recursal/Fanatic-Fandom huggingface dataset:
Eldritch Blast

From Player's Handbook, page 237.

## Description

*Evocation cantrip*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S
* **Duration:** Instantaneous

A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

## Learned By

* **Classes:** Warlock
* **Feats:** Magic Initiate, Spell Sniper
* **Races**: Warforged (If Laser Cannon is taken as a Intergrated Armament)
Dolgaunt

From Eberron: Rising From the Last War, page 290.

**Hit Points:** 33 (6d8 + 6)
 **STR**
14 (+2)
18 (+4)
12 (+1)
13 (+1)
14 (+2)
 **Skills:** Acrobatics +6, Perception +4, Stealth +6
**Condition Immunities:** blinded
**Senses:** blindsight 120 ft. (blind beyond this radius), passive Perception 14
**Languages:** Deep Speech, Goblin
 ***Evasion.*** If the dolgaunt is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the dolgaunt instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.
 ***Multiattack.*** The dolgaunt makes two tentacle attacks and two unarmed strikes. Up to two tentacle attacks can be replaced by Vitality Drain.
***Tentacle.** Melee Weapon Attack:* +6 to hit, reach 15 ft., one target. *Hit:* 7 (1d6 + 4) bludgeoning damage. The target is grappled (escape DC 12) if it is a Large or smaller creature. Until this grapple ends, the dolgaunt can't use the same tentacle on another target. The dolgaunt has two tentacles.
***Unarmed Strike.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d4 + 4) bludgeoning damage.
***Vitality Drain.*** One creature grappled by a tentacle of the dolgaunt must make a DC 11 Constitution saving throw. On a failed save, the target takes 9 (2d8) necrotic damage, and the dolgaunt regains a number of hit points equal to half the necrotic damage taken.
Dusk Hag

From Eberron: Rising From the Last War, page 292.

**Hit Points:** 82 (15d8 + 15)
 **STR**
11 (0)
14 (+2)
12 (+1)
17 (+3)
16 (+3)
 **Saving Throws:** Int +6, Wis +6
**Skills:** Deception +7, Insight +6, Perception +6
**Condition Immunities:** blinded, charmed, frightened
**Senses:** blindsight 60 ft., passive Perception 16
**Languages:** Common, Giant, Infernal
 ***Innate Spellcasting.*** The hag's spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:
*At will:* Detect Magic, Disguise Self
*3/day each:* Dream, Hypnotic Pattern, Sleep (9d8)
*1/day each:* Legend Lore, Scrying
 ***Multiattack.*** The hag makes two Nightmare Touch attacks.
***Claws.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) slashing damage.
 ***Dream Eater.*** When an unconscious creature the hag can see within 30 feet of her regains consciousness, the hag can force the creature to make a DC 15 Wisdom saving throw. Unless the save succeeds, the creature takes 11 (2d10) psychic damage, and the hag regains hit points equal to the amount of damage taken.
Eldritch Claw Tattoo

From Tasha's Cauldron of Everything, pages 126-127.

## Description

*Wondrous item (tattoo), uncommon (requires attunement).*

Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.

***Tattoo Attunement.*** To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

***Magical Strikes.*** While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.

***Eldritch Maul.*** As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee weapon attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.
Demos Magen

From Icewind Dale: Rime of the Frostmaiden, page 300.

**Hit Points:** 51 (6d8 + 24)
 **STR**
14 (+2)
14 (+2)
18 (+4)
10 (0)
10 (0)
 **Damage Immunities:** poison
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, poisoned
**Senses:** passive Perception 10
**Languages:** understands the languages of its creator but can't speak
 ***Fiery End.*** If the magen dies, its body disintegrates in a harmless burst of fire and smoke, leaving behind anything it was wearing or carrying.
***Magic Resistance.*** The magen has advantage on saving throws against spells and other magical effects.
 ***Multiattack.*** The magen makes two melee attacks.
***Greatsword.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 9 (2d6 + 2) slashing damage.
***Light Crossbow.** Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.
Dancing Sword

From Dungeon Master's Guide, page 161. Found on Magic Item Table G.

## Description

*Weapon (any sword), very rare (requires attunement).*

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
Drawmij's Instant Summons

From Player's Handbook, page 235.

## Description

*6th-level conjuration (ritual)*

* **Casting Time:** 1 minute
* **Range:** Touch
* **Components:** V, S, M (a sapphire worth 1000 gp)
* **Duration:** Until dispelled

You touch an object weighing 10 pounds or less whose longest dimension is 6 feet or less. The spell leaves an invisible mark on its surface and invisibly inscribes the name of the item on the sapphire you use as the material component. Each time you cast this spell, you must use a different sapphire.

At any time thereafter, you can use your action to speak the item's name and crush the sapphire. The item instantly appears in your hand regardless of physical or planar distances, and the spell ends.

If another creature is holding or carrying the item, crushing the sapphire doesn't transport the item to you, but instead you learn who the creature possessing the object is and roughly where that creature is located at that moment.

Dispel Magic or a similar effect successfully applied to the sapphire ends this spell's effect.

## Learned By

* **Classes:** Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Detect Poison and Disease

From Player's Handbook, page 231.

## Description

*1st-level divination (ritual)*

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S, M (a yew leaf)
* **Duration:** Concentration, up to 10 minutes

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

## Learned By

* **Classes:** Cleric, Druid, Paladin, Ranger
* **Subclasses:** Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Races:** Mark of Detection Half-elf
* **Backgrounds:** Simic Scientist
* **Feats:** Fey Touched, Magic Initiate, Quicksmithing, Ritual Caster, Strixhaven Initiate
Clairvoyance

From Player's Handbook, page 222.

## Description

*3rd-level divination*

* **Casting Time:** 10 minutes
* **Range:** 1 mile
* **Components:** V, S, M (a focus worth at least 100 gp, either a jeweled horn for hearing or a glass eye for seeing)
* **Duration:** Concentration, up to 10 minutes

You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.

When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.

A creature that can see the sensor (such as a creature benefiting from See Invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

## Learned By

* **Classes:** Bard, Cleric, Sorcerer, Wizard
* **Subclasses:** Barbarian (*Path of the Ancestral Guardian*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*), Sorcerer (*Divine Soul*), Warlock (*The Great Old One*), Warlock (*The Seeker*), Wizard (*Theurgy*)
* **Races:** Mark of Detection Half-elf, Mark of Finding (Half-orc, Human), Mark of Shadow Elf
* **Backgrounds:** Azorius Functionary
Bol'bara

From Explorer's Guide to Wildemount, page 261.

**Hit Points:** 40 (9d6 + 9)
 **STR**
11 (0)
14 (+2)
12 (+1)
10 (0)
13 (+1)
 **Senses:** darkvision 60 ft., passive Perception 11
**Languages:** Common, Goblin
 ***Dark One's Blessing.*** When Bol'bara reduces a hostile creature to 0 hit points, she gains 6 temporary hit points.
***Nimble Escape.*** Bol'bara can take the Disengage or Hide action as a bonus action on each of her turns.
***Innate Spellcasting.*** Bol'bara's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
*At will:* Eldritch Blast, False Life, Mage Armor, Mage Hand
 ***Multiattack.*** Bol'bara makes two melee attacks.
***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.
 When fully possessed by her patron, Bol'bara can take 2 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. Bol'bara regains spent legendary actions at the start of her turn.
**Incorporeal Dash.** Bol'bara moves up to her speed. She can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.
**Zone of Calamity (Costs 2 Actions).** A 15-foot radius sphere of magical confusion extends from a point Bol'bara can see within 60 feet of her and spreads around corners. Each creature that starts its turn in that area is treated as if targeted by the Confusion spell (save DC 12). The sphere lasts as long as Bol'bara maintains concentration, up to 1 minute (as if concentrating on a spell).
Eldritch Staff

From The Wild Beyond the Witchlight, page 209.

## Description

*Staff, very rare (requires attunement)*

This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls.

The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed in an otherwise harmless burst of eldritch energy.

***Eldritch Attack.*** When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d8 lightning damage.

***Eldritch Escape.*** If you take damage while holding the staff, you can use your reaction to expend 3 of the staff's charges, whereupon you turn invisible and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain invisible until the start of your next turn or until you attack, cast a spell, or deal damage.
Core Spawn Emissary

From Explorer's Guide to Wildemount, page 286.

**Hit Points:** 102 (12d8 + 48)
 **STR**
17 (+3)
15 (+2)
18 (+4)
8 (-1)
13 (+1)
 **Saving Throws:** Dex +5, Wis +4, Cha +2
**Skills:** Perception +4
**Damage Immunities:** psychic
**Condition Immunities:** blinded
**Senses:** blindsight 30 ft., tremorsense 60 ft., passive Perception 14
**Languages:** telepathy 120 ft., understands Deep Speech but can't speak
 ***Multiattack.*** The emissary makes three talons attacks.
***Talons.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 14 (2d10 + 3) slashing damage.
***Alluring Thrum (Recharges 5-6).*** The emissary emits a dreadful yet alluring hum. Each creature within 20 feet of the emissary that can hear it and that isn't an aberration must succeed on a DC 14 Constitution saving throw or be charmed 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.
***Crystal Spores (Recharge 6).*** A 15-foot-radius cloud of toxic crystalline spores extends out from the emissary. The spores spread around corners. Each creature in the area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a creature takes 11 (2d10) poison damage at the start of each of its turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Dryad

From Monster Manual, page 121.

**Hit Points:** 22 (5d8)
 **STR**
10 (0)
12 (+1)
11 (0)
14 (+2)
15 (+2)
 **Skills:** Perception +4, Stealth +5
**Senses:** darkvision 60 ft., passive Perception 14
**Languages:** Elvish, Sylvan
 ***Innate Spellcasting.*** The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:
*At will:* Druidcraft
*3/day each:* Entangle, Goodberry
*1/day each:* Barkskin, Pass Without Trace, Shillelagh
***Magic Resistance.*** The dryad has advantage on saving throws against spells and other magical effects.
***Speak With Beasts and Plants.*** The dryad can communicate with beasts and plants as if they shared a language.
 ***Club.** Melee Weapon Attack:* +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.
***Fey Charm.*** The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can.
Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours.
The dryad can have no more than one humanoid and up to three beasts charmed at a time.
Dragon Wing Bow

From Fizban's Treasury of Dragons, page 23.

## Description

*Weapon (any bow), rare (requires attunement)*

The limb tips of this magic bow are shaped like a dragon's wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon's breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow — acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target.
Dimensional Shackles

From Dungeon Master's Guide, page 165. Found on Magic Item Table G.

## Description

*Wondrous item, rare.*

You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing-through an interdimensional portal.

You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
Cloudkill

From Player's Handbook, page 222.

## Description

*5th-level conjuration*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S
* **Duration:** Concentration, up to 10 minutes

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.

When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.

The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.

**At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

## Learned By

* **Classes:** Sorcerer, Wizard
* **Subclasses:** Artificer (*Alchemist*), Cleric (*Death Domain*), Druid (*Circle of the Land (Underdark)*), Druid (*Circle of Spores*), Paladin (*Oath of Conquest*), Warlock (*The Undead*)
* **Backgrounds:** Golgari Agent
Commune With City

From [ /7/74/UA07\_-\_Modern\_Magic.pdf Unearthed Arcana: Modern Magic].

## Description

*5th-level divination (ritual)*

* **Casting Time:** 1 minute
* **Range:** Self
* **Components:** V, S
* **Duration:** Instantaneous

You briefly become one with the city and gain knowledge of the surrounding area. Aboveground, this spell gives you knowledge of the area within 1 mile of you. In sewers and other underground settings, you gain knowledge of the area within 600 feet of you.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

* Terrain and bodies of water
* Prevalent buildings, plants, animals, or intelligent creatures
* Powerful (CR 1 or higher) celestials, fey, fiends, elementals, or undead
* Influences from other planes of existence
* Electrical currents, wireless signals, and active transit lines and tracks

For example, you could determine the location of powerful undead in the area, the location of major sources of electrical power or interference, and the location of any nearby parks.

## Learned By

* **Classes:** Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*City Domain*), Sorcerer (*Aberrant Mind*)
Create Undead

From Player's Handbook, page 229.

## Description

*6th-level necromancy*

* **Casting Time:** 1 minute
* **Range:** 10 feet
* **Components:** V, S, M (one clay pot filled with grave dirt, one clay pot filled with brackish water, and one 150 gp black onyx stone for each corpse)
* **Duration:** Instantaneous

You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control.

As a bonus action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The creature is under your control for 24 hours, after which it stops obeying any command you have given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends. This use of the spell reasserts your control over up to three creatures you have animated with this spell, rather than animating new ones.

**At Higher Levels:** When you cast this spell using a 7th-level spell slot, you can animate or reassert control over four ghouls. When you cast this spell using an 8th-level spell slot, you can animate or reassert control over five ghouls or two ghasts or wights. When you cast this spell using a 9th-level spell slot, you can animate or reassert control over six ghouls, three ghasts or wights, or two mummies.

## Learned By

* **Classes:** Cleric, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Commune With Nature

From Player's Handbook, page 224.

## Description

*5th-level divination (ritual)*

* **Casting Time:** 1 minute
* **Range:** Self
* **Components:** V, S
* **Duration:** Instantaneous

You briefly become one with nature and gain knowledge of the surrounding territory. In the outdoors, the spell gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. The spell doesn't function where nature has been replaced by construction, such as in dungeons and towns.

You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area:

* terrain and bodies of water
* prevalent plants, minerals, animals, or peoples
* powerful celestials, fey, fiends, elementals, or undead
* influence from other planes of existence
* buildings

For example, you could determine the location of powerful undead in the area, the location of major sources of safe drinking water, and the location of any nearby towns.

## Learned By

* **Classes:** Druid, Ranger
* **Subclasses:** Barbarian (*Path of the Totem Warrior*), Druid (*Circle of the Land (Arctic)*), Druid (*Circle of the Land (Forest)*), Paladin (*Oath of the Ancients*)
* **Races:** Mark of Finding (Half-orc, Human)
* **Backgrounds:** Selesnya Initiate
Chest of Preserving

From Waterdeep: Dungeon of the Mad Mage, page 139.

## Description

*Wondrous item, common.*

Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2 1/2 feet long, 1 1/2 feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical.
Clockwork Kraken

From Lost Laboratory of Kwalish, page 38.

**Hit Points:** 142 (15d10 + 60)
 **STR**
20 (+5)
12 (+1)
18 (+4)
3 (-4)
11 (0)
 **Damage Resistances:** fire, poison; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** poison, psychic
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** darkvision 120 ft., passive Perception 10
**Languages:** understands the languages of its creator but can't speak
 ***Independent Tentacles.*** The clockwork kraken has eight tentacles, each of which is treated as a Medium creature, moves independently on the construct's turn, and has a flying speed of 40 feet. The clockwork kraken's senses operate through its tentacles as well as its main body. Each tentacle can be attacked independently, with damage dealt to tentacles applied to the clockwork kraken's hit point total. A tentacle is destroyed if it takes more than 20 damage.
Reducing the construct to three or fewer tentacles reduces its attacks accordingly. A clockwork kraken can regrow any destroyed tentacles at the end of a long rest.
 ***Multiattack.*** The clockwork kraken makes four tentacle slam attacks.
***Tentacle Slam.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) bludgeoning damage.
Censer of Controlling Air Elementals

From Dungeon Master's Guide, page 158. Found on Magic Item Table G.

## Description

*Wondrous item, rare. 1 lbs.*

While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the Conjure Elemental spell. The censer can't be used this way again until the next dawn.

This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid.
Death Slaad

From Monster Manual, page 278.

**Hit Points:** 170 (20d8 + 80)
 **STR**
20 (+5)
15 (+2)
19 (+4)
15 (+2)
10 (0)
 **Skills:** Arcana +6, Perception +8
**Damage Resistances:** acid, cold, fire, lightning, thunder
**Senses:** blindsight 60 ft., darkvision 60 ft., passive Perception 18
**Languages:** Slaad, telepathy 60 ft.
 ***Innate Spellcasting.*** The slaad's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The slaad can innately cast the following spells, requiring no material components:
*At will:* Detect Magic, Detect Thoughts, Invisibility (self only), Mage Hand, Major Image
*2/day each:* Fear, Fireball, Fly, Tongues
*1/day each:* Cloudkill, Plane Shift
***Magic Resistance.*** The slaad has advantage on saving throws against spells and other magical effects.
***Magic Weapons.*** The slaad's weapon attacks are magical.
***Regeneration.*** The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.
***Shapechanger.*** The slaad can use its action to ][Polymorph|polymorph]] into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
***Variant: Control Gem.*** Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.
Certain spells can be used to acquire the gem. If the slaad fails its saving throw against Imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A Wish spell, if cast in the slaad's presence, can be worded to acquire the gem.
A Greater Restoration spell cast on the slaad destroys the gem without harming the slaad.
 ***Multiattack.*** The slaad makes three attacks: one with its bite and two with its claws or greatsword.
***Bite (Slaad Form Only).** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 9 (1d8 + 5) piercing damage plus 7 (2d6) necrotic damage.
***Claws (Slaad Form Only).** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 10 (1d10 + 5) slashing damage plus 7 (2d6) necrotic damage.
***Greatsword.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) slashing damage plus 7 (2d6) necrotic damage.
Cube of Force

From Dungeon Master's Guide, page 159. Found on Magic Item Table G.

## Description

*Wondrous item, rare (requires attunement).*

This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.

You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.

 2
 3
 4
 5
 6

The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.

 Wall of Fire | 1d4
Cloak of Many Fashions

From Xanathar's Guide to Everything, page 136; and The Wild Beyond the Witchlight, page 208.

## Description

*Wondrous item, common*

While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.
Eagle Whistle

From Tales From the Yawning Portal, page 228.

## Description

*Wondrous item, rare.*

While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.
Dagger of Venom

From Dungeon Master's Guide, page 161. Found on Magic Item Table G.

## Description

*Weapon (dagger), rare. 1 lbs.*

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
Darkling

From Volo's Guide to Monsters, page 134.

**Hit Points:** 13 (3d6 + 3)
 **STR**
9 (-1)
16 (+3)
12 (+1)
10 (0)
12 (+1)
 **Skills:** Acrobatics +5, Deception +2, Perception +5, Stealth +7
**Senses:** blindsight 30 ft., darkvision 120 ft., passive Perception 15
**Languages:** Sylvan, Elvish
 ***Death Flash.*** When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the bright light must succeed on a DC 10 Constitution saving throw or be blinded until the end of the creature's next turn.
 ***Dagger.** Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage. If the darkling has advantage on the attack roll, the attack deals an extra 7 (2d6) piercing damage.
Dust of Corrosion

From The Wild Beyond the Witchlight, page 209.

## Description

*Wondrous item, uncommon*

As an action, you can throw this dust into the air, filling a 10-foot cube that extends out from you. Surfaces and objects made of nonmagical ferrous metal in the area instantly corrode and turn to dust, becoming useless and unsalvageable. Any creature in the area that is made wholly or partly out of ferrous metal must make a DC 13 Constitution saving throw, taking 4d8 necrotic damage on a failed save, or half as much damage on a successful one.

Found in a small packet, this dust is made from finely ground rust monster antennae. There is enough dust in each packet for one use.
Copper Dragon Wyrmling

From Monster Manual, page 111.

**Hit Points:** 22 (4d8 + 4)
 **STR**
15 (+2)
12 (+1)
13 (+1)
14 (+2)
11 (0)
 **Saving Throws:** Dex +3, Con +3, Wis +2, Charismaa +3
**Skills:** Perception +4, Stealth +3
**Damage Immunities:** acid
**Senses:** blindsight 10 ft., darkvision 60 ft., passive Perception 14
**Languages:** Draconic
 ***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10 + 2) piercing damage.
***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons:
* **Acid Breath.** The dragon exhales acid in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.
* **Slowing Breath.** The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.
Conjure Minor Elementals

From Player's Handbook, page 226.

## Description

*4th-level conjuration*

* **Casting Time:** 1 minute
* **Range:** 90 feet
* **Components:** V, S
* **Duration:** Concentration, up to 1 hour

You summon elementals that appear in unoccupied spaces that you can see within range. You choose one the following options for what appears:

* One elemental of challenge rating 2 or lower
* Two elementals of challenge rating 1 or lower
* Four elementals of challenge rating 1/2 or lower
* Eight elementals of challenge rating 1/4 or lower.

An elemental summoned by this spell disappears when it drops to 0 hit points or when the spell ends.

The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.

The DM has the creatures' statistics.

**At Higher Levels:** When you cast this spell using certain higher-level spell slots, you choose one of the summoning options above, and more creatures appear: twice as many with a 6th-level slot and three times as many with an 8th-level slot.

## Learned By

* **Classes:** Druid, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Races:** Mark of Storm Half-elf
* **Backgrounds:** Izzet Engineer, Selesnya Initiate
Carnivorous Flower

From Rise of Tiamat, page 67.

**Hit Points:** 114 (12d10 + 48)
 **STR**
16 (+3)
11 (0)
19 (+4)
6 (-2)
13 (+1)
 **Saving Throws:** Con +7
**Senses:** darkvision 120 ft., passive Perception 11
**Languages:** Otyugh
 ***Multiattack.*** The plant makes three attacks: one with its bite and two with its tentacles.
***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.
***Tentacle.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The plant has two tentacles, each of which can grapple one target.
***Tentacle Slam.*** The plant slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the plant's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.
Earth Elemental Myrmidon

From Mordenkainen's Tome of Foes, page 202.

**Hit Points:** 127 (17d8 + 51)
 **STR**
18 (+4)
10 (0)
17 (+3)
8 (-1)
10 (0)
 **Damage Resistances:** bludgeoning, piercing, and slashing from nonmagical weapons
**Damage Immunities:** poison
**Condition Immunities:** paralyzed, petrified, poisoned, prone
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** Terran, one of its creator's choice
 ***Multiattack.*** The myrmidon makes two maul attacks.
***Maul.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage.
***Lightning Strike (Recharge 6).*** The myrmidon makes one maul attack. If the attack hits, it deal an extra 16 (3d10) thunder damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.
Death's Head of Bhaal

From Baldur's Gate: Descent into Avernus, page 233.

**Hit Points:** 76 (8d8 + 40)
 **STR**
20 (+5)
20 (+5)
20 (+5)
14 (+2)
13 (+1)
 **Skills:** Intimidation +6, Perception +4, Persuasion +6, Stealth +11
**Senses:** darkvision 60 ft., passive Perception 14
**Languages:** Common
 ***Aura of Murder.*** As long as the death's head is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage.
 ***Multiattack.*** The death's head uses Stunning Gaze and makes two dagger attacks.
***Dagger.** Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 7 (1d4 + 5) piercing damage.
 ***Unstoppable (3/Day).*** The death's head reduces the damage it takes from an attack to 0.
Crossbow Trap

From Xanathar's Guide to Everything, page 113.

*Simple trap (level 1-4, dangerous threat)*

The crossbow trap is a favorite of kobolds and other creatures that rely on traps to defend their lairs. It consists of a trip wire strung across a hallway and connected to a pair of hidden heavy crossbows. The crossbows are aimed to fire down the hallway at anyone who disturbs the trip wire.

* **Trigger:** A creature that walks through the trip wire triggers the trap.
* **Effect:** The trap makes two attacks against the triggering creature. *Ranged Weapon Attack:* +8 to hit, two attacks; *Hit:* 5 (1d10) piercing damage on a hit. This attack can't gain advantage or disadvantage.
* **Countermeasures:** A successful DC 15 Wisdom (Perception) check reveals the trip wire. A successful DC 15 Dexterity check using thieves' tools disables the trip wire, and a check with a total of 5 or lower triggers the trap.
Clockwork Amulet

From Xanathar's Guide to Everything, page 136.

## Description

*Wondrous item, common.*

This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.
Command

From Player's Handbook, page 223.

## Description

*1st-level enchantment*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V
* **Duration:** 1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.

Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends.

* **Approach:** The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
* **Drop:** The target drops whatever it is holding and then ends its turn.
* **Flee:** The target spends its turn moving away from you by the fastest available means.
* **Grovel:** The target falls prone and then ends its turn.
* **Halt:** The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

## Learned By

* **Classes:** Bard (OCF), Cleric, Paladin
* **Subclasses:** Bard (*College of Glamour*), Cleric (*Knowledge Domain*), Cleric (*Order Domain*), Paladin (*Oath of Conquest*), Paladin (*Oath of the Crown*), Sorcerer (*Divine Soul*), Warlock (*The Fiend*), Wizard (*Theurgy*)
* **Backgrounds:** Azorius Functionary, Orzhov Representative
* **Feats:** Fey Touched, Magic Initiate, Strixhaven Initiate
Cloak of Elvenkind

From Dungeon Master's Guide, page 158. Found on Magic Item Table F.

## Description

*Wondrous item, uncommon (requires attunement).*

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
Cubic Gate

From Dungeon Master's Guide, page 160. Found on Magic Item Table I.

## Description

*Wondrous item, legendary.*

This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the DM.

You can use an action to press one side of the cube to cast the Gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the Plane Shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side.

The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn.
Dragonguard

From Lost Mine of Phandelver, page 48.

## Description

*Armor (breastplate), rare.*

This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type.
Cryovain

From Storm King's Thunder, page 165.

**Hit Points:** 200 (16d12 + 96)
 **STR**
22 (+6)
10 (0)
22 (+6)
8 (-1)
12 (+1)
 **Saving Throws:** Dex +5, Con +11, Wis +6, Cha +6
**Skills:** Perception +11, Stealth +5
**Damage Immunities:** cold
**Senses:** blindsight 60 ft., darkvision 120 ft., passive Perception 21
**Languages:** Common, Draconic
 ***Ice Walk.*** Cryovain can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost him extra moment.
 ***Multiattack.*** Cryovain can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
***Bite.** Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.
***Claw.** Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage.
***Tail.** Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 15 (2d8 + 6) bludgeoning damage.
***Frightful Presence.*** Each creature of Cryovain's choice that is within 120 feet of Cryovain and aware of him must succeed on a DC 14 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 Cryovain's Frightful Presence for the next 24 hours.
 Cryovain 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. Cryovain regains spent legendary actions at the start of its turn.
**Detect.** Cryovain makes a Wisdom (Perception) check.
**Tail Attack.** Cryovain makes a tail attack.
**Wing Attack (Costs 2 Actions).** Cryovain beats his wings. Each creature within 10 feet of Cryovain must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. Cryovain can then fly up to half his flying speed.
Dolgrim

From Eberron: Rising From the Last War, page 291.

**Hit Points:** 13 (3d6 + 3)
 **STR**
15 (+2)
14 (+2)
12 (+1)
8 (-1)
10 (0)
 **Senses:** darkvision 60 ft., passive Perception 10
**Languages:** Deep Speech, Goblin
 ***Multiattack.*** The dolgrim makes three attacks.
***Morningstar.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage.
***Spear.** Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
***Hand Crossbow.** Ranged Weapon Attack.* +4 to hit, range 30/120 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.