jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Death Dog monster in D&D 5e.
Answer: Death Dog is a Medium monstrosity (neutral evil).
AC: 12 (dex), HP: 39 (6d8), Speed: walk 40 ft..
Abilities: STR 15 DEX 14 CON 14 INT 3 WIS 13 CHA 6.
Senses: darkvision 120 ft., passive_perception 15. Languages: None. CR: 1.

A death dog is an ugly two-headed hound that roams plains, and deserts. Hate burns in a death dog’s heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim’s flesh to slowly rot off the bone. Special Abilities:
**Two-Headed:** The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.
Actions:
**Multiattack:** The dog makes two bite attacks.

**Bite:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.
Question: Describe the Deep Gnome (Svirfneblin) monster in D&D 5e.
Answer: Deep Gnome (Svirfneblin) is a Small humanoid (neutral good).
AC: 15 (armor), HP: 16 (3d6), Speed: walk 20 ft..
Abilities: STR 15 DEX 14 CON 14 INT 12 WIS 10 CHA 9.
Senses: darkvision 120 ft., passive_perception 12. Languages: Gnomish, Terran, Undercommon. CR: 0.5.

Special Abilities:
**Stone Camouflage:** The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

**Gnome Cunning:** The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

**Innate Spellcasting:** The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: nondetection (self only)
1/day each: blindness/deafness, blur, disguise self
Actions:
**War Pick:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.

**Poisoned Dart:** Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success
Question: Describe the Deer monster in D&D 5e.
Answer: Deer is a Medium beast (unaligned).
AC: 13 (dex), HP: 4 (1d8), Speed: walk 50 ft..
Abilities: STR 11 DEX 16 CON 11 INT 2 WIS 14 CHA 5.
Senses: passive_perception 12. Languages: None. CR: 0.

Actions:
**Bite:** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) piercing damage.
Question: Describe the Deva monster in D&D 5e.
Answer: Deva is a Medium celestial (lawful good).
AC: 17 (natural), HP: 136 (16d8), Speed: walk 30 ft., fly 90 ft..
Abilities: STR 18 DEX 18 CON 18 INT 17 WIS 20 CHA 20.
Senses: darkvision 120 ft., passive_perception 19. Languages: all, telepathy 120 ft.. CR: 10.

Special Abilities:
**Angelic Weapons:** The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).

**Innate Spellcasting:** The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:
At will: detect evil and good
1/day each: commune, raise dead

**Magic Resistance:** The deva has advantage on saving throws against spells and other magical effects.
Actions:
**Multiattack:** The deva makes two melee attacks.

**Mace:** Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.

**Healing Touch:** The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.

**Change Shape:** The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).
In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.
Question: Describe the Dire Wolf monster in D&D 5e.
Answer: Dire Wolf is a Large beast (unaligned).
AC: 14 (natural), HP: 37 (5d10), Speed: walk 50 ft..
Abilities: STR 17 DEX 15 CON 15 INT 3 WIS 12 CHA 7.
Senses: passive_perception 13. Languages: None. CR: 1.

Special Abilities:
**Keen Hearing and Smell:** The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.

**Pack Tactics:** The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions:
**Bite:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Question: Describe the Djinni monster in D&D 5e.
Answer: Djinni is a Large elemental (chaotic good).
AC: 17 (natural), HP: 161 (14d10), Speed: walk 30 ft., fly 90 ft..
Abilities: STR 21 DEX 15 CON 22 INT 15 WIS 16 CHA 20.
Senses: darkvision 120 ft., passive_perception 13. Languages: Auran. CR: 11.

Special Abilities:
**Elemental Demise:** If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.

**Innate Spellcasting:** The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: detect evil and good, detect magic, thunderwave
3/day each: create food and water (can create wine instead of water), tongues, wind walk
1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift
Actions:
**Multiattack:** The djinni makes three scimitar attacks.

**Scimitar:** Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice).

**Create Whirlwind:** A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.
A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.
Question: Describe the Doppelganger monster in D&D 5e.
Answer: Doppelganger is a Medium monstrosity (unaligned).
AC: 14 (dex), HP: 52 (8d8), Speed: walk 30 ft..
Abilities: STR 11 DEX 18 CON 14 INT 11 WIS 12 CHA 14.
Senses: darkvision 60 ft., passive_perception 11. Languages: Common. CR: 3.

Special Abilities:
**Shapechanger:** The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

**Ambusher:** In the first round of combat, the doppelganger has advantage on attack rolls against any creature it has surprised.

**Surprise Attack:** If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.
Actions:
**Multiattack:** The doppelganger makes two melee attacks.

**Slam:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.

**Read Thoughts:** The doppelganger magically reads the surface thoughts of one creature within 60 ft. of it. The effect can penetrate barriers, but 3 ft. of wood or dirt, 2 ft. of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.
Question: Describe the Draft Horse monster in D&D 5e.
Answer: Draft Horse is a Large beast (unaligned).
AC: 10 (dex), HP: 19 (3d10), Speed: walk 40 ft..
Abilities: STR 18 DEX 10 CON 12 INT 2 WIS 11 CHA 7.
Senses: passive_perception 10. Languages: None. CR: 0.25.

Actions:
**Hooves:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage.
Question: Describe the Dragon Turtle monster in D&D 5e.
Answer: Dragon Turtle is a Gargantuan dragon (neutral).
AC: 20 (natural), HP: 341 (22d20), Speed: walk 20 ft., swim 40 ft..
Abilities: STR 25 DEX 10 CON 20 INT 10 WIS 12 CHA 12.
Senses: darkvision 120 ft., passive_perception 11. Languages: Aquan, Draconic. CR: 17.

Special Abilities:
**Amphibious:** The dragon turtle can breathe air and water.
Actions:
**Multiattack:** The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.

**Bite:** Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) piercing damage.

**Claw:** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) slashing damage.

**Tail:** Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.

**Steam Breath:** The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.
Question: Describe the Dretch monster in D&D 5e.
Answer: Dretch is a Small fiend (chaotic evil).
AC: 11 (natural), HP: 18 (4d6), Speed: walk 20 ft..
Abilities: STR 11 DEX 11 CON 12 INT 5 WIS 8 CHA 3.
Senses: darkvision 60 ft., passive_perception 9. Languages: Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal). CR: 0.25.

Actions:
**Multiattack:** The dretch makes two attacks: one with its bite and one with its claws.

**Bite:** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.

**Claws:** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) slashing damage.

**Fetid Cloud:** A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.
Question: Describe the Drider monster in D&D 5e.
Answer: Drider is a Large monstrosity (chaotic evil).
AC: 19 (natural), HP: 123 (13d10), Speed: walk 30 ft., climb 30 ft..
Abilities: STR 16 DEX 16 CON 18 INT 13 WIS 14 CHA 12.
Senses: darkvision 120 ft., passive_perception 15. Languages: Elvish, Undercommon. CR: 6.

Special Abilities:
**Fey Ancestry:** The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.

**Innate Spellcasting:** The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire

**Spider Climb:** The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

**Sunlight Sensitivity:** While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

**Web Walker:** The drider ignores movement restrictions caused by webbing.
Actions:
**Multiattack:** The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.

**Bite:** Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 2 (1d4) piercing damage plus 9 (2d8) poison damage.

**Longsword:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.

**Longbow:** Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.
Question: Describe the Drow monster in D&D 5e.
Answer: Drow is a Medium humanoid (neutral evil).
AC: 15 (armor), HP: 13 (3d8), Speed: walk 30 ft..
Abilities: STR 10 DEX 14 CON 10 INT 11 WIS 11 CHA 12.
Senses: darkvision 120 ft., passive_perception 12. Languages: Elvish, Undercommon. CR: 0.25.

Special Abilities:
**Fey Ancestry:** The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.

**Innate Spellcasting:** The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire

**Sunlight Sensitivity:** While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions:
**Shortsword:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

**Hand Crossbow:** Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
Question: Describe the Druid monster in D&D 5e.
Answer: Druid is a Medium humanoid (any alignment).
AC: 11 (dex), 16 (spell), HP: 27 (5d8), Speed: walk 30 ft..
Abilities: STR 10 DEX 12 CON 13 INT 12 WIS 15 CHA 11.
Senses: passive_perception 14. Languages: Druidic plus any two languages. CR: 2.

**Druids** dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are **tribal shamans** who heal the sick, pray to animal spirits, and provide spiritual guidance. Special Abilities:
**Spellcasting:** The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:

- Cantrips (at will): druidcraft, produce flame, shillelagh
- 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave
- 2nd level (3 slots): animal messenger, barkskin
Actions:
**Quarterstaff:**  Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 6 (1d8 + 2) bludgeoning damage with shillelagh.
Question: Describe the Dryad monster in D&D 5e.
Answer: Dryad is a Medium fey (neutral).
AC: 11 (dex), 16 (spell), HP: 22 (5d8), Speed: walk 30 ft..
Abilities: STR 10 DEX 12 CON 11 INT 14 WIS 15 CHA 18.
Senses: darkvision 60 ft., passive_perception 14. Languages: Elvish, Sylvan. CR: 1.

Special Abilities:
**Innate Spellcasting:** The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:

At will: druidcraft
3/day each: entangle, goodberry
1/day each: barkskin, pass without trace, shillelagh

**Magic Resistance:** The dryad has advantage on saving throws against spells and other magical effects.

**Speak with Beasts and Plants:** The dryad can communicate with beasts and plants as if they shared a language.

**Tree Stride:** Once on her turn, the dryad can use 10 ft. of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 ft. of the first tree, appearing in an unoccupied space within 5 ft. of the second tree. Both trees must be large or bigger.
Actions:
**Club:** Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 2 (1 d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.

**Fey Charm:** The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can.
Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours.
The dryad can have no more than one humanoid and up to three beasts charmed at a time.
Question: Describe the Duergar monster in D&D 5e.
Answer: Duergar is a Medium humanoid (lawful evil).
AC: 16 (armor), HP: 26 (4d8), Speed: walk 25 ft..
Abilities: STR 14 DEX 11 CON 14 INT 11 WIS 10 CHA 9.
Senses: darkvision 120 ft., passive_perception 10. Languages: Dwarvish, Undercommon. CR: 1.

Special Abilities:
**Duergar Resilience:** The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.

**Sunlight Sensitivity:** While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions:
**Enlarge:** For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.

**War Pick:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.

**Javelin:** Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.

**Invisibility:** The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.
Question: Describe the Dust Mephit monster in D&D 5e.
Answer: Dust Mephit is a Small elemental (neutral evil).
AC: 12 (dex), HP: 17 (5d6), Speed: walk 30 ft., fly 30 ft..
Abilities: STR 5 DEX 14 CON 10 INT 9 WIS 11 CHA 10.
Senses: darkvision 60 ft., passive_perception 12. Languages: Auran, Terran. CR: 0.5.

Special Abilities:
**Death Burst:** When the mephit dies, it explodes in a burst of dust. Each creature within 5 ft. of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.

**Innate Spellcasting:** The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.
Actions:
**Claws:** Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4 + 2) slashing damage.

**Blinding Breath:** The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Question: Describe the Eagle monster in D&D 5e.
Answer: Eagle is a Small beast (unaligned).
AC: 12 (dex), HP: 3 (1d6), Speed: walk 10 ft., fly 60 ft..
Abilities: STR 6 DEX 15 CON 10 INT 2 WIS 14 CHA 7.
Senses: passive_perception 14. Languages: None. CR: 0.

Special Abilities:
**Keen Sight:** The eagle has advantage on Wisdom (Perception) checks that rely on sight.
Actions:
**Talons:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Question: Describe the Earth Elemental monster in D&D 5e.
Answer: Earth Elemental is a Large elemental (neutral).
AC: 17 (natural), HP: 126 (12d10), Speed: walk 30 ft., burrow 30 ft..
Abilities: STR 20 DEX 8 CON 20 INT 5 WIS 10 CHA 5.
Senses: darkvision 60 ft., tremorsense 60 ft., passive_perception 10. Languages: Terran. CR: 5.

Special Abilities:
**Earth Glide:** The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.

**Siege Monster:** The elemental deals double damage to objects and structures.
Actions:
**Multiattack:** The elemental makes two slam attacks.

**Slam:** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.
Question: Describe the Efreeti monster in D&D 5e.
Answer: Efreeti is a Large elemental (lawful evil).
AC: 17 (natural), HP: 200 (16d10), Speed: walk 40 ft., fly 60 ft..
Abilities: STR 22 DEX 12 CON 24 INT 16 WIS 15 CHA 16.
Senses: darkvision 120 ft., passive_perception 12. Languages: Ignan. CR: 11.

Special Abilities:
**Elemental Demise:** If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the djinni was wearing or carrying.

**Innate Spellcasting:** The efreeti's innate spell casting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:

At will: detect magic
3/day: enlarge/reduce, tongues
1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire
Actions:
**Multiattack:** The efreeti makes two scimitar attacks or uses its Hurl Flame twice.

**Scimitar:** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.

**Hurl Flame:** Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.