recursal/Fanatic-Fandom huggingface dataset:
Helm of Brilliance

From Dungeon Master's Guide, page 173. Found on Magic Item Table H.

## Description

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

This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.

You gain the following benefits while wearing it:

* You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.
* As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.
* As long as the helm has at least one ruby, you have resistance to fire damage.
* As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.

Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.
Falling Net

From Dungeon Master's Guide, page 122.

*Mechanical trap*

This trap uses a trip wire to release a net suspended from the ceiling.

The trip wire is 3 inches off the ground and stretches between two columns or trees. The net is hidden by cobwebs or foliage. The DC to spot the trip wire and net is 10. A successful DC 15 Dexterity check using thieves' tools breaks the trip wire harmlessly. A character without thieves' tools can attempt this check with disadvantage using any edged weapon or edged tool. On a failed check, the trap triggers.

When the trap is triggered, the net is released, covering a 10-foot-square area. Those in the area are trapped under the net and restrained, and those that fail a DC 10 Strength saving throw are also knocked prone.

A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. The net has AC 10 and 20 hit points.

Dealing 5 slashing damage to the net (AC 10) destroys a 5-foot-square section of it, freeing any creature trapped in that section.
Gloomstalker

*This article is about the monster released in Explorer's Guide to Wildemount. For the Ranger subclass, see Ranger#Gloom Stalker.*
From Explorer's Guide to Wildemount, page 291.

**Hit Points:** 90 (12d10 + 24)
 **STR**
22 (+6)
16 (+3)
14 (+2)
5 (-3)
17 (+3)
 **Saving Throws:** Str +9, Dex +6
**Skills:** Athletics +9, Intimidation +5, Perception +6, Stealth +6
**Damage Vulnerabilities:** radiant
**Senses:** darkvision 240 ft, passive Perception 16
**Languages:** understands Common but can't speak
 ***Shadowstep.*** As a bonus action, the gloomstalker can teleport up to 40 feet to an unoccupied space it can see.
 ***Multiattack.*** The gloomstalker makes two attacks: one with its bite and one with its claws.
***Bite.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one creature. *Hit:* 15 (2d8 + 6) piercing damage plus 7 (2d6) necrotic damage.
***Claws.** Ranged Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage.
***Snatch.** Ranged Weapon Attack:* +9 to hit, reach 5 ft., one Medium or smaller creature. *Hit:* 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage, and the target is grappled (escape DC 17). While grappled in this way, the target is restrained.
***Shriek (Recharge 6).*** The gloomstalker emits a terrible shriek. Each enemy within 60 feet of the gloomstalker that can hear it must succeed on a DC 13 Constitution saving throw or be paralyzed until the end of the enemy's next turn.
Gearkeeper Construct

From Explorer's Guide to Wildemount, page 290.

**Hit Points:** 161 (17d10 + 68)
 **STR**
20 (+5)
16 (+3)
18 (+4)
3 (-4)
11 (0)
 **Damage Resistances:** bludgeoning, piercing, slashing from nonmagical attacks
**Damage Immunities:** fire, poison, psychic
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** blindsight 120 ft., passive Perception 10
**Languages:** understands the languages of its creator but can't speak
 ***Immutable Form.*** The gearkeeper is immune to any spell or effect that would alter its form.
***Rapid Shifting.*** Opportunity attacks made against the gearkeeper have disadvantage.
 ***Multiattack.*** The gearkeeper makes two Arm Blade attacks, or one Arm Blade attack and one Spear Launcher attack.
***Arm Blade.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 18 (3d8 + 5) slashing damage.
***Spear Launcher.** Ranged Weapon Attack:* +9 to hit, range 90 ft., one target. *Hit:* 12 (2d6 + 5) piercing damage, and the target is knocked prone.
***Shrapnel Blast (Recharge 6).*** The gearkeeper jettisons a spray of jagged metal in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one.
Fast Friends

From Acquisitions Incorporated, page 75.

## Description

*3rd-level enchantment*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V
* **Duration:** Concentration, up to 1 hour

When you need to make sure something gets done, you can't rely on vague promises, sworn oaths, or binding contracts of employment. When you cast this spell, choose one humanoid within range that can see and hear you, and that can understand you. The creature must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed in this way, it undertakes to perform any services or activities you ask of it in a friendly manner, to the best of its ability.

You can set the creature new tasks when a previous task is completed, or if you decide to end its current task. If the service or activity might cause harm to the creature, or if it conflicts with the creature's normal activities and desires, the creature can make another Wisdom saving throw to try to end the effect. This save is made with advantage if you or your companions are fighting the creature. If the activity would result in certain death for the creature, the spell ends.

When the spell ends, the creature knows it was charmed by you.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

## Learned By

* **Classes:** Bard, Cleric, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Flying Staff

From Waterdeep: Dragon Heist, page 152.

**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 staff is incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the staff must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
***Constructed Nature.*** The staff doesn't require air, food, drink, or sleep. The magic that animates the staff is dispelled when the staff drops to 0 hit points. If the staff is reduced to 0 hit points, it becomes inanimate and is too damaged to be of much use or value to anyone.
 ***Staff.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) bludgeoning damage.
Glyster

From Waterdeep: Dungeon of the Mad Mage, page 241.

**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.*** Glyster can breathe air and water.
 ***Multiattack.*** Glyster 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 Glyster's choice that is within 120 feet of Glyster 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 Glyster's Frightful Presence for the next 24 hours.
***Breath Weapons (Recharge 5-6).*** Glyster uses one of the following breath weapons:
* **Lightning Breath.** Glyster 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.** Glyster 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 the dragon.

***Change Shape.*** Glyster 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 (Glyster's choice).
 Glyster 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. Glyster regains spent legendary actions at the start of its turn.
**Detect.** Glyster makes a Wisdom (Perception) check.
**Tail Attack.** Glyster makes a tail attack.
**Wing Attack (Costs 2 Actions).** Glyster beats his wings. Each creature within 10 feet of Glyster must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. Glyster can then fly up to half his flying speed.
Giant Subterranean Lizard

From Tales From the Yawning Portal, page 236.

**Hit Points:** 66 (7d12 + 21)
 **STR**
21 (+5)
9 (-1)
17 (+3)
2 (-4)
10 (0)
 **Skills:** Stealth +3
**Senses:** passive Perception 10
**Languages:** —
 ***Multiattack.*** The lizard makes two attacks: one with its bite and one with its tail. One attack can be replaced by Swallow.
***Bite.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 16 (2d10 + 5) piercing damage and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the lizard can't bite another target.
***Tail.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target not grappled by the lizard. *Hit:* 12 (2d6 + 5) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
***Swallow.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one Medium or smaller creature the lizard is grappling. *Hit:* 16 (2d10 + 5) piercing damage, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the lizard, and it takes 10 (3d6) acid damage at the start of each of the lizard's turns. The lizard can have only one target swallowed at a time. If the lizard dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.
Globe of Invulnerability

From Player's Handbook, page 245.

## Description

*6th-level abjuration*

* **Casting Time:** 1 action
* **Range:** Self (10-foot radius)
* **Components:** V, S, M (a glass or crystal bead that shatters when the spell ends)
* **Duration:** Concentration, up to 1 minute

An immobile, faintly shimmering barrier springs into existence in a 10-foot radius around you and remains for the duration.

Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells.

**At Higher Levels:** When you cast this spell using a spell slot of 7th level or higher, the barrier blocks spells of one level higher for each slot level above 6th.

## Learned By

* **Classes:** Sorcerer, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Galeb Duhr

From Monster Manual, page 139.

**Hit Points:** 85 (9d8 + 45)
 **STR**
20 (+5)
14 (+2)
20 (+5)
11 (0)
12 (+1)
 **Damage Resistances:** bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** poison
**Condition Immunities:** exhaustion, paralyzed, petrified, poisoned
**Senses:** darkvision 60 ft., tremorsense 60 ft., passive Perception 11
**Languages:** Terran
 ***False Appearance.*** While the galeb duhr remains motionless, it is indistinguishable from a normal boulder.
 ***Slam.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) bludgeoning damage.
***Animate Boulders (1/Day).*** The galeb duhr magically animates up to two boulders it can see withing 60 feet of it. A boulder has statistics like those of a galeb duhr, except it had Intelligence 1 and Charisma 1, it can't be charmed or frightened, and it lacks this action option. A boulder remains animated as long as the galeb duhr maintains concentration, up to 1 minute (as if concentrating on a spell).
Helm of the Scavenger

From Waterdeep: Dungeon of the Mad Mage, page 297.

## Description

*Wondrous item, legendary (requires attunement by a spellcaster).*

This ornate chair is designed to propel and maneuver a ship through space.

***Passive Properties.*** The following properties of the helm come into play even when no creature is attuned to it:

* When placed aboard a vessel weighing between 1 and 100 tons, the helm generates an envelope of fresh air around the ship while it is in the void of space (but not underwater). This envelope extends out from the edges of the hull in all directions for a distance equal in length to the vessel's beam, so that creatures aboard and near the ship can breathe normally in space. The temperature within the air envelope is 70 degrees Fahrenheit.
* When placed aboard a vessel weighing between 1 and 100 tons, the helm generates an artificial gravity field while the ship is in the void of space, so that creatures can walk on the ship's decks as they normally would. Creatures and objects that fall overboard bob in a gravity plane that extends out from the main deck for a distance equal in length to the vessel's beam.

***Active Properties.*** The sensation of being attuned to the helm is akin to being immersed in warm water. While attuned to the helm, you gain the following abilities while you sit in it:

* You can use the helm to propel the vessel across or through water and other liquids at a maximum speed in miles per hour equal to your highest-level unexpended spell slot.
* You can use the helm to propel the vessel through air or space at a maximum speed in miles per hour equal to your highest-level unexpended spell slot x 10.
* Provided you have at least one unexpended spell slot, you can steer the vessel, albeit in a somewhat clumsy fashion, in much the same way that oars or a rudder can maneuver a seafaring ship.
* Whenever you like, you can see what's happening on and around the vessel as though you were standing in a location of your choice aboard it.

***Drawback.*** While attuned to the helm, you cannot expend your own spell slots.
Heavy Precipitation

From Dungeon Master's Guide, page 110.

*Weather*

Everything within an area of heavy rain or heavy snowfall is lightly obscured, and creatures in the area have disadvantage on Wisdom (Perception) checks that rely on sight. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.
Fane-Eater

From Baldur's Gate: Descent into Avernus, page 223.

## Description

*Weapon (battleaxe), legendary (requires attunement by an evil cleric or paladin). 4 lbs.*

Fane-Eater is a battleaxe belonging to Arkhan the Cruel.

You gain a +3 bonus to attack and damage rolls with Fane-Eater. If you attack a creature with this weapon and roll a 20 on the attack roll, the creature takes an extra 2d8 necrotic damage, and you regain a number of hit points equal to the necrotic damage taken.
Flesh Golem

From Monster Manual, page 169.

**Hit Points:** 93 (11d8 + 44)
 **STR**
19 (+4)
9 (-1)
18 (+4)
6 (-2)
10 (0)
 **Damage Immunities:** lightning, poison; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** understands the languages of its creator but can't speak
 ***Aversion of Fire.*** If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
***Berserk.*** Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. If the golem's creator is within 60 feet of the berserk golem, the creator can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.
***Immutable Form.*** The golem is immune to any spell or effect that would alter its form.
***Lightning Absorption.*** Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.
***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:* +7 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.
Hellfire Engine

From Mordenkainen's Tome of Foes, page 165.

**Hit Points:** 216 (16d12 + 112)
 **STR**
20 (+5)
16 (+3)
24 (+7)
2 (-4)
10 (0)
 **Saving Throws:** Dex +8, Wis +5, Cha +0
**Damage Resistances:** cold, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
**Damage Immunities:** fire, poison
**Condition Immunities:** charmed, deafened, exhaustion, frightened, paralyzed, poisoned, unconscious
**Senses:** darkvision 120 ft., passive Perception 10
**Languages:** understands Infernal but can't speak
 ***Immutable Form.*** The hellfire engine is immune to any spell or effect that would alter its form.
 ***Fleshing-Crushing Stride.*** The hellfire engine moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the hellfire engine enters must make a DC 18 Dexterity saving throw. On a successful save, the creature is pushed to the nearest space out of the hellfire engine's path. On a failed save, the creature falls prone and takes 28 (8d6) bludgeoning damage.
If the hellfire engine remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the hellfire engine. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the hellfire engine and is no longer restrained.
***Hellfire Weapons.*** The hellfire engine uses one of the following options:
* **Bonemelt Sprayer** The hellfire engine spews acidic flame in a 60-foot cone. Each creature in the cone must make a DC 20 Dexterity saving throw, taking 11 (2d10) fire damage plus 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 (1d10) fire damage plus 9 (2d8) acid damage at the end of their turns. An affected creature or another creature within 5 feet of it can take an action to scrape off the burning fuel.
* **Lightning Flail** *Melee Weapon Attack:* +11 to hit, reach 15 ft., one creature. *Hit:* 18 (3d8 + 5) bludgeoning damage plus 22 (5d8) lightning damage. Up to three other creatures of the hellfire engine's choice that it can see within 30 feet of the target must each make a DC 20 Dexterity saving throw, taking 22 (5d8) lightning damage on a failed save, or half as much damage on a successful one.
* **Thunder Cannon** The hellfire engine targets a point within 120 feet of it that it can see. Each creature within 30 feet of that point must make a DC 20 Dexterity saving throw, taking 27 (5d10) bludgeoning damage plus 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one.
Ephixis, Bow of Nylea

From Mythic Odysseys of Theros, page 200.

## Description

*Weapon (shortbow), artifact (requires attunement). 2 lbs.*

Nylea wields the shortbow Ephixis, the bow whose arrows herald the turning of the seasons. Nylea is quick to let her favored followers borrow her bow, particularly when they intend to use it to perform great deeds, put an end to foul creatures, or cast down the arrogant.

***Bow of the Wild.*** This divine weapon includes a shortbow and a quiver with four arrows, each tied to one of the four seasons. You gain a +3 bonus to attack and damage rolls made with this bow, and you suffer no disadvantage when attacking at the weapon's long range. Additionally, Ephixis scores a critical hit on a d20 roll of 19 or 20.

***Blessing of the Wild.*** If you are a worshiper of Nylea, you gain all the following benefits for which you have the required piety:

* **Piety 10+.** The bow has 1 randomly determined minor beneficial property.
* **Piety 25+.** The bow has 1 randomly determined major beneficial property.

If you aren't a worshiper of Nylea, the bow has 1 randomly determined major detrimental properties.

***Arrows of the Seasons.*** The four arrows — each associated with a season — that accompany this bow can be fired only from it. Each arrow disappears immediately after it's used, and it reappears in the quiver at the next dusk. The save DC against spells cast with the arrows is 18. Each arrow has a unique property:

**Spring.** As an action, you can fire this arrow, targeting a beast or a plant creature you can see within 320 feet of you. On a hit, the arrow deals no damage, and the target gains the benefits of the Awaken spell for 8 hours.

**Summer.** As an action, you can fire this arrow at an unoccupied space on the ground that you can see within 320 feet of you, no attack roll required. A Nyxborn lynx is summoned in that space (use the stat block for a tiger with the Nyxborn traits). The lynx understands your verbal commands and obeys them as best it can, and it takes its turns immediately after yours. The emissary remains for 1 hour before fading away.

**Autumn.** As an action, you can fire this arrow at a space on the ground that you can see within 320 feet of you, no attack roll required, casting the Wall of Thorns spell there.

**Winter.** As an action, you can fire this arrow at a space that you can see within 320 feet of you, no attack roll required, casting the Ice Storm spell there.

***Destroying the Bow.*** The bow can't be destroyed without first destroying all its arrows. The winter arrow must be fed to a cerberus on the winter solstice. The spring arrow must be planted at the base of a Black Oak of Asphodel on the spring equinox. The summer arrow must be broken by a sea giant on the summer solstice. Then the autumn arrow must be shot into the carcass of a hydra on the autumnal equinox. When all four arrows are destroyed, the bow and quiver dissolve into dust.
Giant Lizard

From Monster Manual, page 326.

**Hit Points:** 19 (3d10 + 3)
 **STR**
15 (+2)
12 (+1)
13 (+1)
2 (-4)
10 (0)
 **Senses:** darkvision 30 ft., passive Perception 10
**Languages:** —
 ***Variant: Giant Lizard Traits.*** Some giant lizards have one or both of the following traits:
* **Hold Breath.** The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.)
 ***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.
Feeblemind

From Player's Handbook, page 239.

## Description

*8th-level enchantment*

* **Casting Time:** 1 action
* **Range:** 150 feet
* **Components:** V, S, M (a handful of clay, crystal, glass, or mineral spheres)
* **Duration:** Instantaneous

You blast the mind of a creature that you can see within range, attempting to shatter its intellect and personality. The target takes 4d6 psychic damage and must make an Intelligence saving throw.

On a failed save, the creature's Intelligence and Charisma scores become 1. The creature can't cast spells, activate magic items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them.

At the end of every 30 days, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends.

The spell can also be ended by Greater Restoration, Heal, or Wish.

## Learned By

* **Classes:** Bard, Druid, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Hell Hound

From Monster Manual, page 182.

**Hit Points:** 45 (7d8 + 14)
 **STR**
17 (+3)
12 (+1)
14 (+2)
6 (-2)
13 (+1)
 **Skills:** Perception +5
**Damage Immunities:** fire
**Senses:** darkvision 60 ft., passive Perception 15
**Languages:** understands Infernal but can't speak it
 ***Keen Hearing and Smell.*** The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
 ***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.
***Fire Breath (Recharge 5-6).*** The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
Hellwasp

From Baldur's Gate: Descent into Avernus, page 236.

**Hit Points:** 52 (8d10 + 8)
 **STR**
18 (+4)
15 (+2)
12 (+1)
10 (0)
10 (0)
 **Saving Throws:** Dex +5, Wis +3
**Damage Vulnerabilities:** cold
**Damage Immunities:** fire
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** Infernal, telepathy 300 ft. (with other hellwasps only)
 ***Multiattack.*** The hellwasp makes two attacks: one with its sting and one with its sword talons.
***Sting.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 8 (1d8 + 4) piercing damage plus 7 (2d6) fire damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
***Sword Talons.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one creature. *Hit:* 11 (2d6 + 4) piercing damage.
Far Realm Shard

From Tasha's Cauldron of Everything, page 127.

## Description

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

This writhing crystal is steeped in the warped essence of the Far Realm. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

When you use a Metamagic option on a spell while you are holding or wearing a shard, you can cause a slimy tentacle to rip through the fabric of realm and strike one creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC, or take 3d6 psychic damage and become frightened of you until the start of your next turn.
Green Slime

From Dungeon Master's Guide, page 105.

*Hazard*

This acidic slime devours flesh, organic material, and metal on contact. Bright green, wet, and sticky, it clings to walls, floors, and ceilings in patches.

A patch of green slime covers a 5-foot square, has blindsight out to a range of 30 feet, and drops from walls and ceilings when it detects movement below it. Beyond that, it has no ability to move. A creature aware of the slime's presence can avoid being struck by it with a successful DC 10 Dexterity saving throw. Otherwise, the slime can't be avoided as it drops.

A creature that comes into contact with green slime takes 5 (1d10) acid damage. The creature takes the damage again at the start of each of its turns until the slime is scraped off or destroyed. Against wood or metal, green slime deals 11 (2d10) acid damage each round, and any nonmagical wood or metal weapon or tool used to scrape off the slime is effectively destroyed.

Sunlight, any effect that cures disease, and any effect that deals cold, fire, or radiant damage destroys a patch of green slime.
Firemane Angel

From Guildmasters' Guide to Ravnica, page 190.

**Hit Points:** 135 (18d8 + 54)
 **STR**
22 (+6)
15 (+2)
17 (+3)
12 (+1)
14 (+2)
 **Saving Throws:** Str +10, Wis +6, Cha +10
**Skills:** Insight +6, Perception +6
**Damage Resistances:** fire, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
**Condition Immunities:** charmed, exhaustion, frightened
**Senses:** truesight 120 ft., passive Perception 16
**Languages:** all
 ***Flyby.*** The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach.
***Immortal Nature.*** An angel doesn't require food, drink, or sleep.
***Innate Spellcasting.*** The angel's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The angel can innately cast the following spells, requiring no material components:
*3/day each:* Compelled Duel, Guiding Bolt (as a 5th-level spell)
*1/day each:* Daylight, Fireball (as a 6th-level spell)
***Magic Resistance.*** The angel has advantage on saving throws against spells and other magical effects.
 ***Multiattack.*** The angel makes two melee attacks.
***Longsword.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 10 (1d8 + 6) slashing damage, or 11 (1d10 + 6) slashing damage if used with two hands, plus 22 (5d8) fire or radiant damage (angel's choice).
Giant Constrictor Snake

From Monster Manual, page 324.

**Hit Points:** 60 (8d12 + 8)
 **STR**
19 (+4)
14 (+2)
12 (+1)
1 (-5)
10 (0)
 **Skills:** Perception +2
**Senses:** blindsight 10 ft., passive Perception 12
**Languages:** —
 ***Bite.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one creature. *Hit:* 11 (2d6 + 4) piercing damage.
***Constrict.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 13 (2d8 + 4) bludgeoning damage and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
Leonin

From Mythic Odysseys of Theros, page 20.

## Traits

Your leonin character has the following racial traits.

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

***Age.*** Leonin mature and age at about the same rate as humans.

***Alignment.*** Leonin tend toward good alignments. Leonin who are focused on the pride lean toward lawful good.

***Size.*** Leonin are typically over 6 feet tall, with some standing over 7 feet. Your size is Medium.

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

***Darkvision.*** You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

***Claws.*** Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

***Hunter's Instincts.*** You have proficiency in one of the following skills of your choice: Athletics, Intimidation, Perception, or Survival.

***Daunting Roar** As a bonus action, you can let out an especially menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. Once you use this trait, you can't use it again until you finish a short or long rest.*

***Languages.*** You can speak, read, and write Common and Leonin.
Flying Monkey

From Tomb of Annihilation, page 220.

**Hit Points:** 3 (1d6)
 **STR**
8 (-1)
14 (+2)
11 (0)
5 (-3)
12 (+1)
 **Senses:** passive Perception 11
**Languages:** —
 ***Familiar.*** With the DM's permission, the Find Familiar spell can summon a flying monkey.
 ***Bite.** Melee Weapon Attack:* +1 to hit, reach 5 ft., one target *Hit:* 1 (1d4 - 1) piercing damage.
Flail Snail

From Volo's Guide to Monsters, page 144.

**Hit Points:** 52 (5d10 + 25)
 **STR**
17 (+3)
5 (-3)
20 (+5)
3 (-4)
10 (0)
 **Damage Immunities:** fire, poison
**Condition Immunities:** poisoned
**Senses:** darkvision 60 ft., tremorsense 60 ft., passive Perception 10
**Languages:** —
 ***Antimagic Shell.*** The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail succeeds on its saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6:

 3-4
 5-6

 ***Multiattack.*** The flail snail makes as many flail tentacle attacks as it has flail tentacles, all against the same target.
***Flail Tentacle.** Melee Weapon Attack:* +5 to hit, reach 10 ft., one target. *Hit:* 6 (1d6 + 3) bludgeoning damage.
***Scintillating Shell (Recharges after a Short or Long Rest).*** The snail's shell emits dazzling, colored light until the end of the snail's next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the snail when this power is activated must succeed on a DC 15 Wisdom saving throw or be stunned until the light ends.
***Shell Defense.*** The flail snail withdraws into its shell, gaining a +4 bonus to AC until it emerges. It can emerge from its shell as a bonus action on its turn.
Goggles of Object Reading

From Explorer's Guide to Wildemount, page 267.

## Description

*Wondrous item, uncommon (requires attunement).*

These leather-framed goggles feature purple crystal lenses. While wearing the goggles, you have advantage on Intelligence (Arcana) checks made to reveal information about a creature or object you can see.

In addition, you can cast the Identify spell using the goggles. Once you do so, you can't do so again until the next dawn.
Hashalaq Quori

From Eberron: Rising From the Last War, page 305.

**Hit Points:** 99 (18d8 + 18)
 **STR**
12 (+1)
14 (+2)
13 (+1)
18 (+4)
16 (+3)
 **Saving Throws:** Wis +7, Cha +8
**Skills:** Arcana +12, History +12, Insight +11, Persuasion +8
**Damage Resistances:** psychic
**Condition Immunities:** charmed, frightened
**Senses:** darkvision 60 ft., passive Perception 13
**Languages:** Common, Quori
 ***Innate Spellcasting (Psionics).*** The quori's spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:
*At will:* Charm Person
*3/day each:* Detect Thoughts, Disguise Self, Suggestion
 ***Multiattack.*** The quori uses its Mind Thrust twice.
***Idyllic Touch.** Melee Spell Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 9 (1d10 + 4) force damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or fall prone in a fit of laughter.
***Mind Thrust.*** The quori targets a creature it can see within 60 feet of it. The target must make a DC 16 Wisdom saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one.
***Possession (Recharge 6).*** One humanoid that the quori can see within 5 feet of it must succeed on a DC 16 Charisma saving throw or be possessed by the quori; the quori then disappears, and the target is incapacitated and loses control of its body. The quori now controls the body but doesn't deprive the target of awareness. The quori can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
 ***Empathic Feedback.*** When the quori takes damage from a creature it can see within 60 feet of it, the quori can force that creature to succeed on a DC 16 Intelligence saving throw or take 11 (2d10) psychic damage.
Ettin

From Monster Manual, page 132.

**Hit Points:** 85 (10d10 + 30)
 **STR**
21 (+5)
8 (-1)
17 (+3)
6 (-2)
10 (0)
 **Skills** Perception +4
**Senses:** darkvision 60 ft., passive Perception 14
**Languages:** Giant, Orc
 ***Two Heads.*** The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
 ***Multiattack.*** The ettin makes two attacks: one with its battleaxe and one with its morningstar.
***Battleaxe.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 5) slashing damage.
***Morningstar.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 5) piercing damage.
Helmed Horror

From Monster Manual, page 183.

**Hit Points:** 60 (8d8 + 24)
 **STR**
18 (+4)
13 (+1)
16 (+3)
10 (0)
10 (0)
 **Skills:** Perception +4
**Damage Resistances:** bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine
**Damage Immunities:** force, necrotic, poison
**Condition Immunities:** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 14
**Languages:** understands the languages of its creator but can't speak
 ***Magic Resistance.*** The Helmed horror has advantage on saving throws against spells and other magical effects.
 ***Multiattack.*** The Helmed horror makes two staff attacks.
***Longsword.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.
Eyes of Minute Seeing

From Dungeon Master's Guide, page 168. Found on Magic Item Table C.

## Description

*Wondrous item, uncommon.*

These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
Grovelthrash

From Explorer's Guide to Wildemount, pages 275-276.

## Description

*Weapon (warhammer), artifact (requires attunement).*

Crafted from a single piece of obsidian, this warhammer of Torog hums with magical energy and is carved with the images of faces screaming in pain.

***Sentience.*** Grovelthrash is a sentient neutral evil weapon with an Intelligence of 18, a Wisdom of 15, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Infernal.

***Personality.*** A covetous ultroloth named Ciria lives within Grovelthrash. The weapon values material possessions and doling out pain. It compliments its wielder whenever they claim treasure and takes pleasure in harming others.

***Dormant.*** The warhammer grants the following benefits in its dormant state:

* The warhammer has one minor beneficial property and one minor detrimental property.
* You can speak, read, and write Abyssal and Infernal.
* You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this warhammer, you can deal an extra 2d6 bludgeoning damage to the target. If you do, you take 1d6 psychic damage. The warhammer deals double damage to objects and structures.
* While holding this weapon, you have advantage on Wisdom (Insight) checks made to discern a lie spoken in a language you understand.

***Awakened.*** When the warhammer reaches an awakened state, it gains the following properties:

* The warhammer gains an additional minor beneficial property and an additional minor detrimental property.
* The weapon's bonus to attack and damage rolls increases to +2.
* You gain a burrowing speed equal to your walking speed. You can use your burrowing speed to move through sand, loose earth, mud, or ice, not solid rock.
* When a creature you can see within 30 feet of you hits you with an attack while you are wielding the warhammer, you can use your reaction to deal an amount of psychic damage to that creature equal to the damage you took from the attack. This property can't be used again until the next dawn.

***Exalted.*** When the warhammer reaches an exalted state, it gains the following properties:

* The warhammer gains a major beneficial property.
* The weapon's bonus to attack and damage rolls increases to +3.
* When you have fewer hit points than half your hit point maximum, the warhammer deals an extra 2d6 bludgeoning damage on a hit.
* You can burrow through solid rock at half your burrowing speed and leave a 5-foot-diameter tunnel in your wake.
* As an action, you can use the warhammer to cast one of the following spells from it (save DC 17): Earthquake, Meld Into Stone, or Stone Shape. Once a spell has been cast using the warhammer, that spell can't be cast from the warhammer again until the next dawn.
Expeditious Messenger

From Eberron: Rising From the Last War, page 293.

**Hit Points:** 7 (2d4 + 2)
 **STR**
6 (-2)
16 (+3)
13 (+1)
8 (-1)
12 (+1)
 **Skills:** Acrobatics +5, Stealth +5
**Damage Immunities:** poison
**Condition Immunities:** exhaustion, poisoned
**Senses:** darkvision 60 ft., passive Perception 11
**Languages:** one language spoken by its creator
 ***Constructed Nature.*** The messenger doesn't require air, food, drink, or sleep.
***Flyby.*** The messenger doesn't provoke opportunity attacks when it flies out of an enemy's reach.
 ***Bite.** Melee Weapon Attack:* +5 to hit, range 5 ft., one target. *Hit:* 5 (1d4 + 3) bludgeoning damage.
Healing Spirit

From Xanathar's Guide to Everything, page 157.

## Description

*2nd-level conjuration*

* **Casting Time:** 1 bonus action
* **Range:** 60 feet
* **Components:** V, S
* **Duration:** Concentration, up to 1 minute

You call forth a nature spirit to soothe the wounded. The intangible spirit appears in a space that is a 5-foot cube you can see within range. The spirit looks like a transparent beast or fey (your choice).

Until the spell ends, whenever you or a creature you can see moves into the spirit's space for the first time on a turn or starts its turn there, you can cause the spirit to restore 1d6 hit points to that creature (no action required). The spirit can't heal constructs or undead. The spirit can heal a number of times equal to 1 + your spellcasting ability modifier (minimum of twice). After healing that number of times, the spirit disappears.

As a bonus action on your turn, you can move the spirit up to 30 feet to a space you can see.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d6 for each slot level above 2nd.
Giant Boar

From Monster Manual, page 323.

**Hit Points:** 42 (5d10 + 15)
 **STR**
17 (+3)
10 (0)
16 (+3)
2 (-4)
7 (-2)
 **Senses:** passive Perception 8
**Languages:** —
 ***Charge.*** If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
 ***Tusk.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage.
Glibness

From Player's Handbook, page 245.

## Description

*8th-level transmutation*

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V
* **Duration:** 1 hour

Until the spell ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates that you are being truthful.
Giant Badger

From Monster Manual, page 323.

**Hit Points:** 13 (2d8 + 4)
 **STR**
13 (+1)
10 (0)
15 (+2)
2 (-4)
12 (+1)
 **Senses:** darkvision 30 ft., passive Perception 11
**Languages:** —
 ***Multiattack.*** The badger makes two attacks: one with its bite and one with its claws.
***Bite.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage.
***Claws.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (2d4 + 1) slashing damage.
Gaseous Form

From Player's Handbook, page 244.

## Description

*3rd-level transmutation*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (a bit of gauze and a wisp of smoke)
* **Duration:** Concentration, up to 1 hour

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.

While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.

While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

## Learned By

* **Classes:** Artificer, Sorcerer, Warlock, Wizard
* **Subclasses:** Artificer (*Alchemist*), Druid (*Circle of the Land (Underdark)*), Druid (*Circle of Spores*), Fighter (*Eldritch Knight*), Monk (*Way of the Four Elements*), Paladin (*Oath of Treachery*), Ranger (*Swarmkeeper*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*)
* **Backgrounds:** Dimir Operative, Simic Scientist