recursal/Fanatic-Fandom huggingface dataset:
Retriever

From Mordenkainen's Tome of Foes, page 222.

**Hit Points:** 210 (20d10 + 100)
 **STR**
22 (+6)
16 (+3)
20 (+5)
3 (-4)
11 (0)
 **Saving Throws:** Dex +8, Con +10, Wis +5
**Skills:** Perception +5, Stealth +8
**Damage Immunities:** necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, poisoned
**Senses:** blindsight 30 ft., darkvision 60 ft., passive Perception 15
**Languages:** understands Abyssal, Elvish, and Undercommon but can't speak
 ***Faultless Tracker.*** The retriever is given a quarry by its master. The quarry can be a specific creature or object the master is personally acquainted with, or it can be a general type of creature or object the master has seen before. The retriever knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The retriever can have only one such quarry at a time. The retriever also always knows the location of its master.
***Innate Spellcasting.*** The retriever's innate spellcasting ability is Wisdom (spell save DC 13). The retriever can innately cast the following spells, requiring no material components.
 ***Multiattack.*** The retriever makes two foreleg attacks and uses its force or paralyzing beam once, if available.
***Foreleg.** Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 15 (2d8 + 6) slashing damage.
***Force Beam.*** The retrieve targets one creature it can see within 60 feet of it. The target must make a DC 16 Dexterity saving throw, taking 27 (5d10) force damage on a failed save, or half as much damage on a successful one.
***Paralyzing Beam (Recharge 5-6).*** The retriever targets one creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
If the paralyzed creature is Medium or smaller, the retriever can pick it up as part of the retriever's move and walk or climb with it at full speed.
Ring of Invisibility

From Dungeon Master's Guide, page 191. Found on Magic Item Table I.

## Description

*Ring, legendary (requires attunement).*

While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.
Pixie Dust

From The Wild Beyond the Witchlight, page 212.

## Description

*Wondrous item, uncommon*

As an action, you can sprinkle this dust on yourself or another creature you can see within 5 feet of you. The recipient gains a flying speed of 30 feet and the ability to hover for 1 minute. If the creature is airborne when this effect ends, it falls safely to the ground, taking no damage and landing on its feet.

A small packet holds enough pixie dust for one use.
Psychic Crush

From [ /e/e0/UA66\_-\_Fighter%2C\_Rogue%2C\_and\_Wizard.pdf Unearthed Arcana: Fighter, Rogue, and Wizard].

## Description

*6th-level enchantment*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S
* **Duration:** 1 minute

You overload the mind of one creature you can see within range, filling its psyche with discordant emotions. The target must make an Intelligence saving throw. On a failed save, the target takes 12d6 psychic damage and is stunned for 1 minute. On a successful save, the target takes half as much damage and isn't stunned.

The stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the spell ends on the target.

## Learned By

* **Classes:** Bard, Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Psionic Blast

From [ /e/e0/UA66\_-\_Fighter%2C\_Rogue%2C\_and\_Wizard.pdf Unearthed Arcana: Fighter, Rogue, and Wizard].

## Description

*3rd-level evocation*

* **Casting Time:** 1 action
* **Range:** Self (30 foot cone)
* **Components:** V
* **Duration:** Instantaneous

You unleash a destructive wave of mental power in a 30-foot cone. Each creature in the area must make a Dexterity saving throw. On a failed save, a target takes 5d8 force damage, is pushed 20 feet directly away from you, and is knocked prone. On a successful save, a target takes half as much damage and isn't pushed or knocked prone.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

## Learned By

* **Classes:** Bard, Sorcerer, Warlock, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
Rod of Security

From Dungeon Master's Guide, page 197. Found on Magic Item Table H.

## Description

*Rod, very rare. 2 lbs.*

While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.

For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 hit die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).

When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.
Nightmare

From Monster Manual, page 235.

**Hit Points:** 68 (8d10 + 24)
 **STR**
18 (+4)
15 (+2)
16 (+3)
10 (0)
13 (+1)
 **Damage Immunities:** fire
**Senses:** passive Perception 11
**Languages:** understands Abyssal, Common, and Infernal but can't speak
 ***Confer Fire Resistance.*** The nightmare can grant resistance to fire damage to anyone riding it.
 ***Hooves.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.
***Ethereal Stride.*** The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.
Radiance

From Candlekeep Mysteries, page 87.

## Description

*Wondrous item, uncommon (requires attunement by a spellcaster)*

Radiance, a +1 Wand of the War Mage in the form of an exquisite golden hand mirror.

While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the Enhance Ability spell, choosing itself and no other creature as the spell's target. Once this property of the wand is used, it can't be used again until the next dawn. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Purple Worm

From Monster Manual, page 255.

**Hit Points:** 247 (15d20 + 90)
 **STR**
28 (+9)
7 (-2)
22 (+6)
1 (-5)
8 (-1)
 **Saving Throws:** Con +11, Wis +4
**Senses:** blindsight 30 ft., tremorsense 60 ft., passive Perception 9
**Languages:** —
 ***Multiattack.*** The worm makes two attacks: one with its bite and one with its stinger.
***Bite.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns.
If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
***Tail Stinger.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one creature. *Hit:* 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Nightfall Pearl

From Explorer's Guide to Wildemount, page 268.

## Description

*Wondrous item, legendary (requires attunement).*

Used to summon night, this 6-inch-diameter, jet-black orb is cold to the touch. You can spend 10 minutes to activate it, causing the area within 10 miles of it at the moment of activation to become night even if it is daytime. This night lasts for 24 hours, until you cancel it as an action, or until your attunement to the pearl ends. Once used, the pearl can't be used again for 24 hours.
Immolation

From Xanathar's Guide to Everything, page 158; and Elemental Evil Player's Companion, page 19.

## Description

*5th-level evocation*

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

Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 8d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the spell's duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 4d6 fire damage on a failed save, and the spell ends on a successful one. These magical flames can't be extinguished by nonmagical means.

If damage from this spell kills a target, the target is turned to ash.
Otiluke's Resilient Sphere

From Player's Handbook, page 264.

## Description

*4th-level evocation*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S, M (a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic)
* **Duration:** Concentration, up to 1 minute

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.

Nothing — not physical objects, energy, or other spell effects — can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.

The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures.

A Disintegrate spell targeting the globe destroys it without harming anything inside it.

## Learned By

* **Classes:** Artificer, Wizard
* **Subclasses:** Cleric (*Peace Domain*), Cleric (*Protection Domain*), Fighter (*Eldritch Knight*), Paladin (*Oath of Redemption*), Rogue (*Arcane Trickster*)
* **Backgrounds:** Izzet Engineer
Ring of Evasion

From Dungeon Master's Guide, page 191. Found on Magic Item Table G.

## Description

*Ring, rare (requires attunement).*

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Poison Needle Trap

From Xanathar's Guide to Everything, page 114.

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

A tiny, poisoned needle hidden in a lock is a good way to discourage thieves from plundering a hoard. Such a trap is usually put in a chest or in the door to a treasure chamber.

* **Trigger:** Anyone attempting to pick or open the lock triggers the trap.
* **Effect:** The triggering creature must make a DC 20 Constitution saving throw. On a failed save, the creature takes 14 (4d6) poison damage and is poisoned for 10 minutes. While poisoned in this way, the creature is paralyzed. On a successful save, the creature takes half as much damage and isn't poisoned.
* **Countermeasures:** A successful DC 20 Wisdom (Perception) check reveals the needle, but only if a character inspects the lock. A successful DC 20 Dexterity check using thieves' tools disables the needle, and a check with a total of 10 or lower triggers the trap.
Orcsplitter

From Princes of the Apocalypse, page 224.

## Description

*Weapon (greataxe), legendary (requires attunement by a dwarf, fighter, or paladin of good alignment).*

A mighty axe wielded long ago by the dwarf king Torhild Flametongue, Orcsplitter is a battered weapon that appears unremarkable at first glance. Its head is graven with the Dwarvish runes for "orc," but the runes are depicted with a gap or slash through the markings; the word "orc" is literally split in two.

You gain the following benefits while holding this magic weapon:

* You gain a +2 bonus to attack and damage rolls made with it.
* When you roll a 20 on an attack roll with this weapon against an orc, that orc must succeed on a DC 17 Constitution saving throw or drop to 0 hit points.
* You can't be surprised by orcs while you're not incapacitated. You are also aware when orcs are within 120 feet of you and aren't behind total cover, although you don't know their location.
* You and any of your friends within 30 feet of you can't be frightened while you're not incapacitated.

Orcsplitter is a sentient weapon.

***Sentience.*** Orcsplitter is a sentient, lawful good weapon with an Intelligence of 6, a Wisdom of 15, and a Charisma of 10. It can see and hear out to 120 feet and has darkvision. It communicates by transmitting emotions to its wielder, although on rare occasions it uses a limited form of telepathy to bring to the wielder's mind a couplet or stanza of ancient Dwarvish verse.

***Personality.*** Orcsplitter is grim, taciturn, and inflexible. It knows little more than the desire to face orcs in battle and serve a courageous, just wielder. It disdains cowards and any form of duplicity, deception, or disloyalty. The weapon's purpose is to defend dwarves and to serve as a symbol of dwarven resolve. It hates the traditional foes of dwarves — giants, goblins, and, most of all, orcs — and silently urges its possessor to meet such creatures in battle.
Reduced-Threat Stone Golem

From Tales From the Yawning Portal, page 113.

**Hit Points:** 89 (17d10 + 85)
 **STR**
22 (+6)
9 (-1)
20 (+5)
3 (-4)
11 (0)
 **Damage Immunities:** poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** darkvision 120 ft., passive Perception 10
**Languages:** understands the languages of its creator but can't speak
 ***Immutable Form.*** The golem is immune to any spell or effect that would alter its form.
***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects.
 ***Multiattack.*** The golem makes two slam attacks.
***Slam.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 19 (3d8 + 6) bludgeoning damage.
***Slow (Recharge 5-6).*** The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 15 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Pixie

From Monster Manual, page 253.

**Hit Points:** 1 (1d4 - 1)
 **STR**
2 (-4)
20 (+5)
8 (-1)
10 (0)
14 (+2)
 **Skills:** Perception +4, Stealth +7
**Senses:** passive Perception 14
**Languages:** Sylvan
 ***Innate Spellcasting.*** The pixie's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only its pixie dust as a component:
*At will:* Druidcraft
*1/day each:* Confusion, Dancing Lights, Detect Evil and Good, Detect Thoughts, Dispel Magic, Entangle, Fly, Phantasmal Force, Polymorph, Sleep
 ***Superior Invisibility.*** The pixie magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the pixie wears or carries is invisible with it.
Reduced-Threat Helmed Horror

From Tales From the Yawning Portal, page 113.

**Hit Points:** 30 (8d8 + 24)
 **STR**
18 (+4)
13 (+1)
16 (+3)
10 (0)
10 (0)
 **Skills:** Perception +2
**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.
Ring of Animal Influence

From Dungeon Master's Guide, page 189. Found on Magic Item Table G.

## Description

*Ring, rare.*

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:

* Animal Friendship (save DC 13)
* Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
* Speak With Animals
Naga

From Plane Shift: Amonkhet, page 21.

## Traits

All naga share the following traits.

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

***Age.*** Like humans, naga reach adulthood in their late teens. They show no signs of aging beyond that point except for growing larger, so in theory, a naga could live well over a century.

***Alignment.*** Most naga are either neutral or neutral evil in alignment.

***Size.*** Naga stand about 5 feet tall when upright, but the total length of their bodies, head to tail, ranges from 10 to as much as 20 feet. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet.

***Speed Burst.*** By lowering your body to the ground and propelling yourself with your arms, you can move more quickly for a time. As a bonus action on your turn, if you have both hands free, you can increase your walking speed by 5 feet until the end of your turn.

***Natural Weapons.*** Your fanged maw and constricting serpentine body are natural weapons, which you can use to make unarmed strikes.

If you hit with your bite, you deal piercing damage equal to 1d4 + your Strength modifier, and your target must make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target takes 1d4 poison damage.

If you hit with your constrict attack, you deal bludgeoning damage equal to 1d6 + your Strength modifier, and the target is grappled (escape DC 8 + your proficiency bonus + your Strength modifier). Until this grapple ends, the target is restrained, and you can't constrict another target.

***Poison Immunity.*** You are immune to poison damage and can't be poisoned.

***Poison Affinity.*** You gain proficiency with the poisoner's kit.

***Languages.*** You can read and write Common and Naga.
Orzhov Giant

From Guildmasters' Guide to Ravnica‏, page 202.

**Hit Points:** 84 (8d10 + 40)
 **STR**
23 (+6)
13 (+1)
21 (+5)
12 (+1)
13 (+1)
 **Saving Throws:** Dex +4, Con +8, Wis +4
**Senses:** darkvision 60 ft., passive Perception 11
**Languages:** Common, Giant
 ***Multiattack.*** The giant makes two greataxe attacks.
***Greataxe.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 25 (3d12 + 6) slashing damage. If the Orzhov giant scores a critical hit, it rolls the damage dice three times, instead of twice.
***Rock.** Ranged Weapon Attack:* +9 to hit, range 60/240 ft., one target. *Hit:* 28 (4d10 + 6) bludgeoning damage.
Robe of Serpents

From Storm King's Thunder, page 236.

## Description

*Wondrous item, uncommon (requires attunement).*

A robe of serpents is a stylish silk garment that is popular among wealthy nobles and retired assassins. The robe is emblazoned with 1d4+3 stylized serpents, all brightly colored.

As a bonus action on your turn, you can transform one of the robe's serpents into a giant poisonous snake. The snake instantly falls from the robe, slithers into an unoccupied space next to you, and acts on your initiative count. The snake can tell friendly creatures from hostile ones and attacks the latter. The snake disappears in a harmless puff of smoke after 1 hour, when it drops to 0 hit points, or when you dismiss it (no action required). Once detached, a snake can't return to the robe. When all of the robe's snakes have detached, the robe becomes a nonmagical garment.
Professor Orb

From Waterdeep: Dungeon of the Mad Mage, page 284.

## Description

*Wondrous item, rare.*

Each professor orb takes the form of a smooth, solid, 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light deep inside the sphere.

A Professor Orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table. Regardless of its disposition, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages, and can see and hear normally out to a range of 60 feet. Unlike most sentient items, the orb has no will of its own and can't initiate a conflict with the creature in possession of it.

A Professor Orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier).

In addition to the knowledge it possesses, a professor orb can cast the Mage Hand cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence.
Reduced-Threat Dragon Turtle

From Tales From the Yawning Portal, page 113.

**Hit Points:** 170 (22d20 + 110)
 **STR**
25 (+7)
10 (0)
20 (+5)
10 (0)
12 (+1)
 **Saving Throws:** Dex +4, Con +9, Wis +5
**Damage Resistance:** fire
**Senses:** darkvision 120 ft., passive Perception 11
**Languages:** Aquan, Draconic
 ***Multiattack.*** The dragon turtle makes three attacks: one with its bite and two with its claws.
***Bite.** Melee Weapon Attack:* +11 to hit, reach 15 ft., one target. *Hit:* 26 (3d12 + 7) piercing damage.
***Claw.** Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 16 (2d8 + 7) slashing damage.
***Steam Breath (Recharge 5-6).*** The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.
Paper Whirlwind

From Rise of Tiamat, page 72.

**Hit Points:** 24 (7d8 - 7)
 **STR**
6 (-2)
14 (+2)
8 (-1)
3 (-4)
12 (+1)
 **Skills:** Perception +5
**Damage Vulnerabilities:** fire
**Damage Resistances:** bludgeoning, piercing, slashing
**Condition Immunities:** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
**Senses:** passive Perception 15
**Languages:** —
 ***Beaks.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target in the swarm's space. *Hit:* 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.
Neogi

From Volo's Guide to Monsters, page 180.

**Hit Points:** 33 (6d6 + 12)
 **STR**
6 (-2)
16 (+3)
14 (+2)
13 (+1)
12 (+1)
 **Skills:** Intimidation +4, Perception +3
**Senses:** darkvision 60 ft., passive Perception 13
**Languages:** Common, Deep Speech, Undercommon
 ***Mental Fortitude.*** The neogi has advantage on saving throws against being charmed or frightened. and magic can't put the neogi to sleep.
 ***Multiattack.*** The neogi makes two attacks: one with its bite and one with its claws.
***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
***Claws.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (2d4 + 3) slashing damage.
***Enslave (Recharges after a Short or Long Rest).*** The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.
Reality Break

From Explorer's Guide to Wildemount, page 189.

## Description

*8th-level conjuration*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (a crystal prism)
* **Duration:** Concentration, up to 1 minute

You shatter the barriers between realities and timelines, thrusting a creature into turmoil and madness. The target must succeed on a Wisdom saving throw, or it can't take reactions until the spell ends. The affected target must also roll a d10 at the start of each of its turns; the number rolled determines what happens to the target, as shown on the Reality Break Effects table.

At the end of each of its turns, the affected target can repeat the Wisdom saving throw, ending the spell on itself on a success.

### Reality Break Effects

 3-5
 6-8
 9-10

## Learned By

* **Subclasses:** Wizard (*Chronurgy Magic*)
Oaken Bolter

From Mordenkainen's Tome of Foes, page 126.

**Hit Points:** 58 (9d8 + 18)
 **STR**
12 (+!)
18 (+4)
15 (+2)
3 (-4)
10 (0)
 **Damage Immunities:** poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** understands one language of its creator but can't speak
 ***Multiattack.*** The oaken bolter makes two lancing bolt attacks or one lancing bolt attack and one harpoon attack.
***Lancing Bolt.** Melee or Ranged Weapon Attack:* +7 to hit, reach 5 ft. or range 100/400 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage
***Harpoon.** Ranged Weapon Attack:* +7 to hit, range 50/200 ft., one target. *Hit:* 9 (1d10 + 4) piercing damage, and the target is grappled (escape DC 12). While grappled in this way, a creature's speed isn't reduced, but it can move only in directions that bring it closer to the oaken bolter. A creature takes 5 (1d10) slashing damage if it escapes from the grapple or if it tries and fails. As a bonus action, the oaken bolter can pull a creature grappled by it 20 feet closer. The oaken bolter can grapple only one creature at a time.
***Explosive Bolt (Recharge 5-6).*** The oaken bolter launches an explosive charge at a point within 120 feet. Each creature within 20 feet of that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.
Ring of the Ram

From Dungeon Master's Guide, page 193. Found on Magic Item Table G.

## Description

*Ring, rare (requires attunement).*

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to make a ranged spell attack against one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.

Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Red Dragon Wyrmling

From Monster Manual, page 98.

**Hit Points:** 75 (10d8 + 30)
 **STR**
19 (+4)
10 (0)
17 (+3)
12 (+1)
11 (0)
 **Saving Throws:** Dexterity +2, Constitution +5, Wisdom +2, Charisma +4
**Skills:** Perception +4, Stealth +2
**Damage Immunities:** fire
**Senses:** blindsight 10 ft., darkvision 60 ft., passive Perception 14
**Languages:** Draconic
 ***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.
***Fire Breath (Recharge 5-6).*** The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
Polymorph Blade

From Lost Laboratory of Kwalish, page 56.

## Description

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

When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack's normal effects. On a failed save, the creature also suffers the effects of a Polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.

A creature is immune to this effect if it is immune to damage of the weapon's type, is a shapechanger, or has legendary actions.

***Curse.*** This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a Remove Curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a Polymorph spell for 1 hour, rolling on the table to determine your new form.
Necklace of Adaptation

From Dungeon Master's Guide, page 182. Found on Magic Item Table F.

## Description

*Wondrous item, uncommon (requires attunement)*

While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as Cloudkill and Stinking Cloud effects, inhaled poisons, and the breath weapons of some dragons).
Ox

From Volo's Guide to Monsters, page 208.

**Hit Points:** 15 (2d10 + 4)
 **STR**
18 (+4)
10 (0)
14 (+2)
2 (-4)
10 (0)
 **Senses:** passive Perception 10
**Languages:** —
 ***Beast of Burden.*** The oxen is considered to be a Huge animal for the purposes of determining its carrying capacity.
 ***Gore.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) piercing damage.
Power Word Kill

From Player's Handbook, page 266.

## Description

*9th-level enchantment*

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

You utter a word of power that can compel one creature you can see within range to die instantly. If the creature you choose has 100 hit points or fewer, it dies. Otherwise, the spell has no effect.

## Learned By

* **Classes:** Bard, Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Replica Pentadrone

From Acquisitions Incorporated, page 132.

**Hit Points:** 32 (5d10 + 5)
 **STR**
15 (+2)
14 (+2)
12 (+1)
10 (0)
10 (0)
 **Skills:** Perception +4
**Senses:** darkvision 60 ft., passive Perception 14
**Languages:** Modron, can understand Common but speaks only preprogrammed responses
 ***Axiomatic Mind.*** The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.
 ***Multiattack.*** The pentadrone makes five arm attacks.
***Arm.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) bludgeoning damage.
***Paralysis Gas (Recharge 5-6).*** The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 11 Constitution saving throw or be paralyzed 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.
Raulothim's Psychic Lance

From Fizban's Treasury of Dragons, page 21.

## Description

*4th-level enchantment*

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

You unleash a shimmering lance of psychic power from your forehead at a creature that you can see within range. Alternatively, you can utter a creature's name. If the named target is within range, it becomes the spell's target even if you can't see it. If the named target isn't within range, the lance dissipates without effect.

The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn't incapacitated.

***At Higher Levels.*** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th.

## Learned By

* **Classes:** Bard, Sorcerer, Warlock, Wizard
* **Subclasses** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*)
Owl

From Monster Manual, page 333.

**Hit Points:** 1 (1d4 - 1)
 **STR**
3 (-4)
13 (+1)
8 (-1)
2 (-4)
12 (+1)
 **Skills:** Perception +3, Stealth +3
**Senses:** darkvision 120 ft., passive Perception 13
**Languages:** —
 ***Flyby.*** The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
 ***Talons.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 1 slashing damage.
Phantasmal Killer

From Player's Handbook, page 265.

## Description

*4th-level illusion*

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

You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target's turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.

## Learned By

* **Classes:** Bard (OCF), Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Warlock (*The Genie*), Warlock (*The Hexblade*)
Resting

From Player's Handbook, page 186.

Heroic though they might be, adventurers can't spend every hour of the day in the thick of exploration, social interaction, and combat. They need rest-time to sleep and eat, tend their wounds, refresh their minds and spirits for spellcasting, and brace themselves for further adventure.

Adventurers can take short rests in the midst of an adventuring day and a long rest to end the day. While the text here refers to adventurers, any creature can take a short or long rest.

## Short Rest

A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds.

A character can spend one or more hit dice at the end of a short rest, up to the character's maximum number of hit dice, which is equal to the character's level. For each hit die spent in this way, the player rolls the die and adds the character's Constitution modifier to it. The character regains hit points equal to the total. After applying your Constitution modifier to a hit die roll, you regain a minimum of 0 hit points. The player can decide to spend an additional hit die after each roll. A character regains some spent hit dice upon finishing a long rest, as explained below.

## Long Rest

A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity — at least 1 hour of walking, fighting, casting spells, or similar adventuring activity, the characters must begin the rest again to gain any benefit from it.

At the end of a long rest, a character regains all lost hit points. The character also regains spent hit dice, up to a number of dice equal to half of the character's total number of them. You regain at least 1 hit die when you finish a long rest.

For example, if a character has eight hit dice, he or she can regain four spent hit dice upon finishing a long rest.

A character can't benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.
Razorvine

From Dungeon Master's Guide, page 110.

*Wilderness hazard*

Razorvine is a plant that grows in wild tangles and hedges. It also clings to the sides of buildings and other surfaces as ivy does. A 10-foot-high, 10-foot-wide, 5-foot-thick wall or hedge of razorvine has AC 11, 25 hit points, and immunity to bludgeoning, piercing, and psychic damage.

When a creature comes into direct contact with razorvine for the first time on a turn, the creature must succeed on a DC 10 Dexterity saving throw or take 5 (1d10) slashing damage from the razorvine's bladelike thorns.
Planetar

From Monster Manual, page 17.

**Hit Points:** 200 (16d10 + 112)
 **STR**
24 (+7)
20 (+5)
24 (+7)
19 (+4)
22 (+6)
 **Saving Throws:** Con +12, Wis +11, Cha +12
**Skills:** Perception +11
**Damage Resistances:** radiant; bludgeoning, piercing, and slashing from nonmagical attacks
**Condition Immunities:** charmed, exhaustion, frightened
**Senses:** truesight 120 ft., passive Perception 21
**Languages:** all, telepathy 120 ft.
 ***Angelic Weapons.*** The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).
***Divine Awareness.*** The planetar knows if it hears a lie.
***Immortal Nature.*** An angel doesn't require food, drink, or sleep.
***Innate Spellcasting.*** The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:
*At will:* Detect Evil and Good, Invisibility (self only)
*3/day each:* Blade Barrier, Dispel Evil and Good, Flame Strike, Raise Dead
*1/day each:* Commune, Control Weather, Insect Plague
 ***Multiattack.*** The planetar makes two melee attacks.
***Greatsword.** Melee Weapon Attack:* +12 to hit, reach 5 ft., one target. *Hit:* 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.
***Healing Touch (4/Day).*** The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.
Planar Binding

From Player's Handbook, page 265.

## Description

*5th-level abjuration*

* **Casting Time:** 1 hour
* **Range:** 60 feet
* **Components:** V, S, M (a jewel worth at least 1,000 gp, which the spell consumes)
* **Duration:** 24 hours

With this spell, you attempt to bind a celestial, an elemental, a fey, or a fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned into the center of an inverted magic circle in order to keep it trapped while this spell is cast.) At the completion of the casting, the target must make a Charisma saving throw. On a failed save, it is bound to serve you for the duration. If the creature was summoned or created by another spell, that spell's duration is extended to match the duration of this spell.

A bound creature must follow your instructions to the best of its ability. You might command the creature to accompany you on an adventure, to guard a location, or to deliver a message. The creature obeys the letter of your instructions, but if the creature is hostile to you, it strives to twist your words to achieve its own objectives. If the creature carries out your instructions completely before the spell ends, it travels to you to report this fact if you are on the same plane of existence. If you are on a different plane of existence, it returns to the place where you bound it and remains there until the spell ends.

**At Higher Levels:** When you cast this spell using a spell slot of a higher level, the duration increases to 10 days with a 6th-level slot, to 30 days with a 7th-level slot, to 180 days with an 8th-level slot, and to a year and a day with a 9th-level spell slot.

## Learned By

* **Classes:** Bard, Cleric, Druid, Warlock (OCF), Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Ranger (*Monster Slayer*), Sorcerer (*Clockwork Soul*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Negative Energy Flood

From Xanathar's Guide to Everything, page 163.

## Description

*5th-level necromancy*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, M (a broken bone and a square of black silk)
* **Duration:** Instantaneous

You send ribbons of negative energy at one creature you can see within range. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as a zombie at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it.

If you target an undead with this spell, the target doesn't make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points.
Quaggoth

From Monster Manual, page 256.

**Hit Points:** 45 (6d8 + 18)
 **STR**
17 (+3)
12 (+1)
16 (+3)
6 (-2)
12 (+1)
 **Skills:** Athletics +5
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** darkvision 120 ft., passive Perception 11
**Languages:** Undercommon
 ***Multiattack.*** The quaggoth makes two claw attacks.
***Claw.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage.
Potion of Maximum Power

From Explorer's Guide to Wildemount, page 268.

## Description

*Potion, rare.*

The first time you cast a damage-dealing spell of 4th level or lower within 1 minute after drinking the potion, instead of rolling dice to determine the damage dealt, you can instead use the highest number possible for each die.

This glowing purple liquid smells of sugar and plum, but it has a muddy taste.
Raise Dead

From Player's Handbook, page 270.

## Description

*5th-level necromancy*

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

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.

This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.

This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival — its head, for instance — the spell automatically fails.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

## Learned By

* **Classes:** Bard, Cleric, Paladin
* **Subclasses:** Artificer (*Alchemist*), Cleric (*Grave Domain*), Cleric (*Life Domain*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Platinum Scarf

From Fizban's Treasury of Dragons, page 24.

## Description

*Wondrous item, legendary (requires attunement)*

This scarf is made of sturdy cloth and covered in platinum-colored scales.

As an action, you can pull a scale from the scarf and speak a command word. When you do so, choose one of the following effects:

**Breath of Life.** The scale disappears, and you or a creature you touch regains 10d4 hit points.

**Platinum Shield.** For 1 hour or until you dismiss it (no action required), the scale becomes a +1 shield, which you or another creature can use. A creature wielding the shield has immunity to radiant damage.

**Radiant Hammer.** For 1 hour or until you dismiss it (no action required), the scale becomes a magic light hammer, which you or another creature can use. The weapon deals 2d4 radiant damage, instead of the bludgeoning damage normal for a light hammer. It deals an extra 2d4 radiant damage to chromatic dragons.

Once three scales have been pulled from the scarf, no more scales can be removed until the next dawn, when all the missing scales grow back. If you pull off a scale but don't speak a command word, it disappears after 1 minute.
Illusory Dragon

From Xanathar's Guide to Everything, page 157.

## Description

*8th-level illusion*

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

By gathering threads of shadow material from the Shadowfell, you create a Huge shadowy dragon in an unoccupied space that you can see within range. The illusion lasts for the spell's duration and occupies its space, as if it were a creature.

When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn't have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success.

As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the dragon, choose a damage type: acid, cold, fire, lightning, necrotic, or poison. Each creature in the cone must make an Intelligence saving throw, taking 7d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one.

The illusion is tangible because of the shadow stuff used to create it, but attacks miss it automatically, it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the dragon can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through it and has advantage on saving throws against its breath.

## Learned By

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