recursal/Fanatic-Fandom huggingface dataset:
Badge of the Watch

From Waterdeep: Dragon Heist, page 189.

## Description

*Wondrous item, rare (requires attunement).*

A badge of the Watch is given only to those who have earned the trust of the Open Lord of Waterdeep. The badge, signifying the rank of captain in Waterdeep's City Watch, bears the emblem of Waterdeep and is meant to be worn or carried.

While wearing the badge, you gain a +2 bonus to AC if you aren't using a shield.

If the badge is more than 5 feet away from you for more than 1 minute, it vanishes and harmlessly reappears on a surface within 5 feet of the Open Lord. While holding the badge, the Open Lord knows your location, provided the two of you are on the same plane of existence and your attunement to the badge hasn't ended.

As an action, the Open Lord can touch the badge and end your attunement to it.
Banner of the Krig Rune

From Storm King's Thunder, page 233.

## Description

*Wondrous item, rare (requires attunement).*

Crafted from a thick, red fabric, this banner measures 5 feet high and 3 feet wide. The krig (war) rune is displayed on the fabric with round, metal plates sewn into it. It can be attached to a 10-foot pole to serve as a standard. Furling or unfurling the banner requires an action. The banner has the following properties.

***Mark of Courage.*** As a bonus action, you can touch the unfurled banner and cause it to emanate courage. You and your allies are immune to the frightened condition while within 20 feet of it. This benefit lasts for 10 minutes or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest.

***Sentinel Standard.*** You can see invisible creatures while they are within 20 feet of the unfurled banner and within your line of sight.

***Standard's Shield.*** As a bonus action, you can touch the unfurled banner and invoke this power. Any ranged attack roll that targets you or an ally of yours has disadvantage if the target is within 20 feet of the unfurled banner. This benefit lasts for 1 minute or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest.

***Gift of Battle.*** You can transfer the banner's magic to a place by tracing the krig rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 500-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the banner to be within 5 feet of you and during which you choose creatures, creature types, or both that will benefit from the magic. At the end, the banner is destroyed, and the area gains the following property:

While in the 500-foot-radius sphere, the creatures you chose during the transfer process are immune to the frightened condition and gain a +1 bonus to attack rolls and AC.
Aurelia

From Guildmasters' Guide to Ravnica, page 230.

**Hit Points:** 287 (25d8 + 175)
 **STR**
26 (+8)
24 (+7)
25 (+7)
17 (+3)
25 (+7)
 **Saving Throws:** Dex +14, Con +14, Cha +17
**Skills:** Insight +14, Perception +14
**Damage Resistances:** necrotic, radiant; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** poison
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, poisoned
**Senses:** truesight 120 ft., passive Perception 24
**Languages:** all
 ***Immortal Nature.*** Aurelia doesn't require food, drink, or sleep.
***Legendary Resistance (3/Day).*** If Aurelia fails a saving throw, she can choose to succeed instead.
 ***Multiattack.*** Aurelia makes three longswords attacks and uses Leadership
***Longsword.** Melee Weapon Attack:* +15 to hit, reach 5 ft., one target. *Hit:* 12 (1d8 + 8) slashing damage, or 13 (1d10 + 8) slashing damage when used with two hands, plus 27 (6d8) radiant damage.
***Leadership.*** Aurelia utters a few inspiring words to one creature she can see within 30 feet of her. If the creature can hear her, it can add a d10 to one attack roll or saving throw it makes before the start of Aurelia's next turn.
 ***Parry.*** Aurelia adds 7 to her AC against one melee attack that would hit her. To do so, Aurelia must see the attacker and be wielding a melee weapon.
 Aurelia 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. Aurelia regains spent legendary actions at the start of its turn.
**Command Allies.** Aurelia chooses up to three creatures she can see within 30 feet of her. If a chosen creature can see or hear Aurelia, it can immediately use its reaction to make one weapon attack, with advantage on the attack roll.
**Longsword Attack (Costs 2 Actions).** Aurelia makes one longsword attack.
**Frighten Foes (Costs 3 Actions).** Aurelia targets up to five creatures she can see within 30 feet of her. Each target must succeed on a DC 25 Wisdom saving throw or be frightened of her until the end of her next turn. Any target within 5 feet of Aurelia has disadvantage on the saving throw.
Awakened Elk

From Waterdeep: Dungeon of the Mad Mage, page 72.

**Hit Points:** 13 (2d10 + 2)
 **STR**
16 (+3)
10 (0)
12 (+1)
10 (0)
10 (0)
 **Senses:** passive Perception 10
**Languages:** one language known by its creator
 ***Ram.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) bludgeoning damage.
***Hooves.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one prone creature. *Hit:* 8 (2d4 + 3) bludgeoning damage.
Berbalang

From Mordenkainen's Tome of Foes, page 120.

**Hit Points:** 38 (11d8 - 11)
 **STR**
9 (-1)
16 (+3)
9 (-1)
17 (+3)
11 (0)
 **Saving Throws:** Dex +5, Int +5
**Skills:** Arcana +5, History +5, Insight +2, Perception +2, Religion +5
**Senses:** truesight 120 ft., passive Perception 12
**Languages:** all but rarely speaks
 ***Innate Spellcasting.*** The berbalang's innate spellcasting ability is Intelligence (spell save DC 13). The berbalang can innately cast the following spells, requiring no material components:
*At will:* Speak With Dead
*1/day:* Plane Shift (self only)
***Spectral Duplicate (Recharges after a Short or Long Rest).*** As a bonus action, the berbalang creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the duplicate exists, the berbalang is unconscious. A berbalang can have only one duplicate at a time. The duplicate disappears when it or the berbalang drops to 0 hit points or when the berbalang dismisses it (no action required).
 ***Multiattack.*** The berbalang makes two attacks: one with its bite and one with its claws.
***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (1d10 + 3) piercing damage.
***Claw.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 8 (2d4 + 3) slashing damage.
Brontosaurus

From Volo's Guide to Monsters, page 139.

**Hit Points:** 121 (9d20 + 27)
 **STR**
21 (+5)
9 (-1)
17 (+3)
2 (-4)
10 (0)
 **Saving Throws:** Con +6
**Senses:** passive Perception 10
**Languages:** —
 ***Stomp.** Melee Weapon Attack:* +8 to hit, reach 20 ft., one target. *Hit:* 27 (5d8 + 5) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.
***Tail.** Melee Weapon Attack:* +8 to hit, reach 20 ft., one target. *Hit:* 32 (6d8 + 5) bludgeoning damage.
Armor of Vulnerability

From Dungeon Master's Guide, page 152. Found on Magic Item Table G.

## Description

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

While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The DM chooses the type or determines it randomly.

***Curse.*** This armor is cursed, a fact that is revealed only when an Identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).
Boots of Striding and Springing

From Dungeon Master's Guide, page 156. Found on Magic Item Table F.

## Description

*Wondrous item, uncommon (requires attunement).*

While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Battle Standard of Infernal Power

From Baldur's Gate: Descent into Avernus, page 223.

## Description

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

This hell-forged battle standard is made of infernal iron and fitted with a small, unopenable cage containing a quasit. The trapped quasit is incapacitated, and its cage has AC 19, 10 hit points, and immunity to all types of damage except force damage. If killed or somehow released, the quasit disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact.

While you hold the banner, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances.
Animal Shapes

From Player's Handbook, page 212.

## Description

*8th-level transmutation*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S
* **Duration:** Concentration, up to 24 hours

Your magic turns others into beasts. Choose any number of willing creatures that you can see within range. You transform each target into the form of a Large or smaller beast with a challenge rating of 4 or lower. On subsequent turns, you can use your action to transform affected creatures into new forms.

The transformation lasts for the duration for each target, or until the target drops to 0 hit points or dies. You can choose a different form for each target. A target's game statistics are replaced by the statistics of the chosen beast, though the target retains its alignment and Intelligence, Wisdom, and Charisma scores. The target assumes the hit points of its new form, and when it reverts to its normal form, it returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak or cast spells.

The target's gear melds into the new form. The target can't activate, wield, or otherwise benefit from any of its equipment.
Augury

From Player's Handbook, page 215.

## Description

*2nd-level divination (ritual)*

* **Casting Time:** 1 minute
* **Range:** Self
* **Components:** V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
* **Duration:** Instantaneous

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

* Weal, for good results
* Woe, for bad results
* Weal and woe, for both good and bad results
* Nothing, for results that aren't especially good or bad

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.

## Learned By

* **Classes:** Cleric, Druid (OCF), Wizard (OCF)
* **Subclasses:** Barbarian (*Path of the Ancestral Guardian*), Cleric (*Knowledge Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
Aerisi Kalinoth

From Princes of the Apocalypse, page 192.

**Hit Points:** 66 (12d8 + 12)
 **STR**
8 (-1)
16 (+3)
12 (+1)
17 (+3)
10 (0)
 **Skills:** Arcana +6, History +6, Perception +3
**Damage Resistances:** lightning
**Senses:** darkvision 60 ft., passive Perception 13
**Languages:** Auran, Common, Elvish
 ***Fey Ancestry.*** Aerisi has advantage on saving throws against being charmed, and magic can't put her to sleep.
***Howling Defeat.*** When Aerisi drops to 0 hit points, her body disappears in a howling whirlwind that disperses quickly and harmlessly. Anything she is wearing or carrying is left behind.
***Legendary Resistance (2/Day).*** If Aerisi fails a saving throw, she can choose to succeed instead.
***In the Air Node.*** When danger threatens the Temple of Howling Hatred, Aerisi retreats to the Howling Caves, the air node. Within this node, Aerisi gains one additional use of her Legendary Resistance trait.
***Spellcasting.*** Aerisi is a 12th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Aerisi has the following wizard spells prepared:
Cantrips (at will): Gust, Mage Hand, Message, Prestidigitation, Ray of Frost, Shocking Grasp
1st level (4 slots): Charm Person, Feather Fall, Mage Armor, Thunderwave
2nd level (3 slots): Dust Devil, Gust of Wind, Invisibility
3rd level (3 slots): Fly, Gaseous Form, Lightning Bolt
4th level (3 slots): Ice Storm, Storm Sphere
5th level (2 slots): Cloudkill, Seeming (cast each day)
 If Aerisi is in the air node while Yan-C-Bin isn't, Aerisi can take lair actions. On initiative count 20 (losing initiative ties), Aerisi uses a lair action to cast one of her spells, up to 3rd level, without using components or a spell slot. She can't cast the same spell two rounds in a row, although she can continue to concentrate on a spell she previously cast using a lair action. Aerisi can take no other lair actions while concentrating on a spell cast as a lair action.
If Aerisi casts Invisibility using this lair action, she also draws the power of the air node into herself. By doing so, she regains 15 (3d8 + 2) hit points.
Ashardalon's Stride

From Fizban's Treasury of Dragons, page 19.

## Description

*3rd-level transmutation*

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

The billowing flames of a dragon cover your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn't provoke opportunity attacks.

When you move within 5 feet of a creature or object that isn't being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.

***At Higher Levels.*** When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. Additionally, the spell deals an additional 1d6 fire damage for each slot level above 3rd.

## Learned By

* **Classes:** Artificer, Ranger, Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*)
Amulet of the Planes

From Dungeon Master's Guide, page 150. Found on Magic Item Table H.

## Description

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

While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the Plane Shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence.
Borrowed Knowledge

From Strixhaven: A Curriculum of Chaos, page 37.

## Description

*2nd-level divination*

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S, M (a book worth at least 25 gp)
* **Duration:** 1 hour

You draw on knowledge from spirits of the past. Choose one skill in which you lack proficiency. For the spell's duration, you have proficiency in the chosen skill. The spell ends early if you cast it again.

## Learned By

* **Classes:** Bard, Cleric, Warlock, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Backgrounds:** Lorehold Student
Acolyte (Monster)

From Monster Manual, page 342.

**Hit Points:** 9 (2d8)
 **STR**
10 (0)
10 (0)
10 (0)
10 (0)
14 (+2)
 **Skills:** Medicine +2, Religion +2
**Senses:** passive Perception 12
**Languages:** any one language (usually Common)
 ***Spellcasting.*** The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:
Cantrips (at will): Light, Sacred Flame, Thaumaturgy
 ***Club.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) bludgeoning damage.
Akmon, Hammer of Purphoros

From Mythic Odysseys of Theros, page 198.

## Description

*Weapon (warhammer), artifact (requires attunement). 2 lbs.*

Purphoros's hammer works wonders and disasters, the god of the forge using it to craft ground-breaking marvels and dangerous inventions in equal measure. Purphoros rarely bestows Akmon on mortals but occasionally leaves it unattended at his forge in Mount Velus. When Purphoros does permit a mortal to use the hammer, it's usually so they might bring an important work into being, wreck a force of destruction, or forge something remarkable somewhere the god isn't welcome.

***Hammer of the Forge.*** This magic warhammer grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using it, the target takes an extra 3d10 fire damage.

***Blessing of the Forge.*** If you are a worshiper of Purphoros, you gain all the following benefits for which you have the required piety:

* **Piety 10+.** The hammer has 1 randomly determined minor beneficial property.
* **Piety 25+.** The hammer has 1 randomly determined major beneficial property.
* **Piety 50+.** The hammer has 1 additional randomly determined major beneficial property.

If you aren't a worshiper of Purphoros, the hammer has 2 randomly determined minor detrimental properties.

***Reforged.*** While holding the hammer, you have resistance to fire damage and are immune to exhaustion. Additionally, you have proficiency with smith's tools and have advantage on all ability checks made using them.

***Spells.*** While the hammer is on your person, you can use an action to cast one of the following spells (save DC 18): Animate Objects, Heat Metal, Fabricate, Magic Weapon, Mending, Shatter. Once you use the hammer to cast a spell, the spell can't be cast again from it until the next dusk.

***Destroying the Hammer.*** To destroy the hammer, it must be taken to the realm of Tizerus, in the Underworld. There it must be coated in clay from the Mire of Punishment. The heat of the hammer hardens the clay, which fuses to it after one month. Once fully hardened, the clay-covered hammer must be swallowed and digested by a kraken.
Battleforce Angel

From Guildmasters' Guide to Ravnica, page 189.

**Hit Points:** 66 (12d8 + 12)
 **STR**
16 (+3)
12 (+1)
13 (+1)
11 (0)
17 (+3)
 **Saving Throws:** Wis +6, Cha +7
**Skills:** Investigation +3, Perception +6
**Damage Resistances:** fire, radiant
**Condition Immunities:** charmed, exhaustion, frightened
**Senses:** darkvision 120 ft., truesight 120 ft., passive Perception 16
**Languages:** all
 ***Flyby.*** The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach.
***Immortal Nature.*** An angel doesn't require food, drink, or sleep.
 ***Multiattack.*** The angel makes two melee attacks. It also uses Battlefield Inspiration.
***Longsword.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 18 (4d8) radiant damage. If the target is within 5 feet of any of the angel's allies, the target takes an extra 2 (1d4) radiant damage.
***Battlefield Inspiration.*** The angel chooses up to three creatures it can see within 30 feet of it. Until the end of the angel's next turn, each target can add a d4 to its attack rolls and saving throws.
Big Xorn

From Waterdeep: Dungeon of the Mad Mage, page 51.

**Hit Points:** 103 (9d10 + 54)
 **STR**
20 (+5)
10 (0)
22 (+6)
11 (0)
10 (0)
 **Damage Resistances:** piercing and slashing from nonmagical attacks that aren't adamantine
**Senses:** darkvision 60 ft., tremorsense 60ft, passive Perception 16
**Languages:** Terran
 ***Earth Glide.*** The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through.
***Stone Camouflage*** The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
 ***Multiattack.*** The xorn makes three claw attacks and one bite attack.
***Bite.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 22 (5d6 + 5) piercing damage.
***Claw.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 9 (1d8 + 5) slasing damage.
Boots of the Winterlands

From Dungeon Master's Guide, page 156. Found on Magic Item Table F.

## Description

*Wondrous item, uncommon (requires attunement).*

These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:

* You have resistance to cold damage.
* You ignore difficult terrain created by ice or snow.
* You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.
Bore Worm

From Waterdeep: Dungeon of the Mad Mage, page 171.

**Hit Points:** 247 (15d20 + 90)
 **STR**
28 (+9)
7 (-2)
22 (+6)
1 (-5)
8 (-1)
 **Saving Throws:** Con +11, Wis +4
**Damage Immunities:** fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
**Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
**Senses:** blindsight 30 ft., tremorsense 60 ft., passive Perception 9
**Languages:** —
 ***Regeneration.*** The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.
 ***Multiattack.*** The worm makes two attacks: one with its grinding jaws and one with its stinger.
***Grinding Jaws.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 22 (3d8 + 9) slashing damage.
***Tail Stinger.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one creature: *Hit:* 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Blackrazor

From Dungeon Master's Guide, page 216.

## Description

*Weapon (greatsword), legendary (requires attunement by a creature of non-lawful alignment). 6 lbs.*

Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.

***Devour Soul.*** Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a Wish spell.

When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature's hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.

If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.

***Soul Hunter.*** While you hold the weapon. you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren't constructs or undead. You also can't be charmed or frightened.

Blackrazor can cast the Haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don't have to.

***Sentience.*** Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.

The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.

***Personality.*** Blackrazor speaks with an imperious tone, as though accustomed to being obeyed.

The sword's purpose is to consume souls. It doesn't care whose souls it eats, including the wielder's. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.

Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.

Blackrazor's hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.
Beast Bond

From Xanathar's Guide to Everything, page 150; and Elemental Evil Player's Companion, page 15.

## Description

*1st-level divination*

* **Casting Time:** 1 action
* **Range:** Touch
* **Components:** V, S, M (a bit of fur wrapped in a cloth)
* **Duration:** Concentration, up to 10 minutes

You establish a telepathic link with one beast you touch that is friendly to you or charmed by you. The spell fails if the beast's Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on attack rolls against any creature within 5 feet of you that you can see.

## Learned By

* **Classes:** Druid, Ranger
* **Feats:** Fey Touched, Magic Initiate, Strixhaven Initiate
Bless

From Player's Handbook, page 219.

## Description

*1st-level enchantment*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S, M (a sprinkling of holy water)
* **Duration:** Concentration, up to 1 minute

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

## Learned By

* **Classes:** Cleric, Paladin
* **Subclasses:** Cleric (*Life Domain*), Cleric (*Solidarity Domain*), Sorcerer (*Divine Soul*), Wizard (*Onomancy*), Wizard (*Theurgy*)
* **Feats:** Fey Touched, Magic Initiate, Strixhaven Initiate
Alchemical Homunculus

From Unearthed Arcana: The Artificer Returns.

**Hit Points:** equal to five times your level in the Artificer class + your Intelligence modifier
 **STR**
4 (-3)
15 (+2)
11 (0)
10 (0)
10 (0)
 **Skills:** Perception +4, Stealth +4
**Damage Immunities:** Acid, poison
**Condition Immunities:** charmed, exhaustion, poisoned
**Senses:** darkvision 60 ft., passive Perception 10
 ***Acidic Spittle.** Ranged Weapon Attack:* +4 to hit, range 30 ft., one target you can see. *Hit:* 1d6 + 2 acid damage.
***Alchemical Salve (3/Day).*** The homunculus produces a salve and touches one creature you designate. The target receives one of the following magical benefits of your choice:
* **Buoyancy.** The target gains a flying speed of 10 feet for 10 minutes.
* **Inspiration.** The target feels giddy and effective, gaining advantage on certain ability checks in the next hour. The target chooses the checks before or after rolling. The magic runs out after the target has used it on a number of checks equal to your Intelligence modifier (minimum of 1).
* **Resilience.** The target gains a number of temporary hit points equal to 2d6 + your Intelligence modifier.
Amrik Vanthampur

From Baldur's Gate: Descent into Avernus, page 30.

**Hit Points:** 66 (12d8 + 12)
 **STR**
12 (+1)
18 (+4)
12 (+1)
14 (+2)
14 (+2)
 **Skills:** Acrobatics +6, Athletics +3, Deception +6, Insight +6
**Senses:** passive Perception 12
**Languages:** Common, Infernal
 ***Multiattack.*** Amrik makes three dagger attacks.
***Dagger.** Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 6 (1d4 + 4) piercing damage.
***Smoke Bomb (1/Day).*** Amrik hurls a smoke bomb up to 20 feet away. The bomb explodes on impact, creating a cloud of black smoke that fills a 10-foot-radius sphere. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the end of Amrik's next turn.
Abjurer

From Volo's Guide to Monsters, page 209.

**Hit Points:** 84 (13d8 + 26)
 **STR**
9 (-1)
14 (+2)
14 (+2)
18 (+4)
12 (+1)
 **Saving Throws:** Int +8, Wis +5
**Skills:** Arcana +8, History +8
**Senses:** passive Perception 11
**Languages:** any four languages
 ***Arcane Ward.*** The abjurer has a magical ward that has 30 hit points. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, the abjurer takes any remaining damage. When the abjurer casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
***Spellcasting.*** The abjurer is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The abjurer has the following wizard spells prepared:
Cantrips (at will): Blade Ward, Dancing Lights, Mending, Message, Ray of Frost
1st level (4 slots): Alarm\*, Mage Armor, Magic Missile, Shield\*
2nd level (3 slots): Arcane Lock\*, Invisibility
3rd level (3 slots): Counterspell\*, Dispel Magic\*, Fireball
4th level (3 slots): Banishment\*, Stoneskin\*
5th level (2 slots): Cone of Cold, Wall of Force
6th level (1 slot): Flesh to Stone, Globe of Invulnerability\*
7th level (1 slot): Symbol\*, Teleport
 ***Quarterstaff.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.
Animal Messenger

From Player's Handbook, page 212.

## Description

*2nd-level enchantment (ritual)*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S, M (a morsel of food)
* **Duration:** 24 hours

By means of this spell, you use an animal to deliver a message. Choose a Tiny beast you can see within range, such as a squirrel, a blue jay, or a bat. You specify a location, which you must have visited, and a recipient who matches a general description, such as "a man or woman dressed in the uniform of the town guard" or "a red-haired dwarf wearing a pointed hat." You also speak a message of up to twenty-five words. The target beast travels for the duration of the spell toward the specified location, covering about 50 miles per 24 hours for a flying messenger, or 25 miles for other animals.

When the messenger arrives, it delivers your message to the creature that you described, replicating the sound of your voice. The messenger speaks only to a creature matching the description you gave. If the messenger doesn't reach its destination before the spell ends, the message is lost, and the beast makes its way back to where you cast this spell.

**At Higher Levels:** If you cast this spell using a spell slot of 3rd level or higher, the duration of the spell increases by 48 hours for each slot level above 2nd.

## Learned By

* **Classes:** Bard, Druid, Ranger
* **Races:** Mark of Scribing Gnome
* **Backgrounds:** Selesnya Initiate
Blood Hunter

From Explorer's Guide to Wildemount, page 284.

**Hit Points:** 65 (10d8 + 20)
 **STR**
18 (+4)
12 (+1)
15 (+2)
9 (-1)
16 (+3)
 **Saving Throws:** Str +7, Wis +6
**Skills:** Acrobatics +4, Insight +6, Perception +6
**Senses:** darkvision 60 ft., passive Perception 16
**Languages:** any one language (usually Common)
 ***Blood Curse of Binding (1/Day).*** As a bonus action, the blood hunter targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 and be unable to take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
***Blood Frenzy.*** The blood hunter has advantage on melee attack rolls against any creature that doesn't have all its hit points.
***Innate Spellcasting (1/Day).*** The blood hunter can innately cast Hex. Its innate spellcasting ability is Intelligence.
 ***Multiattack.*** The blood hunter attacks twice with a weapon.
***Greatsword.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage plus 3 (1d6) fire damage.
***Heavy Crossbow.** Ranged Weapon Attack:* +4 to hit, range 100/400 ft., one target. *Hit:* 6 (1d10 + 1) piercing damage.
Amethyst Lodestone

From Fizban's Treasury of Dragons, page 22.

## Description

*Wondrous item, very rare (requires attunement)*

This fist-sized chunk of amethyst is infused with an amethyst dragon's ability to bend gravitational forces. While you are carrying the lodestone, you have advantage on Strength saving throws.

The lodestone has 6 charges for the following properties, which you can use while you are holding the stone. The stone regains 1d6 expended charges daily at dawn.

***Flight.*** As a bonus action, you can expend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can hover.

***Gravitational Thrust.*** As an action, you can expend 1 charge to focus gravity around a creature you can see within 60 feet of you. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in a direction of your choice.

***Reverse Gravity.*** As an action, you can expend 3 charges to cast Reverse Gravity from the stone (save DC 18).
Animated Statue of Lolth

From Waterdeep: Dungeon of the Mad Mage, page 142.

**Hit Points:** 230 (20d12 + 100)
 **STR**
22 (+6)
9 (-1)
20 (+5)
3 (-4)
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 but can't speak
 ***Immutable Form.*** The statue is immune to any spell or effect that would alter its form.
***Magic Resistance.*** The statue has advantage on saving throws against spells and other magical effects.
***Magic Weapons.*** The statue's weapon attacks are magical.
 ***Multiattack.*** The statue 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 statue 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.
Anarch

From Guildmasters' Guide to Ravnica, page 239.

**Hit Points:** 11 (2d8 + 2)
 **STR**
14 (+2)
13 (+1)
12 (+1)
9 (-1)
11 (0)
 **Skills:** Perception +2, Survival +2
**Senses:** passive Perception 12
**Languages:** any one language (usually Common)
 ***Aggressive.*** As a bonus action, the anarch can move up to its speed toward a hostile creature it can see.
 ***Spiked Club.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 6 (1d8 + 2) piercing damage, or 7 (1d10 + 2) piercing damage if used with two hands.
Beast Shapes

This table contains a list of every creature normally eligible for a druid's Wild Shape form. At the DM's discretion, some additional beasts may be made available for use. An expanded list for Circle of the Moon can be found below.

## Circle of the Moon

Starting at 2nd level, a druid identifying with the Circle of the Moon can turn into a beast with a challenge rating as high as 1. Starting at 6th level, they can turn into a beast with a challenge rating as high as their druid level divided by 3, rounded down.

Additionally, starting at level 10, they may expend two uses of Wild Shape to become an air elemental, an earth elemental, a fire elemental, or a water elemental.

### Circle Forms

Following the chart below, druids identifying with the Circle of the Moon unlock higher challenge ratings at levels 6, 9, 12, 15, and 18. However, they must still abide by all other rules. Their beast shapes cannot have a swim speed until level 4 and cannot have a flying speed until level 8.

 9
 12
 15
 18
Amulet of the Drunkard

From Explorer's Guide to Wildemount, page 265.

## Description

*Wondrous item, uncommon.*

This amulet smells of old, ale-stained wood. While wearing it, you can regain 4d4 + 4 hit points when you drink a pint of beer, ale, mead, or wine. Once the amulet has restored hit points, it can't do so again until the next dawn.
Arcane Cannon

From Explorer's Guide to Wildemount, pages 265-266.

## Description

*Wondrous item, very rare.*

This Large cannon is imbued with magic. It requires no ammunition and doesn't need to be loaded. It takes one action to aim the cannon and one action to fire it. After the cannon has fired, it must recharge for 5 minutes before it can be fired again.

The creature firing the canon chooses the effect from the following options:

***Acid Jet.*** The cannon discharges acid in a line 300 feet long and 5 feet wide. Each creature in the area must make a DC 15 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw takes 11 (2d10) acid damage at the start of each of its turns; a creature can end this damage by using an action to wash off the acid with a pint or more of water.

***Fire Jet.*** The cannon discharges fire in a line 300 feet long and 5 feet wide. Each creature in the area must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects the area that aren't being worn or carried.

***Frost Shot.*** The cannon shoots a ball of frost to a point you can see within 1,200 feet of you. The ball then expands to form a 30-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 22 (4d10) cold damage, and its speed is reduced by 10 feet for one minute. On a successful save, a creature takes half as much damage, and its speed isn't reduced. A creature whose speed is reduced by this effect can repeat the save at the end of each of its turns, ending the effect on itself on a success.

***Lightning Shot.*** The cannon shoots a ball of lightning to a point you can see within 1,200 feet of you. The lightning then expands to form a 20-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 33 (6d10) lightning damage, or half as much on a successful one. Creatures wearing metal armor have disadvantage on the save.

***Poison Spray.*** The cannon expels poison gas in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, the creature takes 22 (4d10) poison damage, and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't poisoned. A creature poisoned in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Awakened Shrub

From Monster Manual, page 317.

**Hit Points:** 10 (3d6)
 **STR**
3 (-4)
8 (-1)
11 (0)
10 (0)
10 (+0)
 **Damage Vulnerabilities:** fire
**Damage Resistances:** piercing
**Senses:** passive Perception 10
**Languages:** one language known by its creator
 ***Rake.** Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 1 (1d4 - 1) slashing damage.
Broom of Animated Attack

From Curse of Strahd, page 226.

**Hit Points:** 17 (5d6)
 **STR**
10 (0)
17 (+3)
10 (0)
1 (-5)
5 (-3)
 **Damage Immunities:** poison, psychic
**Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone
**Senses:** blindsight 30 ft. (blind beyond this radius), passive Perception 7
**Languages:** —
 ***Antimagic Susceptibility.*** The broom is incapacitated while in the area of an Antimagic Field. If targeted by Dispel Magic, the broom must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
***Constructed Nature.*** The broom doesn't require air, food, drink, or sleep. The magic that animates the broom is dispelled when the construct drops to 0 hit points. If the broom is reduced to 0 hit points, it becomes inanimate and is too damaged to be of much use or value to anyone.
***False Appearance.*** While the broom remains motionless and isn't flying, it is indistinguishable from a normal broom.
 ***Multiattack.*** The broom makes two melee attacks.
 ***Animated Attack.*** If the broom is motionless and a creature grabs hold of it, the broom makes a Dexterity check contested by the creature's Strength check. If the broom wins the contest, it flies out of the creature's grasp and makes a melee attack against it with advantage on the attack roll.
Blue Guard Drake

From Volo's Guide to Monsters, page 158.

**Hit Points:** 52 (7d8 + 21)
 **STR**
16 (+3)
11 (0)
16 (+3)
4 (-3)
10 (0)
 **Skills:** Perception +2
**Damage Resistances:** lightning
**Senses:** darkvision 60 ft., passive Perception 12
**Languages:** understands Draconic but can't speak
 ***Multiattack.*** The drake attacks twice, once with its bite and once with its tail.
***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) piercing damage.
***Tail.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) bludgeoning damage.
Butcher's Bib

From Explorer's Guide to Wildemount, page 266.

## Description

*Wondrous item, rare (requires attunement).*

This black leather apron is perpetually covered by blood, even after being washed off. You gain the following benefits while wearing the apron:

* Once per turn when you roll damage for a melee attack with a weapon, you can reroll the weapon's damage dice. If you do so, you must use the second roll.
* Your weapon attacks that deal slashing damage score a critical hit on a roll of 19 or 20 on the d20.
Bone Devil

From Monster Manual, page 71.

**Hit Points:** 142 (15d10 + 60)
 **STR**
18 (+4)
16 (+3)
18 (+4)
13 (+1)
14 (+2)
 **Saving Throws:** Int +5, Wis +6, Cha +7
**Skills:** Deception +7, Insight +6
**Damage Resistances:** cold; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
**Damage Immunities:** fire, poison
**Condition Immunities:** poisoned
**Senses:** darkvision 120 ft., passive Perception 12
**Languages:** Infernal, telepathy 120 ft.
 ***Devil's Sight.*** Magical darkness doesn't impede the devil's darkvision.
 ***Multiattack.*** The devil makes three attacks: two with its claes and one with its sting.
***Claw.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage.
***Sting.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or 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.
Blink

From Player's Handbook, page 219.

## Description

*3rd-level transmutation*

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

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.

## Learned By

* **Classes:** Artificer, Sorcerer, Wizard
* **Subclasses:** Cleric (*Trickery Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*), Warlock (*The Archfey*), Warlock (*The Hexblade*)
* **Races:** Mark of Passage Human
* **Feats:** Greater Dragonmark