recursal/Fanatic-Fandom huggingface dataset:
Serpopard

From Plane Shift: Amonkhet, page 37.

**Hit Points:** 52 (7d10 + 14)
 **STR**
18 (+4)
14 (+2)
15 (+2)
3 (-4)
12 (+1)
 **Skills:** Perception +3, Stealth +6
**Senses:** passive Perception 13
**Languages:** —
 ***Keen Smell.*** The serpopard has advantage on Wisdom (Perception) checks that rely on smell.
 ***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10 + 4) piercing damage, and the target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Staff of the Python

From Dungeon Master's Guide, page 204. Found on Magic Item Table F.

## Description

*Staff, uncommon (requires attunement by a cleric, druid, or warlock). 4 lbs.*

You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.

On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.
Sword of Answering

From Dungeon Master's Guide, page 206. Found on Magic Item Table I.

## Description

*Weapon (longsword), legendary (requires attunement by a creature with the same alignment as the sword). 3 lbs.*

In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.

You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
Sprite

From Monster Manual, page 283.

**Hit Points:** 2 (1d4)
 **STR**
3 (-4)
18 (+4)
10 (0)
14 (+2)
13 (+1)
 **Skills:** Perception +3, Stealth +8
**Senses:** passive Perception 13
**Languages:** Common, Elvish, Sylvan
 ***Longsword.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 1 slashing damage.
***Shortbow.** Ranged Weapon Attack:* +6 to hit, range 40/160 ft., one target. *Hit:* 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.
***Heart Sight.*** The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
***Invisibility.*** The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.
Staff of Withering

From Dungeon Master's Guide, page 205. Found on Magic Item Table G.

## Description

*Staff, rare (requires attunement by a cleric, druid, or warlock). 4 lbs.*

This staff has 3 charges and regains 1d3 expended charges daily at dawn.

The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
Saber-toothed Tiger

From Monster Manual, page 336.

**Hit Points:** 52 (7d10 + 14)
 **STR**
18 (+4)
14 (+2)
15 (+2)
3 (-4)
12 (+1)
 **Skills:** Perception +3, Stealth +6
**Senses:** passive Perception 13
**Languages:** —
 ***Keen Smell.*** The tiger has advantage on Wisdom (Perception) checks that rely on smell.
 ***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 10 (1d10 + 5) piercing damage.
***Claw.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) slashing damage.
Pennant of the Vind Rune

From Storm King's Thunder, page 235.

## Description

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

This blue pennant is crafted from silk and is five feet long and whips about as if buffeted by a wind. The vind (wind) rune appears on its surface, looking almost like a cloud. The pennant has the following properties, which work only while it's on your person.

***Wind Step.*** As an action, you fly up to 20 feet. If you don't land at the end of this flight, you fall unless you have another means of staying aloft.

***Comforting Wind.*** You can't suffocate.

***Winds Grasp.*** As a reaction when you fall, you can cause yourself to take no damage from the fall. Once you use this property, you can't use it again until you finish a short or long rest.

***Wind Walker.*** While you are attuned to this rune, you can cast Levitate as a bonus action. Once you use this property, you can't use it again until you finish a short or long rest.

***Gift of Wind.*** You can transfer the pennant's magic to a nonmagical item — a suit of armor, a pair of boots, or a cloak — by tracing the vind rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the pennant is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:

* **Armor.** The armor is now an uncommon magic item that requires attunement. You gain a bonus to speed of 5 feet while you wear the armor, and if it normally imposes disadvantage on Stealth checks, it no longer does so.
* **Boots/Cloak.** The pair of boots or cloak is now a rare magic item that requires attunement. While wearing the item, you can convert up to 20 feet of your movement on each of your turns into flight. If you don't land at the end of this flight, you fall unless you have another means of staying aloft. You can also cast Feather Fall once from the item, and you regain the ability to do so when you finish a short or long rest.
Stench Kow

From Volo's Guide to Monsters, page 208.

**Hit Points:** 15 (2d10 + 4)
 **STR**
18 (+4)
10 (0)
14 (+2)
2 (-4)
10 (0)
 **Damage Resistances:** cold, fire, poison
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** —
 ***Charge.*** If the stench kow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.
 ***Gore.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) piercing damage.
Sunsword

From Curse of Strahd, page 223.

## Description

*Weapon (longsword), legendary (requires attunement)*

The Sunsword is a unique blade once possessed by Strahd's brother, Sergei von Zarovich. In its original form, it had a platinum hilt and guard, and a thin crystal blade as strong as steel.

Strahd employed a powerful wizard named Khazan to destroy the weapon after Sergei's death. The first part of the process required the hilt and the blade to be separated, which Khazan accomplished. While Khazan was busying himself destroying the blade, his apprentice stole the hilt and fled. Khazan later located his apprentice's mutilated corpse in the Svalich Woods, but the hilt was nowhere to be found. To avoid the vampire's wrath, Khazan told Strahd that the entire weapon had been destroyed.

The hilt, which is sentient, knows that it can never be reunited with its original crystal blade. It has, however, gained the properties of a sun blade.

***Sentience.*** The Sunsword is a sentient chaotic good weapon with an Intelligence of 11, a Wisdom of 17, and a Charisma of 16. It has hearing and normal vision out to a range of 60 feet. The weapon communicates by transmitting emotions to the creature carrying it or wielding it.

***Personality.*** The Sunsword's special purpose is to destroy Strahd, not so much because it wants to free the land of Barovia from evil but because it wants revenge for the loss of its crystal blade. The weapon secretly fears its own destruction.
Steel Defender

From Eberron: Rising From the Last War, page 61.

**Hit Points:** 2 + your Intelligence modifier + five times your Artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)
 **STR**
14 (+2)
12 (+1)
14 (+2)
4 (-3)
10 (0)
 **Saving Throws:** Dex +1 plus PB, Con +2 plus PB
**Skills:** Athletics +2 plus PB, Perception +0 plus PB x 2
**Damage Immunities:** poison
**Condition Immunities:** charmed, exhaustion, poisoned
**Senses:** darkvision 60 ft., passive Perception 10 + (PB x 2)
**Languages:** understands the languages you speak
 ***Force-Empowered Rend.** Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target you can see. *Hit:* 1d8 + PB force damage.
 ***Deflect Attack.*** The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.
Russet Mold

From Volo's Guide to Monsters, page 196.

*Hazard*

The fungus known as russet mold is reddish-brown in color and found only in places that are dark, warm, and wet. Russet mold that spreads out across a metal object can be mistaken for natural rust, and a successful DC 15 Intelligence (Nature) or Wisdom (Survival) check is required to identify it accurately by sight in such a case.

Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of spores. On a failed save, the creature becomes poisoned. While poisoned in this way, the creature takes 7 (2d6) poison damage at the start of each of its turns, sprouting mold as it takes damage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any magic that neutralizes poison or cures disease kills the infestation. A creature reduced to 0 hit points by the mold's poison damage dies. If the dead creature is a beast, a giant, or a humanoid, one or more newborn vegepygmies emerge from its body 24 hours later: one newborn from a Small corpse, two from a Medium corpse, four from a Large corpse, eight from a Huge corpse, or sixteen from a Gargantuan corpse.

Russet mold can be hard to kill, since weapons and most types of damage do it no harm. Effects that deal acid, necrotic, or radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of alcohol, or a magical effect that cures disease kills russet mold in a square area that is 10 feet on a side. Sunlight kills any russet mold in the light's area.
Nondetection

From Player's Handbook, page 263.

## Description

*3rd-level abjuration*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (a pinch of diamond dust worth 25 gp sprinkled over the target, which the spell consumes)
* **Duration:** 8 hours

For the duration, you hide a target that you touch from divination magic. The target can be a willing creature or a place or an object no larger than 10 feet in any dimension. The target can't be targeted by any divination magic or perceived through magical scrying sensors.

## Learned By

* **Classes:** Bard, Ranger, Wizard
* **Subclasses:** Cleric (*Knowledge Domain*), Fighter (*Eldritch Knight*), Paladin (*Oath of the Watchers*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*)
* **Races:** Mark of Detection Half-elf
* **Backgrounds:** Dimir Operative
* **Feats:** Greater Dragonmark, Svirfneblin Magic
Scorpion Armor

From Tomb of Annihilation, page 208.

## Description

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

This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits:

* The armor improves your combat readiness, granting you a +5 bonus to initiative as long as you aren't incapacitated.
* The armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
* The armor doesn't impose disadvantage on saving throws made to resist the effects of extreme heat.

***Curse.*** This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw, taking 100 (10d10+45) poison damage on a failed save, or half as much damage on a successful one. Only a Wish spell can remove the armor's curse.
Sword of Wounding

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

## Description

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

Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
Staff of Dunamancy

From Explorer's Guide to Wildemount, page 270.

## Description

*Staff, very rare (requires attunement by a wizard).*

This staff of polished gray wood bears numerous runes carved along its length. The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into dust and is destroyed.

While holding the staff, you can use an action to expend 2 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: Fortune's Favor (2 charges), Pulse Wave (3 charges), or Gravity Sinkhole (4 charges).

***New Possibility.*** If you are holding the staff and fail a saving throw against a spell that targets only you, you can turn your failed save into a successful one. This property can't be used again until the next dawn.
Potion of Aqueous Form

From Mythic Odysseys of Theros, page 127.

## Description

*Potion, rare. 0.5 lbs.*

When you drink this potion, you transform into a pool of water. You return to your true form after 10 minutes or if you are incapacitated or die.

You're under the following effects while in this form:

* **Liquid Movement.** You have a swimming speed of 30 feet. You can move over or through other liquids. You can enter and occupy the space of another creature. You can rise up to your normal height, and you can pass through even Tiny openings. You extinguish nonmagical flames in any space you enter.
* **Watery Resilience.** You have resistance to nonmagical damage. You also have advantage on Strength, Dexterity, and Constitution saving throws.
* **Limitations.** You can't talk, attack, cast spells, or activate magic items. Any objects you were carrying or wearing meld into your new form and are inaccessible, though you continue to be affected by anything you're wearing, such as armor.
Sunforger

From Guildmasters' Guide to Ravnica, page 181.

## Description

*Weapon (warhammer), rare (requires attunement)*

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

As an action, you can hurl the weapon up to 120 feet to a point you can see. When it reaches that point, the weapon vanishes in an explosion, and each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. Afterward, you can use an action to cause the weapon to reappear in your empty hand. You can't cause it to explode again until you finish a short or long rest.

If you don't call the weapon back to your hand, it reappears at the point where it exploded when you are no longer attuned to it or when 24 hours have passed.
Shield Guardian Amulet

From Icewind Dale: Rime of the Frost Maiden, page 149

## Description

*Wondrous item, rare (requires attunement by a humanoid)*

The amulet is a 4-inch-wide disk composed of silver-framed wood, with a rune carved into its face. A Detect Magic spell reveals a magical aura of enchantment around the amulet.

Every Shield Guardian has an amulet magically linked to it. A shield guardian can have only one corresponding amulet, and if that amulet is destroyed, the shield guardian is incapacitated until a replacement amulet is created.

A shield guardian's amulet is subject to direct attack if it isn't being worn or carried. It has AC 10, 10 hit points, and immunity to poison and psychic damage. Crafting an amulet requires 1 week and costs 1,000 gp in components.

A shield guardian's solitary focus is to protect the amulet's wearer. The amulet's wearer can command the guardian to attack its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.

A humanoid that attunes to this amulet knows the distance and direction of the shield guardian, provided the amulet and the guardian are on the same plane of existence. As an action, the amulet's attuned wearer can try to reactivate the shield guardian, doing so with a successful DC 20 Intelligence (Arcana) check. Reactivation can only be attempted while the amulet and guardian are within 10 feet of each other.
Nergaliid

From Explorer's Guide to Wildemount, page 296.

**Hit Points:** 42 (4d10 + 20)
 **STR**
18 (+4)
12 (+1)
20 (+5)
12 (+1)
10 (0)
 **Skills:** Deception +5, Perception +2, Stealth +5
**Damage Resistances:** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
**Damage Immunities:** fire, poison
**Condition Immunities:** poisoned
**Senses:** darkvision 120 ft., passive Perception 12
**Languages:** Common, Infernal
 ***Shadow Stealth.*** While in dim light or darkness, the nergaliid can take the Hide action as a bonus action.
 ***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one creature. *Hit:* 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
***Tongue Lash.** Melee Weapon Attack:* +6 to hit, reach 20 ft., one target. *Hit:* 10 (1d12 + 4) bludgeoning damage.
***Siphon Life (Recharge 4-6).*** The nergaliid magically draws the life from a humanoid it can see within 40 feet of it. The target must make a DC 15 Wisdom saving throw. An incapacitated target fails the save automatically. On a failed save, the creature takes 10 (3d6) psychic damage, and the nergaliid gains temporary hit points equal to the damage taken. On a successful save, the target takes half as much damage, and the nergaliid doesn't gain temporary hit points. If this damage kills the target, its body rises at the end of the nergaliid's current turn as a husk zombie.
Silken Spite

From Explorer's Guide to Wildemount, pages 277-278.

## Description

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

The blade of this rapier is made of spider silk. Its onyx pommel is tipped with a ruby cut in the shape of a spider, and the blade carries the blessing of Lolth.

***Sentience.*** Silken Spite is a sentient chaotic evil weapon with an Intelligence of 13, a Wisdom of 15, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.

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

***Personality.*** A murderous yochlol named Sinnafex lives within Silken Spite. The weapon speaks in whispers, pushing its wielder to trust no one and to kill those who cause the slightest personal offense.

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

* The rapier has one minor beneficial property and one minor detrimental property.
* You can speak, read, and write Abyssal, Elvish, and Undercommon.
* You have darkvision out to a range of 60 feet. If you already have darkvision, being attuned to the rapier increases the range of your darkvision by 60 feet.
* You can use an action to cause poison to coat the rapier's blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature uses its action to shake the creature awake.
* While carrying the rapier, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. Additionally, you can't be caught in webs of any sort and can move through webs as if they were difficult terrain.

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

* The rapier gains an additional minor beneficial property and an additional minor detrimental property.
* The weapon's bonus to attack and damage rolls increases to +2.
* The saving throw DC for the weapon's poison increases to 15.
* While holding the rapier, you can use an action to cast one of the following spells from it (save DC 15): Cloudkill, Darkness, Levitate, or Web. Once a spell has been cast using the rapier, that spell can't be cast from the rapier again until the next dawn.

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

* The rapier gains a major beneficial property.
* The weapon's bonus to attack and damage rolls increases to +3.
* The saving throw DC for the weapon's poison and spells cast from the weapon increases to 17.
* Magical darkness doesn't impede your darkvision.
* While holding the weapon in dim light or darkness, you can use a bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. This property can't be used again until the next dawn.
Rope of Climbing

From Dungeon Master's Guide, page 197. Found on Magic Item Table B.

## Description

*Wondrous item, uncommon. 3 lbs.*

This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.

If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Silvery Barbs

From Strixhaven: A Curriculum of Chaos, page 38.

## Description

*1st-level enchantment*

* **Casting Time:** 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
* **Range:** 60 feet
* **Components:** V
* **Duration:** Instantaneous

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

## Learned By

* **Classes:** Bard, Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*)
* **Backgrounds:** Silverquill Student
* **Feats:** Fey Touched, Magic Initiate, Strixhaven Initiate
Sword of Sharpness

From Dungeon Master's Guide, page 206. Found on Magic Item Table H.

## Description

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

When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.

When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead.

In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
Stone Shape

From Player's Handbook, page 278.

## Description

*4th-level transmutation*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (soft clay, which must be worked into roughly the desired shape of the stone object)
* **Duration:** Instantaneous

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn't possible.

## Learned By

* **Classes:** Artificer, Cleric, Druid, Wizard
* **Subclasses:** Druid (*Circle of the Land (Mountain)*), Druid (*Circle of the Land (Underdark)*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*), Sorcerer (*Divine Soul*), Warlock (*The Genie (Dao)*), Wizard (*Theurgy*), Mage of Lorehold (*Bard, Druid, Sorcerer, Warlock, Wizard*)
* **Races:** Mark of Making Human
* **Backgrounds:** Lorehold Student
Stonecloak

From Waterdeep: Dungeon of the Mad Mage, page 253.

**Hit Points:** 178 (17d10 + 85)
 **STR**
22 (+6)
9 (-1)
20 (+5)
9 (-1)
11 (0)
 **Damage Immunities:** poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** darkvision 120 ft., passive Perception 10
**Languages:** understands Abyssal, Celestial, Common, Draconic, Dwarvish, Elvish, Infernal, and Undercommon but can't speak
 ***Immutable Form.*** The stonecloak is immune to any spell or effect that would alter its form.
***Magic Resistance.*** The stonecloak has advantage on saving throws against spells and other magical effects.
 ***Multiattack.*** The stonecloak makes two slam attacks.
***Slam.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 19 (3d8 + 6) bludgeoning damage.
***Slow (Recharge 5-6).*** The stonecloak targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Satyr (Monster)

From Monster Manual, page 267.

**Hit Points:** 31 (7d8)
 **STR**
12 (+1)
16 (+3)
11 (0)
12 (+1)
10 (0)
 **Skills:** Perception +2, Performance +6, Stealth +5
**Senses:** passive Perception 12
**Languages:** Common, Elvish, Sylvan
 ***Magic Resistance.*** The satyr has advantage on saving throws against spells and other magical effects.
***Variant: Satyr Pipes.*** A satyr might carry panpipes that it can play to create magical effects. Usually, only one satyr in a group carries such pipes. If a satyr has pipes, it gains the following additional action option:

***Panpipes.*** The satyr plays its pipes and chooses one of the following magical effects: a charming melody, a frightening strain, or a gentle lullaby. Any creature within 60 feet of the satyr that can hear the pipes must succeed on a DC 13 Wisdom saving throw or be affected as described below. Other satyrs and creature that can't be charmed are unaffected.
An affected 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 these panpipes for the next 24 hours.

* **Charming Melody.** The creature is charmed by the satyr for 1 minute. If the satyr or any of its companions harms the creature, the effect on it ends immediately.
* **Frightening Strain.** The creature is frightened for 1 minute.
* **Gentle Lullaby.** The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake.
 ***Ram.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (2d4 + 1) bludgeoning damage.
***Shortsword.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage.
***Shortbow.** Ranged Weapon Attack:* +5 to hit, range 80/320 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage.
Summon Celestial

From Tasha's Cauldron of Everything, page 110.

## Description

*5th-level conjuration*

* **Casting Time:** 1 action
* **Range:** 90 feet
* **Components:** V, S, M (a golden reliquary worth at least 500 gp)
* **Duration:** Concentration, up to 1 hour

You call forth a celestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Celestial Spirit stat block. When you cast the spell, choose Avenger or Defender. Your choice determines the creature's attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions for the spell's duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

**At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell's level appears in the stat block.

## Learned By

* **Classes:** Cleric (OCF), Paladin (OCF)
* **Subclasses:** Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Summon Fey

From Tasha's Cauldron of Everything, page 112.

## Description

*3rd-level conjuration*

* **Casting Time:** 1 action
* **Range:** 90 feet
* **Components:** V, S, M (a gilded flower worth at least 300 gp)
* **Duration:** Concentration, up to 1 hour

You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions for the spell's duration. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys verbal commands that you issue to it (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.

## Learned By

* **Classes:** Druid (OCF), Ranger (OCF), Warlock (OCF), Wizard (OCF)
* **Subclasses:** Fighter (*Eldritch Knight*), Ranger (*Fey Wanderer*), Rogue (*Arcane Trickster*)
Spiked Tomb Guardian

From Tomb of Annihilation, page 154.

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

From Tasha's Cauldron of Everything, page 108.

## Description

*3rd-level necromancy*

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

You call forth spirits of the dead, which flit around you for the spell's duration. The spirits are intangible and invulnerable.

Until the spell ends, any attack you make deals 1d8 extra damage when you hit a creature within 10 feet of you. This damage is radiant, necrotic, or cold (your choice when you cast the spell). Any creature that takes this damage can't regain hit points until the start of your next turn.

In addition, any creature of your choice that you can see that starts its turn within 10 feet of you has its speed reduced by 10 feet until the start of your next turn.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the extra damage increases by 1d8 for every two slot levels above 3rd.

## Learned By

* **Classes:** Cleric (OCF), Paladin (OCF), Warlock (OCF), Wizard (OCF)
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Sending

From Player's Handbook, page 274.

## Description

*3rd-level evocation*

* **Casting Time:** 1 action
* **Range:** Unlimited
* **Components:** V, S, M (a short piece of fine copper wire)
* **Duration:** 1 round

You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

## Learned By

* **Classes:** Bard, Cleric, Wizard
* **Subclasses:** Cleric (*Peace Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*), Sorcerer (*Divine Soul*), Warlock (*The Great Old One*), Warlock (*The Seeker*), Wizard (*Theurgy*)
* **Eldritch Invocations:** Far Scribe
* **Races:** Mark of Scribing Gnome
* **Feats:** Greater Dragonmark
Shocking Grasp

From Player's Handbook, page 275.

## Description

*Evocation cantrip*

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

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.

The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

## Learned By

* **Classes:** Artificer, Sorcerer, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Giant Soul (Storm Giant)*)
* **Races:** Aereni (High) Elf, Air Genasi, Blue Merfolk, Half-elf (High Elf Descent), High Elf, Ula (Water) Creed Merfolk, Valenar (Wood) Elf
* **Backgrounds:** Izzet Engineer
* **Feats:** Aberrant Dragonmark, Artificer Initiate, Magic Initiate, Spell Sniper
Night Caller

From Tales From the Yawning Portal, page 228.

## Description

*Wondrous item, uncommon. 1 lbs.*

This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past.

If you blow the whistle in darkness or under the night sky, it allows you to cast the Animate Dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can't do so again until 7 days have passed.

Once every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it.
Skywrite

From Xanathar's Guide to Everything, page 165; and Elemental Evil Player's Companion, page 22.

## Description

*2nd-level transmutation (ritual)*

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

You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.

## Learned By

* **Classes:** Artificer, Bard, Druid, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*)
Scissors of Shadow Snipping

From The Wild Beyond the Witchlight, page 213.

## Description

*Wondrous item, rare (requires attunement by a fey or a spellcaster)*

As an action, you make a few snips with these iron shears and cause the shadow of a Humanoid creature you can see within 5 feet of you to detach from its source. If the creature is unwilling to give up its shadow, it can make a DC 15 Charisma saving throw, retaining its shadow on a success. Whether or not the shadow is snipped, this property of the scissors can't be used again until the next dawn.

The detached shadow is rooted to the spot where it was snipped until you use a bonus action to cause it to behave in one of the following ways, either of which is possible only if you can see the shadow:

* You control the shadow's movements and can make the shadow move up to 30 feet across a solid or liquid surface, in any direction you choose (including along vertical surfaces), provided it remains within your sight at all times. The shadow is harmless and unable to be harmed, and it is invisible in darkness. It can't speak, and it doesn't require air, sleep, or nourishment.
* You can relinquish control of the shadow, at which point it becomes autonomous and behaves as the DM wishes. It uses the shadow stat block, but its creature type is Fey instead of Undead. A creature whose Strength is reduced to 0 by this shadow's Strength Drain attack does not die but falls unconscious instead. The creature regains consciousness and all its Strength after finishing a short or long rest.

A creature whose shadow has detached from it is cursed. If a shadowless creature is subjected to any spell that ends a curse, or if its detached shadow is reduced to 0 hit points, the detached shadow disappears, and the creature regains its normal shadow instantly.
Shape Water

From Xanathar's Guide to Everything, page 164; and Elemental Evil Player's Companion, page 21.

## Description

*Transmutation cantrip*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** S
* **Duration:** Instantaneous or 1 hour (see below)

You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

* You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn't have enough force to cause damage.
* You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
* You change the water's color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
* You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

## 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, Ula (Water) Creed Merfolk, Vahadar Elf, Valenar (Wood) Elf, Water Genasi
* **Feats:** Aberrant Dragonmark, Magic Initiate, Wood Elf Magic
Prismatic Spray

From Player's Handbook, page 267.

## Description

*7th-level evocation*

* **Casting Time:** 1 action
* **Range:** Self (60-foot cone)
* **Components:** V, S
* **Duration:** Instantaneous

Eight multicolored rays of light flash from your hand. Each ray is a different color and has a different power and purpose. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it.

1. **Red:** The target takes 10d6 fire damage on a failed save, or half as much damage on a successful one.
2. **Orange:** The target takes 10d6 acid damage on a failed save, or half as much damage on a successful one.
3. **Yellow:** The target takes 10d6 lightning damage on a failed save, or half as much damage on a successful one.
4. **Green:** The target takes 10d6 poison damage on a failed save, or half as much damage on a successful one.
5. **Blue:** The target takes 10d6 cold damage on a failed save, or half as much damage on a successful one.
6. **Indigo:** On a failed save, the target is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind.
7. **Violet:** On a failed save, the target is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is transported to another plane of existence of the DM's choosing and is no longer blinded. (Typically, a creature that is on a plane that isn't its home plane is banished home, while other creatures are usually cast into the Astral or Ethereal planes.)
8. **Special:** The target is struck by two rays. Roll twice more, rerolling any 8.

## Learned By

* **Classes:** Bard (OCF), Sorcerer, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Scything Blade Trap

From Xanathar's Guide to Everything, page 114.

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

This trap uses moving blades that sweep down through a chamber, threatening anyone nearby. Typically, a scything blade trap is activated by manipulating a lever or some other simple device. Kobolds especially like this kind of trap, since it can take down bigger creatures.

* **Trigger:** When the lever is pulled, the trap activates.
* **Effect:** Each Medium or larger creature in a 5-foot-wide, 20-foot-long area must make a DC 15 Dexterity saving throw, taking 14 (4d6) slashing damage on a failed save, or half as much damage on a successful one.
* **Countermeasures:** The lever isn't hidden. A successful DC 15 Wisdom (Perception) check involving the surfaces in the trap's area of effect reveals scrape marks and bloodstains on the walls and floor. A successful DC 15 Dexterity check using thieves' tools disables the lever.