recursal/Fanatic-Fandom huggingface dataset:
Dark Shard Amulet

From Xanathar's Guide to Everything, page 137.

## Description

*Wondrous item, common (requires attunement by a Warlock).*

This amulet is fashioned from a single shard of resilient extraplanar material origination from the realm of your warlock patron. While you are wearing it, you gain the following benefits.

* You can use the amulet as a spellcasting focus for your warlock spells.
* You can try to cast a cantrip that you don't know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.
Fire-Breathing Statue

From Dungeon Master's Guide, page 122.

*Magical trap*

This trap is activated when an intruder steps on a hidden pressure plate, releasing a magical gout of flame from a nearby statue. The statue can be of anything, including a dragon or a wizard casting a spell.

The DC is 15 to spot the pressure plate, as well as faint scorch marks on the floor and walls. A spell or other effect that can sense the presence of magic, such as Detect Magic, reveals an aura of evocation magic around the statue.

The trap activates when more than 20 pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.

Wedging an iron spike or other object under the pressure plate prevents the trap from activating. A successful Dispel Magic (DC 13) cast on the statue destroys the trap.
Fire Bolt

From Player's Handbook, page 242.

## Description

*Evocation cantrip*

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

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

## Learned By

* **Classes:** Artificer, Sorcerer, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Giant Soul (Fire Giant)*)
* **Races:** Aereni (High) Elf, Blue Merfolk, Eladrin (UA), Half-elf (High Elf Descent), High Elf, Ula (Water) Creed Merfolk, Valenar (Wood) Elf
* **Backgrounds:** Boros Legionnaire, Gruul Anarch, Rakdos Cultist
* **Feats:** Aberrant Dragonmark, Artificer Initiate, Magic Initiate, Spell Sniper, Strixhaven Initiate
Galder's Speedy Courier

From Lost Laboratory of Kwalish, page 57.

## Description

*4th-level conjuration*

* **Casting Time:** 1 action
* **Range:** 10 feet
* **Components:** V, S, M (25 gold pieces, or mineral goods of equivalent value, which the spell consumes)
* **Duration:** 10 minutes

You summon a Small air elemental to a spot within range. The air elemental is formless, nearly transparent, immune to all damage, and cannot interact with other creatures or objects. It carries an open, empty chest whose interior dimensions are 3 feet on each side. While the spell lasts, you can deposit as many items inside the chest as will fit. You can then name a living creature you have met and seen at least once before, or any creature for which you possess a body part, lock of hair, clipping from a nail, or similar portion of the creature's body.

As soon as the lid of the chest is closed, the elemental and the chest disappear, then reappear adjacent to the target creature. If the target creature is on another plane, or if it is proofed against magical detection or location, the contents of the chest reappear on the ground at your feet.

The target creature is made aware of the chest's contents before it chooses whether or not to open it, and knows how much of the spell's duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been removed, the elemental and the chest disappear. The elemental also disappears if the target creature orders it to return the items to you. When the elemental disappears, any items not taken from the chest reappear on the ground at your feet.

**At Higher Levels:** When you cast this spell using an 8th-level spell slot, you can send the chest to a creature on a different plane of existence from you.

## Learned By

* **Classes:** Warlock, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
Freedom of Movement

From Player's Handbook, page 244.

## Description

*4th-level abjuration*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (a leather strap, bound around the arm or a similar appendage)
* **Duration:** 1 hour

You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.

The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

## Learned By

* **Classes:** Artificer, Bard, Cleric, Druid, Ranger
* **Subclasses:** Cleric (*War Domain*), Cleric (*Zeal Domain*), Druid (*Circle of the Land (Arctic)*), Druid (*Circle of the Land (Coast)*), Druid (*Circle of the Land (Forest)*), Druid (*Circle of the Land (Grassland)*), Druid (*Circle of the Land (Swamp)*), Paladin (*Oath of Devotion*), Paladin (*Oath of Glory*), Sorcerer (*Clockwork Soul*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*), Mage of Quandrix (*Sorcerer, Wizard*)
* **Eldritch Invocations:** Trickster's Escape
* **Races:** Mark of Passage Human
* **Backgrounds:** Dimir Operative, Prismari Student, Quandrix Student, Simic Scientist
Find Greater Steed

From Xanathar's Guide to Everything, page 156.

## Description

*4th-level conjuration*

* **Casting Time:** 10 minutes
* **Range:** 30 feet
* **Components:** V, S
* **Duration:** Instantaneous

You summon a spirit that assumes the form of a loyal, majestic mount. Appearing in an unoccupied space within range, the spirit takes on a form you choose: a griffon, a pegasus, a peryton, a dire wolf, a rhinoceros, or a saber-toothed tiger. At your DM's choice, the option of an dragonnel may be available. The creature has the statistics provided in the Monster Manual for the chosen form, though it is a celestial, a fey, or a fiend (your choice) instead of its normal creature type. Additionally, if it has an Intelligence score of 5 or lower, its Intelligence becomes 6, and it gains the ability to understand one language of your choice that you speak.

You control the mount in combat. While the mount is within 1 mile of you, you can communicate with it telepathically. While mounted on it, you can make any spell you cast that targets only you also target the mount.

The mount disappears temporarily when it drops to 0 hit points or when you dismiss it as an action. Casting this spell again re-summons the bonded mount, with all its hit points restored and any conditions removed.

You can't have more than one mount bonded by this spell or Find Steed at the same time. As an action, you can release a mount from its bond, causing it to disappear permanently.

Whenever the mount disappears, it leaves behind any objects it was wearing or carrying.
Flame Strike

From Player's Handbook, page 242.

## Description

*5th-level evocation*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (pinch of sulfur)
* **Duration:** Instantaneous

A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant 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 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d6 for each slot level above 5th.

## Learned By

* **Classes:** Cleric
* **Subclasses:** Cleric (*Light Domain*), Cleric (*War Domain*), Cleric (*Zeal Domain*), Druid (*Circle of Wildfire*), Paladin (*Oath of Devotion*), Paladin (*Oath of Glory*), Sorcerer (*Divine Soul*), Warlock (*The Celestial*), Warlock (*The Fiend*), Warlock (*The Genie (Efreeti)*), Wizard (*Theurgy*)
* **Backgrounds:** Boros Legionnaire, Lorehold Student
Gazer

From Volo's Guide to Monsters, page 126.

**Hit Points:** 13 (3d6 + 6)
 **STR**
3 (-4)
17 (+3)
14 (+2)
3 (-4)
10 (0)
 **Saving Throws:** Wis +2
**Skills:** Perception +4, Stealth +5
**Condition Immunities:** prone
**Senses:** darkvision 60 ft., passive Perception 14
**Languages:** —
 ***Aggressive.*** As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see.
***Mimicry.*** The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.
***Variant: Gazer Familiar.*** Spellcasters who are interested in unusual familiars find that gazers are eager to serve someone who has magical power, especially those who make a point of bullying and harassing others. The gazer behaves aggressively toward creatures smaller than itself, and it tends to randomly attack house pets, farm animals, and even children in town unless its master is very strict. A gazer serving as a familiar has the following trait.
 ***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 1 piercing damage.
***Eye Rays.*** The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it:
1. **Dazing Ray.** The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.
2. **Fear Ray.** The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer's next turn.
3. **Frost Ray.** The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage.
4. **Telekinetic Ray.** If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer.If the target is an object weighing 10 pounds or less that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.
Gurt's Greataxe

From Storm King's Thunder, page 234.

## Description

*Weapon (greataxe), legendary (requires attunement). 325 lbs.*

In the Year of the Icy Axe (123 DR), the frost giant Lord Gurt fell to Uthgar Gardolfsson — leader of the folk who would become the Uthgardt barbarians — in a battle that marked the ascendance of humankind over the giants in the Dessarin Valley. Gurt's greataxe was buried in Morgur's Mound until it was unearthed and brought back to Waterdeep. After laying in the city's vaults for decades, the axe was given to Harshnag, a frost giant adventurer, in recognition of his service to Waterdeep. Uthgardt barbarians recognize the weapon on sight and attack any giant that wields it.

You gain a +1 bonus to attack and damage rolls made with this magic weapon. It is sized for a giant, weighs 325 pounds, and deals 3d12 slashing damage on a hit, plus an extra 2d12 slashing damage if the target is human.

The axe sheds light as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light can't be shut off in these conditions.

As an action, you can cast a version of the Heat Metal spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it can't be used again until the next dawn.
Giant Scorpion

From Monster Manual, page 327.

**Hit Points:** 52 (7d10 + 14)
 **STR**
15 (+2)
13 (+1)
15 (+2)
1 (-5)
9 (-1)
 **Senses:** blindsight 60 ft., passive Perception 9
**Languages:** —
 ***Multiattack.*** The scorpion makes three attacks: two with its claws and one with its sting.
***Claw.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.
***Sting.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.
Extreme Cold

From Dungeon Master's Guide, page 110.

*Weather*

Whenever the temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates.
Dryad Spirit

From Baldur's Gate: Descent into Avernus, page 108.

**Hit Points:** 58 (13d8)
 **STR**
1 (-5)
14 (+2)
10 (0)
12 (+1)
11 (+1)
 **Saving Throws:** Wis +2, Cha +5
**Damage Resistances:** acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** cold, necrotic, poison
**Condition Immunities:** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** Common, Elvish
 ***Detect Life.*** The dryad can magically sense the presence of living creatures up to 5 miles away that aren't  undead or  constructs. She knows the general direction they're in but not their exact locations.
 ***Corrupting Touch.** Melee Spell Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 12 (3d6 + 2) necrotic damage.
***Horrifying Visage.*** Each non-undead creature within 60 feet of the dryad that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the dryad is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the dryad's Horrifying Visage for the next 24 hours.
***Wail (1/Day).*** The dryad releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.
Forcecage

From Player's Handbook, page 243.

## Description

*7th-level evocation*

* **Casting Time:** 1 action
* **Range:** 100 feet
* **Components:** V, S, M (ruby dust worth 1500 gp)
* **Duration:** 1 hour

An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose.

A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart.

A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area.

When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area.

A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel.

This spell can't be dispelled by Dispel Magic.

## Learned By

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

From Monster Manual, page 148.

**Hit Points:** 22 (5d8)
 **STR**
13 (+1)
15 (+2)
10 (0)
7 (-2)
10 (0)
 **Damage Immunities:** poison
**Condition Immunities:** charmed, exhaustion, poisoned
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** Common
 ***Bite.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 9 (2d6 + 2) piercing damage.
***Claws.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Fireball

From Player's Handbook, page 241.

## Description

*3rd-level evocation*

* **Casting Time:** 1 action
* **Range:** 150 feet
* **Components:** V, S, M (a tiny ball of bat guano and sulfur)
* **Duration:** Instantaneous

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

## Learned By

* **Classes:** Sorcerer, Wizard
* **Subclasses:** Artificer (*Artillerist*), Cleric (*Light Domain*), Cleric (*Zeal Domain*), Fighter (*Eldritch Knight*), Monk (*Way of the Four Elements*), Rogue (*Arcane Trickster*), Warlock (*The Fiend*), Warlock (*The Genie (Efreeti)*)
* **Warlock Invocation:** Kiss of Mephistopheles
Gentle Repose

From Player's Handbook, page 245.

## Description

*2nd-level necromancy (ritual)*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (a pinch of salt and one copper piece placed on each of the corpse's eyes, which must remain there for the duration)
* **Duration:** 10 days

You touch a corpse or other remains. For the duration, the target is protected from decay and can't become undead.

The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don't count against the time limit of spells such as Raise Dead.

## Learned By

* **Classes:** Cleric, Paladin (OCF), Wizard
* **Subclasses:** Cleric (*Grave Domain*), Druid (*Circle of Spores*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Giant Wolf Spider

From Monster Manual, page 330.

**Hit Points:** 11 (2d8 + 2)
 **STR**
12 (+1)
16 (+3)
13 (+1)
3 (-4)
12 (+1)
 **Skils:** Perception +3, Stealth +7
**Senses:** blindsight 10 ft., darkvision 60 ft., passive Perception 13
**Languages:** —
 ***Spider Climb.*** The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
***Web Sense.*** While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
 ***Bite.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one creature. *Hit:* 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Grell

From Monster Manual, page 172.

**Hit Points:** 55 (10d8 + 10)
 **STR**
15 (+2)
14 (+2)
13 (+1)
12 (+1)
11 (0)
 **Skills:** Perception +4, Stealth +6
**Damage Immunities:** lightning
**Condition Immunities:** blinded, prone
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 14
**Languages:** Grell
 ***Multiattack.*** The grell makes two attacks: one with its tentacles and one with its beak.
***Tentacles.** Melee Weapon Attack:* +4 to hit, reach 10 ft., one creature. *Hit:* 7 (1d10 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success.
The target is also grappled (escape DC 15). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the grell has advantage on attack rolls against it and can 't use this attack against other targets. When the grell moves, any Medium or smaller target it is grappling moves with it.
***Beak.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) piercing damage.
Giant Slayer

From Dungeon Master's Guide, page 172. Found on Magic Item Table G.

## Description

*Weapon (any axe or sword), rare.*

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

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
Guardian Portrait

From Curse of Strahd, page 227.

**Hit Points:** 22 (5d8)
 **STR**
1 (-5)
1 (-5)
10 (0)
14 (+2)
10 (0)
 **Damage Immunities:** poison
**Condition Immunities:** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** Common, plus up to two other languages
 ***Antimagic Susceptibility.*** The portrait is incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the portrait must succeed on a Constitution saving throw against the caster's spell save DC or become unconscious for 1 minute.
***Constructed Nature.*** The portrait doesn't require air, food, drink, or sleep. The magic that animates the portrait is dispelled when the construct drops to 0 hit points. If the portrait is reduced to 0 hit points, it becomes inanimate and is too damaged to be of much use or value to anyone.
***False Apperance.*** While the figure in the portrait remains motionless, the portrait is indistinguishable from a normal painting.
***Innate Spellcasting.*** The portrait's innate spellcasting ability is Intelligence (spell save DC 12). The portrait can innately cast the following spells, requiring no material components:
*3/day each:* Counterspell, Crown of Madness, Hypnotic Pattern, Telekinesis
Goristro

From Monster Manual, page 59.

**Hit Points:** 310 (23d12 + 161)
 **STR**
25 (+7)
11 (0)
25 (+7)
6 (-2)
13 (+1)
 **Saving Throws:** Str +13, Dex +6, Con +13, Wis +7
**Skills:** Perception +7
**Damage Resistances:** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** darkvision 120 ft., passive Perception 17
**Languages:** Abyssal
 ***Charge.*** If the goristro moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 38 (7d10) piercing 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 and knocked prone.
***Labyrinthine Recall.*** The goristro can perfectly recall any path it has traveled.
***Magic Resistance.*** The goristro has advantage on saving throws against spells and other magical effects.
 ***Multiattack.*** The goristro makes three attacks: two with its fists and one with its hoof.
***Fist.** Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 20 (3d8 + 7) bludgeoning damage.
***Hoof.** Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 23 (3d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.
***Gore.** Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 45 (7d10 + 7) piercing damage.
Hallucinatory Terrain

From Player's Handbook, page 249.

## Description

*4th-level illusion*

* **Casting Time:** 10 minutes
* **Range:** 300 feet
* **Components:** V, S, M (a stone, a twig, and a bit of green plant)
* **Duration:** 24 hours

You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren't changed in appearance.

The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn't obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.

## Learned By

* **Classes:** Bard, Druid, Warlock, Wizard
* **Subclasses:** Druid (*Circle of the Land (Desert)*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Races:** Mark of Shadow Elf
Giant Owl

From Monster Manual, page 327.

**Hit Points:** 19 (3d10 + 3)
 **STR**
13 (+1)
15 (+2)
12 (+1)
8 (-1)
13 (+1)
 **Skills:** Perception +5, Stealth +4
**Senses:** darkvision 120 ft., passive Perception 15
**Languages:** Giant Owl, understands Common, Elvish, and Sylvan but can't speak them
 ***Flyby.*** The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
 ***Talons.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 8 (2d6 + 1) slashing damage.
Gray Ooze

From Monster Manual, page 243.

**Hit Points:** 22 (3d8 + 9)
 **STR**
12 (+1)
6 (-2)
16 (+3)
1 (-5)
6 (-2)
 **Skills:** Stealth +2
**Damage Immunities:** acid, cold, fire
**Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, prone
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 8
**Languages:** —
 ***Amorphous.*** The ooze can move through a space as narrow as 1 inch wide without squeezing.
***Corrode Metal.*** Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.
The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.
***False Appearance.*** While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.
***Ooze Nature.*** The ooze doesn't require sleep.
***Variant: Psychic Gray Ooze.*** A gray ooze that lives a long time can evolve to become more intelligent and develop limited psionic ability. Such occurrences are more common in gray oozes that live near psioncic creatures such as mind flayers, suggesting that the ooze can sense and mimic psionic ability. A psionic gray ooze has an intelligence score of 6 (-2), as well as the following additional action.
 ***Pseudopod.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.
Guiding Bolt

From Player's Handbook, page 248.

## Description

*1st-level evocation*

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

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

## Learned By

* **Classes:** Cleric
* **Subclasses:** Cleric (*Solidarity Domain*), Druid (*Circle of Stars*), Paladin (*Oath of Glory*), Sorcerer (*Divine Soul*), Warlock (*The Celestial*), Wizard (*Theurgy*), Mage of Quandrix (*Sorcerer, Wizard*)
* **Backgrounds:** Boros Legionnaire, Quandrix Student
* **Feats:** Magic Initiate, Strixhaven Initiate
Giant Spider

From Monster Manual, page 328.

**Hit Points:** 26 (4d10 + 4)
 **STR**
14 (+2)
16 (+3)
12 (+1)
2 (-4)
11 (0)
 **Skills:** Stealth +7
**Senses:** blindsight 10 ft., darkvision 60 ft., passive Perception 10
**Languages:** —
 ***Spider Climb.*** The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
***Web Sense.*** While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
 ***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one creature. *Hit:* 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
***Web (Recharge 5-6).** Ranged Weapon Attack:* +5 to hit, range 30/60 ft., one creature. *Hit:* The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Felidar

*This article is about the Guildmasters' Guide to Ravnica version of the Felidar. For the Plane Shift: Zendikar version, see Felidar (Plane Shift: Zendikar).*
From Guildmasters' Guide to Ravnica, page 199.

**Hit Points:** 93 (11d10 + 33)
 **STR**
19 (+4)
16 (+3)
17 (+3)
10 (0)
17 (+3)
 **Saving Throws:** Dex +6, Wis +6, Cha +5
**Skills:** Insight +6, Perception +6
**Senses:** truesight 120 ft., passive Perception 16
**Languages:** understands Celestial and Common but can't speak
 ***Bonding.*** The felidar can magically bond with one creature it can see, right after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the felidar bonds with a different creature or until the bonded creature dies. This bond has the following effects: The felidar and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet. The felidar can sense the direction and distance to the bonded creature if they're on the same plane of existence. As an action, the felidar or the bonded creature can sense what the other sees and hears, during which time it loses its own sight and hearing. This effect lasts until the start of its next turn.
***Keen Hearing and Sight.*** The felidar has advantage on Wisdom (Perception) checks that rely on hearing or sight.
***Pounce.*** If the felidar moves at least 20 feet straight toward a creature and hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the felidar can make one claw attack against it as a bonus action.
 ***Multiattack.*** The feldiar makes two attacks: one with its bite and one with its claws.
***Bite.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 17 (3d8 + 4) piercing damage.
***Claws.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 14 (3d6 + 4) slashing damage.
Gauth

From Volo's Guide to Monsters, page 125.

**Hit Points:** 67 (9d8 + 27)
 **STR**
10 (0)
14 (+2)
16 (+3)
15 (+2)
15 (+2)
 **Saving Throws:** Int +5, Wis +5, Cha +4
**Skills:** Perception +5
**Condition Immunities:** prone
**Senses:** darkvision 120 ft., passive Perception 15
**Languages:** Deep Speech, Undercommon
 ***Death Throes.*** When the gauth dies, the magical energy within it explodes, and each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) force damage on a failed save, or half as much damage on a successful one.
 ***Bite.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 9 (2d8) piercing damage.
***Eye Rays.*** The gauth shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:
1. **Devour Magic Ray.** The targeted creature must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth's next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls.
2. **Enervation Ray.** The targeted creature must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.
3. **Pushing Ray.** The targeted creature must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet directly away from the gauth and have its speed halved until the start of the gauth's next turn.
4. **Fire Ray.** The targeted creature must succeed on a DC 14 Dexterity saving throw or take 22 (4d10) fire damage.
5. **Paralyzing Ray.** The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
6. **Sleep Ray.** The targeted creature must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.
Extreme Heat

From Dungeon Master's Guide, page 110.

*Weather*

When the temperature is at or above 100 degrees Fahrenheit, a creature exposed to the heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour.

Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates.
Gem of Seeing

From Dungeon Master's Guide, page 172. Found on Magic Item Table G.

## Description

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

This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.

The gem regains 1d3 expended charges daily at dawn.
Gray Slaad

From Monster Manual, page 277.

**Hit Points:** 127 (17d8 + 51)
 **STR**
17 (+3)
17 (+3)
16 (+3)
13 (+1)
8 (-1)
 **Skills:** Arcana +7, Perception +7
**Damage Resistances:** acid, cold, fire, lightning, thunder
**Senses:** blindsight 60 ft., darkvision 60 ft., passive Perception 17
**Languages:** Slaad, telepathy 60 ft.
 ***Shapechanger.*** The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
***Innate Spellcasting.*** The slaad's innate spellcasting ability is Charisma (spell save DC 14). The slaad can innately cast the following spells, requiring no material components:
*At will:* Detect Magic, Detect Thoughts, Invisibility (self only), Mage Hand, Major Image
*2/day each:* Fear, Fireball, Fly, Tongues
*1/day each:* Plane Shift
***Magic Resistance.*** The slaad has advantage on saving throws against spells and other magical effects.
***Magic Weapons.*** The slaad's weapon attacks are magical.
***Regeneration.*** The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.
***Variant: Control Gem.*** Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.
Certain spells can be used to acquire the gem. If the slaad fails its saving throw against Imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A Wish spell, if cast in the slaad's presence, can be worded to acquire the gem.
A Greater Restoration spell cast on the slaad destroys the gem without harming the slaad.
 ***Multiattack.*** The slaad makes three attacks: one with its bite and two with its claws or greatsword.
***Bite (Slaad Form Only).** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage.
***Claws (Slaad Form Only).** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 8 (1d10 + 3) slashing damage.
***Greatsword.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage.
Giant Toad

From Monster Manual, page 329.

**Hit Points:** 39 (6d10 + 6)
 **STR**
15 (+2)
13 (+1)
13 (+1)
2 (-4)
10 (0)
 **Senses:** darkvision 30 ft., passive Perception 10
**Languages:** —
 ***Amphibious.*** The toad can breathe air and water.
 ***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.
***Swallow.*** The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time. If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 ft. of movement, exiting prone.
Circlet of Human Perfection

From Waterdeep: Dungeon of the Mad Mage, page 30.

## Description

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

The Circlet of Human Perfection transforms its attuned wearer into an attractive human of average height and weight. The circlet chooses the physical characteristics of the form, such as age, gender, skin color, hair color, and voice. Except for size, the wearer's statistics and racial traits don't change, nor do items worn or carried by the wearer. Removing the circlet ends the effect.
Gloves of Missile Snaring

From Dungeon Master's Guide, page 172. Found on Magic Item Table F.

## Description

*Wondrous item, uncommon (requires attunement).*

These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.
Fire Snake

From Monster Manual, page 265.

**Hit Points:** 22 (5d8)
 **STR**
12 (+1)
14 (+2)
11 (0)
7 (-2)
10 (0)
 **Damage Vlnerabilities:** cold
**Damage Resistances:** bludgeoning, piercing, and slashing from nonmagical weapons
**Damage Immunities:** fire
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** understands Ignan but can't speak
 ***Multiattack.*** The snake makes two attacks: one with its bite and one with its tail.
***Bite.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 5) piercing damage plus 3 (1d6) fire damage.
***Tail.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 5) bludgeoning damage plus 3 (1d6) fire damage.
Giant Crocodile

From Monster Manual, page 324.

**Hit Points:** 85 (9d12 + 27)
 **STR**
21 (+5)
9 (-1)
17 (+3)
2 (-4)
10 (0)
 **Skills:** Stealth +5
**Senses:** passive Perception 10
**Languages:** —
 ***Multiattack.*** The crocodile makes two attacks: one with its bite and one with its tail.
***Bite.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.
***Tail.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target not grappled by the crocodile. *Hit:* 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
Geas

From Player's Handbook, page 244.

Geas is a Scottish Gaelic word pronounced as *gesh*.

## Description

*5th-level enchantment*

* **Casting Time:** 1 minute
* **Range:** 60 feet
* **Components:** V
* **Duration:** 30 days

You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can't understand you is unaffected by the spell.

You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends.

You can end the spell early by using an action to dismiss it. A Remove Curse, Greater Restoration, or Wish spell also ends it.

**At Higher Levels:** When you cast this spell using a spell slot of 7th or 8th level, the duration is 1 year. When you cast this spell using a spell slot of 9th level, the spell lasts until it is ended by one of the spells mentioned above.

## Learned By

* **Classes:** Bard, Cleric, Druid, Paladin, Wizard
* **Subclasses:** Paladin (*Oath of the Crown*), Sorcerer (*Aberrant Mind*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Backgrounds:** Orzhov Representative
Goblin (Monster)

From Monster Manual, page 166.

**Hit Points:** 7 (2d6)
 **STR**
8 (-1)
14 (+2)
10 (0)
10 (0)
8 (-1)
 **Skills:** Stealth +6
**Senses:** darkvision 60 ft., passive Perception 9
**Languages:** Common, Goblin
 ***Scimitar.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) slashing damage.
***Shortbow.** Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.

Goblin fact: Surrender in Goblin is: "Bree-Yark!"
Fiery Blast Trap

From Xanathar's Guide to Everything, page 113.

*Simple trap (level 5-10, dangerous threat)*

Anyone who steps on the mosaic causes fire to erupt from it. Those who openly wear holy symbols of Pyremius don't trigger this trap.

* **Trigger:** The temple of Pyremius, a god of fire, is threatened by thieves who seek to steal the fire opals displayed there by the priests in tribute to their god. A mosaic on the floor of the entryway to the inner sanctum delivers a fiery rebuke to intruders.
* **Effect:** A 15-foot cube of fire erupts, covering the pressure plate and the area around it. Each creature in the area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
* **Countermeasures:** A successful DC 15 Wisdom (Perception) check reveals the presence of ash and faint burn marks in the area affected by this trap. A successful DC 15 Intelligence (Religion) check enables a creature to destroy the trap by defacing a key rune on the perimeter of the mosaic that is within reach; failing this check causes the trap to activate. A successful Dispel Magic (DC 15) cast on the runes destroys the trap.
Grease

From Player's Handbook, page 246.

## Description

*1st-level conjuration*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (a bit of pork rind or butter)
* **Duration:** 1 minute

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

## Learned By

* **Classes:** Artificer, Sorcerer (OCF), Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Feats:** Artificer Initiate, Magic Initiate, Strixhaven Initiate
Guardian Emblem

From Tasha's Cauldron of Everything, page 128.

## Description

*Wondrous item (holy symbol), uncommon (requires attunement by a cleric or paladin)*

This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.

The emblem has 3 charges. When you or a creature you can see suffers a critical hit while you're wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.

The emblem regains all expended charges daily at dawn.
Giant Poisonous Snake

From Monster Manual, page 327.

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

From Monster Manual, page 324.

**Hit Points:** 13 (3d8)
 **STR**
13 (+1)
15 (+2)
11 (0)
1 (-5)
9 (-1)
 **Skills:** Stealth +4
**Senses:** blindsight 30 ft., passive Perception 9
**Languages:** —
 ***Claw.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.
False Life

From Player's Handbook, page 239.

## Description

*1st-level necromancy*

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S, M (a small amount of alcohol or distilled spirits)
* **Duration:** 1 hour

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

## Learned By

* **Classes:** Artificer, Sorcerer, Wizard
* **Subclasses:** Cleric (*Death Domain*), Cleric (*Grave Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Warlock (*The Raven Queen*), Warlock (*The Undead*), Warlock (*The Undying*)
* **Eldritch Invocations:** Fiendish Vigor
* **Feats:** Artificer Initiate, Magic Initiate, Shadow Touched, Strixhaven Initiate