recursal/Fanatic-Fandom huggingface dataset:
Adult Red Dragon

From Monster Manual, page 98.

**Hit Points:** 256 (19d12 + 133)
 **STR**
27 (+8)
10 (0)
25 (+7)
16 (+3)
13 (+1)
 **Saving Throws:** Dex +6, Con +13, Wis +7, Cha +11
**Skills:** Perception +13, Stealth +6
**Damage Immunities:** fire
**Senses:** blindsight 60 ft., darkvision 120 ft., passive Perception 23
**Languages:** Common, Draconic
 ***Legendary Resistance (3/Day).*** If the dragon fails a saving throw, it can choose to succeed instead.
 ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
***Bite.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
***Claw.** Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage.
***Tail.** Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 17 (2d8 + 8) bludgeoning damage.
***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 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 the dragon's Frightful Presence for the next 24 hours.
 The dragon 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. The dragon regains spent legendary actions at the start of its turn.
**Detect.** The dragon makes a Wisdom (Perception) check.
**Tail Attack.** The dragon makes a tail attack.
 On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:
* Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.
* A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.
 The region surrounding a legendary red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:
* Small earthquakes are common within 6 miles of the dragon's lair.
* Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.
* Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.

If the dragon dies, these effects fade over the course of 1d10 days.
Bracelet of Rock Magic

From Tales From the Yawning Portal, page 228.

## Description

*Wondrous item, very rare (requires attunement). 1 lbs.*

While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast Flesh to Stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast Stone Shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.

***Curse.*** The bracelet's affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giants and dwarves, have advantage on the saving throw against Flesh to Stone cast from the bracelet. If such a creature's save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly.
Air Bubble

From Astral Adventurer's Guide, page 22.

## Description

*2nd-level conjuration*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** S
* **Duration:** 24 hours

You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).

**At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.

## Learned By

* **Classes:** Artificer, Druid, Ranger, Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
Ammalia Cassalanter

From Waterdeep: Dragon Heist, page 193.

**Hit Points:** 45 (10d8)
 **STR**
9 (-1)
14 (+2)
11 (0)
17 (+3)
12 (+1)
 **Saving Throws:** Int +6, Wis +4
**Skills:** Arcana +6, History +6, Insight +4, Persuasion +5
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** passive Perception 11
**Languages:** Common, Draconic, Elvish, Infernal
 ***Spellcasting.*** Ammalia is a 9th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). She has the following wizard spells prepared:
Cantrips (at will): Friends, Mage Hand, Mending, Message
1st level (4 slots): Charm Person, Mage Armor, Magic Missile
2nd level (3 slots): Hold Person, Invisibility, Suggestion
3rd level (3 slots): Fireball, Haste, Tongues
4th level (3 slots): Confusion, Stoneskin
 ***Quarterstaff.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.
Autumn Eladrin

From Mordenkainen's Tome of Foes, page 195.

**Hit Points:** 127 (17d8 + 51)
 **STR**
12 (+1)
16 (+3)
16 (+3)
14 (+2)
17 (+3)
 **Skills:** Insight +7, Medicine +7
**Damage Resistances:** bludgeoning, piercing, slashing from nonmagical attacks
**Senses:** darkvision 60 ft., passive Perception 13
**Languages:** Common, Elvish, Sylvan
 ***Changeable Nature.*** Whenever the eladrin finishes a long rest, it can associate itself with a different season, provided it isn't incapacitated. When the eladrin makes this change, it uses the stat block of the new season, rather than its old stat block. Any damage the eladrin sustained in its original form applies to the new form, as do any conditions or other ongoing effects affecting it.
***Enchanting Presence.*** Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature is charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Enchanting Presence for 24 hours.
Whenever the eladrin deals damage to the charmed creature, the creature can repeat the saving throw, ending the effect on itself on a success.
***Fey Step (Recharge 4-6).*** As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.
***Innate Spellcasting.*** The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
*At will:* Calm Emotions, Sleep
*3/day each:* Cure Wounds (as a 5th-level spell), Lesser Restoration
*1/day each:* Greater Restoration, Heal, Raise Dead
 ***Longsword.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d8 + 1) slashing damage plus 18 (4d8) psychic damage, or 6 (1d10 + 1) slashing damage plus 18 (4d8) psychic damage if used with two hands.
 ***Foster Peace.*** If a creature charmed by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker.
Aeorian Nullifier

From Explorer's Guide to Wildemount, page 283.

**Hit Points:** 180 (19d10 + 76)
 **STR**
19 (+4)
14 (+2)
18 (+4)
7 (-2)
14 (+2)
 **Saving Throws:** Wis +6, Cha +8
**Skills:** Perception +6, Survival +6
**Damage Immunities:** necrotic, radiant
**Senses:** darkvision 120 ft., passive Perception 16
**Languages:** understands Draconic but can't speak
 ***Horrid Gnashing.*** The nullifier's mouths gnash incoherently while it can see any enemies. Each creature that starts its turn within 20 feet of the nullifier and can hear it must make a DC 16 Wisdom saving throw. Unless the save succeeds, the creature rolls a d8 to determine what it does during the current turn:

 5-6
 7-8

***Innate Spellcasting.*** The nullifier's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:
*At will:* Counterspell (see "Reactions" below), Detect Magic, Dispel Magic, See Invisibility
*1/day:* Antimagic Field
 ***Multiattack.*** The nullifier makes three attacks: one with its bites and two with its claws.
***Bite.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one creature. *Hit:* 17 (2d12 + 4) piercing damage plus 11 (2d10) force damage.
 ***Counterspell.*** The nullifier attempts to interrupt a creature that it can see within 60 feet in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, the nullifier makes a Charisma check with a DC equal to 10 + the spell's level. On a success, the creature's spell fails and has no effect.
Black Dragon Mask

From Hoard of the Dragon Queen, page 94.

## Description

*Wondrous item, legendary (requires attunement).*

This horned mask of glossy ebony has horns and a skull-like mien. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.

***Damage Absorption.*** You have damage resistance to acid. If you already have damage resistance to acid from another source, you gain immunity to acid damage. If you already have immunity to acid damage from another source, you regain hit points equal to half of any acid damage you are dealt.

***Draconic Majesty.*** While you are wearing no armor, you can add your Charisma bonus to your Armor Class.

***Dragon Breath.*** If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.

***Dragon Sight.*** You gain darkvision with a radius of 60 feet, or an additional 60 feet of darkvision if you already have that sense. Once per day, you can gain blindsight out to a range of 30 feet for 5 minutes.

***Dragon Tongue.*** You can speak and understand Draconic. You also have advantage on any Charisma check you make against black dragons.

***Legendary Resistance (1/day).*** If you fail a saving throw, you can choose to succeed instead.

***Water Breathing.*** You can breathe underwater.
Animate Dead

From Player's Handbook, page 212.

## Description

*3rd-level necromancy*

* **Casting Time:** 1 minute
* **Range:** 10 feet
* **Components:** V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust)
* **Duration:** Instantaneous

This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature's game statistics).

On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 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've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

## Learned By

* **Classes:** Cleric, Wizard
* **Subclasses:** Cleric (*Death Domain*), Druid (*Circle of Spores*), Fighter (*Eldritch Knight*), Paladin (*Oathbreaker*), Rogue (*Arcane Trickster*), Sorcerer (*Divine Soul*), Wizard (*School of Necromancy*), Wizard (*Theurgy*)
* **Eldritch Invocations:** Undying Servitude
* **Backgrounds:** Golgari Agent
Akroan Hoplite

From Mythic Odysseys of Theros, page 228.

**Hit Points:** 52 (8d8 + 16)
 **STR**
16 (+3)
16 (+3)
14 (+2)
11 (0)
14 (+2)
 **Saving Throws:** Str +5, Dex +5
**Senses:** passive Perception 12
**Languages:** Common
 ***Multiattack.*** The hoplite makes three melee attacks or two ranged attacks.
***Spear.** Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft., or range 20/60 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.
***Shield Bash.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 5 (1d4 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
All-Purpose Tool

From Tasha's Cauldron of Everything, page 119.

## Description

*Wondrous item, uncommon (+1), rare (+2), very rare (+3) (requires attunement by an artificer)*

This simple screwdriver can transform into a variety of tools: as an action, you can touch the item and transform it into any type of artisan's tool of your choice. Whatever form the tool takes, you are proficient with it.

While holding this tool, you gain a bonus to the spell attack rolls and the saving throw DCs of your artificer spells. The bonus is determined by the tool's rarity.

As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.
Blade of Avernus

From Baldur's Gate: Descent into Avernus, page 150.

## Description

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

***Magic Weapon.*** The Blade of Avernus is a magic weapon that functions as a vorpal sword.

***Random Properties.*** The sword has the following randomly determined properties:

* 2 minor beneficial properties
* 1 major beneficial property
* 1 major detrimental property, which is suppressed while the sword is attuned to an archdevil

***Ruler of Avernus.*** As an action, you can point this sword at one devil you can see within 60 feet of you. That devil must succeed on a DC 22 Charisma saving throw or be charmed by you for 1 hour. While charmed in this way, the devil follows your orders to the best of its ability. If you command the devil to do something it perceives as suicidal, the effect ends and you can no longer use this power of the sword against that devil.

***Infernal Recall.*** As an action, you can use the sword to cast Word of Recall. Creatures transported by this spell appear in an unoccupied space within 30 feet of the current ruler of Avernus, or a sanctuary you designate if you rule Avernus.

***Destroying the Sword.*** The sword can be destroyed by casting it into the River Styx or melting it down in the forge that created it.
Black Guard Drake

From Volo's Guide to Monsters, page 158.

**Hit Points:** 52 (7d8 + 21)
 **STR**
16 (+3)
11 (0)
16 (+3)
4 (-3)
10 (0)
 **Skills:** Perception +2
**Damage Resistances:** acid
**Senses:** darkvision 60 ft., passive Perception 12
**Languages:** understands Draconic but can't speak
 ***Multiattack.*** The drake attacks twice, once with its bite and once with its tail.
***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage.
***Tail.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) bludgeoning damage.
Draakhorn

From Rise of Tiamat, page 93.

## Description

*Wondrous item, artifact.*

The Draakhorn was a gift from Tiamat in the war between dragons and giants. It was once the horn of her ancient red dragon consort, Ephelomon, that she gave to dragonkind to help them in their war against the giants. The Draakhorn is a signaling device, and it is so large that it requires two Medium creatures (or one Large or larger) to hold it while a third creature sounds it, making the earth resonate to its call. The horn has been blasted with fire into a dark ebony hue and is wrapped in bands of bronze with draconic runes that glow with purple eldritch fire.

The low, moaning drone of the Draakhorn discomfits normal animals within a few miles, and it alerts all dragons within two thousand miles to rise and be wary, for great danger is at hand. Coded blasts were once used to signal specific messages. Knowledge of those codes has been lost to the ages.

Those with knowledge of the Draakhorn's history know that it was first built to signal danger to chromatic dragons — a purpose the Cult of the Dragon has corrupted to call chromatic dragons to the Well of Dragons from across the North.

Within 50 feet of any enclosed space where the horn is blown, the air begins to shimmer from the sound. Any character within 20 feet of the entry to the enclosed space must succeed on a DC 12 Strength check to continue pushing against the pressure of the sound. A failure indicates the character can advance no farther toward the entry.

For any character entering the enclosed space, the sound fades to silence — because any creature that enters the enclosed space is temporarily deafened and must make a DC 12 Constitution saving throw. Success indicates the deafness ends 2 minutes after the Draakhorn ceases to sound. Failure indicates the character remains deafened for 1 hour after the Draakhorn ceases to sound.

While the horn is sounding, a creature must make a DC 15 Constitution saving throw the first time on a turn the creature enters a 150-foot cone in front of the horn or starts its turn there. On a failed save, the creature takes 27 (6d8) thunder damage and is knocked prone. On a successful save, the creature takes half damage and isn't knocked prone.
Blast Scepter

From Waterdeep: Dungeon of the Mad Mage, page 310.

## Description

*Rod, very rare (requires attunement).*

The Blast Scepter can be used as an arcane focus.

Whoever is attuned to the Blast Scepter gains resistance to fire and lightning damage and can, as an action, use it to cast Thunderwave as a 4th-level spell (save DC 16) without expending a spell slot.
Animated Jade Serpent

From Waterdeep: Dungeon of the Mad Mage, page 92.

**Hit Points:** 11 (2d8 + 2)
 **STR**
10 (0)
18 (+4)
13 (+1)
2 (-4)
10 (0)
 **Skills:** Perception +2
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** blindsight 10 ft., passive Perception 12
**Languages:** —
 ***Bite.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Ankylosaurus

From Monster Manual, page 79.

**Hit Points:** 68 (8d12 + 16)
 **STR**
19 (+4)
11 (0)
15 (+2)
2 (-4)
12 (+1)
 **Senses:** passive Perception 11
**Languages:** —
 ***Tail.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Antagonize

From [ /2/29/UA2022-WondersoftheMultiverse.pdf Unearthed Arcana: Wonders of the Multiverse].

## Description

*3rd-level enchantment*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S, M (a playing card depicting a rogue)
* **Duration:** Instantaneous

You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, it takes 4d4 psychic damage and must immediately use its reaction, if available, to make a melee attack against another creature of your choice that you can see. If no other creature is within range, the target has disadvantage on the next attack roll it makes before the start of your next turn.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd.

## Learned By

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

From Player's Handbook, page 215.

## Description

*2nd-level abjuration*

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

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting Knock on the object suppresses Arcane Lock for 10 minutes.

While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

## Learned By

* **Classes:** Artificer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*)
* **Races:** Mammon Tiefling, Mark of Warding Dwarf
* **Backgrounds:** Azorius Functionary
Bracer of Flying Daggers

From Waterdeep: Dragon Heist, page 190.

## Description

*Wondrous item, rare (requires attunement).*

This armband appears to have thin daggers strapped to it. As an action, you can pull up to two magic daggers from the bracer and immediately hurl them, making a ranged attack with each dagger. A dagger vanishes if you don't hurl it right away, and the daggers disappear right after they hit or miss. The bracer never runs out of daggers.
Bobbing Lily Pad

From The Wild Beyond the Witchlight, page 208.

## Description

*Wondrous item, very rare (requires attunement)*

This magic vehicle is a 10-foot-diameter leaf that floats on water. It has tendrils that propel it across land and across the water's surface (but not underwater), as well as through the air. It has a walking, flying, and swimming speed of 20 feet, and it can hover. It moves according to your spoken directions while you are riding it.

The lily pad can transport up to 300 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.
Blade of the Medusa

From Lost Laboratory of Kwalish, page 53.

## 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 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.

A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, 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 must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
Bloodwell Vial

From Tasha's Cauldron of Everything, page 122.

## Description

*Wondrous item, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a sorcerer)*

To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial's rarity.

In addition, when you roll any hit dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.
Amulet of the Black Skull

From Tomb of Annihilation, page 206.

## Description

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

This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace.

The amulet has 6 charges and regains 1d6 charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and anything you are wearing or carrying to a location within 100 feet of you. The destination you choose doesn't need to be in your line of sight, but it must be familiar to you (in other words, a place you have seen or visited), and it must be on the same plane of existence as you. This effect isn't subject to the magic restrictions placed on the Tomb of the Nine Gods; thus, the amulet can be used to enter and exit the tomb.

If you aren't undead, you must make a DC 16 Constitution saving throw each time you use the amulet to teleport. On a failed saving throw, the black skull cackles as you are transformed in transit. The transformation takes effect as soon as you arrive at the destination, and is determined randomly by rolling percentile dice and consulting the Black Skull Transformation table.

 21 - 35
 36 - 50
 51 - 70
 71 - 95
 96 - 00
Avatar of Death

From Dungeon Master's Guide, page 164.

**Hit Points:** half the hit point maximum of its summoner (the creature that drew the Skull Card)
 **STR**
16 (+3)
16 (+3)
16 (+3)
16 (+3)
16 (+3)
 **Damage Immunities:** necrotic, poison
**Condition Immunities:** charmed, frightened, paralyzed, petrified, poisoned, unconscious
**Senses:** darkvision 60 ft., truesight 60 ft., passive Perception 13
 ***Incorporeal Movement.*** The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
 ***Reaping Scythe.*** The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage.
Animated Drow Statue

From Out of the Abyss, page 96.

**Hit Points:** 33 (6d8 + 6)
 **STR**
14 (+2)
11 (+0)
13 (+1)
1 (-5)
3 (-4)
 **Damage Immunities:** poison, psychic
**Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** blindsight 60 ft., passive Perception 6
**Languages:** —
 ***Antimagic Susceptibility.*** The statue is incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the statue must succeed on a Constitution saving throw against the caster's spell save DC or fall unconcious for 1 minute.
 ***Multiattack.*** The statue makes two melee attacks.
***Slam.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) bludgeoning damage.
Armor of Invulnerability

From Dungeon Master's Guide, page 152. Found on Magic Item Table I.

## Description

*Armor (plate), legendary (requires attunement).*

You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing this armor. Once this special action is used, it can't be used again until the next dawn.
Charm of Plant Command

From Ghosts of Saltmarsh, page 229.

## Description

*Wondrous item, rare (requires attunement).*

This fist-sized charm is made from a bundle of dried plant stems wrapped in silver thread. Hung on a leather thong, it is typically worn around the neck or attached to a belt.

This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the Speak With Plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor, and attitude of plants. The charm regains all expended charges at dawn each day.
Cauldron of Rebirth

From Tasha's Cauldron of Everything, page 122.

## Description

*Wondrous item, very rare (requires attunement by a druid or warlock)*

This Tiny pot bears relief scenes of heroes on its cast iron sides. You can use the cauldron as a spellcasting focus for your spells, and it functions as a suitable component for the Scrying spell. When you finish a long rest, you can use the cauldron to create a Potion of Greater Healing. The potion lasts for 24 hours, then loses its magic if not consumed.

As an action, you can cause the cauldron to grow large enough for a Medium creature to crouch within. You can revert the cauldron to its normal size as an action, harmlessly shunting anything that can't fit inside to the nearest unoccupied space.

If you place the corpse of a humanoid into the cauldron and cover the corpse with 200 pounds of salt (which costs 10 gp) for at least 8 hours, the salt is consumed and the creature returns to life as if by Raise Dead at the next dawn. Once used, this property can't be used again for 7 days.
Bookmark

From Tomb of Annihilation, page 206.

## Description

*Weapon (dagger), legendary (requires attunement). 1 lbs.*

This +3 dagger belongs to Artus Cimber. While you have the dagger drawn, you can use a bonus action to activate one of the following properties:

* Cause a blue gem set into the dagger's pommel to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark.
* Turn the dagger into a compass that, while resting on your palm, points north.
* Cast Dimension Door from the dagger. Once this property is used, it can't be used again until the next dawn.
* Cast Compulsion (save DC 15) from the dagger. The range of the spell increases to 90 feet but it targets only spiders that are beasts. Once this property is used, it can't be used again until the next dawn.
Bloodaxe

From Explorer's Guide to Wildemount, page 266.

## Description

*Weapon (greataxe), very rare (requires attunement).*

You gain a +2 bonus to attack and damage rolls made with this magic axe. This axe deals an extra 1d6 necrotic damage to creatures that aren't constructs or undead. If you reduce such a creature to 0 hit points with an attack using this axe, you gain 10 temporary hit points.

This axe is forged from a dark, rust-colored metal and once belonged to the goliath barbarian Grog Strongjaw of Vox Machina.
Black Dragon Wyrmling

From Monster Manual, page 88.

**Hit Points:** 33 (6d8 + 6)
 **STR**
15 (+2)
14 (+2)
13 (+1)
10 (0)
11 (0)
 **Saving Throws:** Dex +4, Con +3, Wis +2, Cha +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 plus 2 (1d4) poison damage.
***Acid Breath (Recharge 5-6).*** The dragon exhales acid in a 15-foot line. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.
Acheron Blade

From Explorer's Guide to Wildemount, page 265.

## Description

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

The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead.

***Dark Blessing.*** While holding the sword, you can use your action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk.

***Disheartening Strike.*** When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread; the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it is immune to the frightened condition. Once you use this property, you can't do so again until the next dusk.
Belt of Giant Strength

From Dungeon Master's Guide, page 155. Found on Magic Item Tables G, H, I.

## Description

*Wondrous item, rarity varies (requires attunement)*

While wearing this belt, your Strength score changes to a score granted by the belt. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.

Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The Belt of Stone Giant Strength and the Belt of Frost Giant Strength look different, but they have the same effect.

 Stone/frost giant
 Fire giant
 Cloud giant
 Storm giant
Cause Fear

From Xanathar's Guide to Everything, page 151.

## Description

*1st-level necromancy*

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

You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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

## Learned By

* **Classes:** Warlock, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Feats:** Magic Initiate, Shadow Touched, Strixhaven Initiate
Awakened Brown Bear

From Waterdeep: Dungeon of the Mad Mage, page 72.

**Hit Points:** 34 (4d10 + 12)
 **STR**
19 (+4)
10 (0)
16 (+3)
10 (0)
13 (+1)
 **Skills:** Perception +3
**Senses:** passive Perception 13
**Languages:** one language known by its creator
 ***Multiattack.*** The bear makes two attacks: one with its bite and one with its claws.
***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) piercing damage.
***Claws.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.
Black Crystal Tablet

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

## Description

*Wondrous item, legendary (requires attunement by a creature that has proficiency in the Arcana skill).*

Any creature that attunes to the tablet must make a DC 20 Wisdom saving throw at the end of its next long rest. On a failed save, the creature becomes afflicted with a random form of long-term madness.

As an action, a creature attuned to the Black Crystal Tablet can use it to cast Eyebite or Gate (the portal created by this spell links to the Far Realm only). After the tablet is used to cast a spell, it cannot be used again until the next dawn.
Bestow Curse

From Player's Handbook, page 218.

## Description

*3rd-level necromancy*

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

You touch a creature, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:

* Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score.
* While cursed, the target has disadvantage on attack rolls against you.
* While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
* While the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.

A Remove Curse spell ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect.

**At Higher Levels:** If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn't require concentration.

## Learned By

* **Classes:** Bard, Cleric, Wizard
* **Subclasses:** Cleric (*Ambition Domain*), Fighter (*Eldritch Knight*), Paladin (*Oath of Conquest*), Paladin (*Oathbreaker*), Rogue (*Arcane Trickster*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Eldritch Invocations:** Sign of Ill Omen
* **Backgrounds:** Orzhov Representative
Blindness/Deafness

From Player's Handbook, page 219.

## Description

*2nd-level necromancy*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V
* **Duration:** 1 minute

You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

## Learned By

* **Classes:** Bard, Cleric, Sorcerer, Wizard
* **Subclasses:** Cleric (*Death Domain*), Druid (*Circle of Spores*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Divine Soul*), Warlock (*The Fiend*), Warlock (*The Undead*), Warlock (*The Undying*), Wizard (*Theurgy*)
* **Feats:** Svirfneblin Magic
Abyssal Wretch

From Mordenkainen's Tome of Foes, page 136.

**Hit Points:** 18 (4d8)
 **STR**
9 (-1)
12 (+1)
11 (0)
5 (-3)
8 (-1)
 **Damage Resistances:** cold, fire, lightning
**Damage Immunities:** poison
**Condition Immunities:** charmed, frightened, poisoned
**Senses:** darkvision 120 ft., passive Perception 9
**Languages:** understands Abyssal but can't speak
 ***Bite.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 5 (1d8 + 1) slashing damage.
Blistercoil Weird

From Guildmasters' Guide to Ravnica, page 207.

**Hit Points:** 45 (7d8 + 14)
 **STR**
16 (+3)
16 (+3)
15 (+2)
5 (-3)
10 (0)
 **Damage Resistances:** cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons
**Damage Immunities:** poison
**Condition Immunities:** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** Draconic
 ***Feed on Fire.*** If the weird takes fire damage from a spell or other magical effect, its size increases by one category. If there isn't enough room for the weird to increase in size, it attains the maximum size possible in the space available. While the weird is Large or bigger, it makes Strength checks and saving throws with advantage. If the weird starts its turn at Gargantuan size, the weird releases energy in an explosion. Each creature within 30 feet of the weird must make a DC 12 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in the area that aren't being worn or carried. The weird's size then becomes Medium.
***Form of Fire and Water.*** The weird can move through a space as narrow as 1 inch wide without squeezing. In addition, the weird can enter a hostile creature's space and stop there. The first time the weird enters another creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the burning creature takes 5 (1d10) fire damage at the start of each of its turns.
***Heated Body.*** A creature that touches the weird or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.
 ***Slam.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) fire damage, or 11 (2d8 + 3) bludgeoning damage plus 14 (4d6) fire damage if the weird is Large or bigger.
Bronze Dragon Wyrmling

From Monster Manual, page 109.

**Hit Points:** 32 (5d8 + 10)
 **STR**
17 (+3)
10 (0)
15 (+2)
12 (+1)
11 (0)
 **Saving Throws:** Dex +2, Con +4, Wis +2, Cha +4
**Skills:** Perception +4, Stealth +2
**Damage Immunities:** lightning
**Senses:** blindsight 10 ft., darkvision 60 ft., passive Perception 14
**Languages:** Draconic
 ***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10 + 3) piercing damage.
***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons:
* **Lightning Breath.** The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.
* **Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.
Alter Self

From Player's Handbook, page 211.

## Description

*2nd-level transmutation*

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

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.

* **Aquatic Adaptation:** You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
* **Change Appearance:** You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
* **Natural Weapons:** You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

## Learned By

* **Classes:** Artificer, Sorcerer, Wizard
* **Subclasses:** Druid (*Circle of the Moon*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*)
* **Eldritch Invocations:** Master of Myriad Forms
* **Races:** Abyssal Tiefling
* **Backgrounds:** Simic Scientist
Divination

From Player's Handbook, page 234.

## Description

*4th-level divination (ritual)*

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S, M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes)
* **Duration:** Instantaneous

Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen.

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

## Learned By

* **Classes:** Cleric, Druid (OCF), Wizard (OCF)
* **Subclasses:** Druid (*Circle of the Land (Forest)*), Druid (*Circle of the Land (Grassland)*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Races:** Mark of Detection Half-elf, Mark of Finding (Half-orc, Human)
* **Backgrounds:** Azorius Functionary, Izzet Engineer
Adult Amonkhet Dragon

From Plane Shift: Amonkhet, page 33.

**Hit Points:** 256 (19d12 + 133)
 **STR**
27 (+8)
10 (0)
25 (+7)
8 (-1)
13 (+1)
 **Saving Throws:** Dex +6, Con +13, Wis +7, Cha +11
**Skills:** Perception +13, Stealth +6
**Damage Immunities:** fire
**Senses:** blindsight 60 ft., darkvision 120 ft., passive Perception 23
**Languages:** Common, Draconic
 ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
***Bite.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.
***Claw.** Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage.
***Tail.** Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 17 (2d8 + 8) bludgeoning damage.
***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 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 the dragon's Frightful Presence for the next 24 hours.
 The dragon 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. The dragon regains spent legendary actions at the start of its turn.
**Detect.** The dragon makes a Wisdom (Perception) check.
**Tail Attack.** The dragon makes a tail attack.
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Crystal Blade

From Fizban's Treasury of Dragons, page 22.

## Description

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

This magic sword's blade is fashioned from a horn or spine from a crystal dragon. When you hit with an attack roll using this sword, the target takes an extra 1d8 radiant damage.

The sword has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with an attack roll using the sword, you can expend 1 charge to regain a number of hit points equal to the extra radiant damage the sword dealt.

While you're holding the sword, you can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light.