recursal/Fanatic-Fandom huggingface dataset:
The Bloody End

From Explorer's Guide to Wildemount, page 278.

## Description

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

Carrying the power of Bane, this adamantine morningstar sports foot-long spikes and has a jagged blade on its pommel.

***Sentience.*** The Bloody End is a sentient lawful evil weapon with an Intelligence of 22, a Wisdom of 18, and a Charisma of 24. It has hearing and darkvision out to a range of 120 feet.

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

***Personality.*** A tyrannical pit fiend named Izeelzee lives within The Bloody End. The weapon boisterously pushes its wielder to subjugate others and to never back down from a challenge. If the wielder doesn't demand fealty from others, the weapon is happy to demand it on their behalf.

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

* The morningstar has one minor beneficial property and one minor detrimental property.
* You can speak, read, and write Infernal.
* While holding the morningstar, you can use an action to cast one of the following spells from it (save DC 13): Charm Person, Dominate Person, or Fear. Once a spell has been cast using the morningstar, that spell can't be cast from it again until the next dawn.
* While holding the morningstar, you have advantage on Charisma (Intimidation) checks.

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

* The morningstar gains an additional minor beneficial property and an additional minor detrimental property.
* The weapon's bonus to attack and damage rolls increases to +2.
* The saving throw DC for spells cast from the morningstar increases to 15.
* When you reduce a creature to 0 hit points with an attack using The Bloody End, you can cause the following effect: each creature of your choice within 15 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you until the end of your next turn. This property can't be used again until the next dawn.
* When a creature hits you with a melee attack, you can use your reaction to deal 1d6 psychic damage to the attacker.

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

* The morningstar gains a major beneficial property.
* The weapon's bonus to attack and damage rolls increases to +3.
* Add Dominate Monster to the list of spells that can be cast from the morningstar.
* The saving throw DC for spells cast from the morningstar, as well as for creatures to avoid being frightened by it, increases to 17.
* When you use your reaction to deal psychic damage to a creature that hits you with a melee attack, the amount of psychic damage increases to 2d6.
Waythe

From Tales From the Yawning Portal, page 81.

## Description

*Weapon (greatsword), legendary (requires attunement).*

Waythe is a unique greatsword most recently in the possession of a high-ranking cloud giant ambassador.

You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone.

The sword also functions as a Wand of Enemy Detection. It regains all of its expended charges at dawn and isn't at risk of crumbling if its last charge is used.

***Sentience.*** Waythe is a sentient weapon of neutral good alignment, with an Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.

The weapon can speak and understand Giant and Common, and it can communicate telepathically with its wielder.

***Personality.*** This sword believes in freedom and allowing others to live as they see fit. It is protective of its friends, and wants to be friends with a like-minded wielder. (It takes only 1 minute for a good-aligned character to gain attunement with the sword.) Waythe is courageous to the point of foolhardiness, however, and vocally urges bold action. It is likely to come into conflict with an evil or a timid wielder.
Tanarukk

From Volo's Guide to Monsters, page 186.

**Hit Points:** 95 (10d8 + 50)
 **STR**
18 (+4)
13 (+1)
20 (+5)
9 (-1)
9 (-1)
 **Skills:** Intimidation +2, Perception +2
**Damage Resistances:** fire, poison
**Senses:** darkvision 60 ft., passive Perception 12
**Languages:** Abyssal, Common, Orc
 ***Aggressive.*** As a bonus action, the tanarukk can move up to its speed toward a hostile creature that it can see.
 ***Multiattack.*** The tanarukk makes two attacks: one with its bite and one with its greatsword.
***Bite.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) piercing damage.
 ***Unbridled Fury.*** In response to being hit by a melee attack, the tanarukk can make one melee weapon attack with advantage against the attacker.
Soul Cage

From Xanathar's Guide to Everything, page 165.

## Description

*6th-level necromancy*

* **Casting Time:** 1 reaction, which you take when a humanoid you can see within 60 feet of you dies
* **Range:** 60 feet
* **Components:** V, S, M (a tiny silver cage worth 100 gp)
* **Duration:** 8 hours

This spell snatches the soul of a humanoid as it dies and traps it inside the tiny cage you use for the material component. A stolen soul remains inside the cage until the spell ends or until you destroy the cage, which ends the spell. While you have a soul inside the cage, you can exploit it in any of the ways described below. You can use a trapped soul up to six times. Once you exploit a soul for the sixth time, it is released, and the spell ends. While a soul is trapped, the dead humanoid it came from can't be revived.

* **Steal Life:** You can use a bonus action to drain vigor from the soul and regain 2d8 hit points.
* **Query Soul:** You ask the soul a question (no action required) and receive a brief telepathic answer, which you can understand regardless of the language used. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
* **Borrow Experience:** You can use a bonus action to bolster yourself with the soul's life experience, making your next attack roll, ability check, or saving throw with advantage. If you don't use this benefit before the start of your next turn, it is lost.
* **Eyes of the Dead:** You can use an action to name a place the humanoid saw in life, which creates an invisible sensor somewhere in that place if it is on the plane of existence you're currently on. The sensor remains for as long as you concentrate, up to 10 minutes (as if you were concentrating on a spell). You receive visual and auditory information from the sensor as if you were in its space using your senses.

A creature that can see the sensor (such as one using See Invisibility or truesight) sees a translucent image of the tormented humanoid whose soul you caged.
## Learned By

* **Classes:** Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Yellow Musk Zombie

From Tomb of Annihilation, page 237.

**Hit Points:** 33 (6d8 + 6)
 **STR**
13 (+1)
9 (-1)
12 (+1)
1 (-5)
6 (-2)
 **Condition Immunities:** charmed, exhaustion
**Senses:** blindsight 30 ft., passive Perception 8
**Languages:** —
 ***Slam.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 5 (1d8 + 1) bludgeoning damage.
Udaak

From Explorer's Guide to Wildemount, page 301.

**Hit Points:** 165 (10d20 + 60)
 **STR**
26 (+8)
14 (+2)
22 (+6)
3 (-4)
11 (0)
 **Saving Throws:** Str +13, Con +11
**Damage Vulnerabilities:** thunder
**Damage Immunities:** poison; bludgeoning, piercing, and slashing from nonmagical attacks
**Condition Immunities:** frightened, grappled, poisoned, restrained
**Senses:** darkvision 120 ft., passive Perception 10
**Languages:** —
 ***Charge.*** If the udaak moves at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 27 (6d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away from the udaak and knocked prone.
 ***Multiattack.*** The udaak makes three attacks: one with its bite and two with its slam.
***Bite.** Melee Weapon Attack:* +13 to hit, reach 5 ft., one creature. *Hit:* 21 (2d12 + 8) piercing damage, and the target is grappled (escape DC 21). Until this grapple ends, the target is restrained, and the udaak can't bite another target.
***Slam.** Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 21 (3d8 + 8) bludgeoning damage.
***Swallow.*** The udaak makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the udaak, and it takes 21 (6d6) acid damage at the start of each of the udaak's turns.
If the udaak takes 30 damage or more on a single turn from a creature inside it, the udaak must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the udaak. If the udaak dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.
Vedalken

From Guildmasters' Guide to Ravnica, page 17; and Plane Shift: Kaladesh, page 24.

## Traits

(Guildmasters' Guide to Ravnica, page 17)

Your vedalken character has the following racial traits.

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

***Age.*** Vedalken mature slower than humans do, reaching maturity around age 40. Their life span is typically 350 years, with some living to the age of 500.

***Alignment.*** Vedalken are usually lawful and non-evil.

***Size.*** Tall and slender, Vedalken stand 6 to 6 1/2 feet tall on average and usually weigh less than 200 pounds. Your size is Medium. Your height is 5'4" with a modifier of +2d10. Your weight is 110 lbs. with a modifier of +(height roll) x 2d4.

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

***Vedalken Dispassion.*** You have advantage on all Intelligence, Wisdom, and Charisma saving throws.

***Tireless Precision.*** You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice.

Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total.

***Partially Amphibious.*** By absorbing oxygen through your skin, you can breathe underwater for up to 1 hour. Once you've reached that limit, you can't use this trait again until you finish a long rest.

***Languages.*** You can speak, read, and write Common, Vedalken, and one other language of your choice.

## Plane Shift: Kaladesh

(Plane Shift: Kaladesh, page 24)

Your vedalken character has certain characteristics in common with all other vedalken.

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

***Age.*** Vedalken mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.

***Alignment.*** Vedalken are most often lawful and rarely evil.

***Size.*** Vedalken are taller than humans but more slender. They average 6 to 6½ feet tall, but usually weigh less than 200 pounds. Your size is Medium.

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

***Vedalken Cunning.*** You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

***Aether Lore.*** Whenever you make an Intelligence (History) check related to magic items or aether-powered technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

***Languages.*** You can speak, read, and write Common and Vedalken. The Vedalken language is renowned for its technical treatises and its catalogs of knowledge about the natural world and the aether that pervades it.
Sequester

From Player's Handbook, page 274.

## Description

*7th-level transmutation*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (a powder composed of diamond, emerald, ruby, and sapphire dust worth at least 5,000 gp, which the spell consumes)
* **Duration:** Until dispelled

By means of this spell, a willing creature or an object can be hidden away, safe from detection for the duration. When you cast the spell and touch the target, it becomes invisible and can't be targeted by divination spells or perceived through scrying sensors created by divination spells.

If the target is a creature, it falls into a state of suspended animation. Time ceases to flow for it, and it doesn't grow older.

You can set a condition for the spell to end early. The condition can be anything you choose, but it must occur or be visible within 1 mile of the target. Examples include "after 1,000 years" or "when the tarrasque awakens." This spell also ends if the target takes any damage.

## Learned By

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

From Monster Manual, page 125.

**Hit Points:** 114 (12d10 + 48)
 **STR**
18 (+4)
14 (+2)
18 (+4)
5 (-3)
10 (0)
 **Damage Resistances:** acid; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** poison
**Condition Immunities:** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** Aquan
 ***Freeze.*** If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 ft. until the end of its next turn.
 ***Multiattack.*** The elemental makes two slam attacks.
***Slam.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage.
***Whelm (Recharge 4-6).*** Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space. The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.
Ulitharid

From Volo's Guide to Monsters, page 175.

**Hit Points:** 127 (17d10 + 14)
 **STR**
15 (+2)
12 (+1)
15 (+2)
21 (+5)
19 (+4)
 **Saving Throws:** Int +9, Wis +8, Cha +9
**Skills:** Arcana +9, Insight +8, Perception +8, Stealth +5
**Senses:** darkvision 120 ft., passive Perception 18
**Languages:** Deep Speech, Undercommon, telepathy 2 miles
 ***Creature Sense.*** The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's intelligence score, but can't sense anything else about it. A creature protected by a Mind Blank spell, a Nondetection spell, or similar magic can't be perceived in this manner.
***Innate Spellcasting (Psionics).*** The ulitharid's innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components:
*At will:* Detect Thoughts, Levitate
*1/day each:* Confusion, Dominate Monster, Eyebite, Feeblemind, Mass Suggestion, Plane Shift (self only), Project Image, Scrying, Telekinesis
***Magic Resistance.*** The ulitharid has advantage on saving throws against spells and other magical effects.
 ***Tentacles.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one creature. *Hit:* 27 (4d10 + 5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 14) and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends.
***Extract Brain.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one incapacitated humanoid grappled by the ulitharid. *Hit:* 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the ulitharid kills the target by extracting and devouring its brain.
***Mind Blast (Recharge 5-6).*** The ulitharid magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 31 (4d12 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Shield of Faith

From Player's Handbook, page 275.

## Description

*1st-level abjuration*

* **Casting Time:** 1 bonus action
* **Range:** 60 feet
* **Components:** V, S, M (a small parchment with a bit of holy text written on it)
* **Duration:** Concentration, up to 10 minutes

A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.

## Learned By

* **Classes:** Cleric, Paladin
* **Subclasses:** Cleric (*Strength Domain*), Cleric (*War Domain*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Races:** Mark of Sentinel Human
* **Feats:** Magic Initiate, Strixhaven Initiate
Swarm of Rats

From Monster Manual, page 339.

**Hit Points:** 24 (7d8 - 7)
 **STR**
9 (-1)
11 (0)
9 (-1)
2 (-4)
10 (0)
 **Damage Resistances:** bludgeoning, piercing, slashing
**Condition Immunities:** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
**Senses:** darkvision 30 ft., passive Perception 10
**Languages:** —
 ***Keen Smell.*** The swarm has advantage on Wisdom (Perception) checks that rely on smell.
 ***Bites.** Melee Weapon Attack:* +2 to hit, reach 0 ft., one target in the swarm's space. *Hit:* 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.
Shapechange

From Player's Handbook, page 274.

## Description

*9th-level transmutation*

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S, M (a jade circlet worth at least 1,500 gp, which you must place on your head before you cast the spell)
* **Duration:** Concentration, up to 1 hour

You assume the form of a different creature for the duration. The new form can be of any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Spellcasting trait.

Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form.

You assume the hit points and hit dice of the new form. When you revert to your normal form, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak.

When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state.

During this spell's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value.

## Learned By

* **Classes:** Druid, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Yuan-ti Pureblood

From Volo's Guide to Monsters, page 120.

## Traits

Your yuan-ti pureblood character has the following racial traits.

* **Ability Score Increase:** Your Intelligence score increases by 1, and your Charisma score increases by 2.
* **Age:** Purebloods mature at the same rate as humans and have lifespans similar in length to theirs.
* **Alignment:** Purebloods are devoid of emotion and see others as tools to manipulate. They care little for law or chaos and are typically neutral evil.
* **Size:** Purebloods match humans in average size and weight. Your size is Medium. Your height is 4'8" with a modifier of +2d10. Your weight is 110 lbs. with a modifier of +(height roll) x 2d4.
* **Speed:** Your base walking speed is 30 feet.
* **Darkvision:** You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
* **Innate Spellcasting:** You know the Poison Spray cantrip. You can cast Animal Friendship an unlimited number of times with this trait, but you can target only snakes with it. Starting at 3rd level, you can also cast Suggestion with this trait. Once you cast it, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
* **Magic Resistance:** You have advantage on saving throws against spells and other magical effects.
* **Poison Immunity:** You are immune to poison damage and the poisoned condition.
* **Languages:** You can speak, read, and write Common, Abyssal, and Draconic.
Rune Carver

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

## Overview

You've dedicated your life to studying the practice of runecraft. Whether you were personally taught by a master rune carver or learned by poring over engravings in ancient ruins, you understand how to tap into the supernatural power held within runes.

The art of runecraft was initially created by the giants of yore, but over time, the practice has been adopted by individuals of all races and backgrounds. As such, though Giant runes are the most common, many rune carvers incorporate symbols from their native languages into the craft.

* **Skills:** History, Perception
* **Languages:** Giant and one other language of your choice
* **Equipment:** A set of artisan's tools (one of your choice), a small knife, a whetstone, a set of common clothes, and a pouch containing 10 gp

***Rune Styles.*** Each rune carver has a unique style and preferred medium for creating runes. To determine how you make your runes, you can roll on the Rune Style table.

 2
 3
 4
 5
 6

### Feature: Rune Carver Apprentice

You gain the Rune Carver Apprentice feat.

## Building a Rune Carver Character

Scholarly pursuits, ancient mysteries, or all manner of fateful encounters might inspire a character to pursue the secrets of a rune carver.

***Suggested Character Traits.*** The Rune Carver Personality Traits table suggests a variety of traits you might adopt for your character.

 2
 3
 4
 5
 6

## Bonus Feats

If the DM decides to allow any of the backgrounds in this section, all characters in the campaign gain access to a bonus feat. If you select one of these backgrounds, you gain the bonus feat specified in that background. If the background you choose doesn't provide a feat, you gain a bonus feat of your choice from the following list (a parenthesis tells you where to find the feat):

* Scion of Elemental Air (Unearthed Arcana)
* Scion of Elemental Earth (Unearthed Arcana)
* Scion of Elemental Fire (Unearthed Arcana)
* Scion of Elemental Water (Unearthed Arcana)
* Skilled (Player's Handbook)
* Tough (Player's Handbook)
Wall of Water

From Mythic Odysseys of Theros, page 27; Xanathar's Guide to Everything, page 170; Elemental Evil Player's Companion, page 23; and Volo's Guide to Monsters, page 116.

## Description

*3rd-level evocation*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (a drop of water)
* **Duration:** Concentration, up to 10 minutes

You create a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the spell ends. The wall's space is difficult terrain.

Any ranged weapon attack that enters the wall's space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Spells that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot-square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall's water doesn't fill it.

## Learned By

* **Classes:** Druid, Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Races:** Triton
Strahd's Animated Armor

From Curse of Strahd, page 227.

**Hit Points:** 112 (15d8 + 45)
 **STR**
17 (+3)
13 (+1)
16 (+3)
9 (-1)
10 (0)
 **Skills:** Perception +3
**Damage Resistances:** cold, fire
**Damage Immunities:** lightning, poison
**Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 13
**Languages:** understands Common but can't speak
 ***Antimagic Susceptibility.*** The armor is incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
***Constructed Nature.*** The armor doesn't require air, food, drink, or sleep. The magic that animates the armor is dispelled when the construct drops to 0 hit points. If the armor is reduced to 0 hit points, it becomes inanimate and is too damaged to be of much use or value to anyone.
 ***Multiattack.*** The armor makes two melee attacks or uses Shocking Bolt twice.
***Greatsword.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage plus 3 (1d6) lightning damage.
***Shocking Bolt.** Ranged Spell Attack:* +4 to hit (with advantage on the attack roll if the target is wearing armor made of metal), range 60 ft., one target. *Hit:* 10 (3d6) lightning damage.
Wood Woad

From Volo's Guide to Monsters, page 198.

**Hit Points:** 75 (10d8 + 30)
 **STR**
18 (+4)
12 (+1)
16 (+3)
10 (0)
13 (+1)
 **Skills:** Athletics +7, Perception +4, Stealth +4
**Damage Vulnerabilities:** fire
**Damage Resistances:** bludgeoning, piercing
**Condition Immunities:** charmed, frightened
**Senses:** darkvision 60 ft., passive Perception 14
**Languages:** Sylvan
 ***Magic Club.*** In the wood woad's hand, its club is magical and deals 7 (3d4) extra damage (included in its attacks).
***Plant Camouflage.*** The wood woad has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
***Regeneration.*** The wood woad regains 10 hit points at the start of its turn if it is in contact with the ground. If the wood woad takes fire damage, this trait doesn't function at the start of the wood woad's next turn. The wood woad dies only if it starts its turn with 0 hit points and doesn't regenerate.
 ***Multiattack.*** The wood woad makes two attacks with its club.
***Club.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (4d4 + 4) bludgeoning damage.
Telepathy

From Player's Handbook, page 281.

## Description

*8th-level evocation*

* **Casting Time:** 1 action
* **Range:** Unlimited
* **Components:** V, S, M (a pair of linked silver rings)
* **Duration:** 24 hours

You create a telepathic link between yourself and a willing creature with which you are familiar. The creature can be anywhere on the same plane of existence as you. The spell ends if you or the target are no longer on the same plane.

Until the spell ends, you and the target can instantaneously share words, images, sounds, and other sensory messages with one another through the link, and the target recognizes you as the creature it is communicating with. The spell enables a creature with an Intelligence score of at least 1 to understand the meaning of your words and take in the scope of any sensory messages you send to it.

## Learned By

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

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

## Description

*Wondrous item, legendary.*

This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including Sovereign Glue.
Wand of Enemy Detection

From Dungeon Master's Guide, page 210. Found on Magic Item Table G.

## Description

*Wand, rare (requires attunement). 1 lbs.*

This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.

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.
Sleep of Ages Trap

From Xanathar's Guide to Everything, page 114.

*Simple trap (level 11-16, deadly threat)*

When a sleep of ages trap activates, a pressure plate unleashes a spell that threatens to send intruders into a deep slumber. The dungeon's guardians can then more easily dispose of the sleepers.

* **Trigger:** Stepping on the pressure plate triggers this trap.
* **Effect:** When activated, this trap casts a Sleep spell centered on the pressure plate, using a 9th-level spell slot.
* **Countermeasures:** A successful DC 20 Wisdom (Perception) check reveals the pressure plate. A successful DC 20 Intelligence (Arcana) check made within 5 feet of the pressure plate disables the trap, and a check with a total of 10 or lower triggers it. A successful Dispel Magic (DC 19) cast on the pressure plate destroys the trap.
Young Amonkhet Dragon

From Plane Shift: Amonkhet, page 33.

**Hit Points:** 178 (17d10 + 85)
 **STR**
23 (+6)
10 (0)
21 (+5)
6 (-2)
11 (0)
 **Saving Throws:** Dex +4, Con +9, Wis +4, Cha +8
**Skills:** Perception +8, Stealth +4
**Damage Immunities:** fire
**Senses:** blindsight 30 ft., darkvision 120 ft., passive Perception 18
**Languages:** Common, Draconic
 ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.
***Bite.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. *Hit:* 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.
***Claw.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) slashing damage.
***Fire Breath (Recharge 5-6).*** The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.
Skittering Horror

From Guildmasters' Guide to Ravnica, page 205.

**Hit Points:** 228 (24d12 + 72)
 **STR**
22 (+6)
16 (+3)
17 (+3)
2 (-4)
14 (+2)
 **Skills:** Perception +7, Stealth +8
**Damage Vulnerabilities:** radiant
**Conditions Immunities:** frightened
**Senses:** darkvision 120 ft., passive Perception 17
**Languages:** —
 ***Spider Climb.*** The horror can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
 ***Multiattack.*** The horror can use its Maddening Presence and make three attacks: one with its bite and two with its claws.
***Bite.** Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 28 (4d10 + 6) piercing damage.
***Claws.** Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 24 (4d8 + 6) slashing damage.
***Maddening Presence.*** The horror targets one creature it can see within 30 feet of it. If the target can see or hear the horror, the target must make a DC 17 Wisdom saving throw. On a failed saving throw, the target becomes paralyzed until the end of its next turn. If a creature's saving throw is successful, the creature is immune to the horror's Maddening Presence for the next 24 hours.
Spell Scroll

From Dungeon Master's Guide, page 200. Found on Magic Item Tables A, B, C, D and E.

## Description

*Scroll, rarity varies*

A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Wand of Fireballs

From Dungeon Master's Guide, page 210. Found on Magic Item Table G.

## Description

*Wand, rare (requires attunement by a spellcaster). 1 lb.*

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the Fireball 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.
Shadow

From Monster Manual, page 269.

**Hit Points:** 16 (3d8 + 3)
 **STR**
6 (-2)
14 (+2)
13 (+1)
6 (-2)
10 (0)
 **Skills:** Stealth +4
**Damage Vulnerabilities:** radiant
**Damage Resistances:** acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** necrotic, poison
**Condition Immunities:** exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** —
 ***Amorphous.*** The shadow can move through a space as narrow as 1 inch wide without squeezing.
***Shadow Stealth.*** While in dim light or darkness, the shadow can take the Hide action as a bonus action. Its stealth bonus is also improved to +6.
 ***Strength Drain.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.
If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.
Stoneskin

From Player's Handbook, page 278.

## Description

*4th-level abjuration*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (diamond dust worth 100 gp, which the spell consumes)
* **Duration:** Concentration, up to 1 hour

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

## Learned By

* **Classes:** Artificer, Druid, Ranger, Sorcerer, Wizard
* **Subclasses:** Cleric (*Strength Domain*), Cleric (*War Domain*), Druid (*Circle of the Land (Mountain)*), Fighter (*Eldritch Knight*), Monk (*Way of the Four Elements*), Paladin (*Oath of the Ancients*), Paladin (*Oath of Conquest*), Paladin (*Oath of Redemption*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*)
* **Backgrounds:** Gruul Anarch
Seeker Dart

From Princes of the Apocalypse, page 223.

## Description

*Weapon (dart), uncommon. 0.25 lbs.*

This small dart is decorated with designs like windy spirals that span the length of its shaft.

When you whisper the word "seek" and hurl this dart, it seeks out a target of your choice within 120 feet of you. You must have seen the target before, but you don't need to see it now. If the target isn't within range or if there is no clear path to it, the dart falls to the ground, its magic spent and wasted. Otherwise, elemental winds guide the dart instantly through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change direction to fly around corners.

When the dart reaches its target, the target must succeed on a DC 16 Dexterity saving throw or take 1d4 piercing damage and 3d4 lightning damage. The dart's magic is then spent, and it becomes an ordinary dart.
Wrath of Nature

From Xanathar's Guide to Everything, page 171.

## Description

*5th-level evocation*

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

You call out to the spirits of nature to rouse them against your enemies. Choose a point you can see within range. The spirits cause trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the spell ends.

* **Grasses and Undergrowth:** Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies.
* **Trees:** At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d6 slashing damage from whipping branches.
* **Roots and Vines:** At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the spell ends. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.
* **Rocks:** As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.
Storm of Vengeance

From Player's Handbook, page 279.

## Description

*9th-level conjuration*

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

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes.

Each round you maintain concentration on this spell, the storm produces different effects on your turn.

* **Round 2:** Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage.
* **Round 3:** You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can't be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
* **Round 4:** Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage.
* **Round 5-10:** Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area, whether mundane or magical.
Tankard of Sobriety

From Xanathar's Guide to Everything, page 139.

## Description

*Wondrous item, common.*

This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.
Skill Empowerment

From Xanathar's Guide to Everything, page 165.

## Description

*5th-level transmutation*

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

Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.

You must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

## Learned By

* **Classes:** Artificer, Bard, Sorcerer, Wizard
* **Subclasses:** Sorcerer (*Clockwork Soul*)
Smokepowder

From Waterdeep: Dragon Heist, page 181.

## Description

*Wondrous item, uncommon.*

Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots, and a keg holds enough smokepowder for five hundred shots.

If smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage.

Casting Dispel Magic on smokepowder renders it permanently inert.
Swarm of Books

From Waterdeep: Dragon Heist, page 156.

**Hit Points:** 22 (5d8)
 **STR**
5 (-3)
15 (+2)
10 (0)
2 (-4)
12 (+1)
 **Damage Resistances:** bludgeoning, piercing, slashing
**Condition Immunities:** charmed, frightened, paralyzed, petrified, prone, restrained, stunned, grappled
**Senses:** blindsight 60 ft., passive Perception 11
**Languages:** —
 ***Slam.** Melee Weapon Attack:* +4 to hit, reach 0 ft., one creature in the swarm's space. *Hit:* 5 (2d4) bludgeoning damage, or 2 (1d4) bludgeoning damage if the swarm has half of its hit points or fewer
Talisman of Ultimate Evil

From Dungeon Master's Guide, page 207. Found on Magic Item Table I.

## Description

*Wondrous item, legendary (requires attunement by a creature of evil alignment). 1 lbs.*

This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.

If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.

The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.
Ruin's Wake

From Explorer's Guide to Wildemount, page 277.

## Description

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

This spear is made from the ivory bone of an ancient gold dragon and carved with an Orc hymn to Gruumsh.

***Sentience.*** Ruin's Wake is a sentient chaotic evil weapon with an Intelligence of 20, a Wisdom of 16, and a Charisma of 22. It has hearing and darkvision out to a range of 120 feet.

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

***Personality.*** A slaughter-loving balor named Yarrowish lives within Ruin's Wake. The weapon desires only to draw blood and pushes its wielder to solve problems with violence.

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

* The spear has one minor beneficial property and one minor detrimental property.
* You can speak, read, and write Abyssal and Orc.
* You gain a +1 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 1d8 piercing damage to any target it hits. Immediately after you make a ranged attack with this weapon, it flies back to your hand.
* As a reaction when you are hit by a melee attack, you can make a melee attack with Ruin's Wake with advantage against the attacker. You can't use this property again until you finish a short or long rest.

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

* The spear gains an additional minor beneficial property and an additional minor detrimental property.
* The weapon's bonus to attack and damage rolls increases to +2, and the extra piercing damage dealt by the weapon increases to 2d8.
* When you hurl the spear and speak a command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a creature you can see within 120 feet of you. Each creature in the line, excluding you, must make a DC 15 Dexterity saving throw, taking 8d6 lightning damage on a failed save, or half as much damage on a successful one. Ruin's Wake then returns to your hand. This property can't be used again until the next dawn.

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

* The spear gains a major beneficial property.
* The weapon's bonus to attack and damage rolls increases to +3.
* While holding the spear, you can let out a battle cry as a bonus action. Each creature you choose within 30 feet of you gains advantage on attack rolls until the start of your next turn. This property can't be used again until the next dawn.
* When you reduce a creature to 0 hit points with an attack from the spear, you can regain hit points equal to the damage you dealt with the attack. This property can't be used again until the next dawn.
Triceratops

From Monster Manual, page 80.

**Hit Points:** 95 (10d12 + 30)
 **STR**
22 (+6)
9 (-1)
17 (+3)
2 (-4)
11 (0)
 **Senses:** passive Perception 10
**Languages:** —
 ***Gore.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 24 (4d8 + 6) piercing damage.
***Stomp.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one prone creature. *Hit:* 22 (3d10 + 6) bludgeoning damage.