recursal/Fanatic-Fandom huggingface dataset:
Artificer Spells

These are the spells that the Artificer class can learn. For a list of every spell, see List of Spells.

## Spell Navigation

* All Spells
* By Class: **Artificer Spells** · Bard Spells · Cleric Spells · Druid Spells · Paladin Spells · Ranger Spells · Sorcerer Spells · Warlock Spells · Wizard Spells
* By Damage: Acid · Bludgeoning · Cold · Fire · Force · Lightning · Necrotic · Piercing · Poison · Psychic · Radiant · Slashing · Thunder · Variable · Weapon
* By Level: Cantrips · 1st-level · 2nd-level · 3rd-level · 4th-level · 5th-level · 6th-level · 7th-level · 8th-level · 9th-level
* By School: Abjuration · Conjuration · Divination · Enchantment · Evocation · Illusion · Necromancy · Transmutation
* By Other: Healing Spells · Concentration Spells · Ritual Spells · Leveled Cantrips · Spells With Higher Casting
Arcane Propulsion Arm

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

## Description

*Wondrous Item, very rare (requires attunement by a creature missing a hand or an arm).*

This prosthetic appendage was developed by artificers of House Cannith. To attune to this item, you must attach it to your arm at the wrist, elbow, or shoulder, at which point the prosthetic magically forms a copy of the appendage it's replacing.

While attached, the prosthetic provides these benefits:

* The prosthetic is a fully capable part of your body.
* You can take an action to remove the prosthetic, and it removes itself if your attunement ends. It can't be removed against your will.
* The prosthetic is a magic melee weapon with which you're proficient. It deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the prosthetic detaches and flies at the target of the attack, then immediately returns to you and reattaches.
Bag of Holding

From Dungeon Master's Guide, page 153. Found on Magic Item Tables A and B.

## Description

*Wondrous item, uncommon. 15 lbs.*

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a Bag of Holding inside an extradimensional space created by a Heward's Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Abracadabrus

From Icewind Dale: Rime of the Frostmaiden, page 314.

## Description

*Wondrous item, very rare.*

An *abracadabrus* is an ornate, gemstone-studded wooden chest that weighs 25 pounds while empty. Its interior compartment is a cube measuring 1 1/2 feet on a side.

The chest has 20 charges, A creature can use an action to touch the closed lid of the chest and expend 1 of the chest's charges while naming one or more nonmagical objects (including raw materials, foodstuffs, and liquids) worth a total of 1 gp or less. The named objects magically appear in the chest, provided they can all fit inside it and the chest doesn't contain anything else. For example, the chest can conjure a plate of strawberries, a bowl of hot soup, a flagon of water, a stuffed animal, or a bag of twenty caltrops. Food and drink conjured by the chest are delicious, and they spoil if not consumed after 24 hours. Gems and precious metals created by the chest disappear after 1 minute.

The chest regains 1d20 expended charges daily at dawn. If the item's last charge is expended, roll a d20. On a 1, the chest loses its magic (becoming an ordinary chest), and its gemstones turn to dust.
Amulet of Protection From Turning

From Tales From the Yawning Portal, page 228.

## Description

*Wondrous item, rare (requires attunement).*

While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead.

If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn. Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds.
Ancient Amonkhet Dragon

From Plane Shift: Amonkhet, page 33.

**Hit Points:** 546 (28d20 + 252)
 **STR**
30 (+10)
10 (0)
29 (+9)
10 (0)
15 (+2)
 **Saving Throws:** Dex +7, Con +16, Wis +9, Cha +13
**Skills:** Perception +16, Stealth +7
**Damage Immunities:** fire
**Senses:** blindsight 60 ft., darkvision 120 ft., passive Perception 26
**Languages:** Common, Draconic
 ***Multiattack.*** The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
***Bite.** Melee Weapon Attack:* +17 to hit, reach 15 ft., one target. *Hit:* 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.
***Claw.** Melee Weapon Attack:* +17 to hit, reach 10 ft., one target. *Hit:* 17 (2d6 + 10) slashing damage.
***Tail.** Melee Weapon Attack:* +17 to hit, reach 20 ft., one target. *Hit:* 19 (2d8 + 10) bludgeoning damage.
***Frightful Presence.*** Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it 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 the dragon's Frightful Presence for the next 24 hours.
 The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.
**Detect.** The dragon makes a Wisdom (Perception) check.
**Tail Attack.** The dragon makes a tail attack.
**Wing Attack (Costs 2 Actions).** The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Azer

From Monster Manual, page 22.

**Hit Points:** 39 (6d8 + 12)
 **STR**
17 (+3)
12 (+1)
15 (+2)
12 (+1)
13 (+1)
 **Saving Throws:** Con +4
**Damage Immunities:** fire, poison
**Condition Immunities:** poisoned
**Senses:** passive Perception 11
**Languages:** Ignan
 ***Heated Body.*** A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.
***Heated Weapons.*** When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack)
 ***Warhammer.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 7 (1d8 + 3) bludgeoning damage, or 8 (1d10+3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.
Booming Blade

From Tasha's Cauldron of Everything, page 106; and Sword Coast Adventurer's Guide, page 143.

## Description

*Evocation cantrip*

* **Casting Time:** 1 action
* **Range:** Self (5-foot radius)
* **Components:** S, M (a weapon worth at least 1 sp)
* **Duration:** 1 round

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

## Learned By

* **Classes:** Artificer, Sorcerer (OCF), Warlock (OCF), Wizard (OCF)
* **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
* **Feats:** Aberrant Dragonmark, Artificer Initiate, Magic Initiate, Spell Sniper
Brazier of Commanding Fire Elementals

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

## Description

*Wondrous item, rare. 5 lbs.*

While a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a fire elemental, as if you had cast the Conjure Elemental spell. The brazier can't be used this way again until the next dawn.
Backgrounds

Your character's background reveals where you came from, how you became an adventurer, and your place in the world. Your fighter might have been a courageous knight or a grizzled soldier. Your wizard could have been a sage or an artisan. Your rogue might have gotten by as a guild thief or commanded audiences as a jester. Choosing a background provides you with important story cues about your character's identity.

The most important question to ask about your background is what changed? Why did you stop doing whatever your background describes and start adventuring? Where did you get the money to purchase your starting gear, or, if you come from a wealthy background, why don't you have more money? How did you learn the skills of your class? What sets you apart from ordinary people who share your background? The backgrounds listed here provide both concrete benefits (features, proficiencies, and languages) and roleplaying suggestions.

## Proficiencies

Each background gives a character proficiency in two skills. In addition, most backgrounds give a character proficiency with one or more tools. If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead. Some backgrounds also allow characters to learn additional languages beyond those given by race.

## Equipment

Each background provides a package of starting equipment. If you use the optional rule to spend coins on gear, you do not receive the starting equipment from your background.

## Suggested Characteristics

A background contains suggested personal characteristics based on your background. You can pick characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation.

## Customizing a Background

You might want to tweak some of the features of a background so it better fits your character or the campaign setting. To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your background or spend coins on gear. If you spend coins, you can't also take the equipment package suggested for your class. Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can't find a feature that matches your desired background, work with your DM to create one.

Certain books have released custom background features not featured on any background list. These custom features can be found on the Additional Background Features page.

## List of Backgrounds

An "AL"-marked background refers to content that was not released in the source listed. Rather, it was created and introduced by the Adventurers League. While they are still legal backgrounds, you may wish to check with your DM before using any of them.

Additionally, any source that starts with "PS" is part of the Plane Shift series and is not inherently allowed. As always, please check with your DM before using it.
Ahmaergo

From Waterdeep: Dragon Heist, page 193.

**Hit Points:** 143 (22d8 + 44)
 **STR**
20 (+5)
15 (+2)
14 (+2)
15 (+2)
14 (+2)
 **Saving Throws:** Str +9, Con +6
**Skills:** Athletics +9, Intimidation +5, Perception +6
**Damage Resistances:** poison
**Senses:** darkvision 60 ft., passive Perception 16
**Languages:** Common, Dwarvish, Undercommon
 ***Dwarven Resilience.*** Ahmaergo has advantage on saving throws against being poisoned.
***Extra Damage.*** If Ahmaergo has more than half his hit points remaining he deals an extra 7 (2d6) slashing damage on every hit.
***Indomitable (2/Day).*** Ahmaergo can reroll a saving throw that he fails. He must use the new roll.
 ***Multiattack.*** Ahmaergo makes three attacks with his greataxe.
***Greataxe.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 11 (1d12 + 5) slashing damage
***Heavy Crossbow.** Ranged Weapon Attack:* +6 to hit, range 100/400 ft., one target. *Hit:* 7 (1d10 + 2) piercing damage.
Babau

From Volo's Guide to Monsters, page 136.

**Hit Points:** 82 (11d8 + 33)
 **STR**
19 (+4)
16 (+3)
16 (+3)
11 (0)
12 (+1)
 **Skills:** Perception +5, Stealth +5
**Damage Resistances:** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** darkvision 120 ft., passive Perception 15
**Languages:** Abyssal
 ***Innate Spellcasting.*** The babau's innate spellcasting ability is Wisdom (spell save DC 11). The babau can innately cast the following spells, requiring no material components:
 ***Multiattack.*** The babau makes two melee attacks. It can also use Weakening Gaze before or after making these attacks.
***Claw.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage.
***Spear.** Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage when used with two hands to make a melee attack.
***Weakening Gaze.*** The babau targets one creature that it can see within 20 feet of it. The target must make a DC 13 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength 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.
Black Gauntlet of Bane

From Baldur's Gate: Descent into Avernus, page 235.

**Hit Points:** 51 (6d8 + 24)
 **STR**
18 (+4)
11 (0)
18 (+4)
12 (+1)
15 (+2)
 **Saving Throws:** Wis +5
**Skills:** Intimidation +7, Perception +5
**Condition Immunities:** frightened
**Senses:** passive Perception 15
**Languages:** Common
 ***Aura of Terror.*** When a hostile creature within 5 feet of the black gauntlet makes an attack roll or a saving throw, it has disadvantage on the roll. Creatures that are immune to the frightened condition are immune to this trait.
***Spellcasting.*** The black gauntlet is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared:
*Cantrips (at will):* Guidance, Sacred Flame, Thaumaturgy
*1st level (4 slots):* Bane, Bless, Cure Wounds, Guiding Bolt
*2nd level (3 slots):* Blindness/Deafness, Hold Person, Silence
*3rd level (2 slots):* Sending, Spirit Guardians
 ***Multiattack.*** The black gauntlet makes two attacks with its mace.
***Mace.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 7 (1d6 + 4) bludgeoning damage plus 13 (3d8) necrotic damage.
***Guiding Bolt (1st-Level Spell; Requires a Spell Slot).** Ranged Spell Attack:* +7 to hit, range 120 ft., one creature. *Hit:* 14 (4d6) radiant damage, and the next attack roll made against the target before the end of the black gauntlet's next turn has advantage. If the black gauntlet casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Armor of Resistance

From Dungeon Master's Guide, page 152. Found on Magic Item Tables G, H, and I.

## Description

*Armor (light, medium, or heavy), rare (requires attunement).*

You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below.

 2
 3
 4
 5
 6
 7
 8
 9
 10
Archon of Redemption

From Plane Shift: Zendikar, page 22.

**Hit Points:** 136 (16d8 + 64)
 **STR**
18 (+4)
18 (+4)
18 (+4)
17 (+3)
20 (+5)
 **Saving Throws:** Wis +9, Cha +9
**Skills:** Insight +9, Perception +9
**Damage Resistances:** radiant; bludgeoning, piercing, and slashing from nonmagical attacks
**Condition Immunities:** charmed, exhaustion, frightened
**Senses:** darkvision 120 ft., passive Perception 19
**Languages:** all, telepathy 120 ft.
 ***Angelic Weapons.*** The archon's weapon attacks are magical. When the archon hits with any weapon, the weapon deals an extra 3d8 radiant damage (included in the attack).
***Axiomatic Mind.*** The archon can't be compelled to act in a manner contrary to its nature or its understanding of justice.
***Immortal Nature.*** An angel doesn't require food, drink, or sleep.
***Innate Spellcasting.*** The archon's spellcasting ability is Charisma (spell save DC 17). The archon can innately cast the following spells, requiring only verbal components:
*At will:* Detect Evil and Good
*1/day each:* Destructive Wave, Geas
***Magic Resistance.*** The archon has advantage on saving throws against spells and other magical effects.
 ***Multiattack.*** The archon makes two attacks: one with its sword and one with its claws.
***Sword.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 8 (1d8 + 4) slashing damage plus 13 (3d8) radiant damage.
***Claws.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage plus 13 (3d8) radiant damage.
Drow Spore Servant

From Out of the Abyss, page 229.

**Hit Points:** 13 (3d8)
 **STR**
10 (0)
14 (+2)
10 (0)
2 (-4)
6 (-2)
 **Condition Immunities:** blinded, charmed, frightened, paralyzed
**Senses:** blindsight 30 ft. (blind beyond this radius), passive Perception 8
**Languages:** —
 ***Shortsword.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage.
Apparatus of Kwalish

From Dungeon Master's Guide, page 151. Found on Magic Item Table I.

## Description

*Wondrous item, legendary. 500 lbs.*

This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.

The apparatus of Kwalish is a Large object with the following statistics:

* ***Armor Class.*** 20
* ***Hit Points.*** 200
* ***Speed.*** 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended)
* ***Damage Immunities.*** poison, psychic

To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure.

A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the following table.
Barlgura

From Monster Manual, page 56.

**Hit Points:** 68 (8d10 + 24)
 **STR**
18 (+4)
15 (+2)
16 (+3)
7 (-2)
14 (+2)
 **Saving Throws:** Dex +5, Con +6
**Skills:** Perception +5, Stealth +5
**Damage Resistances:** cold, fire, lightning
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** blindsight 30 ft., darkvision 120 ft., passive Perception 15
**Languages:** Abyssal, telepathy 120 ft.
 ***Innate Spellcasting.*** The barlgura's spellcasting ability is Wisdom (spell save DC 13). The barlgura can innately cast the following spells, requiring no material components:
*2/day each:* Disguise Self, Invisibility (self only)
*1/day each:* Entangle, Phantasmal Force
***Reckless.*** At the start of its turn, the barlgura can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
 ***Multiattack.*** The barlgura makes three attacks: one with its bite and two with its fists.
***Bite.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage.
***Fist.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 9 (1d10 + 4) bludgeoning damage.
***Variant: Summon Demon (1/Day).*** The demon chooses what to summon and attempts a magical summoning.
A barlgura has a 30 percent chance of summoning one barlgura.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Animated Stove

From Waterdeep: Dungeon of the Mad Mage, page 186.

**Hit Points:** 50
 **STR**
14 (+2)
10 (0)
10 (0)
3 (-4)
3 (-4)
 **Senses:** blindsight 30 ft. (blind beyond this radius), passive Perception 6
**Languages:** —
 ***Slam.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d8 + 2) bludgeoning damage.
***Belch Fire (Recharge 4-6):*** The stove belches fire in a 15-foot cone. Each creature in the area must make a DC 10 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.
Aeorian Absorber

From Explorer's Guide to Wildemount, page 283.

**Hit Points:** 171 (18d10 + 72)
 **STR**
21 (+5)
18 (+4)
18 (+4)
6 (-2)
14 (+2)
 **Saving Throws:** Wis +6, Cha +3
**Skills:** Perception +6, Stealth +8, Survival +6
**Damage Immunities:** necrotic, radiant
**Senses:** darkvision 120 ft., passive Perception 16
**Languages:** understands Draconic but can't speak
 ***Magic Resistance.*** The absorber has advantage on saving throws against spells and other magical effects.
 ***Multiattack.*** The absorber makes three attacks: one with its bite or Mind Bolt and two with its claws.
***Bite.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one creature. *Hit:* 10 (1d10 + 5) piercing damage plus 5 (1d10) force damage.
***Claws.** Melee Weapon Attack:* +9 to hit, reach 5 ft., one target. *Hit:* 8 (1d6 + 5) slashing damage plus 3 (1d6) force damage.
 ***Tail Ray.*** When the absorber takes damage from a spell, the absorber takes only half the triggering damage. If the spellcaster is within 60 feet of the absorber, the absorber can force the caster to make a DC 16 Dexterity saving throw. Unless the save succeeds, the caster takes the other half of the damage.
Berserker Axe

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

## Description

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

You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

***Curse.*** This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
Armanite

From Mordenkainen's Tome of Foes, page 131.

**Hit Points:** 84 (8d10 + 40)
 **STR**
21 (+5)
18 (+4)
21 (+5)
8 (-1)
12 (+1)
 **Damage Resistances:** cold, fire, lightning
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** darkvision 120 ft., passive Perception 11
**Languages:** Abyssal, telepathy 120 ft.
 ***Magic Resistance.*** The armanite has advantage on saving throws against spells and other magical effects.
 ***Multiattack.*** The armanite makes three attacks: one with its hooves, one with its claws, and one with its serrated tail.
***Hooves.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) bludgeoning damage.
***Claws.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 10 (2d4 + 5) slashing damage.
***Serrated Tail.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 16 (2d10 + 5) slashing damage.
***Lightning Lance (Recharge 5-6).*** The armanite looses a bolt of lightning in a line 60 feet long and 10 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one.
Balance of Harmony

From Tales From the Yawning Portal, page 228.

## Description

*Wondrous item, uncommon. 1 lbs.*

This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast Detect Evil and Good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends.
Aeorian Reverser

From Explorer's Guide to Wildemount, page 284.

**Hit Points:** 133 (14d10 + 56)
 **STR**
21 (+5)
16 (+3)
18 (+4)
6 (-2)
14 (+2)
 **Saving Throws:** Wis +6, Cha +2
**Skills:** Perception +5, Stealth +6, Survival +5
**Damage Immunities:** necrotic, radiant
**Senses:** darkvision 120 ft., passive Perception 15
**Languages:** understands Draconic but can't speak
 ***Multiattack.*** The reverser makes three attacks: one with its bites and two with its claws.
***Bite.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one creature. *Hit:* 11 (1d12 + 5) piercing damage plus 6 (1d12) force damage.
 ***Reversal.*** When a creature the reverser can see within 30 feet of it regains hit points, the reverser reduces the number of hit points regained to 0, and the reverser deals 13 (3d8) force damage to the creature.
Amnizu

From Mordenkainen's Tome of Foes, page 164.

**Hit Points:** 202 (27d8 + 81)
 **STR**
11 (0)
13 (+1)
16 (+3)
20 (+5)
12 (+1)
 **Saving Throws:** Dex +7, Con +9, Wis +7, Cha +10
**Skills:** Perception +7
**Damage Resistances:** cold; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered
**Damage Immunities:** fire, poison
**Condition Immunities:** charmed, poisoned
**Senses:** darkvision 120 ft., passive Perception 17
**Languages:** Common, Infernal, telepathy 1,000 ft.
 ***Devil's Sight.*** Magical darkness doesn't impede the amnizu's darkvision.
***Innate Spellcasting.*** The amnizu's innate spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material components:
At will: Charm Person, Command
3/day each: Dominate Person, Fireball
1/day each: Dominate Monster, Feeblemind
 ***Multiattack.*** The amnizu uses Poison Mind. It also makes two attacks: one with its whip and one with its Disruptive Touch.
***Taskmaster Whip.** Melee Weapon Attack:* +11 to hit, reach 10 ft., one target. *Hit:* 10 (2d4 + 5) slashing damage plus 33 (6d10) force damage.
***Disruptive Touch.** Melee Spell Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 44 (8d10) necrotic damage.
***Poison Mind.*** The amnizu targets one or two creatures that it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4d12) necrotic damage and is blinded until the start of the amnizu's next turn.
***Forgetfulness (Recharge 6).*** The amnizu targets one creature it can see within 60 feet of it. That creature must make a DC 18 Intelligence saving throw and on a failure the target is stunned for 1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target remains stunned for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours.
**Variant: Devil Summoning.** Some amnizus have an action that allows them to summon other devils.
 ***Instinctive Charm.*** When a creature within 60 feet of the amnizu makes an attack roll against it, and another creature is within the attack's range, the attacker must make a DC 19 Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including the amnizu or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to the amnizu's Instinctive Charm for 24 hours.
Allip

From Mordenkainen's Tome of Foes, page 116.

**Hit Points:** 40 (9d8)
 **STR**
6 (-2)
17 (+3)
10 (0)
19 (+4)
15 (+2)
 **Saving Throws:** Int +6, Wis +5
**Skills:** Perception +5, Stealth +6
**Damage Resistances:** acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** cold, necrotic, poison
**Condition Immunities:** charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
**Senses:** darkvision 60 ft., passive Perception 15
**Languages:** the languages it knew in life
 ***Maddening Touch.** Melee Spell Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 17 (4d6 + 3) psychic damage.
***Whispers of Madness.*** The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip's choice that the allip can see. Constructs and undead are immune to this effect.
***Howling Babble (Recharge 6).*** Each creature within 30 feet of the allip that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned. Constructs and undead are immune to this effect.
Balor

From Monster Manual, page 55.

**Hit Points:** 262 (21d12 + 126)
 **STR**
26 (+8)
15 (+2)
22 (+6)
20 (+5)
16 (+3)
 **Saving Throws:** Str +14, Con +12, Wis +9, Cha +12
**Damage Resistances:** cold, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** fire, poison
**Condition Immunities:** poisoned
**Senses:** truesight 120 ft., passive Perception 13
**Languages:** Abyssal, telepathy 120 ft.
 ***Death Throes.*** When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in that area that aren't being worn or carried, and it destroys the balor's weapons.
***Fire Aura.*** At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.
***Magic Resistance.*** The balor has advantage on saving throws against spells and other magical effects.
 ***Multiattack.*** The balor makes two attacks: one with its longsword and one with its whip.
***Longsword.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.
***Whip.** Melee Weapon Attack:* +14 to hit, reach 30 ft., one target. *Hit:* 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.
***Teleport.*** The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.
***Variant: Summon Demon (1/Day).*** The demon chooses what to summon and attempts a magical summoning.
A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
Bullywug

From Monster Manual, page 35.

**Hit Points:** 11 (2d8 + 2)
 **STR**
12 (+1)
12 (+1)
13 (+1)
7 (-2)
10 (0)
 **Skills:** Stealth +3
**Senses:** passive Perception 10
**Languages:** Bullywug
 ***Amphibious.*** The bullywug can breathe air and water.
***Speak with Frogs and Toads.*** The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug
***Swamp Campouflage.*** The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.
 ***Multiattack.*** The bullywug makes two melee attacks: one with its bite and one with its spear.
***Bite.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 3 (1d4 + 1) bludgeoning damage
***Spear.** Melee or Ranged Weapon Attack:* +3 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.
Ambush Drake

From Hoard of the Dragon Queen, page 88.

**Hit Points:** 22 (4d6 + 8)
 **STR**
13 (+1)
15 (+2)
14 (+2)
4 (-3)
11 (0)
 **Skills:** Perception +4, Stealth +4
**Damage Resistances:** poison
**Senses:** darkvision 60 ft., passive Perception 14
**Languages:** understands Draconic but can't speak it.
 ***Pack Tactics.*** The drake has advantage on an attack roll against a creature if at least one of the drake's allies is within 5 feet of the creature and the ally isn't incapacitated.
 ***Bite.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage.
Animated Ballista

From Waterdeep: Dungeon of the Mad Mage, page 39.

**Hit Points:** 50
 **STR**
14 (+2)
10 (0)
10 (0)
3 (-4)
3 (-4)
 **Damage Immunities:** poison
**Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** blindsight 120 ft. (blind beyond this radius), passive Perception 6
**Languages:** —
 ***Magic Bolt.** Ranged Weapon Attack:* +6 to hit, range 120 ft., one target. *Hit:* 16 (3d10) fire damage
Assassin Vine

From Tomb of Annihilation, page 213.

**Hit Points:** 85 (10d10 + 30)
 **STR**
18 (+4)
10 (0)
16 (+3)
1 (-5)
10 (0)
 **Damage Resistances:** cold, fire
**Condition Immunities:** blinded, deafened, exhaustion, prone
**Senses:** blindsight 30 ft., passive Perception 10
**Languages:** —
 ***Constrict.** Melee Weapon Attack:* +6 to hit, reach 20 ft., one creature. *Hit:* The target takes 11 (2d6 + 4) bludgeoning damage, and it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and it takes 21 (6d6) poison damage at the start of each of its turns. The vine can constrict only one target at a time.
***Entangling Vines.*** The assassin vine can animate normal vines and roots on the ground in a 15-foot square within 30 feet of it. These plants turn the ground in that area into difficult terrain. A creature in that area when the effect begins must succeed on a DC 13 Strength saving throw or be restrained by entangling vines and roots. A creature restrained by the plants can use its action to make a DC 13 Strength (Athletics) check, freeing itself on a successful check. The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.
Conch of Teleportation

From Storm King's Thunder, page 234.

## Description

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

This item is an ordinary, albeit rather large, conch shell that has been inscribed with the uvar rune. The conch measures 2 1/2 feet long and weighs 20 pounds.

As an action, you can cast the Teleport spell by blowing into the shell. The destination is fixed, and there is no chance of either a mishap or the spell being off target. Anyone teleported by the conch appears in a specific location designated by the item's creator at the time the uvar rune is inscribed on the conch. It doesn't allow teleportation to any other destination. Once its spell is cast, the conch can't be used again until the next dawn.
Alkilith

From Mordenkainen's Tome of Foes, page 130.

**Hit Points:** 157 (15d8 + 90)
 **STR**
12 (+1)
19 (+4)
22 (+6)
6 (-2)
11 (0)
 **Saving Throws:** Dex +8, Con +10
**Skills:** Stealth +8
**Damage Resistances:** acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** poison
**Condition Immunities:** charmed, frightened, poisoned
**Senses:** darkvision 120 ft., passive Perception 9
**Languages:** understands Abyssal but can't speak
 ***Amorphous.*** The alkilith can move through a space as narrow as 1 inch wide without squeezing.
***False Appearance.*** While the alkilith is motionless, it is indistinguishable from an ordinary slime or fungus.
***Foment Madness.*** Any creature that isn't a demon that starts its turn within 30 feet of the alkilith must succeed on a DC 18 Wisdom saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check.
If the saving throw against Foment Madness fails by 5 or more, the creature is instead subjected to the Confusion spell for 1 minute (no concentration required by the alkilith). While under the effect of that Confusion, the creature is immune to Foment Madness.
 ***Multiattack.*** The alkilith makes three tentacle attacks.
***Tentacle.** Melee Weapon Attack:* +8 to hit, reach 15 ft., one creature. *Hit:* 18 (4d6 + 4) acid damage.
Blood Drinker Vampire

From Guildmasters' Guide to Ravnica, page 223.

**Hit Points:** 90 (12d8 + 36)
 **STR**
16 (+3)
18 (+4)
17 (+3)
16 (+3)
13 (+1)
 **Saving Throws:** Dex +7, Con +6, Wis +4
**Skills:** Intimidation +7, Perception +4, Stealth +7
**Damage Resistances:** necrotic; bludgeoning, piercing, and slashing from nonmagical attacks
**Senses:** darkvision 60 ft., passive Perception 14
**Languages:** the languages it knew in life
 ***Multiattack.*** The vampire makes three melee attacks, only one of which can be a bite attack.
***Bite.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. *Hit:* 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. If the target is humanoid, it must succeed on a DC 15 Charisma saving throw or be charmed by the vampire for 1 minute. While charmed in this way, the target is infatuated with the vampire. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.
***Rapier.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit: 8 (1d8 + 4)* piercing damage.
 ***Parry.*** The vampire adds 3 to its AC against one melee attack that would hit it. To do so, the vampire must see the attacker and be wielding a melee weapon.
Pluralian Flag

The flag representing the pluralian community. The design is based on the original pluralian flag. The purple represents neutrality and attraction to multiple genders since pink and blue typically symbolize women and men, white represents neutrality as well as a lack of definitive preference or prioritization amongst one’s attractions, and the yellow petals of the lily represent the inclusion of non-binary genders. The lily was chosen because it can reproduce with all other flowers of their species regardless of sex. The yellow is a reference to the non-binary flag.
Ashtyrranthor

From Waterdeep: Dungeon of the Mad Mage, page 210.

**Hit Points:** 256 (19d12 + 133)
 **STR**
27 (+8)
10 (0)
25 (+7)
16 (+3)
13 (+1)
 **Saving Throws:** Dex +6, Con +13, Wis +7, Cha +11
**Skills:** Perception +13, Stealth +6
**Damage Immunities:** fire
**Senses:** blindsight 60 ft., darkvision 120 ft., passive Perception 23
**Languages:** Common, Draconic
 ***Innate Spellcasting.*** Ashtyrranthor's spellcasting ability is Charisma. She can innately cast the following spells, requiring no material components:
*1/day each:* Alarm, Detect Magic, Gaseous Form, Misty Step, Passwall, See Invisibility
 ***Multiattack.*** Ashtyrranthor can use her Frightful Presence. She then makes three attacks: one with her bite and two with her claws.
***Bite.** Melee Weapon Attack:* +14 to hit, reach 10 ft., one target. *Hit:* 19 (2d10 + 8) piercing damage plus 7 (2d6) fire 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 Ashtyrranthor's choice that is within 120 feet of Ashtyrranthor and aware of her must succeed on a DC 19 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 Ashtyrranthor's Frightful Presence for the next 24 hours.
 Ashtyrranthor 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. Ashtyrranthor regains spent legendary actions at the start of its turn.
**Detect.** Ashtyrranthor makes a Wisdom (Perception) check.
**Tail Attack.** Ashtyrranthor makes a tail attack.
**Wing Attack (Costs 2 Actions).** Ashtyrranthor beats her wings. Each creature within 10 feet of Ashtyrranthor must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Ashtyrranthor can then fly up to half her flying speed.
Blink Dog

From Monster Manual, page 318.

**Hit Points:** 22 (4d8 + 4)
 **STR**
12 (+1)
17 (+3)
12 (+1)
10 (0)
13 (+1)
 **Skills:** Perception +3, Stealth +5
**Senses:** passive Perception 10
**Languages:** understands Sylvan but can't speak it
 ***Bite.** Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage.
***Teleport (Recharge 4-6).*** The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.
Cloistered Scholar

From Sword Coast Adventurer's Guide, page 146.

## Overview

As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found your way to one of Faerûn's great institutes of learning, where you were apprenticed and taught that knowledge is a more valuable treasure than gold or gems. Now you are ready to leave your home — not to abandon it, but to quest for new lore to add to its storehouse of knowledge.

The most well known of Faerûn's fonts of knowledge is Candlekeep. The great library is always in need of workers and attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might be one of Candlekeep's own, dedicated to the curatorship of what is likely the most complete body of lore and history in all the world.

Perhaps instead you were taken in by the scholars of the Vault of the Sages or the Map House in Silverymoon, and now you have struck out to increase your knowledge and to make yourself available to help those in other places who seek your expertise. You might be one of the few who aid Herald's Holdfast, helping to catalogue and maintain records of the information that arrives daily from across Faerûn.

* **Skills:** History, plus your choice of one from among Arcana, Nature, and Religion
* **Languages:** Any two of your choice
* **Equipment:** The scholar's robes of your cloister, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10 gp

### Feature: Library Access

Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.

You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.

Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy to a fellow scholar.

## Suggested Characteristics

Use the tables for the Sage background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a cloistered scholar.

Your bond is almost certainly associated either with the place where you grew up or with the knowledge you hope to acquire through adventuring. Your ideal is no doubt related to how you view the quest for knowledge and truth - perhaps as a worthy goal in itself, or maybe as a means to a desirable end.
Bone Whelk

From Baldur's Gate: Descent into Avernus, page 119.

**Hit Points:** 27 (5d10)
 **STR**
10 (0)
5 (-3)
11 (0)
6 (-2)
9 (-1)
 **Senses:** darkvision 60 ft., passive Perception 9
**Languages:** —
 ***Adhesive.*** The bone whelk can cause Medium or smaller objects to adhere to it. A Medium or smaller creature that touches the bone whelk is grappled by it (escape DC 10).
***Death Scream.*** When the bone whelk dies, it emits a blood-curdling shriek than can be heard out to a range of 120 feet. This shriek causes nonmagical, organic material within 10 feet of the bone whelk to rot. Each creature within 10 feet of the bone whelk when it dies takes 9 (2d8) necrotic damage.
 ***Bite.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one creature. *Hit:* 4 (1d8) piercing damage.