jason-oneal/dnd-5e-dataset huggingface dataset:
Question: Describe the Horned Devil monster in D&D 5e.
Answer: Horned Devil is a Large fiend (lawful evil).
AC: 18 (natural), HP: 178 (17d10), Speed: walk 20 ft., fly 60 ft..
Abilities: STR 22 DEX 17 CON 21 INT 12 WIS 16 CHA 17.
Senses: darkvision 120 ft., passive_perception 13. Languages: Infernal, telepathy 120 ft.. CR: 11.

Special Abilities:
**Devil's Sight:** Magical darkness doesn't impede the devil's darkvision.

**Magic Resistance:** The devil has advantage on saving throws against spells and other magical effects.
Actions:
**Multiattack:** The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.

**Fork:** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.

**Tail:** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.

**Hurl Flame:** Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
Question: Describe the Hunter Shark monster in D&D 5e.
Answer: Hunter Shark is a Large beast (unaligned).
AC: 12 (dex), HP: 45 (6d10), Speed: swim 40 ft..
Abilities: STR 18 DEX 13 CON 15 INT 1 WIS 10 CHA 4.
Senses: darkvision 30 ft., passive_perception 12. Languages: None. CR: 2.

Smaller than a giant shark but larger and fiercer than a reef shark, a hunter shark haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long. Special Abilities:
**Blood Frenzy:** The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.

**Water Breathing:** The shark can breathe only underwater.
Actions:
**Bite:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage.
Question: Describe the Hydra monster in D&D 5e.
Answer: Hydra is a Huge monstrosity (unaligned).
AC: 15 (natural), HP: 172 (15d12), Speed: walk 30 ft., swim 30 ft..
Abilities: STR 20 DEX 12 CON 20 INT 2 WIS 10 CHA 7.
Senses: darkvision 60 ft., passive_perception 16. Languages: None. CR: 8.

Special Abilities:
**Hold Breath:** The hydra can hold its breath for 1 hour.

**Multiple Heads:** The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.
At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.

**Reactive Heads:** For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.

**Wakeful:** While the hydra sleeps, at least one of its heads is awake.
Actions:
**Multiattack:** The hydra makes as many bite attacks as it has heads.

**Bite:** Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Question: Describe the Hyena monster in D&D 5e.
Answer: Hyena is a Medium beast (unaligned).
AC: 11 (dex), HP: 5 (1d8), Speed: walk 50 ft..
Abilities: STR 11 DEX 13 CON 12 INT 2 WIS 12 CHA 5.
Senses: passive_perception 13. Languages: None. CR: 0.

Special Abilities:
**Pack Tactics:** The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions:
**Bite:** Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.
Question: Describe the Ice Devil monster in D&D 5e.
Answer: Ice Devil is a Large fiend (lawful evil).
AC: 18 (natural), HP: 180 (19d10), Speed: walk 40 ft..
Abilities: STR 21 DEX 14 CON 18 INT 18 WIS 15 CHA 18.
Senses: blindsight 60 ft., darkvision 120 ft., passive_perception 12. Languages: Infernal, telepathy 120 ft.. CR: 14.

Special Abilities:
**Devil's Sight:** Magical darkness doesn't impede the devil's darkvision.

**Magic Resistance:** The devil has advantage on saving throws against spells and other magical effects.
Actions:
**Multiattack:** The devil makes three attacks: one with its bite, one with its claws, and one with its tail.

**Bite:** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.

**Claws:** Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.

**Tail:** Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.

**Wall of Ice:** The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter.
When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one.
The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.
Question: Describe the Ice Mephit monster in D&D 5e.
Answer: Ice Mephit is a Small elemental (neutral evil).
AC: 11 (dex), HP: 21 (6d6), Speed: walk 30 ft., fly 30 ft..
Abilities: STR 7 DEX 13 CON 10 INT 9 WIS 11 CHA 12.
Senses: darkvision 60 ft., passive_perception 12. Languages: Aquan, Auran. CR: 0.5.

Special Abilities:
**Death Burst:** When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 ft. of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.

**False Appearance:** While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.

**Innate Spellcasting:** The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.
Actions:
**Claws:** Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.

**Frost Breath:** The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.
Question: Describe the Imp monster in D&D 5e.
Answer: Imp is a Tiny fiend (lawful evil).
AC: 13 (dex), HP: 10 (3d4), Speed: walk 20 ft., fly 40 ft..
Abilities: STR 6 DEX 17 CON 13 INT 11 WIS 12 CHA 14.
Senses: darkvision 120 ft., passive_perception 11. Languages: Infernal, Common. CR: 1.

Special Abilities:
**Shapechanger:** The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

**Devil's Sight:** Magical darkness doesn't impede the imp's darkvision.

**Magic Resistance:** The imp has advantage on saving throws against spells and other magical effects.
Actions:
**Sting (Bite in Beast Form):** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

**Invisibility:** The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.
Question: Describe the Invisible Stalker monster in D&D 5e.
Answer: Invisible Stalker is a Medium elemental (neutral).
AC: 14 (dex), HP: 104 (16d8), Speed: walk 50 ft., fly 50 ft., hover true.
Abilities: STR 16 DEX 19 CON 14 INT 10 WIS 15 CHA 11.
Senses: darkvision 60 ft., passive_perception 18. Languages: Auran, understands Common but doesn't speak it. CR: 6.

Special Abilities:
**Invisibility:** The stalker is invisible.

**Faultless Tracker:** The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.
Actions:
**Multiattack:** The stalker makes two slam attacks.

**Slam:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Question: Describe the Iron Golem monster in D&D 5e.
Answer: Iron Golem is a Large construct (unaligned).
AC: 20 (natural), HP: 210 (20d10), Speed: walk 30 ft..
Abilities: STR 24 DEX 9 CON 20 INT 3 WIS 11 CHA 1.
Senses: darkvision 120 ft., passive_perception 10. Languages: understands the languages of its creator but can't speak. CR: 16.

Special Abilities:
**Fire Absorption:** Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.

**Immutable Form:** The golem is immune to any spell or effect that would alter its form.

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

**Magic Weapons:** The golem's weapon attacks are magical.
Actions:
**Multiattack:** The golem makes two melee attacks.

**Slam:** Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.

**Sword:** Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 23 (3d10 + 7) slashing damage.

**Poison Breath:** The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.
Question: Describe the Jackal monster in D&D 5e.
Answer: Jackal is a Small beast (unaligned).
AC: 12 (dex), HP: 3 (1d6), Speed: walk 40 ft..
Abilities: STR 8 DEX 15 CON 11 INT 3 WIS 12 CHA 6.
Senses: passive_perception 13. Languages: None. CR: 0.

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

**Pack Tactics:** The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions:
**Bite:** Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1 (1d4 - 1) piercing damage.
Question: Describe the Killer Whale monster in D&D 5e.
Answer: Killer Whale is a Huge beast (unaligned).
AC: 12 (natural), HP: 90 (12d12), Speed: swim 60 ft..
Abilities: STR 19 DEX 10 CON 13 INT 3 WIS 12 CHA 7.
Senses: blindsight 120 ft., passive_perception 13. Languages: None. CR: 3.

Special Abilities:
**Echolocation:** The whale can't use its blindsight while deafened.

**Hold Breath:** The whale can hold its breath for 30 minutes

**Keen Hearing:** The whale has advantage on Wisdom (Perception) checks that rely on hearing.
Actions:
**Bite:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (5d6 + 4) piercing damage.
Question: Describe the Knight monster in D&D 5e.
Answer: Knight is a Medium humanoid (any alignment).
AC: 18 (armor), HP: 52 (8d8), Speed: walk 30 ft..
Abilities: STR 16 DEX 11 CON 14 INT 11 WIS 11 CHA 15.
Senses: passive_perception 10. Languages: any one language (usually Common). CR: 3.

Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight’s alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners. Special Abilities:
**Brave:** The knight has advantage on saving throws against being frightened.
Actions:
**Multiattack:** The knight makes two melee attacks.

**Greatsword:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

**Heavy Crossbow:** Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (1d10) piercing damage.

**Leadership:** For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 ft. of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.
Question: Describe the Kobold monster in D&D 5e.
Answer: Kobold is a Small humanoid (lawful evil).
AC: 12 (dex), HP: 5 (2d6), Speed: walk 30 ft..
Abilities: STR 7 DEX 15 CON 9 INT 8 WIS 7 CHA 8.
Senses: darkvision 60 ft., passive_perception 8. Languages: Common, Draconic. CR: 0.125.

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

**Pack Tactics:** The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 ft. of the creature and the ally isn't incapacitated.
Actions:
**Dagger:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

**Sling:** Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Question: Describe the Kraken monster in D&D 5e.
Answer: Kraken is a Gargantuan monstrosity (chaotic evil).
AC: 18 (natural), HP: 472 (27d20), Speed: walk 20 ft., swim 60 ft..
Abilities: STR 30 DEX 11 CON 25 INT 22 WIS 18 CHA 20.
Senses: truesight 120 ft., passive_perception 14. Languages: understands Abyssal, Celestial, Infernal, and Primordial but can't speak, telepathy 120 ft.. CR: 23.

Special Abilities:
**Amphibious:** The kraken can breathe air and water.

**Freedom of Movement:** The kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

**Siege Monster:** The kraken deals double damage to objects and structures.
Actions:
**Multiattack:** The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.

**Bite:** Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.

**Tentacle:** Melee Weapon Attack: +7 to hit, reach 30 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.

**Fling:** One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.

**Lightning Storm:** The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Question: Describe the Lamia monster in D&D 5e.
Answer: Lamia is a Large monstrosity (chaotic evil).
AC: 13 (natural), HP: 97 (13d10), Speed: walk 30 ft..
Abilities: STR 16 DEX 13 CON 15 INT 14 WIS 15 CHA 16.
Senses: darkvision 60 ft., passive_perception 12. Languages: Abyssal, Common. CR: 4.

Special Abilities:
**Innate Spellcasting:** The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components. At will: disguise self (any humanoid form), major image 3/day each: charm person, mirror image, scrying, suggestion 1/day: geas
Actions:
**Multiattack:** The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.

**Claws:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage.

**Dagger:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

**Intoxicating Touch:** Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.
Question: Describe the Lemure monster in D&D 5e.
Answer: Lemure is a Medium fiend (lawful evil).
AC: 7 (dex), HP: 13 (3d8), Speed: walk 15 ft..
Abilities: STR 10 DEX 5 CON 11 INT 1 WIS 11 CHA 3.
Senses: darkvision 120 ft., passive_perception 10. Languages: understands infernal but can't speak. CR: 0.

Special Abilities:
**Devil's Sight:** Magical darkness doesn't impede the lemure's darkvision.

**Hellish Rejuvenation:** A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water.
Actions:
**Fist:** Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Question: Describe the Lich monster in D&D 5e.
Answer: Lich is a Medium undead (any evil alignment).
AC: 17 (natural), HP: 135 (18d8), Speed: walk 30 ft..
Abilities: STR 11 DEX 16 CON 16 INT 20 WIS 14 CHA 16.
Senses: truesight 120 ft., passive_perception 19. Languages: Common plus up to five other languages. CR: 21.

Special Abilities:
**Legendary Resistance:** If the lich fails a saving throw, it can choose to succeed instead.

**Rejuvenation:** If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.

**Spellcasting:** The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:

- Cantrips (at will): mage hand, prestidigitation, ray of frost
- 1st level (4 slots): detect magic, magic missile, shield, thunderwave
- 2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image
- 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball
- 4th level (3 slots): blight, dimension door
- 5th level (3 slots): cloudkill, scrying
- 6th level (1 slot): disintegrate, globe of invulnerability
- 7th level (1 slot): finger of death, plane shift
- 8th level (1 slot): dominate monster, power word stun
- 9th level (1 slot): power word kill

**Turn Resistance:** The lich has advantage on saving throws against any effect that turns undead.
Actions:
**Paralyzing Touch:** Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed 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 Lion monster in D&D 5e.
Answer: Lion is a Large beast (unaligned).
AC: 12 (dex), HP: 26 (4d10), Speed: walk 50 ft..
Abilities: STR 17 DEX 15 CON 13 INT 3 WIS 12 CHA 8.
Senses: passive_perception 13. Languages: None. CR: 1.

Special Abilities:
**Keen Smell:** The lion has advantage on Wisdom (Perception) checks that rely on smell.

**Pack Tactics:** The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 ft. of the creature and the ally isn't incapacitated.

**Pounce:** If the lion moves at least 20 ft. straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.

**Running Leap:** With a 10-foot running start, the lion can long jump up to 25 ft..
Actions:
**Bite:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

**Claw:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Question: Describe the Lizard monster in D&D 5e.
Answer: Lizard is a Tiny beast (unaligned).
AC: 10 (dex), HP: 2 (1d4), Speed: walk 20 ft., climb 20 ft..
Abilities: STR 2 DEX 11 CON 10 INT 1 WIS 8 CHA 3.
Senses: darkvision 30 ft., passive_perception 9. Languages: None. CR: 0.

Actions:
**Bite:** Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage.
Question: Describe the Lizardfolk monster in D&D 5e.
Answer: Lizardfolk is a Medium humanoid (neutral).
AC: 13 (natural), 15 (armor), HP: 22 (4d8), Speed: walk 30 ft., swim 30 ft..
Abilities: STR 15 DEX 10 CON 13 INT 7 WIS 12 CHA 7.
Senses: passive_perception 13. Languages: Draconic. CR: 0.5.

Special Abilities:
**Hold Breath:** The lizardfolk can hold its breath for 15 minutes.
Actions:
**Multiattack:** The lizardfolk makes two melee attacks, each one with a different weapon.

**Bite:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

**Heavy Club:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

**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.

**Spiked Shield:** Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.