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This attack deals double damage to objects and structures. The Bat King magically calls 2d4 swarms of bats. In an urban environment, he can call 1 werebat see page instead. The called creatures arrive in 1d4 rounds, acting as allies of the Bat King and obeying his spoken commands. The creatures remain for 1 hour, until the Bat King dies, or until the Bat King dismisses them as a bonus action.

The Bat King regains spent legendary action at the start of his turn. At Will Spell. The Bat King casts one of his at will spells. The Bat King makes a Wisdom Perception check. Flight Bat or Hybrid Form Only. The Bat King flies up to his flying speed without provoking opportunity attacks. Their struggle takes place in forms bats see page 50 found in service to various cults.

The Bat and areas largely invisible to daylight-dwellers but is fierce King strives to keep his people free of their malign influences nonetheless. Some cults of Camazotz seek to capture and elsewhere. Animal Lord, Brother Ox Clad in a simple, plain robe, this creature has the head of a massive The alteration is permanent until Brother Ox uses this lair ox with wide, sweeping horns and short, dark fur covering its action again to revert it. Stone structures are composed of powerfully-muscled body.

It stands as still as a statue on one of its 5-foot-byfoot sections, have AC 17, 30 hp per 5-foot section, feet with the other braced against its opposite knee. The only sound and are immune to poison and psychic damage. If a structure it makes is the deep, rhythmic rush of its breath.

Brother Ox can create any combination of and the least likely to act despite his great power. He stands over structures totaling no more than three 5-foot-byfoot sections fifteen feet tall, is strong enough to crush boulders, and moves with each use of this lair action. His only possession is a string of wooden prayer count 20 on the following round. Each creature in a foot cone extending from.

Endless Contemplation. Brother Ox lives atop the tallest mountain where the air is thin and bitter cold, filling his days with training, study, and contemplation to hone his physical and spiritual being.

Despite the simple collection of books and scrolls he keeps, Brother Ox has gathered more knowledge than mortal scholars could dream. Enigmatic Guide. Then he moves only to set the supplicant on a series of strange, menial, dangerous, or perplexing tasks before granting a request. Timeless Nature. It contains a rock garden, martial arts practice areas, meditation chambers, a library of scrolls, sparse sleeping quarters with simple food and water, and a shrine dedicated to no particular gods.

A stone door, wall, or column appears or vanishes as Brother Ox desires. Brother Ox must make a DC 15 Constitution saving throw. Magic Weapons. On a failure, a creature takes 14 4d6 thunder damage and Rejuvenation. On a success, the Plane. Material Plane which becomes Brother Ox with all of the hp and abilities thereof. His that obscure sight, and the terrain seems to shift and change statistics, other than his size, are the same in each form.

Any as one travels. Ability checks made to avoid becoming lost are equipment he is wearing or carrying transforms with him. Brother Ox can communicate with any to a destination within 5 miles of the lair fails. Brother Ox can bovine creature as if they shared a language.

In ox or human form, Brother Ox makes three melee resilient to sickness. In his true form, he makes three attacks: one with his gore and two with his unarmed strike. A creature who meditates during a short rest reach 10 ft. If Brother Ox dies, these effects fade over the course of 1d10 days.

Ki Disruption Recharge 6. To do so, Huge fey shapechanger , lawful neutral Brother Ox and the target must be on the same plane of existence. Brother Ox can use this action again to force the Armor Class 18 natural armor target to make a DC 19 Constitution saving throw. On a success, it takes 55 10d10 Speed 60 ft. If Brother Ox catches a missile in this way, he can Damage Resistances cold; bludgeoning, piercing, and slashing throw the missile as a ranged weapon attack as part of the same from nonmagical attacks reaction.

Brother Ox can take 3 legendary actions, choosing from the options below. Brother Ox regains spent legendary actions at the start of its turn. Bovine Passivism. No bovine creatures or wereboars can willingly attack Brother Ox. They can be forced to do so through Move. Brother Ox moves up to his speed without provoking magical means.

If Brother Ox moves at least 20 feet straight toward a Wholeness. Brother Ox regains 10 hp, is cured of all diseases, target and then hits it with a gore attack, the target takes an extra and ends one effect lowering his ability scores or hp maximum.

Brother Ox makes one he can choose to succeed instead. If it hits a creature, the target must succeed on a DC 19 Constitution saving throw or be stunned until the end of Magic Resistance. Brother Ox has advantage on saving throws its next turn. No bird or ravenfolk can willingly attack Sampati. A pair of black and gold wings grow from They can be forced to do so through magical means.

He wears fine Danger Sense. Sampati has advantage on Wisdom Perception silk clothing and brandishes a large, shining spear. If Sampati fails a saving throw, he can choose to succeed instead. Sampati has advantage on saving throws and makes his home in a mountaintop eyrie on the highest peak against spells and other magical effects.

He acts as a god to vultures, eagles, Magic Weapons. Sampati has advantage on attack rolls against a interests of avians throughout the world. They have differing opinions on how their wards should be protected and keep out of each Rejuvenation. Less reclusive than his counterpart, all of the hp and abilities thereof. Only killing every bird of prey Sampati enjoys involving himself in the affairs of humans and on the Material Plane will prevent this trait from functioning.

He has been known to aid those Shapechanger. Sampati can use his action to polymorph into a brave enough to make the perilous climb to his mountain Huge giant vulture, a Medium dark-skinned man with black and abode and will sometimes enlist the help of mortals himself, gold hair, or back into his true Large, winged humanoid form.

Any equipment he is wearing or carrying whatever task he sets. Disguised Wanderer. Several times a year, Sampati travels Speak with Birds. Sampati can communicate with birds as if they the lands of mortals, either disguising himself as a dark-skinned shared a language. In either guise, Charisma spell save DC He can innately cast the following Sampati is always vigilant against those who seek to destroy birds spells, requiring no material components: of prey or their habitats and is ready to take swift and terrible At will: animal friendship, thunderwave action, if needed.

In humanoid or his true form, Sampati makes three spear attacks. Spear Humanoid or True Form Only. Until this grapple ends, the target is restrained and takes 10 3d6 piercing damage at the start of each of its turns. Sampati regains spent legendary actions at the start of his turn. Sampati moves up to half his speed without provoking opportunity attacks. Sampati beats his wings.

Sampati flies up to his speed and makes a spear or talon attack against one creature. If the attack hits, the target takes an extra 9 2d8 piercing or slashing damage. Sampati must fly at least 30 feet straight towards the target to use this action. Sampati and his brother Jatayu grew up in Khandiria centuries The hungry Sampati leapt out, intending to devour the monkey ago, the semi-divine sons of the God of the Rising Sun.

Amazed, Sampati learned challenging each other to see who could fly the highest. One that Jatayu had died heroically in battle against a great demon. Animal Lord, Mouse King This dog-sized mouse has a hairless tail and copper eyes. Its fur is ash-white with streaks of dark gray across its back in an asymmetrical pattern. King of Rodents. The Mouse King is the King of all rodents, and he spends his days looking after the concerns of rodents on the Material, Astral, and Ethereal Planes.

When slain, he is reborn within a week. In the Company of Thieves. The Mouse King can always be found at the head of a guild of thieves. He schemes to make sure his wealth continues to grow, which often means entering into conflict with other gangs. Civic-Minded Scoundrel. He is a great proponent of trade of all kinds, and his subjects have found their way to every corner of the world in the company of sailors, merchants, and drovers.

Cities with a high amount of underground and criminal activity are especially attractive to the Mouse King. His lair is full of twisting sewer pipes of various sizes and dark alleyways leading to dead ends or in circles. Each rats. The Mouse King can choose to see or hear through the creature within 60 feet of the Mouse King must succeed on a senses of any mouse or rat in this area and can speak through DC 16 Dexterity saving throw or be knocked prone. A wave of spectral rodents emerges from the ground disease.

They never catch, carry, or spread any diseases unless at that point and attacks all creatures in a foot-radius the Mouse King wishes it.

Dexterity 3d6 poison damage and be poisoned for 1 minute. On a failure, Investigation checks made to notice or find illegal dealings the creature is transformed into a mouse as if affected by the have disadvantage. A creature can repeat the saving throw at the If the Mouse King dies, these effects fade over the course of end of each of its turns, ending the effect on itself on a success. In mouse form, the Mouse King makes two bite Small fey shapechanger , neutral attacks.

Speed 40 ft. The Mouse King magically calls slashing from nonmagical attacks 2d4 swarms of rats. In an urban environment, he can call 1d4 Damage Immunities poison, psychic wererats instead. The called creatures arrive in 1d4 rounds, acting as allies of the Mouse King and obeying his spoken Condition Immunities charmed, exhaustion, frightened, commands. The creatures remain for 1 hour, until the Mouse incapacitated, poisoned, stunned King dies, or until the Mouse King dismisses them as a bonus Senses darkvision ft.

The Mouse King has advantage on Wisdom options below. Only one legendary action option can be used at Perception checks that rely on sight. If the Mouse King fails a saving King regains spent legendary actions at the start of his turn. The Mouse King has advantage on saving Move.

The Mouse King moves up to his speed without provoking throws against spells and other magical effects. Quick Casting Costs 3 Actions. The Mouse King casts one Rejuvenation. In 1d6 days, it inhabits the body of another mouse or rat on the Material Plane which becomes the Mouse King with all of the hp and abilities thereof. Only killing every mouse and rat on the Material Plane will prevent this trait from functioning. Rodent Passivism. No rodents, ratfolk, or wererats can willingly attack the Mouse King.

When Myzi dies, his spirit inhabits the body of another dark eyes and a long moustache, a Medium mouse-humanoid mouse or rat in Zobeck, transforming it within a week into hybrid, or back into his true Small mouse form. His statistics, his next incarnation. He strives to help Zobeck prosper as it is other than his size, are the same in each form with the exception good for his people and his coffers. The Mouse King can communicate with of Zobeck.

This Mouse King, like the other Animal Lords, is rodents as if they shared a language. The Mouse King wears a ring of spell turning. He strives to promote coexistence of humanoids Innate Spellcasting. He can innately cast the following underground and in the local political arena. Though many spells, requiring no material components: wonder to which he is truly loyal, all agree he aims to do At will: blur, confusion, detect evil and good what is best for his city in the long-term.

When asked, Myzi and the Mouse King both refuse to comment on the matter or acknowledge the existence of the other. Animal Lord, Queen of Birds Brightly-colored wings shimmer in the sunlight as the tall woman folds them against her body.

She rules the winds from her palace atop its delicate, impossibly thin spire, mistress of all she surveys. She soars on the winds that blow far above the ground, looking down on the world from on high. Warlords and rulers covet her favor and the information she gleans, while soldiers fear the thunder strike of her spear.

Words on the Wind. Birds of all sorts fly from far and wide, shifting their normal migratory patterns to visit the Queen of Birds. She adores their calls and songs but not only for their beauty.

Through these feathered informants, the Queen learns much of what transpires for many miles around her lair. Given enough time, she can learn about events on the far side of the world. Commanding and Proud. The Queen of Birds sees herself as above all others, literally and figuratively. Other beings with the ability to fly sometimes visit her palace in hopes to obtain her advice.

Those who do can see within feet. The creatures reach her home and show proper deference to her station and act immediately and on initiative count wisdom might earn her favor. Any who forget their place might 20 in subsequent rounds. A thin stone spire within feet. Each creature other than the Queen of Birds only three feet wide rises from the ground to feet in the air. The Queen holds court in the palace lose concentration and spend its action that turn fending off Haval, surrounded by birds of all varieties and bird-like fey and the birds.

Creatures within the area are deafened. The birds humanoids such as ravenfolk. She summons action again. A creature can be freed if it or another creature 4 giant eagles or 16 bloodhawks in unoccupied spaces she takes an action to make a DC 15 Strength check and succeeds.

The Queen of Birds can communicate with following effects: birds as if they shared a language. Storm Strike Weapons. When she hits with a weapon attack, the attack deals buildings. The Queen of Birds can choose to see or hear an extra 2d8 damage of her choice of lightning or thunder through the senses of any bird in this area and can speak damage included in the attack.

She can innately cast the following spells, requiring surrounding weather patterns. When At will: dispel magic, gust of wind, spiritual weapon she is content, they sing happily. In eagle or humanoid form, the Queen of Birds makes two attacks. Talons Eagle or True Form Only. If the target is a Damage Resistances cold; bludgeoning, piercing, and slashing Medium or smaller creature, it is grappled escape DC When the Queen of incapacitated, restrained, stunned Birds moves, any Medium or smaller target she is grappling moves with her.

No bird or ravenfolk can willingly attack the weapon attack that would hit her. To do so, the Queen of Birds Queen. If the Queen of Birds fails a The Queen of Birds can take 3 legendary actions, choosing from saving throw, she can choose to succeed instead. Only one legendary action option can be Magic Resistance.

The throws against spells and other magical effects. Queen of Birds regains spent legendary actions at the start of Rejuvenation. Astral Plane. The Queen of Material Plane will prevent this trait from functioning.

Birds makes a storm spear attack. Her statistics, other than her size, are the same. Her head is that of a sleek, black cat with gleaming, On initiative count 20 losing initiative ties , the Queen of Cats green eyes. She summons of the Moon. She moves, often unseen, in all walks of mortal and 4 tigers or 8 panthers in unoccupied spaces she can see. Her true form is that of a statuesque woman nearly 10 The creatures act immediately and on initiative count 20 feet tall with the head of a black cat.

She prefers to move about in subsequent rounds. Her wanderings take her to places commands and remain for 1 hour or until the Queen uses this where danger and unsuspecting people are likely to cross paths, lair action again.

This action works like the darkness spell except it dispels light Protector in the Dark. Those who strike out in search created by a 4th level or lower spell if it overlaps an area of of adventure learn quickly that the shadows and crevices of the world hide many dangers. Most people have no defense against the worst things that prowl the darkness, the things that slip into the world from the places beyond.

The Queen of Cats and her followers stand in opposition to those dark influences. Through the ages, her midnight prowling in cat form, and subsequent battles with creatures from the outer darkness, have given rise to the folk tales of cats protecting their owners from evil spirits. Diplomat and Spy. The Queen of Cats saunters through the world slipping from one stratum of society to another with grace and ease.

Either as an unassuming black cat in back alleys or a woman of bearing regal enough to blend seamlessly in imperial courts, she finds forces of corruption and darkness wherever they lurk. Befitting her fluid mobility through nearly any population, she often carries word from deities or powerful beings tied to the moon.

Rumor holds that she is a confidant, or possibly a lover, of the the Moonlit King Tome of Beasts, p. The Queen of Cats is one of the few creatures who can slip through the twisted mazes surrounding his home. The entrance to the palace is difficult to find, often hidden in alleys, sewer entrances, or normally-empty alcoves between buildings. The only constant is the doorway is always in a city. The palace itself is full of carpets and soft furniture, cushions, and many potted plants.

The air smells of fragrant herbs, particularly catnip, and incense. The darkness lasts until the Queen of Cats dies, or Magic Weapons. Each creature in the area becomes or be knocked prone. Only killing every cat on the Material Plane will prevent this trait from functioning.

When she falls, the Queen of Cats lands on her feet and magic, which creates one or more of the following effects: takes no damage. The Queen of Cats can use her action to cats. The Queen of Cats can choose to see or hear through the polymorph into a Medium human woman, a Small cat, or back senses of any cat in this area and can speak through it while into her true Large, cat-headed humanoid form. Her statistics, doing so.

Dexterity that only her cat and true forms retain her climbing speed. Any Stealth checks have advantage within that area. The Queen equipment she is wearing or carrying transforms with her. During Charisma spell save DC The Queen can innately cast the any moon phase other than a new moon or lunar eclipse, this following spells, requiring only verbal components: area is dimly lit by moonlight.

In human form, the Queen of Cats makes two moon strike attacks. In cat form or her true form, she makes three Large fey shapechanger , chaotic good attacks: two with her claws or moon strike and one with her bite. Speed 50 ft. Claw Cat or True Form Only. Hit: 22 4d10 radiant damage. The Queen of Cats regains spent legendary actions at the start of her Cat Passivism.

No cats or weretigers can willingly attack the turn. Queen of Cats. They can be forced to do so through magical Leap. The Queen of Cats moves up to her speed, jumping or means. Difficult terrain caused Keen Smell. The Queen of Cats makes a claw saving throw, she can choose to succeed instead. The Queen of Cats moves up to her throws against spells and other magical effects. She is wrapped in a cloak of passage when within 1 mile of her lair unless she wishes to. Reclusive Seer.

Shahmaran the Wise, as she is known in the lands near her home, is an oracle of minor fame. She delivers If the Queen of Serpents dies, these effects fade over the course advice on matters material and mystical and has the favor of the of 1d10 days.

Known only to a few, Shahmaran Speed 30 ft. Damage Resistances lightning; bludgeoning, piercing, and Civic Mediator. The Queen of Serpents sees a connection slashing from nonmagical attacks between the well-being of her charges and that of humanoids Damage Immunities poison, psychic in general.

Therefore, Senses darkvision ft. Bestowal of Trust. Only one creature may have The Queen of Serpents resides in an ancient stone labyrinth deep in a mountain between a rainforest and a desert. In the this enhancement at any time.

The Queen of Serpents has advantage on Wisdom her lair surrounded by tens of thousands of hibernating snakes. Perception checks that rely on smell.

If the Queen of Serpents fails a non-serpentine sources. When the weather changes, she often saving throw, she can choose to succeed instead.

The Queen of Serpents has advantage on saving throws against spells and other magical effects. The mountain where the Queen of Serpents lives is warped by Rejuvenation. Serpents, with all of the hp and abilities thereof. Only killing The Queen of Serpents can choose to see or hear through the every serpent on the Material Plane will prevent this trait from senses of any snake in this area and can speak through it while functioning.

Serpent Passivism. The Queen of Serpents can use her action to checks made to hide. In human form, the true forms retain her climbing and swimming speeds. Any Queen of Serpents makes three shortsword attacks. In her true equipment she is wearing or carrying transforms with her. The Queen of Serpents can communicate shortsword. Bite Snake or True Form Only. She can innately cast the and the target must make a DC 16 Constitution saving throw, following spells, requiring no material components: taking 35 10d6 poison damage on a failed save, or half as At will: pass without trace, purify food and drink, protection from much damage on a successful one.

Mesmerizing Gaze Recharge 5—6. The Queen of Serpents targets up to six creatures that she can see within 60 feet of her. Each creature must succeed on a DC 18 Charisma saving throw or be stunned for 10 minutes. The target is no longer stunned if it takes damage or another creature takes an action to shake it. The Queen of Serpents regains spent legendary actions at the start of her turn.

The Queen of Serpents makes a Wisdom Perception check. The Queen of Serpents moves up to her speed without provoking opportunity attacks. Precognition Costs 2 Actions. The Queen of Serpents gets a brief glimpse of the immediate future, gaining advantage on attack rolls and Dexterity-based saving throws until the end of her next turn. Ankou A cloak of inky shadows flutters around the bleached-white bones seekers. Typically, a single seeker claims and transports a soul to of a dragon.

The skeletal dragon moves slowly and methodically, as the herald residing in an extraplanar retreat, who then offers it if searching for something. Ankou are servitors of the gods of death. The first dragon to Enforcers of Fate. Likewise, though ankou have grown auspices and is charged with living a second life as an apparition wise through eons of life and unlife, they can still be fooled by that ushers the souls of the dead to their final resting places.

While creatures that cheat death through cunning and their own wit are often treated with grudging respect by Creatures of Many Forms. Ankou are made from the spirits of dragons, and their natural form is that of a shadowy wyrm.

However, ankou rarely manifest before mortals in their natural form for fear of sowing chaos throughout the mortal world. The most popular forms for ankou to assume are humanoid skeletons, ravens, kindly elders, or young children. Charged with Grim Duty. The role of the ankou is a necessary one, but one which few dragons would willingly accept. Some dragons go to extreme lengths to avoid being the first to die in a new century with some even going so far as to accept lichdom before accepting the duty of the ankou.

The gods of death are loathe to share such deep secrets with mortals, but it is known that the dragons that become ankou serve for eternity. All ankou obey the gods of death unquestioningly, greeting the souls of the deceased at the moment of their death and escorting them across the planes to their final resting place. A single soul herald ankou serves directly beneath the gods of death, commanding the ranks of ankou soul.

While a skilled warrior or which creates one or more of the following effects: a powerful dragon can best a single ankou, the slaughter of one of their own sends the ankou into a rage.

Paranoia grows common. Ankou are rarely granted a chance to rest, constantly traveling If the ankou dies, these supernatural effects disappear after 1d10 the planes to usher spirits to their final resting places.

When days. These death spirits find that they sleep best when nestled on a bed of bones. Senses truesight 60 ft. That creature must succeed on a DC 15 Charisma failed save, or half as much damage on a successful one.

As a bonus action while in dim light in a random location up to 60 feet away. Without a spirit, the or darkness, the ankou becomes invisible. A spirit can reenter its body following: if it touches the body as an action. It takes 5 1d10 force damage restrained conditions if it ends its turn inside an object. If a spirit is reduced to 0 hp, The ankou can move through other creatures and objects as if it instantly dies.

It takes 5 1d10 force damage if it ends its turn inside an object. Each creature that enters or starts end it as a bonus action, when the ankou dies, or if the ankou its turn within a foot radius centered on that point must ends its turn in bright light. The ankou has the celestial type in addition or another creature takes an action to make a DC 15 Strength to the dragon type and its weapon attacks are magical. If the ankou fails a saving throw, ankou dies or when it uses this lair action again.

The ankou can use its Horrifying Presence. It then makes three attacks: one with its bite and two with its claws. Large dragon, neutral Bite. Damage Immunities cold, necrotic, poison A creature can repeat the saving throw at the end of each of Condition Immunities charmed, exhaustion, frightened, its turns, ending the effect on itself on a success.

The ankou exhales cold fire in a foot line that is 10 feet wide. When an undead creature starts its successful one. Undead creatures automatically fail the saving turn within 30 feet of the ankou, the undead must make a DC 15 throw and treat all damage dealt by this breath weapon as Constitution saving throw, taking 7 2d6 radiant damage on a radiant instead of cold.

Change Shape. The ankou magically polymorphs into any beast, Cloak of Shadows. As a bonus action while in dim light or humanoid, or undead creature it has seen before that has a darkness, the ankou becomes invisible.

The cloak of shadows challenge rating no higher than its own, or back into its true ends when the ankou chooses to end it as a bonus action, when form.

Any equipment it is the ankou dies, or if the ankou ends its turn in bright light. Its statistics, other than its size, are the same in the dragon type. The ankou can transport itself and up to eight Multiattack. The ankou makes three attacks: one with its bite creatures in contact with it to another plane of existence.

This and two with its claws. The ankou exhales cold fire The ankou can take 3 legendary actions, choosing from the in a foot line that is 5 feet wide. Each creature in that area options below. The ankou regains cold damage on a failed save, or half as much damage on a spent legendary actions at the start of its turn.

Undead creatures automatically fail the saving throw and treat all damage dealt by this breath weapon as Detect. The ankou learns the location of all living creatures within radiant instead of cold. Alternatively, it can learn the location of all undead Change Shape. The ankou magically polymorphs into any beast, creatures or creatures that have been dead no longer than 1 humanoid, or undead creature it has seen before that has a hour within 1 mile. The ankou makes a tail attack.

Any equipment it is Envelope in Shadow Costs 2 Actions. The ankou moves up wearing or carrying is absorbed or borne by the new form the to half its speed without provoking opportunity attacks. Usher of Souls. The ankou can transport itself and up to eight creatures in contact with it to another plane of existence. Anophiloi With a needle-like snout and a gut full of blood, the anophiloi are hard to miss. Blood Drinkers. Predators of the swamplands, jungles, and other humid places, the anophiloi, intelligent mosquitoes the size of large dogs, feed mainly on livestock and large game animals.

When famished, anything that bleeds becomes prey for the anophiloi. Seasonal Menace. The anophiloi require heat and humidity to thrive. They spend the cold months of the year dwindling in size and dehydrating while hidden in hibernation after one last gluttonous feeding.

By the end of this dormant period, the creatures resemble a bundle of gray and black sticks. As soon as the temperature increases, the anophiloi take to the air and seek out easy prey. Barely Kept in Check. At the first dip in temperature, hunts are organized. RudderStack helps businesses make the most out of their customer data while ensuring data privacy and security.

To learn more about RudderStack visit rudderstack. Thanks for joining the show today. Welcome back to The Data Stack Show. Very interesting guest—Dave from FanDuel. FanDuel is sort of a fantasy sports and sports betting suite of apps. But Dave has a really varied background and has worked in all sorts of contexts with data. So I think one of my burning questions, which is pretty tactical, is, when you think about fantasy sports, you have to ingest data from a ton of different places.

So I want to ask about that. But outside of this, I mean, Dave has a very diverse background. He has worked with data science, data engineering, he has even done work in data architecting. So you have a varied history with data. And we want to hear all about it.

When I first started studying data, back in high school and things like that, you know, what piqued my interest was sports statistics. I thought I was going to graduate college and be the statistician for the New York Yankees. But what did happen is I was able to kind of parlay that interest in statistics and data and information technology into roles at, you know, Fortune companies, I worked at software startups.

Kind of ran the gamut from different places that I worked at throughout my career. But everything revolves around data, right. The same things that I was doing at Fortune companies, I was doing on the side consulting for small businesses in my area. But yeah, it all finally came full circle to me landing closer to my passion here at FanDuel, where, you know, we solve everything with data.

Very cool. Do you have a team? What kind of data projects are you working on at FanDuel? Well, I have tons of technical questions. I know Kostas does, too. But one thing I would be interested to hear your perspective on is sort of major trends in the data space.

What kind of trends are you seeing in terms of the way that companies are sort of organizing themselves around sort of collecting, processing, and actually using data? And like cloud data warehouses have become commonplace. So over the past probably years, companies have done that. So that leads to this whole trend of reverse ETL, that has started to emerge. I call it data portability. I think like thinking about reverse ETL is, it makes sense because you can marry it to something that people are familiar with.

So portability is the word that I use. Because just as IT organizations have doubled down and gotten things like Snowflake and Fivetran and this whole chain of tools, you know, go to market functions in the business have also done the same thing. But at any company that I go to, they have like a million different SaaS applications, you know, one for customer success, one for sales, one for marketing, etc, etc. And, you know, asking people in the 21st century to be swivel-chairing between like a BI dashboard, and Salesforce and some spreadsheets and things like that is a little bit archaic.

But you kind of have the introduction of the … this is dangerous. So you have the introduction of the data warehouse, right. So Redshift was sort of the first major player there. And then on the heels of that came Snowflake. And of course, BigQuery is a major player there too.

And this allows you to collect all of your data in one place and sort of achieve analysis that before was much more difficult. And then you have … that sort of created the challenge of the second phase and tools like Fivetran and all that solved it, which was okay, now I can collect all my data, but actually doing that is kind of hard. And so I need much, much easier ways to get all these pipelines to talk to each other and sort of integrate my stack, whether it sort of sources to the warehouse, and then also sort of sources to like SaaS tools.

And that was phase two, right? So you saw the Segments and the Fivetrans and all the pipeline tools come of age over the last five years, and many are sort of mature now. And so this paradigm of sort of linear collect, store, you know, transform, process and deliver is actually becoming almost bi-directional, in a way where the distinction between sources and destinations is starting to blur.

How did I do? Was that accurate? Oh, yeah, I think you nailed it. And I mean, as you were talking, you know, one of the things that started to percolate in my mind is also this whole movement around, kind of view materialization. How can I make sure that people know what the single sources of truth are? How can I easily create these single sources of truth from large data sets and, and kind of make that available to the rest of the organization?

So yeah, I think you did a great job. So, you know, I think you see different vendors kind of attacking the future and from different angles. You know,. Dave, I have a question. So about reverse ETL, right? How was it done before? I mean, before the markets. And why did the market decide now to go after this problem?

Like usually in the past, there is a lot of configuration, a lot of customization, a lot of integration. But now you can white label everything, right, you just subscribe to Snowflake, look at that you have a cloud data warehouse. Same thing for building data pipelines. Now you just subscribe to like Stitch for a monthly fee, and you can get all of your data into your data warehouse.

But, no one cares, right? Yeah, absolutely. To be honest, I think and I believe, actually, that the real enabler here is the cloud data warehouse, I think the rest pretty much emerges because we have access to cheap storage and processing on the cloud.

But at the same time, it complicates things by introducing many silos, like all the different SaaS applications that we have. And suddenly, we also have to pull data from there. So yeah, I would say that, I totally agree with you. And I would probably emphasize a little bit more like the importance of data, cloud data warehouses for that.

So you mentioned BI, and I mean, traditionally, data warehousing was the technology that was supporting BI. Do you see the role of BI changing inside the organization? Do you see it as going away, or do you see new roles outside of the BI analysts emerging? Like, how did we solve this before?

All of these great tools? And BI was the answer, right? I remember when I started my career, probably closer to years ago, BI was the thing, right? So in that way, I totally think that BI now is changing, right? You know, it used to be that you just had to be good with visualizations and creating some charts. I think the scope of an analyst is increasing now. Like, I think analysts nowadays have to be comfortable jumping into things like a Jupyter Notebook or a Databricks notebook, right?

Because there you can do some ETL, you could do some transformation, and, you know, set up for visualization later down the line.

So I totally think that there still is a role for BI. Yeah, no, I totally agree. As you put it very well earlier. What does it mean for someone to be an analytics engineer?

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