recursal/Fanatic-Fandom huggingface dataset:
Tomb Guardian

From Tomb of Annihilation, page 127.

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

From Dungeon Master's Guide, page 105.

*Hazard*

Yellow mold grows in dark places, and one patch covers a 5-foot square. If touched, the mold ejects a cloud of spores that fills a 10-foot cube originating from the mold. Any creature in the area must succeed on a DC 15 Constitution saving throw or take 11 (2d10) poison damage and become poisoned for 1 minute. While poisoned in this way, the creature takes 5 (1d10) poison damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

Sunlight or any amount of fire damage instantly destroys one patch of yellow mold.
Winter Eladrin

From Mordenkainen's Tome of Foes, page 197.

**Hit Points:** 127 (17d8 + 51)
 **STR**
11 (0)
10 (0)
16 (+3)
18 (+4)
17 (+3)
 **Damage Resistances:** cold; bludgeoning, piercing, and 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.
***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 Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components:
*At will:* Fog Cloud, Gust of Wind
*1/day each:* Cone of Cold, Ice Storm
***Magic Resistance.*** The eladrin has advantage on saving throws against spells and other magical effects.
***Sorrowful Presence.*** Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature is charmed for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and saving throws. The charmed 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 any eladrin's Sorrowful Presence for the next 24 hours.
 ***Longsword.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used with two hands.
 ***Frigid Rebuke.*** When the eladrin takes damage from a creature the eladrin can see within 60 feet of it, the eladrin can force that creature to succeed on a DC 16 Constitution saving throw or take 11 (2d10) cold damage.
Viashino

From Unearthed Arcana: Races of Ravnica.

## Traits

Your viashino character has the following racial traits.

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

***Age.*** Viashino mature quickly, reaching adulthood in their early teens. They live violent lives and rarely die of old age, but they would rarely live past 60 anyway.

***Alignment.*** Viashino strongly tend toward chaotic alignments. They have no particular inclination toward good or evil.

***Size.*** Viashino are about as tall as humans, but they have lithe, wiry frames. Your size is Medium.

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

***Bite.*** Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

***Lashing Tail.*** Your semi-prehensile tail is tipped with a bony blade. Immediately after a creature within 5 feet of you deals damage to you with a melee attack, you can use your reaction to make an unarmed strike against that creature with your tail. If you hit, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

***Wiry Frame.*** You gain proficiency in the Acrobatics or the Stealth skill (your choice).

***Languages.*** You can speak, read, and write Common and Draconic.
Velociraptor

From Volo's Guide to Monsters, page 140.

**Hit Points:** 10 (3d4 + 3)
 **STR**
6 (-2)
14 (+2)
13 (+1)
4 (-3)
12 (+1)
 **Skills:** Perception +3
**Senses:** passive Perception 13
**Languages:** —
 ***Multiattack.*** The velociraptor makes two attacks: one with its bite and one with its claws.
***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6 + 2) piercing damage.
***Claws.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d4 + 2) slashing damage.
Wand of Entangle

From Tales From the Yawning Portal, page 81.

## Description

*Wand, uncommon (requires attunement by a spellcaster). 1 lbs.*

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the Entangle spell (save DC 13) from it.

The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Unicorn

From Monster Manual, page 294.

**Hit Points:** 67 (9d10 + 18)
 **STR**
18 (+4)
14 (+2)
15 (+2)
11 (0)
17 (+3)
 **Damage Immunities:** poison
**Condition Immunities:** charmed, paralyzed, poisoned
**Senses:** darkvision 60 ft., passive Perception 13
**Languages:** Celestial, Elvish, Sylvan, telepathy 60 ft.
 ***Charge.*** If the unicorn moves at least 20 ft. straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
***Innate Spellcasting.*** The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:
*At will:* Detect Evil and Good, Druidcraft, Pass Without Trace
 ***Multiattack.*** The unicorn makes two attacks: one with its hooves and one with its horn.
***Hooves.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) bludgeoning damage.
***Horn.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) piercing damage.
***Healing Touch (3/Day).*** The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.
 The unicorn 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 unicorn regains spent legendary actions at the start of its turn.
**Hooves.** The unicorn makes one attack with its hooves.
**Shimmering Shield (Costs 2 Actions).** The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.
 Transformed by the creature's celestial presence, the domain of a unicorn might include any of the following magical effects:
* Open flames of a non magical nature are extinguished within the unicorn's domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.
* Creatures native to the unicorn's domain have an easier time hiding; they have advantage on all Dexterity (Stealth) checks made to hide.
* When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.
* Curses affecting any good-aligned creature are suppressed.

If the unicorn dies, these effects end immediately.
Wand of Lightning Bolts

From Dungeon Master's Guide, page 211. Found on Magic Item Table G.

## Description

*Wand, rare (requires attunement by a spellcaster).*

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the Lightning Bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.

The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Two-Headed Crocodile

From Infernal Machine Rebuild, page 89.

**Hit Points:** 19 (3d10 + 3)
 **STR**
15 (+2)
10 (0)
13 (+1)
2 (-4)
10 (0)
 **Skills:** Perception +2, Stealth +2
**Senses:** passive Perception 12
**Languages:** —
 ***Hold Breath.*** The two-headed crocodile can hold its breath for 15 minutes.
***Two Heads.*** The two-headed crocodile has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
 ***Multiattack.*** The two-headed crocodile makes two attacks with its bite.
***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and that head of the crocodile can't bite another target.
Trident of Fish Command

From Dungeon Master's Guide, page 209. Found on Magic Item Table F.

## Description

*Weapon (trident), uncommon (requires attunement). 4 lbs.*

This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast Dominate Beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.
Wall of Ice

From Player's Handbook, page 285.

## Description

*6th-level evocation*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S, M (a small piece of quartz)
* **Duration:** Concentration, up to 10 minutes

You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.

If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.

The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.

**At Higher Levels:** When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.

## Learned By

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

From Monster Manual, page 339.

**Hit Points:** 37 (5d10 + 10)
 **STR**
17 (+3)
15 (+2)
14 (+2)
3 (-4)
12 (+1)
 **Skills:** Perception +3, Stealth +6
**Senses:** darkvision 60 ft., passive Perception 13
**Languages:** —
 ***Keen Smell.*** The tiger has advantage on Wisdom (Perception) checks that rely on smell.
 ***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10 + 3) piercing damage.
***Claw.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) slashing damage.
Wand of Wonder

From Dungeon Master's Guide, page 212. Found on Magic Item Table G.

## Description

*Wand, rare (requires attunement by a spellcaster).*

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.

If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already.

If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected.

The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.
Wolf

From Monster Manual, page 341.

**Hit Points:** 11 (2d8 + 2)
 **STR**
12 (+1)
15 (+2)
12 (+1)
3 (-4)
12 (+1)
 **Skills:** Perception +3, Stealth +4
**Senses:** passive Perception 13
**Languages:** —
 ***Keen Hearing and Smell.*** The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.
 ***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Wooden Donkey

From Waterdeep: Dungeon of the Mad Mage, page 84.

**Hit Points:** 11 (2d8 + 2)
 **STR**
14 (+2)
10 (0)
13 (+1)
2 (-4)
10 (0)
 **Damage Immunities:** poison
**Condition Immunities:** blinded, charmed, frightened, paralyzed, petrified, poisoned
**Senses:** blindsight 30 ft. (blind beyond this radius), passive Perception 10
**Languages:** —
 When a Small or Medium humanoid sits atop a wooden donkey, it moves and attacks as directed by its rider. Without a rider, the wooden donkey is incapacitated.
***Beast of Burden.*** The donkey is considered to be a Large animal for the purpose of determining its carrying capacity.
 ***Hooves.** Melee Weapon Attack:* +2 to hit, range 5 ft., one target. *Hit:* 4 (1d4 + 2) bludgeoning damage.
Wish

From Player's Handbook, page 288.

## Description

*9th-level conjuration*

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

Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.

The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell, including costly components. The spell simply takes effect. Alternatively, you can create one of the following effects of your choice:

* You create one object of up to 25,000 gp in value that isn't a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
* You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the Greater Restoration spell.
* You grant up to ten creatures that you can see resistance to a damage type you choose.
* You grant up to ten creatures you can see immunity to a single spell or other magical effect for 8 hours. For instance, you could make yourself and all your companions immune to a lich's life drain attack.
* You undo a single recent event by forcing a reroll of any roll made within the last round (including your last turn). Reality reshapes itself to accommodate the new result. For example, a Wish spell could undo an opponent's successful save, a foe's critical hit, or a friend's failed save. You can force the reroll to be made with advantage or disadvantage, and you can choose whether to use the reroll or the original roll.

You might be able to achieve something beyond the scope of the above examples. State your wish to the DM as precisely as possible. The DM has great latitude in ruling what occurs in such an instance; the greater the wish, the greater the likelihood that something goes wrong. This spell might simply fail, the effect you desire might only be partly achieved, or you might suffer some unforeseen consequence as a result of how you worded the wish. For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item's current owner.

The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish a long rest, you take 1d10 necrotic damage per level of that spell. This damage can't be reduced or prevented in any way. In addition, your Strength drops to 3, if it isn't 3 or lower already, for 2d4 days. For each of those days that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 2 days. Finally, there is a 33 percent chance that you are unable to cast Wish ever again if you suffer this stress.

## Learned By

* **Classes:** Sorcerer, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Warlock (*The Genie*)
Witherbloom Primer

From Strixhaven: A Curriculum of chaos, page 39.

## Description

*Wondrous item, uncommon (requires attunement by a Spellcaster).*

The Witherbloom Primer is a magic textbook created at Strixhaven's Witherbloom College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make a Intelligence (Nature) or a Wisdom (Survival) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20. In addition, if you study the primer at the end of a long rest, you can choose one 1st level spell from the Druid or Wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
Ythryn Mythaller

From Icewind Dale: Rime of the Frostmaiden, pages 316-317.

## Description

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

A mythaller looks like an enormous crystal ball held in an ornate cradle. The globe sheds bright light in a 300-foot radius and dim light for an additional 300 feet. The globe draws magic from the Weave that can be harnessed for various purposes. For example, Netherese mages used mythallers to keep their cities aloft and empower their magic items. The bigger the mythaller, the more magic it can hold. The largest mythallers are 150 feet in diameter.

The Ythryn mythaller is a relatively small device—a mere 50 feet in diameter. To attune to this mythaller, a creature must finish a short rest within 30 feet of it, meditating on the mythaller. Up to eight creatures can be attuned to it at one time; otherwise, the Ythryn mythaller follows the attunement rules in the Dungeon Master's Guide. If a ninth creature tries to attune to the mythaller, nothing happens.

All creatures attuned to the mythaller can sense when the device is being used. A creature attuned to the device can use any of its properties, but only if all other creatures attuned to the device agree to allow it. The Ythryn mythaller's properties are as follows:

* While you're on the same plane of existence as the Ythryn mythaller, you can use an action to cause it to fly in any direction you choose at a speed of 30 feet. All matter within 500 feet of the device moves with it. The Ythryn mythaller and all structures held aloft by it hover in place when not in motion.
* As an action, you can cause one magic item you are holding within 30 feet of the Ythryn mythaller to immediately regain all its expended charges or uses. A magic item recharged in this manner can't be recharged by the Ythryn mythaller again until after the item regains expended charges or uses on its own.
* You can use the Ythryn mythaller to cast the Control Weather spell without requiring any components and without the need for you to be outdoors. This casting of the spell has a 50-mile radius. For the duration of the spell's casting time, you must be within 30 feet of the Ythryn mythaller or the spell fails.

***Touching the Mythaller.*** Any creature that touches the globe of the mythaller must make a DC 22 Constitution saving throw, taking 180 (20d10+70) radiant damage on a failed save, or half as much damage on a successful one. Undead have disadvantage on this saving throw. Any object that touches the globe, other than an artifact or the mythaller's cradle, is disintegrated instantly (no save).
Tidal Wave

From Xanathar's Guide to Everything, page 168; and Elemental Evil Player's Companion, page 22.

## Description

*3rd-level conjuration*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S, M (a drop of water)
* **Duration:** Instantaneous

You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 4d8 bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it, and then it vanishes.

## Learned By

* **Classes:** Druid, Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
Verdan

From Acquisitions Incorporated, page 72.

## Traits

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

***Age.*** Verdan reach adulthood at around the age of 24, and it is thought that they might live to nearly 200 years old.

***Alignment.*** Verdan are generally good, although their absence of racial identity and shared history can sometimes see individual verdan become untethered from any moral or ethical framework.

***Size.*** Verdan start out similar in size to the goblins they were created from, ranging from 3 to 4 feet in height. But at some point after reaching maturity, each verdan undergoes a sudden growth spurt of 2 feet or more. At 1st level, you are a Small creature. When you reach 5th level, you become a Medium creature.

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

***Black Blood Healing.*** The black blood that is a sign of your people's connection to That-Which-Endures boosts your natural healing. When you roll a 1 or 2 on any Hit Die you spend at the end of a short rest, you can reroll the die and must use the new roll.

***Limited Telepathy.*** You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language. This process of communication is slow and limited, allowing you to transmit and receive only simple ideas and straightforward concepts.

***Persuasive.*** Your people's lack of history makes you trustworthy and humble. You have proficiency in the Persuasion skill.

***Telepathic Insight.*** Your mind's connection to the world around you strengthens your will. You have advantage on all Wisdom and Charisma saving throws.

***Languages.*** You speak, read, and write Common, Goblin, and one additional language of your choice. This language typically has some connection to one of the areas or cultures that has been part of your life.
Water Elemental Myrmidon

From Mordenkainen's Tome of Foes, page 203.

**Hit Points:** 127 (17d8 + 51)
 **STR**
18 (+4)
14 (+2)
15 (+2)
8 (-1)
10 (0)
 **Damage Resistances:** acid; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** poison
**Condition Immunities:** paralyzed, petrified, poisoned, prone
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** Aquan, one of its creator's choice
 ***Multiattack.*** The myrmidon makes three trident attacks.
***Trident.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) piercing damage.
***Freezing Strikes (Recharge 6).*** The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) cold damage. A target that is hit by one or more of these attacks has its speed reduced by 10 feet until the end of the myrmidon's next turn.
Wand of Scowls

From Xanathar's Guide to Everything, page 140; and The Wild Beyond the Witchlight, page 215.

## Description

*Wand, common*

This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to scowl for 1 minute.

The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a Wand of Smiles.
White Dragon Mask

From Rise of Tiamat: Online Supplement, page 4.

## Description

*Wondrous item, legendary (requires attunement).*

This gleaming mask is white with highlights of pale blue and is topped by a spined crest. 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 resistance against cold damage. If you already have resistance to cold damage from another source, you instead have immunity to cold damage. If you already have immunity to cold damage from another source, whenever you are subjected to cold damage, you take none of that damage and regain a number of hit points equal to half the damage dealt of that type.

***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 white dragons.

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

***Winter's Fury.*** While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks.
Wand of Viscid Globs

From Out of the Abyss, page 223.

## Description

*Wand, rare (requires attunement).*

Crafted by the drow, this slim black wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a small glob of viscous material to launch from the tip at one creature within 60 feet of you. Make a ranged attack roll against the target, with a bonus equal to your spellcasting modifier (or your Intelligence modifier, if you don't have a spellcasting modifier) plus your proficiency bonus. On a hit, the glob expands and dries on the target, which is restrained for 1 hour. After that time, the viscous material cracks and falls away.

Applying a pint or more of alcohol to the restrained creature dissolves the glob instantly, as does the application of Oil of Etherealness or Universal Solvent. The glob also dissolves instantly if exposed to sunlight. No other nonmagical process can remove the viscous material until it deteriorates on its own.

The wand regains 1d6+1 expended charges daily at midnight. If you expend the wands last charge, roll a d20. On a 1, the wand melts into harmless slime and is destroyed.

A Wand of Viscous Globs is destroyed if exposed to sunlight for 1 hour without interruption.
Young White Dragon

From Monster Manual, page 101.

**Hit Points:** 133 (14d10 + 56)
 **STR**
18 (+4)
10 (0)
18 (+4)
6 (-2)
11 (0)
 **Saving Throws:** Dex +3, Con +7, Wis +3, Cha +4
**Skills:** Perception +6, Stealth +3
**Damage Immunities:** cold
**Senses:** blindsight 30 ft., darkvision 120 ft., passive Perception 16
**Languages:** Common, Draconic
 ***Ice Walk.*** The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra moment.
 ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.
***Bite.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.
***Claw.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.
***Cold Breath (Recharge 5-6).*** The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.
Weird Tank

From Princes of the Apocalypse, page 223.

## Description

*Wondrous item, rare (requires attunement).*

A weird tank is a ten-gallon tank of blown glass and sculpted bronze with a backpack-like carrying harness fashioned from tough leather. A water weird is contained within the tank. While wearing the tank, you can use an action to open it, allowing the water weird to emerge. The water weird acts immediately after you in the initiative order, and it is bound to the tank.

You can command the water weird telepathically (no action required) while you wear the tank. You can close the tank as an action only if you have first commanded the water weird to retract into it or if the water weird is dead.

If the water weird is killed, the tank loses its magical containment property until it spends at least 24 hours inside an elemental water node. When the tank is recharged, a new water weird forms inside it.

The tank has AC 15, 50 hit points, vulnerability to bludgeoning damage, and immunity to poison and psychic damage. Reducing the tank to 0 hit points destroys it and the water weird contained within it.
Thessalar's Homunculus

From Infernal Machine Rebuild, page 35.

**Hit Points:** 5 (2d4)
 **STR**
4 (-3)
15 (+2)
11 (0)
10 (0)
10 (0)
 **Damage Immunities:** poison
**Condition Immunities:** charmed, poisoned
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** understands the languages of its creator but can't speak
 ***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.
***Acidic Spittle.** Ranged Weapon Attack:* +4 to hit, range 30 ft., one target. *Hit:* 5 (1d6 + 2) acid damage.
Vorpal Sword

From Dungeon Master's Guide, page 209. Found on Magic Item Table I.

## Description

*Weapon (any sword that deals slashing damage), legendary (requires attunement).*

You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.

When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
Wristpocket

From Explorer's Guide to Wildemount, page 190.

## Description

*2nd-level conjuration (ritual)*

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

You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration.

Until the spell ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the spell ends appears in your space, at your feet.

## Learned By

* **Subclasses:** Wizard (*Chronurgy Magic*), Wizard (*Graviturgy Magic*)
True Seeing

From Player's Handbook, page 284.

## Description

*6th-level divination*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (an ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell)
* **Duration:** 1 hour

This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

## Learned By

* **Classes:** Bard, Cleric, Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Feats:** Greater Dragonmark
Urban Bounty Hunter

From Sword Coast Adventurer's Guide, page 153.

## Overview

Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you aren't a savage who follows quarry into or through the wilderness. You're involved in a lucrative trade, in the place where you live, that routinely tests your skills and survival instincts. What's more, you aren't alone, as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you succeed.

You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you are someone who has your ear to the street, aware of the doings of thieves' guilds and street gangs. You might be a "velvet mask" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of Faerûn's great metropolises, such as Waterdeep or Baldur's Gate, or a less populous location, perhaps Luskan or Yartar — any place that's large enough to have a steady supply of potential quarries.

As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn't fit with the group's objectives — but on the other hand, you can take down much more formidable targets with the help of your companions.

* **Skills:** Choose two from among Deception, Insight, Persuasion, and Stealth
* **Tool Proficiencies:** Choose two from among one type of gaming set, one musical instrument, and thieves' tools
* **Equipment:** A set of clothes appropriate to your duties and a pouch containing 20 gp

### Feature: Ear to the Ground

You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

## Suggested Characteristics

Use the tables for the Criminal background in the Player's Handbook as the basis for your bounty hunter's traits and motivations, modifying the entries when appropriate to suit your identity as a bounty hunter.

For instance, your bond might involve other bounty hunters or the organizations or individuals that employ you. Your ideal could be associated with your determination always to catch your quarry or your desire to maintain your reputation for being dependable.
Violet Fungus

From Monster Manual, page 138.

**Hit Points:** 18 (4d8)
 **STR**
3 (-4)
1 (-5)
10 (0)
1 (-5)
3 (-4)
 **Condition Immunities:** blinded, deafened, frightened
**Senses:** blindsight 30 ft. (blind beyond this radius), passive Perception 6
**Languages:** —
 ***Multiattack.*** The fungus makes 1d4 Rotting Touch attacks.
***Rotting Touch.** Melee Weapon Attack:* +2 to hit, reach 10 ft., one creature. *Hit:* 4 (1d8) necrotic damage.
Tortle

From The Tortle Package, page 3; and Explorer's Guide to Wildemount, page 180.

## Traits

Your tortle character has the following racial traits.

* **Ability Score Increase:** Your Strength score increases by 2, and your Wisdom score increases by 1.
* **Age:** Young tortles crawl for a few weeks after birth before learning to walk on two legs. They reach adulthood by the age of 15 and live an average of 50 years.
* **Alignment:** Tortles tend to lead orderly, ritualistic lives. They develop customs and routines, becoming more set in their ways as they age. Most are lawful good. A few can be selfish and greedy, tending more toward evil, but it's unusual for a tortle to shuck off order in favor of chaos.
* **Size:** Tortle adults stand 5 to 6 feet tall and average 450 pounds. Their shells account for roughly one-third of their weight. Your size is Medium.

In Explorer's Guide to Wildemount, your height is 4'10" with a modifier of +2d8. Your weight is 400 lbs. with a modifier of +(height roll).
* **Speed:** Your base walking speed is 30 feet.
* **Claws:** Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike.
* **Hold Breath:** You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.
* **Natural Armor:** Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
* **Shell Defense:** You can withdraw into your shell as an action. until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
* **Survival Instinct:** You gain proficiency in the Survival skill. Tortles have finely honed survival instincts.
* **Languages:** You can speak, read, and write Aquan and Common.
Ygorl, Lord of Entropy

From Mordenkainen's Fiendish Folio, page 20.

**Hit Points:** 325 (26d10 + 182)
 **STR**
24 (+7)
18 (+4)
24 (+7)
20 (+5)
16 (+3)
 **Saving Throws:** Str +14, Con +14, Cha +15
**Skills:** Arcana +12, Deception +15, Intimidation +15, Persuasion +15
**Damage Resistances:** acid, cold, fire, lightning, thunder
**Damage Immunities:** necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
**Condition Immunities:** charmed, exhaustion, frightened, poisoned
**Senses:** truesight 120 ft., passive Perception 13
**Languages:** all, telepathy 120 ft.
 ***Entropic Aura.*** Each creature that is not a construct or undead that ends its turn within 15 feet of Ygorl takes 14 (4d6) necrotic damage.
***Innate Spellcasting.*** Ygorl's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
*At will:* Blight, Blink, Chaos Bolt, Detect Magic, Fly, Shield
*3/day each:* Circle of Death, Enervation, Symbol (discord only)
*2/day each:* Finger of Death, Harm, Mental Prison
*1/day each:* Power Word Kill, Power Word Stun, Symbol (death only), Weird
***Legendary Resistance (3/Day).*** If Ygorl fails a saving throw, it can choose to succeed instead.
 ***Multiattack.*** Ygorl makes three attacks: two with its scythe, and one with its Entropic Touch.
***Scythe.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one creature. *Hit:* 18 (2d10 + 7) slashing damage plus 19 (3d12) necrotic damage. Any creature reduced to 0 hit points by this attack dies, with its body and everything it is wearing and carrying, except magic items, exploding into a cloud of ash. The creature can be restored to life only by means of a Wish spell.
***Entropic Touch.** Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 16 (2d8 + 7) necrotic damage, and the target must succeed on a DC 22 Constitution saving throw or gain one level of exhaustion.
***Summon Slaadi (1/Day).*** Ygorl summons 1d4 + 1 death slaadi. A summoned slaad appears in an unoccupied space within 60 feet of Ygorl, acts as an ally of Ygorl, and can't summon other slaadi. It remains for 1 minute, until it or Ygorl dies, or until Ygorl dismisses it as an action.
 Ygorl 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. Ygorl regains spent legendary actions at the start of its turn.
**Scythe.** Ygorl makes one attack with its scythe.
**Teleport.** Ygorl uses its Teleport action.
**Call the Void (Costs 3 Actions).** Each creature that is not a construct or undead within 30 feet of Ygorl must make a DC 22 Constitution saving throw against the lord of entropy's attempt to unmake life, taking 42 (12d6) necrotic damage on a failed save, or half as much damage on a successful one. Ygorl then regains a number of hit points equal to half the total damage taken by all affected creatures.
Voting Kit

From Acquisitions Incorporated, page 22.

## Description

*Wondrous item, common.*

At rank 4, your Voting Kit becomes a common magic item that conceals an extradimensional space. As a bonus action, you can place one tool kit that you are proficient with into the Voting Kit, or can remove it. No other type of object can be placed into the extradimensional space. A creature searching the Voting Kit finds and extracts the tool kit with a successful DC 20 Intelligence (Investigation) or Wisdom (Perception) check.

Additionally, you can use the Voting Kit to cast Charm Person (save DC 15). This property of the kit can't be used again until the next dawn.
True Polymorph

From Player's Handbook, page 283.

## Description

*9th-level transmutation*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S, M (a drop of mercury, a dollop of gum arabic, and a wisp of smoke)
* **Duration:** Concentration, up to 1 hour

Choose one creature or nonmagical object that you can see within range. You transform the creature into a different creature, the creature into a nonmagical object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this spell for the full duration, the transformation lasts until it is dispelled.

This spell has no effect on a shapechanger or a creature with 0 hit points. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this spell.

* **Creature into Creature:** If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality.The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious.

The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, cast spells, or take any other action that requires hands or speech unless its new form is capable of such actions.

The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment.
* **Object into Creature:** You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement.If the spell becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it.
* **Creature into Object:** If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the spell ends and it returns to its normal form.

## Learned By

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