recursal/Fanatic-Fandom huggingface dataset:
Needle Spawn

From Mordenkainen's Fiendish Folio, page 16.

**Hit Points:** 16 (3d8 + 3)
 **STR**
13 (+1)
17 (+3)
12 (+1)
6 (-2)
13 (+1)
 **Skills:** Stealth +5
**Condition Immunities:** blinded, deafened, exhaustion
**Senses:** blindsight 30 ft., passive Perception 11
**Languages:** Sylvan
 ***Needle Volley.*** The needle spawn makes up to 1d6 needle attacks, but it cannot attack the same target more than twice during its turn.
***Claw.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) slashing damage.
***Needle.** Ranged Weapon Attack:* +5 to hit, range 60 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage.
Pulse Wave

From Explorer's Guide to Wildemount, page 188.

## Description

*3rd-level evocation*

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

You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one, and every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the spell.

In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet.

**At Higher Levels:** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd.

## Learned By

* **Subclasses:** Wizard (*Chronurgy Magic*), Wizard (*Graviturgy Magic*)
Primordial Ward

From Xanathar's Guide to Everything, page 163; and Elemental Evil Player's Companion, page 21.

## Description

*6th-level abjuration*

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

You have resistance to acid, cold, fire, lightning, and thunder damage for the spell's duration.

When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances end, and you have the immunity until the end of your next turn, at which time the spell ends.
Pyxis of Pandemonium

From Mythic Odysseys of Theros, page 197.

## Description

*Wondrous item, legendary.*

A creature that touches this ornate wooden vessel for 1 minute gains the benefits of a short rest. That creature also gains the effects of the Bless spell until the creature finishes a short or long rest. The creature can't gain these benefits again until it finishes a long rest.

If the vessel is opened, roll on the Pyxis of Pandemonium table to determine what happens. Any spells cast by the vessel have a spell save DC of 17. One minute after the vessel is opened, it disappears. It reappears, sealed, in a random location on the same plane of existence 24 hours later.

***Curse.*** Any creature that gains the benefit of a short rest from the vessel hears cloying telepathic whispers emanating from it. That creature must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the vessel for 1 hour. The charmed creature does everything it can to open the vessel as soon as possible. On a successful save, the creature is immune to the vessel's whispers for 24 hours.

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Prismari Primer

From Strixhaven: A Curriculum of chaos, page 39.

## Description

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

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

From Storm King's Thunder, page 236.

## Description

*Rod, rare (requires attunement).*

The fire giant Duke Zalto hired a wizard to craft several of these adamantine rods. Each measures 4 feet long, weighs 100 pounds, and is sized to fit comfortably in a fire giant's hand. The rod has two prongs at one end and a molded handle grip on the opposite end.

The rod has 10 charges and regains 1d6+4 of its expended charges daily at dawn. As an action, you can grasp it by the handle and expend 1 charge to cast the Locate Object spell from it. When the rod is used to detect objects made of adamantine, such as fragments of the Vonindod construct, its range increases to 10 miles.
Robe of Useful Items

From Dungeon Master's Guide, page 195. Found on Magic Item Table B.

## Description

*Wondrous item, uncommon.*

This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.

The robe has two of each of the following patches:

* Dagger
* Bullseye lantern (filled and lit)
* Steel mirror
* 10-foot pole
* Hempen rope (50 feet, coiled)
* Sack

In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly.
Quaal's Feather Token

From Dungeon Master's Guide, page 188. Found on Magic Item Table C.

## Description

*Wondrous item, rare.*

This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly.

 21-35
 36-50
 51-65
 66-90
 91-00

***Anchor.*** You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.

***Bird.*** You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as an action.

***Fan.*** If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action.

***Swan Boat.*** You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.

***Tree.*** You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.

***Whip.*** You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage. As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die.
Robe of Eyes

From Dungeon Master's Guide, page 193. Found on Magic Item Table G.

## Description

*Wondrous item, rare (requires attunement)*

This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:

* The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.
* You have darkvision out to a range of 120 feet.
* You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.

The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.

A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the blindness on a success.
Obviator's Lenses

From Acquisitions Incorporated, page 30.

## Description

*Wondrous item, varies by rank*

Also at rank 2, you gain the use of an uncommon magic item taking the form of a pair of spectacles, a spyglass, a monocle, or any other device with one or two lenses. When you look through the Obviator's Lenses, you use a bonus action to make them function as Eyes of Minute Seeing or Eyes of the Eagle. Once you make this choice, it cannot be changed until the next dawn.

***Enhanced Lenses.*** At rank 4, your obviator's lenses gain additional power and become a rare magic item. The lenses now function as both Eyes of the Eagle and Eyes of Minute Seeing.

Additionally, you can focus the power of the lenses to gain accuracy in combat, gaining advantage on a weapon attack roll (no action required). If that attack hits, roll one additional weapon damage die. This property of the lenses can't be used again until the next dawn.
Reincarnate

From Player's Handbook, page 271.

## Description

*5th-level transmutation*

* **Casting Time:** 1 hour
* **Range:** Touch
* **Components:** V, S, M (rare oils and unguents worth at least 1,000 gp, which the spell consumes)
* **Duration:** Instantaneous

You touch a dead humanoid or a piece of a dead humanoid. Provided that the creature has been dead no longer than 10 days, the spell forms a new adult body for it and then calls the soul to enter that body. If the target's soul isn't free or willing to do so, the spell fails.

The magic fashions a new body for the creature to inhabit, which likely causes the creature's race to change. The DM rolls a d100 and consults the following table to determine what form the creature takes when restored to life, or the DM chooses a form.

The reincarnated creature recalls its former life and experiences. It retains the capabilities it had in its original form, except it exchanges its original race for the new one and changes its racial traits accordingly.
Reduced-Threat Otyugh

From Tales From the Yawning Portal, page 113.

**Hit Points:** 57 (12d10 + 48)
 **STR**
16 (+3)
11 (0)
19 (+4)
6 (-2)
13 (+1)
 **Saving Throws:** Con +5
**Senses:** darkvision 120 ft., passive Perception 11
**Languages:** Otyugh
 ***Multiattack.*** The otyugh makes three attacks: one with its bite and two with its tentacles.
***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.
***Tentacles.** Melee Weapon Attack:* +4 to hit, reach 10 ft., one target. *Hit:* 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.
***Tentacle Slam.*** The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 12 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.
Perfume of Bewitching

From Xanathar's Guide to Everything, page 138.

## Description

*Wondrous item, common.*

This tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume's effect are not aware that they've been influenced by magic.
Killmoulis

From Mordenkainen's Fiendish Folio, page 13.

**Hit Points:** 7 (2d4 + 2)
 **STR**
4 (-3)
19 (+4)
13 (+1)
12 (+1)
14 (+2)
 **Skills:** History +3, Perception +4, Stealth +8
**Senses:** passive Perception 14
**Languages:** Common, Sylvan, telepathy 60 ft.
 ***Slam.** Melee Weapon Attack:* -1 to hit, reach 5 ft., one target. *Hit:* 1 bludgeoning damage.
***Blessing of Bountiful Generosity (1/Day).*** The killmoulis targets up to eight creatures within 100 feet of it that it can see. The next time a target finishes a long rest, it regains all spent Hit Dice and gains 10 temporary hit points.
***Curse of Poor Hospitality (1/Day).*** The killmoulis targets up to eight creatures within 100 feet of it that it can see. The next time a target completes a long rest, it does not regain spent Hit Dice.
Potion of Giant Size

From Storm King's Thunder, page 236.

## Description

*Potion, legendary.*

When you drink this potion, you become Huge for 24 hours if you are Medium or smaller, otherwise the potion does nothing. For that duration, your Strength becomes 25, if it isn't already higher, and your hit point maximum is doubled (your current hit points are doubled when you drink the potion). In addition, the reach of your melee attacks increases by 5 feet.

Everything you are carrying and wearing also increases in size for the duration. When rolling damage for weapons enlarged in this manner, roll three times the normal number of dice; for example, an enlarged longsword would deal 3d8 slashing damage (instead of 1d8), or 3d10 slashing damage (instead of 1d10) when used with two hands.

When the effect ends, any hit points you have above your hit point maximum become temporary hit points. This potion is a pale white liquid made from the tongue of a giant clam, with a pungent aroma akin to that of rotting algae. It tastes sweet, however, when consumed.
Potion of Invisibility

From Dungeon Master's Guide, page 188. Found on Magic Item Table D.

## Description

*Potion, very rare. 0.5 lbs.*

This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.
Needle Blight

From Monster Manual, page 32.

**Hit Points:** 11 (2d8 + 2)
 **STR**
12 (+1)
12 (+1)
13 (+1)
4 (-3)
8 (-1)
 **Condition Immunities:** blinded, deafened
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 9
**Languages:** understands Common but can't speak
 ***Claws.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 6 (2d4 + 1) piercing damage.
***Needles.** Ranged Weapon Attack:* +3 to hit, range 30/60 ft., one target. *Hit:* 8 (2d6 + 1) piercing damage.
Resurrection

From Player's Handbook, page 272.

## Description

*7th-level necromancy*

* **Casting Time:** 1 hour
* **Range:** Touch
* **Components:** V, S, M (a diamond worth at least 1,000 gp, which the spell consumes)
* **Duration:** Instantaneous

You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.

This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to casting the spell, they afflict the target on its return to life.

This spell closes all mortal wounds and restores any missing body parts.

Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

## Learned By

* **Classes:** Bard, Cleric
* **Subclasses:** Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Reduced-Threat Black Pudding

From Tales From the Yawning Portal, page 113.

**Hit Points:** 42 (10d10 + 30)
 **STR**
16 (+3)
5 (-3)
16 (+3)
1 (-5)
6 (-2)
 **Damage Immunities:** acid, cold, lightning, slashing
**Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, prone
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 8
**Languages:** —
 ***Amorphous.*** The pudding can move through a space as narrow as 1 inch wide without squeezing.
***Corrosive Form.*** A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.
***Ooze Nature.*** The pudding doesn't require sleep.
 ***Split.*** When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.
Potion of Poison

From Dungeon Master's Guide, page 188. Found on Magic Item Table B.

## Description

*Potion, uncommon. 0.5 lbs.*

This concoction looks, smells, and tastes like a Potion of Healing or other beneficial potion. However, it is actually poison masked by illusion magic. An Identify spell reveals its true nature.

If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.
Peryton

From Monster Manual, page 251.

**Hit Points:** 33 (6d8 + 6)
 **STR**
16 (+3)
12 (+1)
13 (+1)
9 (-1)
12 (+1)
 **Skills:** Perception +5
**Damage Resistances:** bludgeoning, piercing, slashing from nonmagical attacks
**Senses:** passive Perception 15
**Languages:** understands Common and Elvish but can't speak
 ***Dive Attack.*** If the peryton is flying and dives at least 30 ft. straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target.
***Flyby.*** The peryton doesn't provoke an opportunity attack when it flies out of an enemy's reach.
 ***Multiattack.*** The peryton makes one gore attack and one talon attack.
***Gore.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) piercing damage.
***Talons.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (2d4 + 3) piercing damage.
Otiluke's Freezing Sphere

From Player's Handbook, page 263.

## Description

*6th-level evocation*

* **Casting Time:** 1 action
* **Range:** 300 feet
* **Components:** V, S, M (a small crystal sphere)
* **Duration:** Instantaneous

A frigid globe of cold energy streaks from your fingertips to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 10d6 cold damage. On a successful save, it takes half as much damage.

If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your spell save DC to break free.

You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling's normal range). It shatters on impact, with the same effect as the normal casting of the spell. You can also set the globe down without shattering it. After 1 minute, if the globe hasn't already shattered, it explodes.

**At Higher Levels:** When you cast this spell using a spell slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th.

## Learned By

* **Classes:** Sorcerer (OCF), Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Protective Verses

From Tasha's Cauldron of Everything, page 134.

## Description

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

This leather-bound spellbook is reinforced with iron and silver fittings and an iron lock (DC 20 to open). When found, it contains the following spells, which are wizard spells for you while you are attuned to it: Arcane Lock, Dispel Magic, Globe of Invulnerability, Glyph of Warding, Mordenkainen's Private Sanctum, Protection From Evil, and Symbol. It functions as a spellbook for you.

While you are holding the book, you can use it as a spellcasting focus for your wizard spells.

The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

* If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the abjuration school.
* When you cast an abjuration spell, you can expend 1 charge to grant a creature you can see within 10 feet of you 2d10 temporary hit points.
Pearl of Power

From Dungeon Master's Guide, page 184. Found on Magic Item Table F.

## Description

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

While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn.
Reduced-Threat Vrock

From Tales From the Yawning Portal, page 113.

**Hit Points:** 52 (11d10 + 44)
 **STR**
17 (+3)
15 (+2)
18 (+4)
8 (-1)
13 (+1)
 **Saving Throws:** Dex +3, Wis +2, Cha +0
**Damage Resistances:** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** darkvision 120 ft., passive Perception 11
**Languages:** Abyssal, telepathy 120 ft.
 ***Multiattack.*** The vrock makes two attacks: one with its beak and one with its talons.
***Beak.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 10 (2d6 + 3) slashing damage.
***Talons.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 14 (2d10 + 3) slashing damage.
***Spores (Recharge 6).*** A 15-foot radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.
***Stunning Screech (1/Day).*** The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn.
***Variant: Demon Summoning (1/Day).*** The demon chooses what to summon and attempts a magical summoning.
A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock.
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.
Quasit

From Monster Manual, page 63.

**Hit Points:** 7 (3d4)
 **STR**
5 (-3)
17 (+3)
10 (0)
7 (-2)
10 (0)
 **Skills:** Stealth +5
**Damage Resistances:** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** darkvision 120 ft., passive Perception 10
**Languages:** Abyssal, Common
 ***Magic Resistance.*** The quasit has advantage on saving throws against spells and other magical effects.
***Shapechanger.*** The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 ft. fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
***Warlock's Familiar.*** The Find Familiar spell can summon a quasit for a warlock player character with the Pact of the Chain boon.
 ***Claw (Bite in Beast Form).** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
***Scare (1/Day).*** One creature of the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.
***Invisibility.*** The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.
Potion of Animal Friendship

From Dungeon Master's Guide, page 187. Found on Magic Item Table B.

## Description

*Potion, uncommon. 0.5 lbs.*

When you drink this potion, you can cast the Animal Friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.
Navigation Orb

From Storm King's Thunder, page 235.

## Description

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

A navigation orb is a hollow, 7-foot-diameter sphere of thin, polished mithral with a large skye (cloud) rune embossed on its outer surface. The orb levitates 10 feet above the ground and is keyed to a particular cloud castle, allowing you to control that castle's altitude and movement while the orb is inside the castle. If the orb is destroyed or removed from its castle, the castle's altitude and location remain fixed until the orb is returned or replaced.

As an action, you can cause one of the following effects to occur if you are touching the orb:

* The castle moves at a speed of 1 mph in a straight line, in a direction of your choice, until the castle stops or is made to stop, or until another action is used to change its direction. If this movement brings the castle into contact with the ground, the castle lands gently.
* The castle, if it is moving, comes to a gradual stop.
* The castle makes a slow, 90-degree turn clockwise or counterclockwise (turning a northerly view into a westerly view, for example). The castle can turn while it is moving in a straight line.
* Any creature touching the orb knows the altitude of the base of the castle above the ground or water below it.
Reverse Gravity

From Player's Handbook, page 272.

## Description

*7th-level transmutation*

* **Casting Time:** 1 action
* **Range:** 100 feet
* **Components:** V, S, M (a lodestone and iron filings)
* **Duration:** Concentration, up to 1 minute

This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area when you cast this spell. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall.

If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration.

At the end of the duration, affected objects and creatures fall back down.

## Learned By

* **Classes:** Druid, Sorcerer, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Reduced-Threat Monsters

From Tales From the Yawning Portal, page 113.

A reduced-threat monster uses a normal monster's statistics, but it has half the normal hit point maximum and takes a -2 penalty on attack rolls, ability checks, saving throws, and saving throw DCs.

A reduced-threat creature that is based on a creature bigger than Large is instead Large. Some specific reduced-threat creatures also make changes to the abilities they can use. A reduced-threat creature is worth half the normal XP earned for defeating it.

## List of Reduced-Threat Monsters

* Reduced-Threat Aboleth
* Reduced-Threat Basilisk
* Reduced-Threat Behir
* Reduced-Threat Beholder
* Reduced-Threat Black Pudding
* Reduced-Threat Carrion Crawler
* Reduced-Threat Clay Golem
* Reduced-Threat Darkmantle
* Reduced-Threat Displacer Beast
* Reduced-Threat Dragon Turtle
* Reduced-Threat Ettercap
* Reduced-Threat Flesh Golem
* Reduced-Threat Glabrezu
* Reduced-Threat Gray Ooze
* Reduced-Threat Helmed Horror
* Reduced-Threat Hezrou
* Reduced-Threat Hook Horror
* Reduced-Threat Ochre Jelly
* Reduced-Threat Otyugh
* Reduced-Threat Owlbear
* Reduced-Threat Peryton
* Reduced-Threat Remorhaz
* Reduced-Threat Stone Golem
* Reduced-Threat Vrock
* Reduced-Threat Wight
* Reduced-Threat Wyvern
Ochre Jelly

From Monster Manual, page 243.

**Hit Points:** 45 (6d10 + 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.
Robe of the Archmagi

From Dungeon Master's Guide, page 194. Found on Magic Item Table I.

## Description

*Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard). 4 lbs.*

This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment.

You gain these benefits while wearing the robe:

* If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.
* You have advantage on saving throws against spell and other magical effects.
* Your spell save DC and spell attack bonus each increase by 2.
Robe of Scintillating Colors

From Dungeon Master's Guide, page 194. Found on Magic Item Table H.

## Description

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

This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.
Replica Quadrone

From Monster Manual, page 226.

**Hit Points:** 22 (4d8 + 4)
 **STR**
12 (+1)
14 (+2)
12 (+1)
10 (0)
10 (0)
 **Skills:** Perception +2
**Senses:** darkvision 60 ft., passive Perception 12
**Languages:** Modron, can understand Common but speaks only preprogrammed responses
 ***Axiomatic Mind.*** The quadrone can't be compelled to act in a manner contrary to its nature or its instructions.
 ***Multiattack.*** The tridrone makes two fist attacks or four shortbow attacks.
***Fist.** Melee Weapon Attack:* +3 to hit, range 5 ft., one target. *Hit:* 3 (1d4 + 1) bludgeoning damage.
***Shortbow.** Ranged Weapon Attack:* +4 to hit, range 80/320 ft., one target. *Hit:* 4 (1d6 + 2) piercing damage.
Plate Armor of Etherealness

From Dungeon Master's Guide, page 185. Found on Magic Item Table I.

## Description

*Armor (plate armor), legendary (requires attunement). 65 lbs.*

While you're wearing this armor, you can speak its command word as an action to gain the effect of the Etherealness spell, which lasts for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn.
Octopus

From Monster Manual, page 333.

**Hit Points:** 3 (1d6)
 **STR**
4 (-3)
15 (+2)
11 (0)
3 (-4)
10 (0)
 **Skills:** Perception +2, Stealth +4
**Senses:** darkvision 30 ft., passive Perception 12
**Languages:** —
 ***Hold Breath.*** While out of water, the octopus can hold its breath for 30 minutes.
***Underwater Camouflage.*** The octopus has advantage on Dexterity (Stealth) checks made while underwater.
 ***Tentacles.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.
***Ink Cloud (Recharges after a Short or Long Rest).*** A 5-foot radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.
Protection From Energy

From Player's Handbook, page 270.

## Description

*3rd-level abjuration*

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

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

## Learned By

* **Classes:** Artificer, Cleric, Druid, Ranger, Sorcerer, Wizard
* **Subclasses:** Cleric (*Forge Domain*), Cleric (*Protection Domain*), Cleric (*Strength Domain*), Druid (*Circle of the Land (Desert)*), Fighter (*Eldritch Knight*), Paladin (*Oath of the Ancients*), Paladin (*Oath of Glory*), Paladin (*Oath of Vengeance*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Races:** Mark of Sentinel Human
Outer Essence Shard

From Tasha's Cauldron of Everything, page 133.

## Description

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

This flickering crystal contains the essence of an Outer Plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

Roll a d4 and consult the Outer Essence Shards table to determine the shard's essence and property. When you use a Metamagic option on a spell while you are holding or wearing a shard, you can use that property.

 2
 3
 4
Planar Ally

From Player's Handbook, page 265.

## Description

*6th-level conjuration*

* **Casting Time:** 10 minutes
* **Range:** 60 feet
* **Components:** V
* **Duration:** Instantaneous

You beseech an otherworldly entity for aid. The being must be known to you: a god, a primordial, a demon prince, or some other being of cosmic power. That entity sends a celestial, an elemental, or a fiend loyal to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature's name, you can speak that name when you cast this spell to request that creature, though you might get a different creature anyway (DM's choice).

When the creature appears, it is under no compulsion to behave in any particular way. You can ask the creature to perform a service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to bargain for its services.

Payment can take a variety of forms. A celestial might require a sizable donation of gold or magic items to an allied temple, while a fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.

As a rule of thumb, a task that can be measured in minutes requires a payment worth 100 gp per minute. A task measured in hours requires 1,000 gp per hour. And a task measured in days (up to 10 days) requires 10,000 gp per day. The DM can adjust these payments based on the circumstances under which you cast the spell. If the task is aligned with the creature's ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.

After the creature completes the task, or when the agreed-upon duration of service expires, the creature returns to its home plane after reporting back to you, if appropriate to the task and if possible. If you are unable to agree on a price for the creature's service, the creature immediately returns to its home plane.

A creature enlisted to join your group counts as a member of it, receiving a full share of experience points awarded.

## Learned By

* **Classes:** Cleric
* **Subclasses:** Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Replica Duodrone

From Acquisitions Incorporated, page 132.

**Hit Points:** 11 (2d8 + 2)
 **STR**
11 (0)
13 (+1)
12 (+1)
6 (-2)
10 (0)
 **Senses:** darkvision 60 ft., passive Perception 10
**Languages:** Modron, can understand Common but speaks only preprogrammed responses
 ***Axiomatic Mind.*** The duodrone can't be compelled to act in a manner contrary to its nature or its instructions.
 ***Multiattack.'** The duodrone makes two fist attacks or two javelin attacks.*
***Fist.** Melee Weapon Attack:* +2 to hit, range 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage.
***Javelin.** Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage.
Tasha's Caustic Brew

From Tasha's Cauldron of Everything, page 115.

## Description

*1st-level evocation*

* **Casting Time:** 1 action
* **Range:** Self (30-foot line)
* **Components:** V, S, M (a bit of rotten food)
* **Duration:** Concentration, up to 1 minute

A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed in a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at the start of each of its turns.

***At Higher Levels.*** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

## Learned By

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

From Dungeon Master's Guide, page 183. Found on Magic Item Table H.

## Description

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

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

The sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.
Ogre Battering Ram

From Mordenkainen's Tome of Foes, page 220.

**Hit Points:** 59 (7d10 + 21)
 **STR**
19 (+4)
8 (-1)
16 (+3)
5 (-3)
7 (-2)
 **Senses:** darkvision 60 ft., passive Perception 8
**Languages:** Common, Giant
 ***Bash.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 15 (2d10 + 4) bludgeoning damage, and the ogre can push the target 5 feet away if the target is Huge or smaller.
***Block the Path.*** Until the start of the ogre's next turn, attack rolls against the ogre have disadvantage, it has advantage on the attack roll it makes for an opportunity attack, and that attack deals an extra 16 (3d10) bludgeoning damage on a hit. Also, each enemy that tries to move out of the ogre's reach without teleporting must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of the ogre's next turn.
Reduced-Threat Aboleth

From Tales From the Yawning Portal, page 113.

**Hit Points:** 67 (18d10 + 36)
 **STR**
21 (+5)
9 (-1)
15 (+2)
18 (+4)
15 (+2)
 **Saving Throws:** Con +4, Int +6, Wis +4
**Skills:** History +10, Perception +8
**Senses:** darkvision 120 ft., passive Perception 20
**Languages:** Deep Speech, telepathy 120 ft.
 ***Amphibious.*** The aboleth can breathe air and water.
***Mucous Cloud.*** While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 12 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.
 ***Multiattack.*** The aboleth makes three tentacle attacks.
***Tentacle.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.
***Tail.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (3d6 + 5) bludgeoning damage.
***Enslave (3/Day).*** The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.
 The reduced-threat aboleth can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The reduced-threat aboleth regains spent legendary actions at the start of its turn.
**Detect.** The aboleth makes a Wisdom (Perception) check.
**Tail Swipe.** The aboleth makes one tail attack.
**Psychic Drain (Costs 2 Actions).** One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.
Reduced-Threat Ochre Jelly

From Tales From the Yawning Portal, page 113.

**Hit Points:** 22 (6d10 + 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.
Rod of Alertness

From Dungeon Master's Guide, page 196. Found on Magic Item Table H.

## Description

*Rod, very rare (requires attunement). 2 lbs.*

This rod has a flanged head and the following properties.

***Alertness.*** While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative.

***Spells.*** While holding the rod, you can use an action to cast one of the following spells from it: Detect Evil and Good, Detect Magic, Detect Poison and Disease, or See Invisibility.

***Protective Aura.*** As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that are also in the bright light.

The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn.