

## Location

Dannar's was located in the northwestern end of the Blacklake District, next to Jaesor's Fineware Porcelain Works in the intersection between Hantor's Lane at the Street Of Storms.

## Description

Dannar's was a shop specializing in really expensive gnomish, Lantanna, and dwarven clockwork items, such as self-striking, wind-up, push-button flint boxes and electrum jewelry boxes inlaid with pearl, sporting animated small clockwork animals or other adornments.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 Ed Greenwood (1993). *Volo's Guide to the North*. (TSR, Inc), p. 142. ISBN 1-5607-6678-6.
2. ↑ Ed Greenwood. Ed's Twitter. Retrieved on 2018-02-24.
Chelnadatilar

**Chelnadatilar** was a gold dragon and one of the Princes of Murghôm in 1479 DR.

## History

Chelnadatilar was one of the princes of Murghôm who participated in Brimstone's *xorvintaal*.

He was one of the dragons Alasklerbanbastos sought out to attack Luthcheq and destroy the Brotherhood of the Griffon after the dracolich and Brimstone discovered Aoth Fezim attempts to disrupt the *xorvintaal*.

During the Battle of Luthcheq, Chelnadatilar was freed of the compulsion of the *xorvintaal* by the dragonborn paladin Medrash, and he turned against Alasklerbanbastos and Tchazzar. In the battle, he killed the black dragon Ferzath.

He later went to Dracowyr alongside the Brotherhood of the Griffon, the dragonborn Medrash and Balasar, and the surviving dragons of the Battle of Luthcheq. Together, they put an end to Brimstone's *xorvintaal*.

## Appendix

### References

1. ↑ 1.0 1.1 Richard Lee Byers (June 7th, 2011). *The Spectral Blaze*. (Wizards of the Coast), pp. {{#regex:265, 319|%(,)(\S)%|$1 $2}}. ISBN 0786957980.
2. ↑ Richard Lee Byers (June 7th, 2011). *The Spectral Blaze*. (Wizards of the Coast), pp. {{#regex:265, 291|%(,)(\S)%|$1 $2}}. ISBN 0786957980.
3. ↑ Richard Lee Byers (June 7th, 2011). *The Spectral Blaze*. (Wizards of the Coast), p. 304. ISBN 0786957980.
4. ↑ Richard Lee Byers (June 7th, 2011). *The Spectral Blaze*. (Wizards of the Coast), p. 310. ISBN 0786957980.
5. ↑ Richard Lee Byers (June 7th, 2011). *The Spectral Blaze*. (Wizards of the Coast), p. 319. ISBN 0786957980.
6. ↑ Richard Lee Byers (June 7th, 2011). *The Spectral Blaze*. (Wizards of the Coast), pp. {{#regex:324–326|%(,)(\S)%|$1 $2}}. ISBN 0786957980.
Dawn Titan's Spire

The **Dawn Titan's Spire** was a monolithic structure located in Eskorn, Laerakond.

## Description

The Dawn Titan's Spire was a monolith of about two miles (3200 mts. approx) tall and the appearance of a slender, milk-white fang. It was made of a substance that looked like marble but was harder than iron.

## Background

Laerakondan scholars believed this place was the home of a dormant primordial who wasn't defeated by dragons during the War of Fang and Talon, but still chose to withdrawn from the world all the same.

## References

1. ↑ 1.0 1.1 1.2 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. 207. ISBN 978-0-7869-4924-3.
Bay of Kings

The **Bay of Kings** was located on the coast of Estagund in the Shining Lands in 1367 DR.

## Geography

The Bay of Kings offered natural protection for the city of Klionna, sheltering many of their warships and fishing boats from the fierce winter storms that blew in from the Great Sea and wracked the region.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 Tom Prusa (1993). *The Shining South*. (TSR, Inc), p. 53. ISBN 1-56076-595-X.
Daggertooth Isle

The **Daggertooth Isle** was an island off the coast of Laerakond that separated the Bay of Pearls from the open waters of the Great Sea.

## Description

As of 1479 DR, Daggertooth Isle was a den of pirates that menaced the nearby city of Sambral.

## References

1. ↑ 1.0 1.1 1.2 Chris Tulach (June 2009). “Adventurers of the Realms: Tarmalune and the Windrise Ports”. In Chris Youngs ed. *Dragon* #376 (Wizards of the Coast), p. 48.
2. ↑ 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. 201. ISBN 978-0-7869-4924-3.
Delosar's Inn

**Delosar's Inn** was a tavern in Athkatla.

## Description

Delosar's was a large tavern, manned by a bartender named Calbor. It was scarce on entertainment, and folks usually only went there to drink. It was particularly frequented by city guards. The inn was known for being short-staffed, mainly because the off-duty guards would cause problems, and Calbor would scare off the serving wenches.

## Location

The tavern was located in the Center District of Athkatla.

## Interior

Though the tavern was old, it was kept in good condition. It had three floors of medium size. The bar room was located on the bottom floor, which contained sets of tables and chairs and serving maids. The second floor was a bedding area, containing eight beds and chests. Mercenaries, especially those of Riatavin, would spend time here. The top floor was mainly filled with either sailors or nobles. It was the most comfortable room of the three and contained four luxury beds and a large dining table.

## Services

**This article or section is about elements from the**
* ***Baldur's Gate* series of games.**

Video games are considered **canon** *unless* they contradict content in some other *Forgotten Realms* publication.

The inn was mainly a "drinking hole" for everyone from guards to nobles. The bar sold beverages such as mead, ale, and wine. If patrons got too drunk, the barman would chuck them out onto the road. There was, however, a "blue elf" wild mage who would perform for a range of customers about his woes. He was very well received but was eventually hunted down by Red Wizards of Thay for his magical talents.

## Appendix

### Notes

1. ↑ In the video game *Baldur's Gate II: Shadows of Amn*, the Delosar's Inn is located within the Bridge District, whereas in *Lands of Intrigue: Book 2: Amn*, it was listed as a landmark of Center District.

### References

1. ↑ 1.0 1.1 1.2 Steven E. Schend (1997). *Lands of Intrigue: Book Two: Amn*. (TSR, Inc), p. Back cover. ISBN 0-7869-0697-9.
2. ↑ 2.0 2.1 2.2 2.3 2.4 Steven E. Schend (1997). *Lands of Intrigue: Book Two: Amn*. (TSR, Inc), p. 29. ISBN 0-7869-0697-9.
3. ↑ 3.0 3.1 3.2 3.3 3.4 3.5 BioWare (September 2000). Designed by James Ohlen, Kevin Martens. *Baldur's Gate II: Shadows of Amn*. Black Isle Studios.
Dawn Pass

*This article is about the pass through the Graypeak Mountains. For other uses, see Dawntreader.*

## Society

### Races

Humans, beholder, gnolls

**Dawn Pass**, also known as **Dawntreader Gap**, was a pass through the Graypeak Mountains at the east end of the Savage Frontier. Through here, the Dawn Pass Trail linked the Black Road across the Anauroch to the town of Llorkh.

## Geography

Although the pass was steep and demanding in comparison to Bleached Bones Pass further south, it was easier to defend, so it was preferred by the Zhentarim.

## Trade

In the mid–14th century DR, the pass was often traversed by Zhentarim caravans from the Black Road.

## Defenses

By 1358 DR, a garrison of thirty Lord's Men from Llorkh stood guard at the pass. They remained there through to at least 1370 DR.

In addition, around 1369/1370 DR, a beholder from Dekanter was also hired to defend the pass, together with its gnoll minions. Although this beholder was wild and almost unmanageable, the Zhentarim paid it extremely well and the arrangement suited its current circumstances, so it honored the deal, for the time being.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 1.5 Jennell Jaquays (1988). *The Savage Frontier*. (TSR, Inc), p. 46. ISBN 0-88038-593-6.
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 {{#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. 63. ISBN 0-7869-0391-0.
3. ↑ 3.0 3.1 3.2 Kevin Melka and John Terra (April 1995). *Ruins of Zhentil Keep (Campaign Book)*. (TSR, Inc), p. 44. ISBN 0-7869-0109-8.
4. ↑ slade (April 1996). *The North: Guide to the Savage Frontier (Map of Interior, Silverymoon, Longsaddle, Yartar)*. (TSR, Inc). ISBN 0-7869-0391-0.
5. ↑ Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob Heinsoo (June 2001). *Forgotten Realms Campaign Setting 3rd edition*. (Wizards of the Coast), p. 174. ISBN 0-7869-1836-5.
6. ↑ Jeff Grubb and Ed Greenwood (1990). *Forgotten Realms Adventures*. (TSR, Inc), p. 121. ISBN 0-8803-8828-5.
Chaotic Good

*This article is initially from the page **Chaotic Good** in the **Forgotten Realms Wikia**.*

 File:Drizzt Do'Urden - SoD - Todd Lockwood.jpg
**Chaotic good** characters combined a good heart with a free spirit.  These characters acted as their own conscience directed with little regard for the expectations of others. They were often kind, benevolent, and strong individualists who were hostile to the claims of rules, regulations and social order.

Characters of chaotic good alignment hated when people tried to intimidate others into following orders. They would actively work to bring down unjust rulers and organizations, while liberating any oppressed people they came across. They often lived nomadic or solitary lives, finding the laws and regulations of many societies distasteful.

Noble rebel leaders who fought against corrupt regimes, vigilantes who acted for what they saw as the greater good, mercenaries who worked for benevolent causes and anyone who "robbed from the rich and gave to the poor" were all examples of chaotic good characters.

Opposing alignment

Chaotic good characters were individualist, who took actions of kindness and altruism. Those of lawful evil alignment abused laws to better serve their own interests and thirst for power. These alignments were opposed to one another.

## Appendix

### See Also

* Creatures of chaotic good alignment
* Inhabitants of chaotic good alignment
* Chaotic good deities

### Notes

1. ↑ In 4th edition mechanics for *Dungeons & Dragons* chaotic good is found under the umbrella of the good alignment.

### References

1. ↑ 1.0 1.1 Jonathan Tweet, Monte Cook, Skip Williams (July 2003). *Player's Handbook 3.5 edition*. (Wizards of the Coast), p. 105. ISBN 0-7869-2886-7.
2. ↑ 2.0 2.1 2.2 David "Zeb" Cook (August 1989). *Player's Handbook (2nd edition)*. (TSR, Inc.), p. 66. ISBN 0-88038-716-5.
3. ↑ David "Zeb" Cook (August 1989). *Player's Handbook (2nd edition)*. (TSR, Inc.), p. 65. ISBN 0-88038-716-5.

Alignment
**1st, 2nd, 3.x, and 5th editions**

Lawful Good • Neutral Good • **Chaotic Good**

Lawful Neutral • (True) Neutral • Chaotic Neutral

Lawful Evil • Neutral Evil • Chaotic Evil

**4th edition**

Lawful good • Good • Unaligned • Evil • Chaotic evil
Crossed Blades

**Crossed Blades** was a shop located in the trademoot of Blackhold in Fimbrul, Laerakond.

## Inhabitants

The dwarf Bleys Orltusk owned and operated this establishment.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 1.4 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. 209. ISBN 978-0-7869-4924-3.
Draconis

**This article or section is about elements from the**
* ***Baldur's Gate* series of games.**

Video games are considered **canon** *unless* they contradict content in some other *Forgotten Realms* publication.

## Rules Information

### Alignment

Neutral evil

**Draconis** was a brown dragon and the son of Abazigal.

## Description

Curiously enough, Draconis seemed to be a brown dragon even though Abazigal was a blue. Like Abazigal, Draconis was a dragon capable of taking humanoid form. In fact, his alternative form was more fully human. He was a powerful mage and unarmed fighter and, as a dragon, used the troublesome technique of turning invisible in combat.

## Possessions

Draconis owned Grand Master Tzu Zan's bracers, which were highly sought out by combatants around Toril.

## History

In his human form, he was confronted by Gorion's Ward and the ward's companions. At first, he thought them to be more of monks the monks of Balthazar, who was the rival of his father. He thought they would have learned from last time, as their batch was disposed of. After he smelt the taint of Bhaal's blood on the ward, the dragon mocked the ward's ambition.

Draconis was adamant that he would not let them see his father, a Bhaalspawn. After a fierce battle, he was killed by the ward, who took his severed head in order to pass into Abazigal's lair.

## Appendix

### References

1. ↑ 1.0 1.1 1.2 1.3 BioWare (June 2001). Designed by Kevin Martens. *Baldur's Gate II: Throne of Bhaal*. Black Isle Studios.
Duckrace

The **Duckrace** was a creek in the town of Shadowdale.

## Geography

The stream was located just south of the village of Shadowdale, it ran north to south and emptied into the Millpond.

## References

1. ↑ 1.0 1.1 Richard Baker, Eric L. Boyd, Thomas M. Reid (July 2007). *Shadowdale: The Scouring of the Land*. (Wizards of the Coast), p. 144. ISBN 07-8694-039-5.
2. ↑ 2.0 2.1 Richard Baker, Eric L. Boyd, Thomas M. Reid (July 2007). *Shadowdale: The Scouring of the Land*. (Wizards of the Coast), p. 146. ISBN 07-8694-039-5.
Demilich

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

Despite the name, a **demilich** was not a lesser lich, but rather a lich who had evolved beyond a need for its undead body.

## Personality

Great wizards and sorcerers usually became liches in order to continue their pursuit of magic and power beyond death. Demiliches were those who were close to reaching the end of their arcane journey; who understood the nature of magic and reality in a way no mortal could conceive.

## Becoming a demilich

A lich became a demilich when they no longer needed to be continually tied to a body. The lich must somehow learn the art of creating soul gems and replace eight small pieces of its body with them. Often the soul gems became jeweled eyes and teeth in the lich's skull, but they could also become joints in a hand, or discs in the lich's spine. Once the power of the lich was focused in one part of its body, the rest of its skeleton crumbled away. The part that remained contained the soul gems; the eight gems acted similar to the demilich's phylactery, allowing the demilich to reappear within a tenday after "death" unless all eight gems and the phylactery were destroyed.

## Powers

Demiliches were extraordinarily resistant to the magic of others. They had *total* spell immunity, with the exceptions of *shatter*, *dispel evil*, and *holy smite*.

## Known demiliches

* Acererak
* Alsigard the Maker
* Ander, Netherese wizard of Thyndlamdrivvar[*citation needed*]
* Kangaxx
* Rammaq
* Shoon VII, former emperor of the Shoon Empire, possessing Zallanora Argentresses
* Wulgreth, the original Netherese wizard
* Ythazz Buvaar, former Zulkir, and one of the founders of modern Thay

## Appendix

### Appearances

Comics

* *Liches in Love*
* *TSR Worlds Annual 1*

Video Games;
* *Baldur's Gate II: Shadows of Amn*
* *Neverwinter Nights*

### Gallery

NwN Demilich.jpg*A demilich as it appears in the game editor of Neverwinter Nights.*BGII - Creature - Demi-Lich.jpg*A demilich in the  Baldur's Gate II: Shadows of Amn.*
### Reference

1. ↑ 1.0 1.1 Mike Mearls, Jeremy Crawford, Christopher Perkins (2014-09-30). *Monster Manual 5th edition*. Edited by Scott Fitzgerald Gray. (Wizards of the Coast), p. 48. ISBN 978-0786965614.
2. ↑ 2.0 2.1 2.2 2.3 2.4 Andy Collins, Bruce R. Cordell (July 2002). *Epic Level Handbook*. (Wizards of the Coast), pp. {{#regex:174–177|%(,)(\S)%|$1 $2}}. ISBN 0-7869-2658-9.
3. ↑ Doug Stewart (June 1993). *Monstrous Manual*. (TSR, Inc), p. 222. ISBN 1-5607-6619-0.
4. ↑ Gary Gygax (August 1983). *Monster Manual II 1st edition*. (TSR, Inc), p. 32. ISBN 0-88038-031-4.

### Connections

Liches
Alhoon • Archlich • Baelnorn lich • Banelich • **Demilich** • Dracolich

de:Halbleichnam