recursal/Fanatic-Fandom huggingface dataset:
Investigator

From Van Richten's Guide to Ravenloft, page 35.

## Overview

You relentlessly seek the truth. Perhaps you're motivated by belief in the law and a sense of universal justice, or maybe that very law has failed you and you seek to make things right. You could have witnessed something remarkable or terrible, and now you must know more about this hidden truth. Or maybe you're a detective for hire, uncovering secrets for well-paying clients. Whether the mysteries you're embroiled in are local crimes or realm-spanning conspiracies, you're driven by a personal need to hunt down even the most elusive clues and reveal what others would keep hidden in the shadows.

* **Skill Proficiencies:** Choose two from among Insight, Investigation, or Perception
* **Tool Proficiencies:** Disguise kit, thieves' tools
* **Equipment:** A magnifying glass, evidence from a past case (choose one or roll for a trinket from the Horror Trinkets table), a set of common clothes, and 10 gp

## Path to Mystery

Your first case influenced the types of mysteries you're interested in. Why was this case so impactful, personal, or traumatic? Whom did it affect besides you? Why and how did you get involved? Was it solved? How did it set you on the path to investigating other mysteries? Roll on or choose details from the First Case table to develop the mystery that started your career as an investigator.

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## Feature: Official Inquiry

You're experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you're investigating. Those who aren't involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own.
Mace of Terror

From Dungeon Master's Guide, page 180. Found on Magic Item Table G.

## Description

*Weapon (mace), rare (requires attunement). 4 lbs.*

This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

The mace regains 1d3 expended charges daily at dawn.
Longstrider

From Player's Handbook, page 256.

## Description

*1st-level transmutation*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (a pinch of dirt)
* **Duration:** 1 hour

You touch a creature. The target's speed increases by 10 feet until the spell ends.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

## Learned By

* **Classes:** Artificer, Bard, Druid, Ranger, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*)
* **Races:** Mark of Finding (Half-orc, Human)
* **Feats:** Artificer Initiate, Magic Initiate, Strixhaven Initiate, Wood Elf Magic
Merrow Shallowpriest

From Explorer's Guide to Wildemount, page 294.

**Hit Points:** 75 (10d10 + 20)
 **STR**
18 (+4)
14 (+2)
15 (+2)
11 (0)
16 (+3)
 **Senses:** darkvision 60 ft, passive Perception 13
**Languages:** Abyssal, Aquan
 ***Amphibious.*** The merrow can breathe air and water.
***Spellcasting.*** The merrow is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The merrow has the following druid spells prepared:
*Cantrips (at will):* Druidcraft, Minor Illusion, Shocking Grasp
*1st level (4 slots):* Cure Wounds, Fog Cloud, Thunderwave
*2nd level (3 slots):* Hold Person, Mirror Image, Misty Step
 ***Harpoon.** Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage. If the target is a Medium or smaller creature, the merrow can pull it 10 feet closer.
***Lightning Bolt (3rd-Level Spell; Requires a Spell Slot).*** The merrow unleashes a stroke of lightning in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one.
Heward's Handy Spice Pouch

From Xanathar's Guide to Everything, page 137.

## Description

*Wondrous item, common.*

This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6+4 expended charges daily at dawn.
Intelligent Black Pudding

From Waterdeep: Dungeon of the Mad Mage, page 244.

**Hit Points:** 85 (10d10 + 30)
 **STR**
16 (+3)
5 (-3)
16 (+3)
14 (+2)
6 (-2)
 **Damage Immunities:** acid, cold, lightning, slashing
**Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, prone
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 8
**Languages:** Elvish and Undercommon but can't speak
 ***Amorphous.*** The pudding can move through a space as narrow as 1 inch wide without squeezing.
***Corrosive Form.*** A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
***Innate Spellcasting.*** The pudding's spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It can cast the following spells, requiring no components:
*At will:* Dancing Lights, Mage Hand
*3/day each:* Darkness, Faerie Fire, Shield
*1/day:* Melf's Acid Arrow
 ***Split.*** When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.
Icon of Ravenloft

From Curse of Strahd, page 222.

## Description

*Wondrous item, legendary (requires attunement by a creature of good alignment)*

The Icon of Ravenloft is a 12-inch tall statuette made of the purest silver, weighing 10 pounds. It depicts a cleric kneeling in supplication.

The icon was given to Strahd by the archpriest Ciril Romulich, an old family friend, to consecrate the castle and its chapel.

While within 30 feet of the icon, a creature is under the effect of a Protection From Evil and Good spell against fiends and undead. Only a creature attuned to the icon can use its other properties.

***Augury.*** You can use an action to cast an Augury spell from the icon, with no material components required. Once used, this property can't be used again until the next dawn.

***Bane of the Undead.*** You can use the icon as a holy symbol while using the Turn Undead or Turn the Unholy feature. If you do so, increase the save DC by 2.

***Cure Wounds.*** While holding the icon, you can take an action to heal one creature that you can see within 30 feet of you. The target regains 3d8+3 hit points, unless it is an undead, a construct, or a fiend. Once used, this property can't be used again until the next dawn.
Heroism

From Player's Handbook, page 250.

## Description

*1st-level enchantment*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S
* **Duration:** Concentration, up to 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

## Learned By

* **Classes:** Bard, Paladin
* **Subclasses:** Artificer (*Battle Smith*), Cleric (*Order Domain*), Cleric (*Peace Domain*), Paladin (*Oath of Glory*), Sorcerer (*Giant Soul (Hill Giant)*)
* **Backgrounds:** Boros Legionnaire
* **Feats:** Fey Touched, Magic Initiate, Strixhaven Initiate
Fog Cloud

From Player's Handbook, page 243.

## Description

*1st-level conjuration*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S
* **Duration:** Concentration, up to 1 hour

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

## Learned By

* **Classes:** Druid, Ranger, Sorcerer, Wizard
* **Subclasses:** Cleric (*Tempest Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Giant Soul (Cloud Giant)*), Warlock (*The Genie (Marid)*)
* **Races:** Mark of Storm Half-elf, Triton
* **Feats:** Magic Initiate, Strixhaven Initiate
Knave's Eye Patch

From Waterdeep: Dragon Heist, page 191.

## Description

*Wondrous item, rare (requires attunement).*

While wearing this eye patch, you gain these benefits:

* You have advantage on Wisdom (Perception) checks that rely on sight.
* If you have the Sunlight Sensitivity trait, you are unaffected by the trait.
* You are immune to magic that allows other creatures to read your thoughts or determine whether you are lying. Creatures can communicate telepathically with you only if you allow it.
Gavel of the Venn Rune

From Storm King's Thunder, page 234.

## Description

*Wondrous item, rare (requires attunement).*

This wooden gavel is small by giant reckoning but nearly the size of a warhammer in human hands. The venn (friend) rune is inscribed in mithral in the base of the haft. Among giants, this item is used as part of rituals to resolve disputes. The gavel has the following properties.

***Arbiters Shield.*** At the start of every combat, attack rolls against you have disadvantage before the start of your first turn, provided that the gavel is on your person.

***Bond of Amity.*** As an action, you can use the gavel to strike a point on a hard surface. The first time in the next minute that a creature within 60 feet of that point deals damage to another creature with an attack that hits, the attacker takes psychic damage equal to half the damage it dealt to the target. Once you use this property, you can't use it again until you finish a long rest.

***Gift of Truth.*** You can transfer the gavel's magic to a place by tracing the venn rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 30-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the gavel to be within 5 feet of you. At the end, the gavel is destroyed, and the area gains the following property:

Whenever a creature utters a lie while within the 30-foot-radius sphere, that creature takes 5 psychic damage and flinches visibly.
Infiltrator's Key

From Explorer's Guide to Wildemount, pages 272-273.

## Description

*Wondrous item, artifact (requires attunement).*

This mithral skeleton key was forged using the blood of twelve master thieves executed for trying to steal magic items during the Age of Arcanum.

***Dormant.*** The infiltrator's key grants the following benefits in its dormant state:

* The key can be used as thieves' tools for the purpose of opening locks. When using the key, you are considered proficient in thieves' tools and you have advantage on ability checks made to open locks.
* While holding the key, your steps are muffled, giving you advantage on Dexterity (Stealth) checks made to move silently.

***Awakened.*** When the infiltrator's key reaches an awakened state, it gains the following properties:

* While holding the key, you can use a bonus action to transform the key into a magic dagger or back into a key. While the key is in the form of a dagger, you gain a +1 bonus to attack and damage rolls made with it, and it returns to your hand immediately after it is used to make a ranged attack.
* While holding the key, you can use an action to cast one of the following spells from it: Alter Self, Invisibility, Knock, or Pass Without Trace. Once a spell has been cast using the key, it can't be used to cast that spell again until the next dawn.

***Exalted.*** When the infiltrator's key reaches an exalted state, it gains the following properties:

* As a bonus action, you can touch the key to a floor, wall, or ceiling that is no more than 5 feet thick and cause a magical opening to appear in the surface. When you create the opening, you choose its length and width, up to 10 feet for each dimension. The opening lasts until the key passes through it to the other side, at which point it disappears (if a creature is in the opening when the doorway closes, the creature is safely shunted to the nearest unoccupied space). The key can't be used to create another opening until the next dawn.
* While holding the key, you can use an action to cast one of the following spells from it: Dimension Door, Gaseous Form, or Mislead. Once a spell has been cast using the key, it can't be used to cast that spell again until the next dawn.
Greater Restoration

From Player's Handbook, page 246.

## Description

*5th-level abjuration*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (diamond dust worth at least 100 gp, which the spell consumes)
* **Duration:** Instantaneous

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:

* One effect that charmed or petrified the target
* One curse, including the target's attunement to a cursed magic item
* Any reduction to one of the target's ability scores
* One effect reducing the target's hit point maximum

## Learned By

* **Classes:** Artificer, Bard, Cleric, Druid, Ranger (OCF)
* **Subclasses:** Artificer (*Alchemist*), Cleric (*Peace Domain*), Sorcerer (*Clockwork Soul*), Sorcerer (*Divine Soul*), Warlock (*The Celestial*), Wizard (*Theurgy*), Mage of Witherbloom (*Druid, Warlock*)
* **Races:** Mark of Healing Halfling
* **Backgrounds:** Witherbloom Student
* **Feats:** Greater Dragonmark
Mithral Armor

From Dungeon Master's Guide, page 150. Found on Magic Item Table B.

## Description

*Armor (medium or heavy, but not hide), uncommon.*

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Lyre of Building

From Tasha's Cauldron of Everything, page 131.

## Description

*Wondrous item, rare (requires attunement by a bard)*

While holding this lyre, you can cast Mending as an action. You can also play the lyre as a reaction when an object or a structure you can see within 100 feet of you takes damage, causing it to be immune to that damage and any further damage of the same type until the start of your next turn.

In addition, you can play the lyre as an action to cast Fabricate, Move Earth, Passwall, or Summon Construct, and that spell can't be cast from it again until the next dawn.
Loadstone

From Tales From the Yawning Portal, page 228.

## Description

*Wondrous item, rare. 1 lbs.*

This stone is a large gem worth 150 gp.

***Curse.*** The stone is cursed, but its magical nature is hidden; Detect Magic doesn't detect it. An Identify spell reveals the stone's true nature. If you use the Dash or Disengage action while the stone is on your person, its curse activates. Until the curse is broken with Remove Curse or similar magic, your speed is reduced by 5 feet, and your maximum load and maximum lift capacities are halved. You also become unwilling to part with the stone.
Mass Suggestion

From Player's Handbook, page 258.

## Description

*6th-level enchantment*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, M (a snake's tongue and either a bit of honeycomb or a drop of sweet oil)
* **Duration:** 24 hours

You suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.

Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn't met before the spell ends, the activity isn't performed.

If you or any of your companions damage a creature affected by this spell, the spell ends for that creature.

**At Higher Levels:** When you cast this spell using a 7th-level spell slot, the duration is 10 days. When you use an 8th-level spell slot, the duration is 30 days. When you use a 9th-level spell slot, the duration is a year and a day.

## Learned By

* **Classes:** Bard, Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Immovable Object

From Explorer's Guide to Wildemount, page 187.

## Description

*2nd-level transmutation*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (gold dust worth at least 25 gp, which the spell consumes)
* **Duration:** 1 hour

You touch an object that weighs no more than 10 pounds and cause it to become magically fixed in place. You and the creatures you designate when you cast this spell can move the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute.

If the object is fixed in the air, it can hold up to 4,000 pounds of weight. More weight causes the object to fall. Otherwise, a creature can use an action to make a Strength check against your spell save DC. On a success, the creature can move the object up to 10 feet.

**At Higher Levels:** If you cast this spell using a spell slot of 4th or 5th level, the DC to move the object increases by 5, it can carry up to 8,000 pounds of weight, and the duration increases to 24 hours. If you cast this spell using a spell slot of 6th level or higher, the DC to move the object increases by 10, it can carry up to 20,000 pounds of weight, and the effect is permanent until dispelled.

## Learned By

* **Subclasses:** Wizard (*Graviturgy Magic*)
Myconid Adult

From Monster Manual, page 232.

**Hit Points:** 22 (4d8 + 4)
 **STR**
10 (0)
10 (0)
12 (+1)
10 (0)
13 (+1)
 **Senses:** darkvision 120 ft., passive Perception 11
**Languages:** —
 ***Distress Spores.*** When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.
 ***Variant: Zuggtmoy's Empowerment.*** *from Out of the Abyss, page 228.*
Myconids that embrace Zuggtmoy can develop new, more destructive kinds of spores. Myconid adults can have two of the following spore effects.
* ***Caustic Spores (1/Day).*** The myconid releases spores in a 30-foot cone. Each creature inside the cone must succeed on a DC 11 Dexterity saving throw or take 3 (1d6) acid damage at the start of each of the myconid's turns. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. The save DC is 8 + the myconid's Constitution modifier + the myconid's proficiency bonus.
* ***Infestation Spores (1/Day).*** The myconid releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 11 Constitution saving throw. The save DC is 8 + the myconid's Constitution modifier + the myconid's proficiency bonus. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the Spores of Zuggtmoy and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be.
 ***Fist.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 5 (2d4) bludgeoning damage plus 5 (2d4) poison damage.
***Pacifying Spores (3/Day).*** The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be stunned 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.
***Rapport Spores.*** A 20-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.
Iron Cobra

From Mordenkainen's Tome of Foes, page 125.

**Hit Points:** 45 (7d8 + 14)
 **STR**
12 (+1)
16 (+3)
14 (+2)
3 (-4)
10 (0)
 **Skills:** Stealth +7
**Damage Immunities:** poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** understands one language of its creator but can't speak
 ***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer one random poison effect:
1. **Poison Damage.** The target takes 13 (3d8) poison damage.
2. **Confusion.** On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it's holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it takes the Dash action, moving toward the nearest creature.
3. **Paralysis.** The target is paralyzed until the end of its next turn.
Mage Armor

From Player's Handbook, page 256.

## Description

*1st-level abjuration*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (a piece of cured leather)
* **Duration:** 8 hours

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

## Learned By

* **Classes:** Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*)
* **Eldritch Invocations:** Armor of Shadows
* **Races:** Mark of Warding Dwarf
* **Feats:** Magic Initiate, Strixhaven Initiate
Mind Lash

From Volo's Guide to Monsters, page 81.

## Description

*Weapon (whip), rare (requires attunement by a mind flayer).*

In the hands of any creature other than a mind flayer, a mind lash functions as a normal whip. In the hands of an illithid, this magic weapon strips away a creature's will to survive as it also strips away flesh, dealing an extra 2d4 psychic damage to any target it hits. Any creature that takes psychic damage from the mind lash must also succeed on a DC 15 Wisdom saving throw or have disadvantage on Intelligence, Wisdom, and Charisma saving throws for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Mite

From Mordenkainen's Fiendish Folio, page 14.

**Hit Points:** 7 (2d6)
 **STR**
7 (-2)
14 (+2)
11 (0)
10 (0)
8 (-1)
 **Skills:** Deception +3, Stealth +6
**Senses:** passive Perception 9
**Languages:** Sylvan, Undercommon
 ***Dagger.** Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d4 + 2) piercing damage.
***Blood Boiling Hex (Recharge 6).*** The mite places a hex on a creature it can see within 60 feet of it for 1 minute. If the mite is hidden, using this ability does not reveal its location. While the creature is affected by this hex, whenever it makes an attack roll, an ability check, or a saving throw, it must roll a d6 and subtract the number rolled from the d20 roll. On any turn in which it suffers the effect of the hex, the target can attack an ally as a reaction, ignoring the effect of the hex when it does so. It can then ignore the effect of the hex until the end of its turn.
Heward's Hireling Armor

From Lost Laboratory of Kwalish, page 55.

## Description

*Armor (leather armor), very rare (requires attunement). 10 lbs.*

A number of Kwalish's experiments were attempts to research the works of the legendary mage Heward, who first crafted what he named hireling armor. While wearing this armor, you gain a +1 bonus to AC. In addition, the armor's animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The armor always weighs 10 pounds, regardless of its pockets' contents. Placing an object into one of the armor's pockets follows the normal rules for interacting with objects. Retrieving an item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top.

Placing the armor inside an extradimensional space created by a Bag of Holding, a Heward's Handy Haversack, or a similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Mace of Disruption

From Dungeon Master's Guide, page 179. Found on Magic Item Table G.

## Description

*Weapon (mace), rare (requires attunement). 4 lbs.*

When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.

While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet
Mordenkainen's Faithful Hound

From Player's Handbook, page 261.

## Description

*4th-level conjuration*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S, M (a tiny silver whistle, a piece of bone, and a thread)
* **Duration:** 8 hours

You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.

The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.

At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.

## Learned By

* **Classes:** Artificer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Races:** Mark of Warding Dwarf
Mad Golem

From Waterdeep: Dungeon of the Mad Mage, page 254.

**Hit Points:** 264 (23d12 + 115)
 **STR**
22 (+6)
9 (-1)
20 (+5)
9 (-1)
11 (0)
 **Damage Immunities:** poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** darkvision 120 ft., passive Perception 10
**Languages:** understands Abyssal, Celesital, Common, Draconic, Dwarvish, Elvish, Infernal, and Undercommon but can't speak
 ***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.
 ***Multiattack.*** The golem makes two slam attacks.
***Slam.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 24 (4d8 + 6) bludgeoning damage.
***Slow (Recharge 5-6).*** The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Maw Demon

From Volo's Guide to Monsters, page 137.

**Hit Points:** 33 (6d8 + 6)
 **STR**
14 (+2)
8 (-1)
13 (+1)
5 (-3)
8 (-1)
 **Damage Resistances:** cold, fire, lightning
**Damage Immunities:** poison
**Condition Immunities:** charmed, frightened, poisoned
**Senses:** darkvision 60 ft., passive Perception 9
**Languages:** understands Abyssal but can't speak
 ***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 11 (2d8 + 2) piercing damage.
Melf's Minute Meteors

From Xanathar's Guide to Everything, page 161; and Elemental Evil Player's Companion, page 20.

## Description

*3rd-level evocation*

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S, M (niter, sulfur, and pine tar formed into a bead)
* **Duration:** Concentration, up to 10 minutes

You create six tiny meteors in your space. They float in the air and orbit you for the spell's duration. When you cast the spell — and as a bonus action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.

## Learned By

* **Classes:** Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
Mighty Fortress

From Xanathar's Guide to Everything, page 161.

## Description

*8th-level evocation*

* **Casting Time:** 1 minute
* **Range:** 1 mile
* **Components:** V, S, M (a diamond worth at least 500 gp, which the spell consumes)
* **Duration:** Instantaneous

A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises.

The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner. The turrets are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a turret. You can place up to four stone doors in the fortress's outer wall.

A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and it contains sufficient food to serve a nine-course banquet for up to 100 people each day. Furnishings, food, and other objects created by this spell crumble to dust if removed from the fortress.

A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if created by the unseen servant spell.

The walls, turrets, and keep are all made of stone that can be damaged. Each 10-foot-by-10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM's discretion.

After 7 days or when you cast this spell somewhere else, the fortress harmlessly crumbles and sinks back into the ground, leaving any creatures that were inside it safely on the ground.

Casting this spell on the same spot once every 7 days for a year makes the fortress permanent.

## Learned By

* **Classes:** Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Khenra

From Plane Shift: Amonkhet, page 17.

## Traits

Your khenra character has the following racial traits.

***Ability Score Increase.*** Your Strength score increases by 1, and your Dexterity increases by 2.

***Age.*** Khenra mature quickly, reaching adulthood in their early teens. Khenra initiates are usually the youngest in a crop, completing the trials by their late teens. Even without a violent death, they rarely live past 60.

***Alignment.*** Most khenra lean toward chaotic alignments. They have no particular inclination toward good or evil.

***Size.*** Khenra have similar builds to humans. Your size is Medium.

***Speed.*** Your base walking speed is 35 feet.

***Khenra Weapon Training.*** You have proficiency with the khopesh (longsword), spear, and javelin.

***Khenra Twins.*** If your twin is alive and you can see your twin, whenever you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. If your twin is dead (or if you were born without a twin), you can't be frightened.

***Languages.*** You can speak, read, and write Common and Khenra.
Giant Flying Spider

From Waterdeep: Dungeon of the Mad Mage, page 150.

**Hit Points:** 26 (4d10 + 4)
 **STR**
14 (+2)
16 (+3)
12 (+1)
2 (-4)
11 (0)
 **Skills:** Stealth +7
**Senses:** blindsight 10 ft., darkvision 60 ft., passive Perception 10
**Languages:** —
 ***Spider Climb.*** The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
***Web Sense.*** While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
 ***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
***Web (Recharge 5-6).** Ranged Weapon Attack:* +5 to hit, range 30/60 ft., one creature. *Hit:* The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Flying Shield

From Tales From the Yawning Portal, page 224.

**Hit Points:** 17 (5d6)
 **STR**
12 (+1)
15 (+2)
11(0)
1 (-5)
5 (-3)
 **Saving Throws:** Dex +4
**Damage Immunities:** poison, psychic
**Condition Immunities:** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 7
**Languages:** —
 ***Antimagic Susceptibility.*** The shield is incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the shield must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
***Constructed Nature.*** The shield doesn't require air, food, drink, or sleep. The magic that animates the shield is dispelled when the construct drops to 0 hit points. If the shield is reduced to 0 hit points, it becomes inanimate and is too damaged to be of much use or value to anyone.
***False Appearance.*** While the shield remains motionless and isn't flying, it is indistinguishable from a normal shield.
Huge Gray Ooze

From Waterdeep: Dungeon of the Mad Mage, page 243.

**Hit Points:** 152 (16d12 + 48)
 **STR**
18 (+4)
6 (-2)
16 (+3)
1 (-5)
6 (-2)
 **Skills:** Stealth +2
**Damage Immunities:** acid, cold, fire
**Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, prone
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 8
**Languages:** —
 ***Amorphous.*** The ooze can move through a space as narrow as 1 inch wide without squeezing.
***Corrode Metal.*** Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
***False Appearance.*** While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
 ***Multiattack.*** As an action, it can make two attack with its pseudopods.
***Pseudopod.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 21 (6d6) acid damage, or 42 (12d6) acid damage while the ooze is enlarged. If the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative -1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
***Enlarge (Recharges after a Short or Long Rest).*** For 1 minute, the ooze magically increases in size. While enlarged, the ooze is Gargantuan, doubles its damage dice with its pseudopod attack, and makes Strength checks and Strength saving throws with advantage.
***Invisibility (Recharges after a Short or Long Rest).*** The ooze magically turns invisible for up to 1 hour until it attacks, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell).
Korred

From Volo's Guide to Monsters, page 168.

**Hit Points:** 102 (12d6 + 60)
 **STR**
23 (+6)
14 (+2)
20 (+5)
10 (0)
15 (+2)
 **Skills:** Athletics +9, Perception +5, Stealth +5
**Damage Resistances:** bludgeoning, piercing, slashing from nonmagical attacks
**Senses:** darkvision 120 ft., tremorsense 120 ft., passive Perception 15
**Languages:** Dwarvish, Gnomish, Sylvan, Terran, Undercommon
 ***Command Hair.*** The korred has at least one 50-foot-long rope woven out of its hair. As a bonus action, the korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the korred can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends. the target is restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated.
A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the korred's turns while it has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed.
***Innate Spellcasting.*** The korred's innate spellcasting ability is Wisdom (save DC 13). It can innately cast the following spells, requiring no components:
*At will:* Commune With Nature, Meld Into Stone, Stone Shape
*1/day each:* Conjure Elemental (as a 6th level spell: Galeb Duhr, Gargoyle, Earth Elemental, or Xorn only), Otto's Irresistible Dance
***Stone Camouflage.*** The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
 ***Multiattack.*** The korred makes two attacks with its greatclub or hurls two rocks.
***Greatclub.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 10 (1d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage if the korred is on the ground.
***Rock.** Ranged Weapon Attack:* +9 to hit, range 60/120 ft., one target. *Hit:* 15 (2d8 + 6) bludgeoning damage, or 24 (4d8 + 6) bludgeoning damage if the korred is on the ground.
Felgolos

From Storm King's Thunder, page 192.

**Hit Points:** 212 (17d12 + 102)
 **STR**
25 (+7)
10 (0)
23 (+6)
16 (+3)
15 (+2)
 **Saving Throws:** Dex +5, Con +11, Wis +7, Cha +9
**Skills:** Insight +7, Perception +12, Stealth +5
**Damage Immunities:** lightning
**Senses:** blindsight 60 ft., darkvision 120 ft., passive Perception 22
**Languages:** Common, Draconic
 **Amphibious.** Felgolos can breathe air and water.
 ***Multiattack.*** Felgolos can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
***Bite.** Melee Weapon Attack:* +12 to hit, reach 10 ft., one target. *Hit:* 18 (2d10 + 7) piercing damage.
***Claw.** Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 14 (2d6 + 7) slashing damage.
***Tail.** Melee Weapon Attack:* +12 to hit, reach 15 ft., one target. *Hit:* 16 (2d8 + 7) bludgeoning damage.
***Frightful Presence.*** Each creature of Felgolos' choice that is within 120 feet of Felgolos and aware of him must succeed on a DC 17 Wisdom saving throw or become frightened 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. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Felgolos's Frightful Presence for the next 24 hours.
***Breath Weapons (Recharge 5-6).*** Felgolos uses one of the following breath weapons:
* **Lightning Breath.** Felgolos exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
* **Repulsion Breath.** Felgolos exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from Felgolos.

***Change Shape.*** Felgolos can magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Felgolos' choice).
 Felgolos can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Felgolos regains spent legendary actions at the start of its turn.
**Detect.** Felgolos makes a Wisdom (Perception) check.
**Tail Attack.** Felgolos makes a tail attack.
**Wing Attack (Costs 2 Actions).** Felgolos beats his wings. Each creature within 10 feet of Felgolos must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. Felgolos can then fly up to half his flying speed.
Maddgoth's Helm

From Waterdeep: Dungeon of the Mad Mage.

## Description

*Wondrous item, very rare (requires attunement by a humanoid).*

A creature attuned to the helm and wearing it has immunity to all damage while inside Maddgoth's castle, on its roof, or in its courtyard. If the helm is taken from the castle, it turns to dust and is destroyed.
Lycanthropickle

From The Lost Dungeon of Rickedness: Big Rick Energy, page 11.

**Hit Points:** 4 (1d6 + 1)
 **STR**
6 (-2)
13 (+1)
12 (+1)
4 (-3)
8 (-1)
 **Skills:** Stealth +3
**Damage Vulnerabilities:** fire
**Condition Immunities:** blinded, deafened
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 9
**Languages:** understands Common but can't speak
 ***Claws.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) piercing damage.
Ingot of the Skold Rune

From Storm King's Thunder, page 234.

## Description

*Wondrous item, very rare (requires attunement).*

This appears to be a simple ingot of iron ore, about a foot long and a few inches across. Inspection of its surface reveals the faint, silvery outline of the skold (shield) rune. The ingot has the following properties, which work only while it's on your person.

***Runic Shield.*** You have a +1 bonus to AC.

***Shield Bond.*** As a bonus action, choose a creature that you can see within 30 feet of you, other than yourself. Until the end of your next turn, any damage the target takes is reduced to 1, but you take half the damage prevented in this way. The damage you take can't be reduced in any way. Once you use this property, you can't use it again until you finish a short or long rest.

***Shield Ward.*** You can transfer the ingot's magic to a nonmagical item — a shield or a two-handed melee weapon — by tracing the skold rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the ingot is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:

* **Shield.** The shield is now a rare magic item that requires attunement. Its magic gives you a +1 bonus to AC, and the first time after each of your long rests that damage reduces you to 0 hit points, you are instead reduced to 1 hit point. You must be wielding the shield to gain these benefits.
* **Weapon.** The weapon is now an uncommon magic weapon. It grants you a +1 bonus to AC while you're holding it.