recursal/Fanatic-Fandom huggingface dataset:
Guardian of Faith

From Player's Handbook, page 246.

## Description

*4th-level conjuration*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V
* **Duration:** 8 hours

A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space and is indistinct except for a gleaming sword and shield emblazoned with the symbol of your deity.

Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Dexterity saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage.

## Learned By

* **Classes:** Cleric
* **Subclasses:** Cleric (*Life Domain*), Cleric (*Light Domain*), Cleric (*Protection Domain*), Cleric (*Solidarity Domain*), Paladin (*Oath of the Crown*), Paladin (*Oath of Devotion*), Sorcerer (*Divine Soul*), Warlock (*The Celestial*), Wizard (*Theurgy*)
* **Races:** Mark of Sentinel Human
Enormous Tentacle

From Acquisitions Incorporated, page 94.

**Hit Points:** 60 (8d12 + 8)
 **STR**
19 (+4)
14 (+2)
12 (+1)
1 (-5)
10 (0)
 **Skills:** Perception +2
**Senses:** blindsight 10 ft., passive Perception 12
**Languages:** —
 ***Constrict.** Melee Weapon Attack:* +6 to hit, reach 35 ft., one creature. *Hit:* 13 (2d8 + 4) bludgeoning damage and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the tentacle can't constrict another target.
Fiendish Spirit

From Tasha's Cauldron of Everything, page 112.

**Hit Points:** 50 (Demon only) or 40 (Devil only) or 60 (Yugoloth only) + 15 for each spell level above 6th
 **STR**
13 (+1)
16 (+3)
15 (+2)
10 (0)
10 (0)
 **Damage Resistances:** fire
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** Abyssal, Infernal, telepathy 60 ft.
**Challenge:** —
 ***Death Throes (Demon Only).*** When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + this spell's level fire damage on a failed save, or half as much damage on a successful one.
***Devil's Sight (Devil Only).*** Magical darkness doesn't impede the fiend's darkvision.
 ***Multiattack.*** The fiend makes a number of attacks equal to half this spell's level (rounded down).
***Bite (Demon Only).** Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target. *Hit:* 1d12 + 3 + the spell's level necrotic damage.
***Claws (Yugoloth Only).** Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target. *Hit:* 1d8 + 3 + the spell's level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.
***Hurl Flame (Devil Only).** Ranged Spell Attack:* your spell attack modifier to hit, range 150 ft., one target. *Hit:* 2d6 + 3 + the spell's level fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
Find Traps

From Player's Handbook, page 241.

## Description

*2nd-level divination*

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

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the Alarm spell, a Glyph of Warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You don't learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

## Learned By

* **Classes:** Cleric, Druid, Ranger
* **Subclasses:** Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Races:** Mark of Detection Half-elf
Everbright Lantern

From Eberron: Rising From the Last War, page 277; and Wayfinder's Guide to Eberron, page 115.

## Description

*Wondrous item, common.*

This bullseye lantern contains an Eberron dragonshard that sheds light comparable to that produced by a Continual Flame spell. An everbright lantern sheds light in a 120-foot cone; the closest 60 feet is bright light, and the farthest 60 feet is dim light.

## Wayfinder's Guide to Eberron

**Consult your DM before using this version.** It is usually considered unofficial and invalid due to updated material.

An everbright lantern contains an Eberron dragonshard imbued with the effect of a Continual Flame spell. This bright light is mounted inside a normal bullseye lantern, allowing the light to be shuttered off. An everbright lantern provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone, just like a mundane bullseye lantern, but its flame never goes out.
Flying Sword

From Monster Manual, page 20.

**Hit Points:** 17 (5d6)
 **STR**
12 (+1)
15 (+2)
11(0)
1 (-5)
5 (-3)
 **Saving Throws:** Dex +4
**Damage Immunities:** poison, psychic
**Condition Immunities:** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 7
**Languages:** —
 ***Antimagic Susceptibility.*** The sword is incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
***Constructed Nature.*** The sword doesn't require air, food, drink, or sleep. The magic that animates the sword is dispelled when the construct drops to 0 hit points. If the sword is reduced to 0 hit points, it becomes inanimate and is too damaged to be of much use or value to anyone.
 ***Longsword.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) slashing damage.
Feather Fall

From Player's Handbook, page 239.

## Description

*1st-level transmutation*

* **Casting Time:** 1 reaction, which you take when you or a creature within 60 feet of you falls
* **Range:** 60 feet
* **Components:** V, M (a small feather or a piece of down)
* **Duration:** 1 minute

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

## Learned By

* **Classes:** Artificer, Bard, Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*), Warlock (*The Seeker*)
* **Races:** Air Genasi, Mark of Storm Half-elf
* **Feats:** Artificer Initiate, Magic Initiate, Strixhaven Initiate
Halaster Horror

From Waterdeep: Dungeon of the Mad Mage, page 129.

**Hit Points:** 60 (8d8 + 24)
 **STR**
18 (+4)
13 (+1)
16 (+3)
10 (0)
10 (0)
 **Skills:** Perception +4
**Damage Resistances:** bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine
**Damage Immunities:** force, necrotic, poison
**Condition Immunities:** blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 14
**Languages:** understands the languages of its creator but can't speak
 ***Magic Resistance.*** The Halaster horror has advantage on saving throws against spells and other magical effects.
 ***Multiattack.*** The Halaster horror makes two staff attacks.
***Staff.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) bludgeoning damage.
Find Vehicle

From [ /7/74/UA07\_-\_Modern\_Magic.pdf Unearthed Arcana: Modern Magic].

## Description

*2nd-level conjuration*

* **Casting Time:** 10 minutes
* **Range:** 30 feet
* **Components:** V, S
* **Duration:** 8 hours

You summon a spirit that assumes the form of a nonmilitary land vehicle of your choice, appearing in an unoccupied space within range. The vehicle has the statistics of a normal vehicle of its sort, though it is celestial, fey, or fiendish (your choice in origin). The physical characteristics of the vehicle reflect its origin to some degree. For example, a fiendish SUV might be jet black in color, with tinted windows and a sinister-looking front grille.

You have a supernatural bond with the conjured vehicle that allows you to drive beyond your normal ability. While driving the conjured vehicle, you are considered proficient with vehicles of its type, and you add double your proficiency bonus to ability checks related to driving the vehicle. While driving the vehicle, you can make any spell you cast that targets only you also target the vehicle.

If the vehicle drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss the vehicle at any time as an action, causing it to disappear.

You can't have more than one vehicle bonded by this spell at a time. As an action, you can release the vehicle from its bond at any time, causing it to disappear.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, you can conjure a nonmilitary water vehicle large enough to carry six Medium creatures. When you cast this spell using a spell slot of 5th level or higher, you can conjure a nonmilitary air vehicle large enough to carry ten Medium creatures. When you cast this spell using a spell slot of 7th level or higher, you can conjure any type of vehicle, subject to the DM's approval.

## Learned By

* **Classes:** Paladin, Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*City Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
Forlarren

From Mordenkainen's Fiendish Folio, page 9.

**Hit Points:** 45 (6d8 + 18)
 **STR**
14 (+2)
16 (+3)
17 (+3)
12 (+1)
11 (0)
 **Skills:** Acrobatics +5, Deception +8, Stealth +5
**Senses:** passive Perception 10
**Languages:** Common, Sylvan
 ***Innate Spellcasting.*** The forlarren's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:
*At will:* Expeditious Retreat, False Life, Minor Illusion, Prestidigitation
*3/day each:* Aid, Misty Step, Tasha's Hideous Laughter
*1/day each:* Heal, Heat Metal, Mirror Image
 ***Multiattack.*** The forlarren makes two claw attacks and one gore attack, or it makes three Chromatic Ray attacks.
***Claw.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage.
***Gore.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage.
***Chromatic Ray.** Ranged Spell Attack:* +6 to hit, range 60 ft., one target. *Hit:* 3 (1d6) lightning damage plus 3 (1d6) fire damage plus 3 (1d6) cold damage.
Eyes of the Eagle

From Dungeon Master's Guide, page 168. Found on Magic Item Table F.

## Description

*Wondrous item, uncommon (requires attunement).*

These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
Eversmoking Bottle

From Dungeon Master's Guide, page 168. Found on Magic Item Table F.

## Description

*Wondrous item, uncommon. 1 lbs.*

Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.

The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.
Haste

From Player's Handbook, page 250.

## Description

*3rd-level transmutation*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S, M (a shaving of licorice root)
* **Duration:** Concentration, up to 1 minute

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.

When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

## Learned By

* **Classes:** Artificer, Sorcerer, Wizard
* **Subclasses:** Cleric (*Strength Domain*), Cleric (*Zeal Domain*), Druid (*Circle of the Land (Grassland)*), Fighter (*Eldritch Knight*), Paladin (*Oath of Glory*), Paladin (*Oath of Treachery*), Paladin (*Oath of Vengeance*), Ranger (*Horizon Walker*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*), Mage of Quandrix (*Sorcerer, Wizard*)
* **Backgrounds:** Prismari Student, Quandrix Student, Rakdos Cultist
Gas Spore

From Monster Manual, page 138.

**Hit Points:** 1 (1d10 - 4)
 **STR**
5 (-3)
1 (-5)
3 (-4)
1 (-5)
1 (-5)
 **Damage Immunities:** poison
**Condition Immunities:** blinded, deafened, frightened, paralyzed, poisoned, prone
**Senses:** blindsight 30 ft. (blind beyond this radius), passive Perception 5
**Languages:** —
 ***Death Burst.*** The gas spore explodes when it drops to 0 hit points. Each creature within 20 feet of it must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage and become infected with a disease on a failed save. Creatures immune to the poisoned condition are immune to this disease.
Spores invade an infected creature's system, killing the creature in a number of hours equal to 1d12 + the creature's Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 2d4 Tiny gas spores that grow to full size in 7 days.
 ***Touch.** Melee Weapon Attack:* +0 to hit, reach 5 ft., one creature. *Hit:* 1 poison damage, and the creature must succeed on a DC 10 Constitution saving throw or become infected with the disease described in the Death Burst trait.
Fear

From Player's Handbook, page 239.

## Description

*3rd-level illusion*

* **Casting Time:** 1 action
* **Range:** Self (30-foot cone)
* **Components:** V, S, M (a white feather or the heart of a hen)
* **Duration:** Concentration, up to 1 minute

You project a phantasmal image of a creature's worst fears. Each creature in a 30-foot cone must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration.

While frightened by this spell, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn't have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the spell ends for that creature.

## Learned By

* **Classes:** Bard, Sorcerer, Warlock, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Paladin (*Oath of Conquest*), Ranger (*Gloom Stalker*), Rogue (*Arcane Trickster*)
* **Backgrounds:** Rakdos Cultist
Gust

From Xanathar's Guide to Everything, page 157; Elemental Evil Player's Companion, page 19; and Wayfinder's Guide to Eberron, page 107.

## Description

*Transmutation cantrip*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S
* **Duration:** Instantaneous

You seize the air and compel it to create one of the following effects at a point you can see within range:

* One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 5 feet away from you.
* You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn't pushed with enough force to cause damage.
* You create a harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze.

## Learned By

* **Classes:** Druid, Sorcerer, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Cleric (*Nature Domain*), Cleric (*Strength Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Fighting Styles:** Druidic Warrior
* **Races:** Aereni (High) Elf, Blue Merfolk, Emeria (Wind) Creed Merfolk, Green Merfolk, Grugach, Half-elf (High Elf Descent), High Elf, Mark of Storm Half-elf, Ula (Water) Creed Merfolk, Vahadar Elf, Valenar (Wood) Elf
* **Feats:** Aberrant Dragonmark, Magic Initiate, Wood Elf Magic
Flumph

From Monster Manual, page 135.

**Hit Points:** 7 (2d6)
 **STR**
6 (-2)
15 (+2)
10 (0)
14 (+2)
14 (+2)
 **Skills:** Arcana +4, History +4, Religion +4
**Damage Vulnerabilities:** psychic
**Senses:** darkvision 60 ft., passive Perception 12
**Languages:** understands Undercommon but can't speak, telepathy 60 ft.
 ***Advanced Telepathy.*** The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy.
***Prone Deficiency.*** If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.
 ***Tendrils.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A Lesser Restoration spell cast on the target also ends the recurring acid damage.
***Stench Spray (1/Day).*** Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while with in 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.
Lightning Bolt

From Player's Handbook, page 255.

## Description

*3rd-level evocation*

* **Casting Time:** 1 action
* **Range:** Self (100-foot line)
* **Components:** V, S, M (a bit of fur and a rod of amber, crystal, or glass)
* **Duration:** Instantaneous

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.

The lightning 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 (*Armorer*), Cleric (*City Domain*), Druid (*Circle of the Land (Mountain)*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Warlock (*The Fathomless*)
Forbiddance

From Player's Handbook, page 243.

## Description

*6th-level abjuration (ritual)*

* **Casting Time:** 10 minutes
* **Range:** Touch
* **Components:** V, S, M (a sprinkling of holy water, rare incense, and powdered ruby worth at least 1,000 gp)
* **Duration:** 1 day

You create a ward against magical travel that protects up to 40,000 square feet of floor space to a height of 30 feet above the floor. For the duration, creatures can't teleport into the area or use portals, such as those created by the Gate spell, to enter the area. The spell proofs the area against planar travel, and therefore prevents creatures from accessing the area by way of the Astral Plane, Ethereal Plane, Feywild, Shadowfell, or the Plane Shift spell.

In addition, the spell damages types of creatures that you choose when you cast it. Choose one or more of the following: celestials, elementals, fey, fiends, and undead. When a chosen creature enters the spell's area for the first time on a turn or starts its turn there, the creature takes 5d10 radiant or necrotic damage (your choice when you cast this spell).

When you cast this spell, you can designate a password. A creature that speaks the password as it enters the area takes no damage from the spell.

The spell's area can't overlap with the area of another Forbiddance spell. If you cast Forbiddance every day for 30 days in the same location, the spell lasts until it is dispelled, and the material components are consumed on the last casting.

## Learned By

* **Classes:** Cleric
* **Subclasses:** Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Flight Goldnight Angel

From Plane Shift: Inistrad, page 26.

**Hit Points:** 136 (16d8 + 64)
 **STR**
18 (+4)
18 (+4)
18 (+4)
17 (+3)
20 (+5)
 **Saving Throws:** Wis +9, Cha +9
**Skills:** Insight +9, Perception +9
**Damage Resistances:** radiant; bludgeoning, piercing, and slashing from nonmagical attacks
**Condition Immunities:** charmed, exhaustion, frightened
**Senses:** darkvision 120 ft., passive Perception 19
**Languages:** all, telepathy 120 ft.
 ***Angelic Weapons.*** The angel's weapon attacks are magical. When the angel hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).
***Goldnight Menace.*** As an action, an angel of Flight Goldnight can strike fear into the hearts of its enemies. Each creature of the angel's choice that is within 120 feet of it and is aware of it must succeed on a Wisdom saving throw or become frightened for 1 minute. The DC for this saving throw is the same as for the angel's Innate Spellcasting trait. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to that angel's Goldnight Menace for the next 24 hours.
***Immortal Nature.*** An angel doesn't require food, drink, or sleep.
***Innate Spellcasting.*** The angel's spellcasting ability is Charisma (spell save DC 17). The angel can innately cast the following spells, requiring only verbal components:
*At will:* Detect Evil and Good
*1/day each:* Commune, Raise Dead
 ***Multiattack.*** The angel makes two melee attacks.
***Mace.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.
***Healing Touch (3/Day).*** The angel touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.
***Change Shape.*** The angel magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the angel's choice).
In a new form, the angel retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.
Galvan Magen

From Icewind Dale: Rime of the Frostmaiden, page 301.

**Hit Points:** 68 (8d8 + 32)
 **STR**
10 (0)
18 (+4)
18 (+4)
12 (+1)
10 (0)
 **Damage Immunities:** lightning, poison
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, poisoned
**Senses:** passive Perception 10
**Languages:** understands the languages of its creator but can't speak
 ***Fiery End.*** If the magen dies, its body disintegrates in a harmless burst of fire and smoke, leaving behind anything it was wearing or carrying.
***Magic Resistance.*** The magen has advantage on saving throws against spells and other magical effects.
 ***Multiattack.*** The magen makes two Shocking Touch attacks.
***Shocking Touch.** Melee Spell Attack:* +6 to hit, reach 5 ft., one target (the magen has advantage on the attack roll if the target is wearing armor made of metal). *Hit:* 7 (1d6 + 4) lightning damage.
***Static Discharge (Recharge 5-6).*** The magen discharges a lightning bolt in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw (with disadvantage if the creature is wearing armor made of metal), taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
Four-Armed Gargoyle

From Tales from the Yawning Portal, page 129.

**Hit Points:** 63 (7d8 + 21)
 **STR**
15 (+2)
11 (0)
16 (+3)
6 (-2)
11 (0)
 **Damage Resistances:** bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
**Damage Immunities:** poison
**Condition Immunities:** exhaustion, petrified, poisoned
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** Terran
 ***Multiattack.*** The elemental makes three attacks: one with its bite and two with its claws.
***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.
***Claws.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) slashing damage.
Giant Goat

From Monster Manual, page 326.

**Hit Points:** 19 (3d10 + 3)
 **STR**
17 (+3)
11 (0)
12 (+1)
3 (-4)
12 (+1)
 **Senses:** passive Perception 11
**Languages:** —
 ***Charge.*** If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
 ***Ram.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (2d4 + 3) bludgeoning damage.
Ensnaring Strike

From Player's Handbook, page 237.

## Description

*1st-level conjuration*

* **Casting Time:** 1 bonus action
* **Range:** Self
* **Components:** V
* **Duration:** Concentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, a writhing mass of thorny vines appears at the point of impact, and the target must succeed on a Strength saving throw or be restrained by the magical vines until the spell ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the vines shrivel away.

While restrained by this spell, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the vines or one that can touch the creature can use its action to make a Strength check against your spell save DC. On a success, the target is freed.

**At Higher Levels:** If 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:** Ranger
* **Subclasses:** Paladin (*Oath of the Ancients*)
* **Backgrounds:** Azorius Functionary
Insignia of Claws

From Hoard of the Dragon Queen, page 94.

## Description

*Wondrous item, uncommon.*

The jewels in the insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapons.

While wearing the insignia you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.
Howler

From Mordenkainen's Tome of Foes, page 210.

**Hit Points:** 90 (12d10 + 24)
 **STR**
17 (+3)
16 (+3)
15 (+2)
5 (-3)
20 (+5)
 **Skills:** Perception +8
**Damage Resistances:** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
**Condition Immunities:** frightened
**Senses:** darkvision 60 ft., passive Perception 15
**Languages:** understands Abyssal but can't speak
 ***Multiattack.*** The howler makes two bite attacks.
***Rending Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) piercing damage. If the target is frightened, it takes an additional 22 (4d10) psychic damage. This attack ignores damage resistance.
***Mind-Breaking Howl (Recharge 6).*** The howler emits a keening howl in a 60-foot cone. Each creature in that area that isn't deafened must succeed on a DC 16 Wisdom saving throw or be frightened until the end of the howler's next turn. While a creature is frightened in this way, its speed is halved, and it is incapacitated. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours.
Giant Ape

From Monster Manual, page 323.

**Hit Points:** 157 (15d12 + 60)
 **STR**
23 (+6)
14 (+2)
18 (+4)
7 (-2)
12 (+1)
 **Skills** Athletics +9, Perception +4
**Senses:** passive Perception 14
**Languages:** —
 ***Multiattack.*** The ape makes two fist attacks.
***Fist.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 22 (3d10 + 6) bludgeoning damage.
***Rock.** Ranged Weapon Attack:* +9 to hit, range 50/100 ft., one target. *Hit:* 30 (7d6 + 6) bludgeoning damage.
Mordakhesh

From Eberron: Rising From the Last War, page 301.

**Hit Points:** 170 (20d8 + 80)
 **STR**
20 (+5)
16 (+3)
18 (+4)
15 (+2)
17 (+3)
 **Saving Throws:** Str +10, Con +9, Wis +8, Cha +10
**Skills:** Athletics +10, Insight +8, Perception +8, Persuasion +10
**Damage Vulnerabilities:** piercing from magic weapons wielded by good creatures
**Damage Resistances:** bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered
**Senses:** darkvision 60 ft., passive Perception 18
**Languages:** Common, Infernal
 ***Innate Spellcasting.*** Mordakhesh's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Mordakhesh can innately cast the following spells, requiring no material components:
*At will:* Chromatic Orb (see "Actions" below), Detect Thoughts, Disguise Self
*1/day each:* Banishing Smite, Destructive Wave, Fly, Mass Suggestion, Staggering Smite, Suggestion, True Seeing
 ***Multiattack.*** Mordakhesh makes three greatsword attacks.
***Greatsword.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) slashing damage plus 5 (1d10) force damage.
 Mordakhesh can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Mordakhesh regains spent legendary actions at the start of its turn.
**Attack.** Mordakhesh makes one weapon attack or casts Chromatic Orb.
**Chromatic Resistance.** Modakhesh gains resistance to one damage type of his choice — acid, cold, fire, lightning, poison, or thunder — until the start of his next turn.
**Warlord's Command (Costs 2 Actions).** Mordakhesh targets up to two allies that he can see within 30 feet of him. If a target can see and hear him, the target can make one weapon attack as a reaction and gains advantage on the attack roll.
Entangle

From Player's Handbook, page 237.

## Description

*1st-level conjuration*

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

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.

When the spell ends, the conjured plants wilt away.

## Learned By

* **Classes:** Druid, Ranger (OCF)
* **Subclasses:** Ranger (*Primeval Guardian*), Sorcerer (*Giant Soul (Stone Giant)*)
* **Races:** Lotusden Halfling
* **Backgrounds:** Golgari Agent, Quandrix Student
* **Feats:** Magic Initiate, Strixhaven Initiate
Fluxcharger

From Guildmasters' Guide to Ravnica, page 208.

**Hit Points:** 60 (8d10 + 16)
 **STR**
15 (+2)
18 (+4)
15 (+2)
6 (-2)
10 (0)
 **Damage Resistances:** thunder; bludgeoning, piercing, and slashing from nonmagical weapons
**Damage Immunities:** lightning, poison
**Condition Immunities:** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** Draconic
 ***Multiattack.*** The fluxcharger makes two slam attacks or uses Arc Lightning twice.
***Slam.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) fire damage.
***Arc Lightning.** Ranged Spell Attack:* +7 to hit, range 30 ft., one target. *Hit:* 16 (3d10) lightning damage, and lightning jumps from the target to one creature of the fluxcharger's choice that it can see within 30 feet of the target.That second creature must succeed on a DC 15 Dexterity saving throw or take 13 (3d8) lightning damage. Hit or Miss: the fluxcharger takes 5 (1d10) force damage after resolving the attack.
Frost Brand

From Dungeon Master's Guide, page 171. Found on Magic Item Table H.

## Description

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

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.
Guiding Hand

From [ /2/21/UA36\_-\_Starter\_Spells.pdf Unearthed Arcana: Starter Spells].

## Description

*1st-level divination (ritual)*

* **Casting Time:** 1 bonus action
* **Range:** 5 feet
* **Components:** V, S
* **Duration:** Concentration, up to 8 hours

You create a Tiny incorporeal hand of shimmering light in an unoccupied space you can see within range. The hand exists for the duration, but it disappears if you teleport or you travel to a different plane of existence.

When the hand appears, you name one major landmark, such as a city, mountain, castle, or battlefield on the same plane of existence as you. Someone in history must have visited the site and mapped it. If the landmark appears on no map in existence, the spell fails. Otherwise, whenever you move toward the hand, it moves away from you at the same speed you moved, and it moves in the direction of the landmark, always remaining 5 feet away from you.

If you don't move toward the hand, it remains in place until you do and beckons for you to follow once every 1d4 minutes.

## Learned By

* **Classes:** Bard, Cleric, Druid, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Feats:** Fey Touched, Magic Initiate, Strixhaven Initiate
Guidance

From Player's Handbook, page 248.

## Description

*Divination cantrip*

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

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

## Learned By

* **Classes:** Artificer, Cleric, Druid
* **Subclasses:** Bard (*College of Spirits*), Cleric (*Nature Domain*), Cleric (*Strength Domain*), Druid (*Circle of Stars*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*), Mage of Quandrix (*Sorcerer, Wizard*)
* **Fighting Styles:** Blessed Warrior, Druidic Warrior
* **Races:** Emeria (Wind) Creed Merfolk, Green Merfolk, Grugach, Vahadar Elf
* **Backgrounds:** Orzhov Representative
* **Feats:** Artificer Initiate, Magic Initiate, Strixhaven Initiate, Wood Elf Magic
Huge Ochre Jelly

From Tales From the Yawning Portal, page 225.

**Hit Points:** 51 (6d12 + 12)
 **STR**
15 (+2)
6 (-2)
14 (+2)
2 (-4)
6 (-2)
 **Damage Resistances:** acid
**Damage Immunities:** lightning, slashing
**Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, prone
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 8
**Languages:** —
 ***Amorphous.*** The jelly can move through a space as narrow as 1 inch wide without squeezing.
 ***Split.*** When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.
Glabrezu

From Monster Manual, page 58.

**Hit Points:** 157 (15d10 + 75)
 **STR**
20 (+5)
15 (+2)
21 (+5)
19 (+4)
17 (+3)
 **Saving Throws:** Str +9, Con +9, Wis +7, Cha +7
**Damage Resistances:** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** truesight 120 ft., passive Perception 13
**Languages:** Abyssal, telepathy 120 ft.
 ***Innate Spellcasting.*** The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:
*At will:* Darkness, Detect Magic, Dispel Magic
*1/day each:* Confusion, Fly, Power Word Stun
 ***Multiattack.*** The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.
***Pincer.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.
***Fist.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) bludgeoning damage.
***Variant: Summon Demon (1/Day).*** The demon chooses what to summon and attempts a magical summoning.
A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Folding Boat

From Dungeon Master's Guide, page 170. Found on Magic Item Table C.

## Description

*Wondrous item, rare. 4 lbs.*

This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.

One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.

The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.

When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.

The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
Hellish Rebuke

From Player's Handbook, page 250.

## Description

*1st-level evocation*

* **Casting Time:** 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
* **Range:** 60 feet
* **Components:** V, S
* **Duration:** Instantaneous

You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire 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 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

## Learned By

* **Classes:** Warlock
* **Subclasses:** Paladin (*Oathbreaker*)
* **Races:** Tiefling
* **Backgrounds:** Rakdos Cultist
* **Feats:** Magic Initiate
Galder's Bubble Pipe

From Lost Laboratory of Kwalish, page 55.

## Description

*Wondrous item, rare (requires attunement).*

This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges daily at dawn. While you hold the pipe, you can expend charges to gain access to the following properties:

* You can cast Fog Cloud as an action (1 charge).
* You can cast Misty Step as a bonus action (2 charges).
* You can summon a steam mephit as an action (3 charges). The mephit is friendly to you, obeys your verbal commands, and acts on its own turn in the initiative order. It disappears in a harmless puff of steam after 1 minute or if it ends its turn more than 60 feet from the pipe.
Hallow

From Player's Handbook, page 249.

## Description

*5th-level evocation*

* **Casting Time:** 24 hours
* **Range:** Touch
* **Components:** V, S, M (herbs, oils, and incense worth at least 1,000 gp, which the spell consumes)
* **Duration:** Until dispelled

You touch a point and infuse an area around it with holy (or unholy) power. The area can have a radius up to 60 feet, and the spell fails if the radius includes an area already under the effect a Hallow spell. The affected area is subject to the following effects.

First, celestials, elementals, fey, fiends, and undead can't enter the area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area. You can exclude one or more of those types of creatures from this effect.

Second, you can bind an extra effect to the area. Choose the effect from the following list, or choose an effect offered by the DM. Some of these effects apply to creatures in the area; you can designate whether the effect applies to all creatures, creatures that follow a specific deity or leader, or creatures of a specific sort, such as orcs or trolls. When a creature that would be affected enters the spell's area for the first time on a turn or starts its turn there, it can make a Charisma saving throw. On a success, the creature ignores the extra effect until it leaves the area.

* **Courage:** Affected creatures can't be frightened while in the area.
* **Darkness:** Darkness fills the area. Normal light, as well as magical light created by spells of a lower level than the slot you used to cast this spell, can't illuminate the area.
* **Daylight:** Bright light fills the area. Magical darkness created by spells of a lower level than the slot you used to cast this spell can't extinguish the light.
* **Energy Protection:** Affected creatures in the area have resistance to one damage type of your choice, except for bludgeoning, piercing, or slashing.
* **Energy Vulnerability:** Affected creatures in the area have vulnerability to one damage type of your choice, except for bludgeoning, piercing, or slashing.
* **Everlasting Rest:** Dead bodies interred in the area can't be turned into undead.
* **Extradimensional Interference:** Affected creatures can't move or travel using teleportation or by extradimensional or interplanar means.
* **Fear:** Affected creatures are frightened while in the area.
* **Silence:** No sound can emanate from within the area, and no sound can reach into it.
* **Tongues:** Affected creatures can communicate with any other creature in the area, even if they don't share a common language.

## Learned By

* **Classes:** Cleric
* **Subclasses:** Sorcerer (*Divine Soul*), Warlock (*The Fiend*), Wizard (*Theurgy*)
* **Races:** Mark of Hospitality Halfling
Giant White Moray Eel

From Ghosts of Saltmarsh, page 216.

**Hit Points:** 60 (8d12 + 8)
 **STR**
19 (+4)
14 (+2)
12 (+1)
1 (-5)
10 (0)
 **Skills:** Perception +2, Stealth +4
**Senses:** blindsight 10 ft., passive Perception 12
**Languages:** —
 ***Bite.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one creature. *Hit:* 11 (2d6 + 4) piercing damage.
Glamoured Studded Leather

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

## Description

*Armor (studded leather), rare*

While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.
Harm

From Player's Handbook, page 249.

## Description

*6th-level necromancy*

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

You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can't reduce the target's hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature's hit point maximum to return to normal before that time passes.

## Learned By

* **Classes:** Cleric
* **Subclasses:** Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Gift of Gab

From Acquisitions Incorporated, page 76.

## Description

*2nd-level enchantment*

* **Casting Time:** 1 reaction, which you take when you speak to another creature
* **Range:** Self
* **Components:** V, S, R (2 gp)
* **Duration:** Instantaneous

Jim Darkmagic is said to have invented this spell, originally calling it *I said what?!* Have you ever been talking to the local monarch and accidentally mentioned how their son looks like your favorite hog from when you were growing up on the family farm? We've all been there! But rather than being beheaded for an honest slip of the tongue, you can pretend it never happened — by ensuring that no one knows it happened.

When you cast this spell, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last 6 seconds. Those creatures then remember that you actually said the words you speak as the verbal component of the spell.

## Learned By

* **Classes:** Bard, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*)
Hat of Vermin

From Xanathar's Guide to Everything, page 137.

## Description

*Wondrous item, common.*

This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. This creature is neither friendly nor hostile, and it isn't under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.