recursal/Fanatic-Fandom huggingface dataset:
Aurinax

From Waterdeep: Dragon Heist, page 194.

**Hit Points:** 256 (19d12 + 133)
 **STR**
27 (+8)
14 (+2)
25 (+7)
16 (+3)
15 (+2)
 **Saving Throws:** Dex +8, Con +13, Wis +8, Cha +13
**Skills:** Insight +8, Perception +14, Persuasion +13, Stealth +8
**Damage Immunities:** fire
**Senses:** blindsight 60 ft., darkvision 120 ft., passive Perception 24
**Languages:** Common, Draconic
 ***Amphibious.*** Aurinax can breathe air and water.
 ***Multiattack.*** Aurinax can use his Frightful Presence. He then makes three attacks: one with his bite and two with his claws.
***Bite.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 19 (2d10 + 8) piercing damage.
***Claw.** Melee Weapon Attack:* +14 to hit, reach 5 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage.
***Tail.** Melee Weapon Attack:* +14 to hit, reach 15 ft., one target. *Hit:* 17 (2d8 + 8) bludgeoning damage.
***Frightful Presence.*** Each creature of Aurinax's choice that is within 120 feet of Aurinax and aware of him must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Aurinax's Frightful Presence for the next 24 hours.
***Breath Weapons (Recharge 5-6).*** Aurinax uses one of the following breath weapons:
* **Fire Breath.** Aurinax exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.
* **Weakening Breath.** Aurinax exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

***Change Shape.*** Aurinax magically polymorphs into a humanoid or beast that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (Aurinax's choice).
 Aurinax 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. Aurinax regains spent legendary actions at the start of its turn.
**Detect.** Aurinax makes a Wisdom (Perception) check.
**Tail Attack.** Aurinax makes a tail attack.
**Wing Attack (Costs 2 Actions).** Aurinax beats his wings. Each creature within 10 feet of Aurinax must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Aurinax can then fly up to half his flying speed.
Blood Spear

From Curse of Strahd, page 221.

## Description

*Weapon (spear), uncommon (requires attunement)*

Kavan was a ruthless chieftain whose tribe lived in the Balinok Mountains centuries before the arrival of Strahd von Zarovich. Although he was very much alive, Kavan had some traits in common with vampires: he slept during the day and hunted at night, he drank the blood of his prey, and he lived underground. In battle, he wielded a spear stained with blood. His was the first blood spear, a weapon that drains life from those it kills and transfers that life to its wielder, imbuing that individual with the stamina to keep fighting.

When you hit with a melee attack using this magic spear and reduce the target to 0 hit points, you gain 2d6 temporary hit points.

Any creature can wield the spear, but only the character chosen by Kavan to wield it gains a +2 bonus to attack and damage rolls made with this magic weapon.
Bulette

From Monster Manual, page 34.

**Hit Points:** 94 (9d10 + 45)
 **STR**
19 (+4)
11 (0)
21 (+5)
2 (-4)
10 (0)
 **Skills:** Perception +6
**Senses:** darkvision 60 ft., tremorsense 60 ft., passive Perception 16
**Languages:** -
 ***Bite.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 30 (4d12 + 4) piercing damage.
***Deadly Leap.*** If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 +4 bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space.
Alarm

From Player's Handbook, page 211.

## Description

*1st-level abjuration (ritual)*

* **Casting Time:** 1 minute
* **Range:** 30 feet
* **Components:** V, S, M (a tiny bell and a piece of fine silver wire)
* **Duration:** 8 hours

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.

An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

## Learned By

* **Classes:** Artificer, Ranger, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Paladin (*Oath of the Watchers*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*)
* **Races:** Mark of Warding Dwarf
* **Feats:** Artificer Initiate, Magic Initiate, Quicksmithing, Ritual Caster
Amphisbaena

From Ghosts of Saltmarsh, page 230.

**Hit Points:** 11 (2d8 + 2)
 **STR**
14 (+2)
18 (+4)
12 (+1)
3 (-4)
10 (0)
 **Skills:** Perception +2
**Senses:** blindsight 10 ft., passive Perception 12
**Languages:** —
 ***Multiattack.*** The amphisbaena makes two bite attacks.
***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one.
Aganazzar's Scorcher

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

## Description

*2nd-level evocation*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S, M (a red dragon's scale)
* **Duration:** Instantaneous

A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

## Learned By

* **Classes:** Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
Awaken

From Player's Handbook, page 216.

## Description

*5th-level transmutation*

* **Casting Time:** 8 hours
* **Range:** Touch
* **Components:** V, S, M (an agate worth at least 1,000 gp, which the spell consumes)
* **Duration:** Instantaneous

After spending the casting time tracing magical pathways within a precious gemstone, you touch a Huge or smaller beast or plant. The target must have either no Intelligence score or an Intelligence of 3 or less. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. If the target is a plant, it gains the ability to move its limbs, roots, vines, creepers, and so forth, and it gains senses similar to a human's. Your DM chooses statistics appropriate for the awakened plant, such as the statistics for the awakened shrub or the awakened tree.

The awakened beast or plant is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed.

## Learned By

* **Classes:** Bard, Druid
* **Races:** Mark of Handling Human
* **Backgrounds:** Selesnya Initiate
Aberrant Spirit

From Tasha's Cauldron of Everything, page 109.

**Hit Points:** 40 + 10 for each spell level above 4th
 **STR**
16 (+3)
10 (0)
15 (+2)
16 (+3)
10 (0)
 **Damage Immunities:** psychic
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** Deep Speech, understands the languages you speak
**Challenge:** —
 ***Regeneration (Slaad Only).*** The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.
 ***Multiattack.*** The aberration makes a number of attacks equal to half this spell's level (rounded down).
***Claws (Slaad Only).** Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target. *Hit:* 1d10 + 3 + the spell's level slashing damage. If the target is a creature, it can't regain hit points until the start of the aberration's next turn.
***Eye Ray (Beholderkin Only).** Ranged Spell Attack:* your spell attack modifier to hit, range 30 ft., one creature. *Hit:* 1d8 + 3 + the spell's level psychic damage.
***Psychic Slam (Star Spawn Only).** Melee Spell Attack:* your spell attack modifier to hit, reach 5 ft., one creature. *Hit:* 1d8 + 3 + the spell's level psychic damage.
Animated Wand

From Waterdeep: Dungeon of the Mad Mage, page 299.

**Hit Points:** 20
 **STR**
4 (-3)
18 (+4)
10 (0)
3 (-4)
3 (-4)
 **Senses:** blindsight 30 ft. (blind beyond this radius), passive Perception 6
 ***Animated.*** If the wand lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the wand is securely attached to a surface or larger wand, such as a chain bolted to a wall, its speed is 0.
 ***Wand of Wonder.*** The animated wand can expend 1 of its charges and target a random creature with one of its randomly determined effects. Any such effect that would target the wand's user targets the wand instead. If reduced to 0 hit points, the wand crumbles into dust and is destroyed.
***Slam.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 6 (1d4 + 4) bludgeoning damage.
Arclight Phoenix

From Guildmasters' Guide to Ravnica, page 193.

**Hit Points:** 142 (19d8 + 57)
 **STR**
15 (+2)
22 (+6)
17 (+3)
5 (-3)
12 (+1)
 **Damage Resistances:** thunder, bludgeoning, piercing, and slashing from nonmagical weapons
**Damage Immunities:** lightning, poison
**Condition Immunities:** exhaustion, grappled, paralyzed, petrified, poisoned, restrained, unconscious
**Senses:** darkvision 60 ft., passive Perception 11
**Languages:** —
 ***Crackling Death.*** When the arclight phoenix dies, it explodes. Each creature within 30 feet of it must make a DC 18 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much damage on a successful one. The explosion destroys the phoenix but leaves behind a Tiny, warm egg with a mizzium shell. the egg contains the embryo of a new arclight phoenix. It hatches when it is in the area of a spell that deals lightning damage, or if a creature touches the egg and expends spell slots whose combined levels equal 13 or more. When it hatches, the egg releases a new arclight phoenix that appears in the egg's space.
***Flyby.*** The arclight phoenix doesn't provoke an opportunity attack when it flies out of an enemy's reach.
***Grounded Lightning.*** The first time on a turn that the arclight phoenix touches the ground, it takes 11 (2d10) force damage.
***Illumination.*** The arclight phoenix sheds bright light in a 15-foot radius and dim light for an additional 15 feet.
 ***Arclight Touch.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 27 (6d8) lightning damage, and lightning jumps from the target to one creature of the phoenix's choice that it can see within 30 feet of the target. That second creature must succeed on a DC 18 Dexterity saving throw or take 27 (6d8) lightning damage.
Behir

From Monster Manual, page 25.

**Hit Points:** 168 (16d12 + 64)
 **STR**
23 (+6)
16 (+3)
18 (+4)
7 (-2)
14 (+2)
 **Skills:** Perception +6, Stealth +7
**Damage Immunities:** lightning
**Senses:** darkvision 90 ft., passive Perception 16
**Languages:** Draconic
 ***Multiattack.*** The behir makes two attacks: one with its bite and one to constrict.
***Bite.** Melee Weapon Attack:* +10 to hit, reach 10 ft., one target *Hit:* 22 (3d10 + 6) piercing damage
***Constrict.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one Large or smaller creature. *Hit:* 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.
***Lightning Breath (Recharge 5-6).*** The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.
***Swallow.*** The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.
If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 ft. of movement, exiting prone.
Awakened Zurkhwood

From Out of the Abyss, page 230.

**Hit Points:** 59 (7d12 + 14)
 **STR**
19 (+4)
6 (-2)
15 (+2)
10 (0)
10 (0)
 **Damage Vulnerabilities:** fire
**Damage Resistances:** bludgeoning, piercing
**Senses:** darkvision 120 ft., passive Perception 10
**Languages:** one language known by its creator
 ***False Appearance.*** While the tree remains motionless, it is indistinguishable from a normal zurkhwood mushroom.
 ***Slam.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 14 (3d6 + 4) bludgeoning damage.
Belashyrra's Beholder Crown

From Eberron: Rising From the Last War, page 276.

## Description

*Wondrous item, legendary (requires attunement).*

This symbiotic crown is carved from dark purple and mauve stone, with ten points like stalks set with gemstones resembling the eyestalks of a beholder. To attune to this item, you must wear it on your head for the entire attunement period, during which the crown's hidden tendrils burrow into your scalp to bond with your skull.

While wearing the crown, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

***Spells.*** The crown has 10 charges. While wearing it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 16): Charm Person (1 charge), Disintegrate (6 charges), Fear (3 charges), Finger of Death (7 charges), Flesh to Stone (6 charges), Hold Person (2 charges), Ray of Enfeeblement (2 charges), Sleep (1 charge), Slow (3 charges), Telekinesis (5 charges).

The crown regains 1d6 + 3 expended charges daily at dawn.

***Symbiotic Nature.*** The crown can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the crown ends, and it detaches from you.

The daelkyr Belashyrra made these crowns. While on the same plane of existence as the crown, Belashyrra can see through its eyestalks.
Bulezau

From Mordenkainen's Tome of Foes, page 131.

**Hit Points:** 52 (7d8 + 21)
 **STR**
15 (+2)
14 (+2)
17 (+3)
8 (-1)
9 (-1)
 **Damage Resistances:** cold, fire, lightning
**Damage Immunities:** poison
**Condition Immunities:** charmed, frightened, poisoned
**Senses:** darkvision 120 ft., passive Perception 9
**Languages:** Abyssal, telepathy 60 ft.
 ***Rotting Presence.*** When any creature that isn't a demon starts its turn within 30 feet one or more bulezaus, that creature must succeed on a DC 13 Constitution saving throw or take 1d6 necrotic damage plus 1 necrotic damage for each bulezau within 30 feet of it.
***Standing Leap.*** The bulezau's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
 ***Barbed Tail.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 8 (1d12 + 2) 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 ends. While poisoned in this way, the target sports festering boils, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target's hit point maximum is reduced by 4 (1d8). The target dies if its hit point maximum is reduced to 0.
Boots of Speed

From Dungeon Master's Guide, page 155. Found on Magic Item Table G.

## Description

*Wondrous item, rare (requires attunement).*

While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.

When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
Beacon of Hope

From Player's Handbook, page 217.

## Description

*3rd-level abjuration*

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

This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.

## Learned By

* **Classes:** Cleric
* **Subclasses:** Cleric (*Life Domain*), Cleric (*Peace Domain*), Cleric (*Solidarity Domain*), Paladin (*Oath of Devotion*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Races:** Mark of Handling Human
* **Backgrounds:** Boros Legionnaire, Silverquill Student
Adult Oblex

From Mordenkainen's Tome of Foes, page 218.

**Hit Points:** 75 (10d8 + 30)
 **STR**
8 (-1)
19 (+4)
16 (+3)
19 (+4)
12 (+1)
 **Saving Throws:** Int +7, Cha +5
**Skills:** Deception +5, Perception +4, plus one of the following: Arcana +7, History +7, Nature +7, or Religion +7
**Condition Immunities:** blinded, charmed, deafened, exhaustion, prone
**Senses:** blindsight 60 ft. (blind beyond this distance), passive Perception 14
**Languages:** Common plus two more languages
 ***Amorphous.*** The oblex can move through a space as narrow as 1 inch wide without squeezing.
***Aversion to Fire.*** If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.
***Innate Spellcasting.*** The oblex's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:
*3/day each:* Charm Person (as a 5th-level spell), Color Spray, Detect Thoughts, Hold Person (as a 3rd-level spell)
***Ooze Nature.*** The oblex doesn't require sleep.
 ***Multiattack.*** The oblex makes one pseudopod attack and uses Eat Memories
***Pseudopod.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) bludgeoning damage plus 5 (2d4) psychic damage.
***Eat Memories.*** The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 15 Wisdom saving throw or take 18 (4d8) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the Greater Restoration or Heal spell. Constructs, oozes, plants, and undead succeed on the save automatically. While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends. When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except for any saving throw proficiencies.
Astral Drifter

From Astral Adventurer's Guide, page 7.

## Overview

For longer than you can remember, you have traversed the Astral Sea. There, you experienced firsthand the wonders of the Silver Void: you stopped aging and no longer felt hunger or thirst. Driven by wanderlust, you drifted from one part of the Astral Sea to another, like a mote of dust on the wind. You have lost count of the decades that have passed since you arrived here.

In your travels, you have camped on the petrified hulks of dead gods and narrowly escaped the psychic winds that sweep across the Astral Sea while also avoiding prolonged contact with the plane's most dangerous denizens.

* **Skill Proficiencies:** Insight, Religion
* **Tool Proficiencies:** None
* **Languages:** Two of your choice (Celestial or Gith recommended)
* **Equipment:** A set of traveler's clothes, a diary, an ink pen, a bottle of ink, and a pouch containing 10 gp

### Longevity

You are 20d6 years older than you look, because you have spent that much time in the Astral Sea without aging.

### Feature: Divine Contact

You gain the Magic Initiate feat from the Player's Handbook and must choose cleric for the feat.

In the Astral Sea, you crossed paths with a wandering deity. The encounter was brief and nonviolent, yet it made a lasting impression on you. This deity saw fit to share one secret or obscure bit of cosmic lore with you. Work with your DM to determine the details of this knowledge and its impact on the campaign.

Roll on the Divine Contact table to determine which deity you encountered, or work with your DM to identify a more suitable choice.

#### Divine Contact

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Brown Bear

From Monster Manual, page 319.

**Hit Points:** 34 (4d10 + 12)
 **STR**
19 (+4)
10 (0)
16 (+3)
2 (-4)
13 (+1)
 **Skills:** Perception +3
**Senses:** passive Perception 13
**Languages:** —
 ***Multiattack.*** The bear makes two attacks: one with its bite and one with its claws.
***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) piercing damage.
***Claws.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.
Cadaver Collector

From Mordenkainen's Tome of Foes, page 122.

**Hit Points:** 189 (18d10 + 90)
 **STR**
21 (+5)
14 (+2)
20 (+5)
5 (-3)
11 (0)
 **Damage Immunities:** necrotic, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** understands all languages but can't speak
 ***Magic Resistance.*** The cadaver collector has advantage on saving throws against spells and other magical effects.
 ***Multiattack.*** The cadaver collector makes two slam attacks.
***Slam.** Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 18 (3d8 + 5) bludgeoning damage plus 16 (3d10) necrotic damage.
***Paralyzing Breath (Recharge 5-6).*** The cadaver collector releases paralyzing gas in a 30-foot cone. Each creature in that area must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success.
Absorb Elements

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

## Description

*1st-level abjuration*

* **Casting Time:** 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
* **Range:** Self
* **Components:** S
* **Duration:** 1 round

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

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

## Learned By

* **Classes:** Artificer, Druid, Ranger, Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Clockwork Soul*)
* **Feats:** Artificer Initiate, Magic Initiate, Strixhaven Initiate
Armor of Agathys

From Player's Handbook, page 215.

## Description

*1st-level abjuration*

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V, S, M (a cup of water)
* **Duration:** 1 hour

A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.

## Learned By

* **Classes:** Warlock
* **Subclasses:** Paladin (*Oath of Conquest*), Sorcerer (*Clockwork Soul*), Sorcerer (*Giant Soul (Frost Giant)*)
* **Races:** Levistus Tiefling, Mark of Warding Dwarf
* **Feats:** Magic Initiate
Beast Sense

From Player's Handbook, page 217.

## Description

*2nd-level divination (ritual)*

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

You touch a willing beast. For the duration of the spell, you can use your action to see through the beast's eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the beast's senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings.

## Learned By

* **Classes:** Druid, Ranger
* **Subclasses:** Barbarian (*Path of the Totem Warrior*)
* **Races:** Mark of Handling Human
* **Backgrounds:** Gruul Anarch
* **Feats:** Greater Dragonmark
Branding Smite

From Player's Handbook, page 219.

## Description

*2nd-level evocation*

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

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

## Learned By

* **Classes:** Paladin
* **Subclasses:** Artificer (*Battle Smith*), Sorcerer (*Stone Sorcery*), Warlock (*The Hexblade*)
* **Races:** Zariel Tiefling
Blight

From Player's Handbook, page 219.

## Description

*4th-level necromancy*

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

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.

If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.

If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.

**At Higher Levels:** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

## Learned By

* **Classes:** Druid, Sorcerer, Warlock, Wizard
* **Subclasses:** Artificer (*Alchemist*), Cleric (*Death Domain*), Cleric (*Grave Domain*), Druid (*Circle of the Land (Desert)*), Druid (*Circle of Spores*), Fighter (*Eldritch Knight*), Paladin (*Oathbreaker*), Rogue (*Arcane Trickster*), Mage of Witherbloom (*Druid, Warlock*)
* **Backgrounds:** Orzhov Representative, Witherbloom Student
Bugbear Chief

From Monster Manual, page 33.

**Hit Points:** 65 (10d8 + 20)
 **STR**
17 (+3)
14 (+2)
14 (+2)
11 (0)
12 (+1)
 **Skills:** Intimidation +2, Stealth +6, Survival +2
**Senses:** darkvision 60 ft., passive Perception 11
**Languages:** Common, Goblin
 ***Brute.*** A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
***Heart of Hruggek.*** The bugbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.
 ***Morningstar.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 12 (2d8 + 3) piercing damage.
***Javelin.** Melee or Ranged Weapon Attack:* +5 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 10 (2d6 + 3) piercing damage in melee or 6 (1d6 + 3) piercing damage at range.
Bugbear (Monster)

From Monster Manual, page 33.

**Hit Points:** 27 (5d8 + 5)
 **STR**
15 (+2)
14 (+2)
13 (+1)
8 (-1)
11 (0)
 **Skills:** Stealth +6, Survival +2
**Senses:** darkvision 60 ft., passive Perception 11
**Languages:** Common, Goblin
 ***Brute.*** A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).
 ***Morningstar.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 11 (2d8 + 2) piercing damage.
***Javelin.** Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 30/120 ft., one target. *Hit:* 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.
Beast of the Sky

From Tasha's Cauldron of Everything, page 61.

**Hit Points:** 4 + four times your ranger level (the beast has a number of hit dice [d6s] equal to your ranger level)
 **STR**
6 (-2)
16 (+3)
13 (+1)
8 (-1)
14 (+2)
 **Senses:** darkvision 60 ft., passive Perception 12
**Languages:** understands the languages you speak
**Challenge:** —
 ***Flyby.*** The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.
 ***Shred.** Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target. *Hit:* 1d4 + 3 + PB slashing damage.
Bloodfray Giant

From Guildmasters' Guide to Ravnica‏, page 200.

**Hit Points:** 103 (9d12 + 45)
 **STR**
23 (+6)
9 (-1)
20 (+5)
7 (-2)
8 (-1)
 **Saving Throws** Str +9, Con +8, Wis +2
**Skills** Athletics +9, Perception +2
**Senses:** passive Perception 12
**Languages:** Giant
 ***Chain.** Melee Weapon Attack:* +9 to hit, reach 20 ft., one target. *Hit:* 16 (3d6 + 6) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). Until the grapple ends, the target is restrained, and the giant can't use this attack on anyone else.
 ***Furious Defense.*** After a creature the giant can see is dealt damage by a foe within 20 feet of the giant, the giant makes a chain attack against that foe.
Acid Splash

From Player's Handbook, page 211.

## Description

*Conjuration cantrip*

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

You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

## Learned By

* **Classes:** Artificer, Sorcerer, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Races:** Aereni (High) Elf, Blue Merfolk, Half-elf (High Elf Descent), High Elf, Ula (Water) Creed Merfolk, Valenar (Wood) Elf, Water Genasi
* **Backgrounds:** Simic Scientist
* **Feats:** Aberrant Dragonmark, Artificer Initiate, Magic Initiate
Aura of Life

From Player's Handbook, page 216.

## Description

*4th-level abjuration*

* **Casting Time:** 1 action
* **Range:** Self (30-foot radius)
* **Components:** V
* **Duration:** Concentration, up to 10 minutes

Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each nonhostile creature in the aura (including you) has resistance to necrotic damage, and its hit point maximum can't be reduced. In addition, a nonhostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points.

## Learned By

* **Classes:** Cleric (OCF), Paladin
* **Subclasses:** Cleric (*Solidarity Domain*), Cleric (*Twilight Domain*), Druid (*Circle of Wildfire*), Sorcerer (*Divine Soul*), Warlock (*The Undying*), Wizard (*Theurgy*)
* **Races:** Mark of Handling Human, Mark of Healing Halfling
* **Backgrounds:** Selesnya Initiate
Blue Slaad

From Monster Manual, page 276.

**Hit Points:** 123 (13d10 + 52)
 **STR**
20 (+5)
15 (+2)
18 (+4)
7 (-2)
7 (-2)
 **Skills:** Perception +1
**Damage Resistances:** acid, cold, fire, lightning, thunder
**Senses:** darkvision 60 ft., passive Perception 11
**Languages:** Slaad, telepathy 60 ft.
 ***Magic Resistance.*** The slaad has advantage on saving throws against spells and other magical effects.
***Regeneration.*** The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.
***Variant: Control Gem.*** Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.
Certain spells can be used to acquire the gem. If the slaad fails its saving throw against Imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A Wish spell, if cast in the slaad's presence, can be worded to acquire the gem.
A Greater Restoration spell cast on the slaad destroys the gem without harming the slaad.
 ***Multiattack.*** The slaad makes three attacks: one with its bite and two with its claws.
***Bite.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) piercing damage.
***Claw.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) slashing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be infected with a disease called chaos phage. While infected, the target can't regain hit points, and its hit point maximum is reduced by 10 (3d6) every 24 hours. If the disease reduces the target's hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a Wish spell can reverse the transformation.
Animated Staff

From Waterdeep: Dungeon of the Mad Mage, page 262.

**Hit Points:** 40
 **STR**
12 (+1)
12 (+1)
10 (0)
18 (+4)
14 (+2)
 **Damage Resistances:** cold
**Damage Immunities:** Poison
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 12
 ***Wielder Domination.*** A creature can grab the staff out of the air with a successful grapple check against the staff, and grappling the staff does not reduce the creature's speed. Any creature that successfully grapples the staff must succeed on a DC 12 Charisma saving throw or be charmed by the staff until the staff is no longer in its grasp. While the creature is charmed, the staff can issue commands to it, which the creature does its best to obey. The creature can repeat the saving throw each time it takes damage, ending the effect on itself on a success. A creature that successfully resists the staff's control can't be charmed by it for 24 hours.
 ***Staff of Frost.*** The staff has 10 charges. It can expend 1 or more of its charges to cast one of the following spells (save DC 12): Cone of Cold (5 charges), Fog Cloud (1 charge), Ice Storm (4 charges), or Wall of Ice (4 charges). It regains 1d6 + 4 expended charges daily at dawn. If the staff expends its last charge, roll a d20. On a 1, the staff turns to water and is destroyed.
***Staff.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (2d6) bludgeoning damage plus 1 cold damage.
Blade Ward

From Player's Handbook, page 218.

## Description

*Abjuration cantrip*

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

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

## Learned By

* **Classes:** Bard, Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Races:** Aereni (High) Elf, Blue Merfolk, Cosi (Trickster) Creed Merfolk, Earth Genasi, Half-elf (High Elf Descent), High Elf, Mark of Sentinel Human (WGE), Ula (Water) Creed Merfolk, Valenar (Wood) Elf
* **Feats:** Aberrant Dragonmark, Magic Initiate
Banishing Smite

From Player's Handbook, page 216.

## Description

*5th-level abjuration*

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

The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points or fewer, you banish it. If the target is native to a different plane of existence than the one you're on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

## Learned By

* **Classes:** Paladin
* **Subclasses:** Artificer (*Battle Smith*), Warlock (*The Hexblade*)
Allosaurus

From Monster Manual, page 79.

**Hit Points:** 51 (6d10 + 18)
 **STR**
19 (+4)
13 (+1)
17 (+3)
2 (-4)
12 (+1)
 **Skills:** Perception +5
**Senses:** passive Perception 15
**Languages:** —
 ***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage.
***Claw.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage.
Adult Kruthik

From Mordenkainen's Tome of Foes, page 212.

**Hit Points:** 39 (6d8 + 12)
 **STR**
15 (+2)
16 (+3)
15 (+2)
7 (-2)
12 (+1)
 **Senses:** darkvision 60 ft., tremorsense 60 ft., passive Perception 11
**Languages:** Kruthik
 ***Keen Smell.*** The kruthik has advantage on Wisdom (Perception) checks that rely on smell.
***Pack Tactics.*** The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated.
 ***Multiattack.*** The kruthik makes two stab attacks or two spike attacks.
***Stab.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage.
***Spike.** Ranged Weapon Attack:* +5 to hit, range 20/60 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage.
Abhorrent Overlord

From Mythic Odysseys of Theros, page 219.

**Hit Points:** 136 (16d10 + 48)
 **STR**
20 (+5)
18 (+4)
16 (+3)
15 (+2)
14 (+2)
 **Saving Throws:** Con +7, Cha +7
**Skills:** Deception +7, Intimidation +7, Persuasion +7
**Damage Resistances:** cold, necrotic
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** darkvision 120 ft., passive Perception 12
**Languages:** Abyssal, Common, Infernal
 ***Innate Spellcasting.*** The abhorrent overlord's spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:
1/day each: Confusion, Crown of Madness, Suggestion
***Insatiable Greed.*** The abhorrent overlord can sense the presence of gold within 1,000 feet of itself. It can determine which location has the greatest amount of gold and can sense the direction to that site. If the gold is being moved, it knows the direction of the movement. It can't locate gold if any thickness of clay or lead, even a thin sheet, blocks a direct path between it and the gold.
 ***Multiattack.*** The abhorrent overlord makes two attacks with its claws.
***Claws.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 14 (2d8 + 5) slashing damage plus 14 (4d6) necrotic damage. The abhorrent overlord regains hit points equal to half the amount of necrotic damage dealt if the target is a creature.
***Storm of Crows (Recharge 6).*** The abhorrent overlord conjures a swarm of spectral crows and harpies in a 20-foot-radius sphere centered on a point the overlord can see within 120 feet of it. The sphere remains for 1 minute or until the overlord loses concentration (as if concentrating on a spell), and its area is lightly obscured and difficult terrain.
Any creature that moves into the area for the first time on a turn or starts its turn there must make a DC 15 Constitution saving throw. A creature takes 16 (3d10) slashing damage plus 16 (3d10) psychic damage on a failed save, or half as much damage on a successful one.
Broom of Flying

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

## Description

*Wondrous item, uncommon. 3 lbs.*

This wooden broom functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.

You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.
Azuredge

From Waterdeep: Dragon Heist, page 189.

## Description

*Weapon (battleaxe), legendary (requires attunement).*

Forged by the archwizard Ahghairon, this intelligent battleaxe was crafted to defend Waterdeep. Its current wielder is a former member of Force Grey named Meloon Wardragon, but the weapon is searching for a new owner.

Azuredge has a solid steel handle etched with tiny runes, wrapped in blue dragon hide with a star sapphire set into the pommel. The axe head is forged from silver, electrum, and steel alloys whose edges constantly shimmer with a deep blue luminescence.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. The Shield spell provides no defense against the axe, which passes through that spell's barrier of magical force.

When you hit a fiend or an undead with the axe, cold blue flames erupt from its blade and deal an extra 2d6 radiant damage to the target.

***Hurling.*** The battleaxe has 3 charges. You can expend 1 charge and make a ranged attack with the axe, hurling it as if it had the thrown property with a normal range of 60 feet and a long range of 180 feet. Whether it hits or misses, the axe flies back to you at the end of the current turn, landing in your open hand or at your feet in your space (as you choose). The axe regains all expended charges daily at dawn.

***Illumination.*** While holding the axe, you can use an action to cause the axe to glow blue or to quench the glow. This glow sheds bright light in a 30-foot radius and dim light for an additional 30 feet.

***Sentience.*** Azuredge is a sentient lawful neutral weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Common. It has a calm, delicate voice. The weapon can sense the presence of non-lawful creatures within 120 feet of it.

***Personality.*** Azuredge is sworn to protect Waterdeep, and it desires to be wielded by a law-abiding person willing to dedicate everything to the city's defense. The weapon is patient and takes its time finding its ideal wielder.

If someone tries to use Azuredge against its will, the axe can become ten times heavier than normal, and can magically adhere to any Medium or larger object or surface it comes into contact with. Once it does so, the axe can't be wielded. Nothing short of a Wish spell can separate the axe from the item or surface to which it is adhered without destroying one or the other, though the axe can choose to end the effect at any time.
Awakened Giant Wasp

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

**Hit Points:** 13 (3d8)
 **STR**
10 (0)
14 (+2)
10 (0)
10 (0)
10 (0)
 **Senses:** passive Perception 10
**Languages:** one language known by its creator
 ***Sting.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Black Pudding

From Monster Manual, page 241.

**Hit Points:** 85 (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.
Bronze Scout

From Mordenkainen's Tome of Foes, page 125.

**Hit Points:** 18 (4d8)
 **STR**
10 (0)
16 (+3)
11 (0)
3 (-4)
14 (+2)
 **Skills:** Perception +6, Stealh +7
**Damage Immunities:** poison; bludgeoning, piercing, and slashing from nonmagical attacks that aren't adamantine
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** darkvision 60 ft., passive Perception 16
**Languages:** understands one language of its creator but can't speak
 ***Earth Armor.*** The bronze scout doesn't provoke opportunity attacks when it burrows.
 ***Bite.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 5 (1d4 + 3) piercing damage plus 3 (1d6) lightning damage.
***Lightning Flare (Recharges after a Short or Long Rest).*** Each creature in contact with the ground within 15 feet of the bronze scout must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.