recursal/Fanatic-Fandom huggingface dataset:
Verminshroud

From Explorer's Guide to Wildemount, page 273.

## Description

*Wondrous item, artifact (requires attunement).*

This patchy cloak was pieced together from the pelts of rats found feasting on the dead in Blightshore and is dotted with the bloated corpses of magically preserved insects along its seams.

***Dormant.*** While wearing the verminshroud in its dormant state, you gain the following benefits:

* You have advantage on Wisdom (Perception) checks that rely on smell, you are immune to disease, and you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the cloak increases the range of your darkvision by 60 feet.
* As an action, you can use the verminshroud to cast Polymorph on yourself, transforming into a giant rat or rat while retaining your Intelligence, Wisdom, and Charisma scores, as well as the properties of the cloak. This property can't be used again until the next dawn.

***Awakened.*** While wearing the verminshroud in its awakened state, you gain the following benefits:

* You have resistance to poison damage.
* You can use an action to cast the Insect Plague spell (save DC 15) from the verminshroud, requiring no material components. This property can't be used again until the next dawn.
* When you cast the Polymorph spell using the verminshroud, you can transform into a giant wasp.

***Exalted.*** While wearing the verminshroud in its exalted state, you gain the following benefits:

* You gain a climbing speed equal to your walking speed.
* Your teeth become razor-sharp natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. You can make this attack as a bonus action. When you bite a creature and deal damage to it, the creature must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the condition on itself on a success.
* When you cast the Polymorph spell using the verminshroud, you can transform into a giant scorpion.
Undead Spirit

From Tasha's Cauldron of Everything, page 114.

**Hit Points:** 30 (Ghostly and Putrid only) or 20 (Skeletal only) + 10 for each spell level above 3rd
 **STR**
12 (+1)
16 (+3)
15 (+2)
4 (-3)
10 (0)
 **Damage Immunities:** necrotic, poison
**Condition Immunities:** exhaustion, frightened, paralyzed, poisoned
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** understands the languages you speak
**Challenge:** —
 ***Festering Aura (Putrid Only).*** Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.
 ***Multiattack.*** The spirit makes a number of attacks equal to half this spell's level (rounded down).
***Deathly Touch (Ghostly Only).** Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target. *Hit:* 1d8 + 3 + the spell's level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target's next turn.
***Grave Bolt (Skeletal Only).** Ranged Spell Attack:* your spell attack modifier to hit, range 150 ft., one target. *Hit:* 2d4 + 3 + the spell's level necrotic damage.
***Rotting Claw (Putrid Only).** Melee Weapon Attack:* your spell attack modifier to hit, reach 5 ft., one target. *Hit:* 1d6 + 3 + the spell's level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC or be paralyzed until the end of its next turn.
Wastrilith

From Mordenkainen's Tome of Foes, page 139.

**Hit Points:** 157 (15d10 + 75)
 **STR**
19 (+4)
18 (+4)
21 (+5)
19 (+4)
12 (+1)
 **Saving Throws:** Str +9, Con +10
**Damage Resistances:** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** darkvision 120 ft., passive Perception 11
**Languages:** Abyssal, telepathy 120 ft.
 ***Amphibious.*** The wastrilith can breathe air and water.
***Corrupt Water.*** At the start of each of the wastrilith's turns, exposed water within 30 feet of it is befouled. Underwater, this effect lightly obscures the area until a current clears it away. Water in containers remains corrupted until it evaporates.
A creature that consumes this foul water or swims in it must make a DC 18 Constitution saving throw. On a successful save, the creature is immune to the foul water for 24 hours. On a failed save, the creature takes 14 (4d6) poison damage and is poisoned for 1 minute. At the end of this time, the poisoned creature must repeat the saving throw. On a failure, the creature takes 18 (4d8) poison damage and is poisoned until it finishes a long rest.
If another demon drinks the foul water as an action, it gains 11 (2d10) temporary hit points.
***Magic Resistance.*** The wastrilith has advantage on saving throws against spells and other magical effects.
 ***Multiattack.*** The wastrilith uses Grasping Spout and makes three attacks: one with its bite and two with its claws.
***Bite.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 30 (4d12 + 4) piercing damage.
***Claws.** Melee Weapon Attack:* +9 to hit, reach 10 ft., one target. *Hit:* 18 (4d6 + 4) slashing damage.
***Grasping Spout.*** The wastrilith magically launches a spout of water at one creature it can see within 60 feet of it. The target must make a DC 17 Strength saving throw, and it has disadvantage if it's underwater. On a failed save, it takes 22 (4d8 + 4) acid damage and is pulled up to 60 feet toward the wastrilith. On a successful save, it takes half as much damage and isn't pulled.
Vegepygmy Chief

From Volo's Guide to Monsters, page 197.

**Hit Points:** 33 (6d6 + 12)
 **STR**
14 (+2)
14 (+2)
14 (+2)
7 (-2)
12 (+1)
 **Skills:** Perception +3, Stealth +4
**Damage Resistances:** lightning, piercing
**Senses:** darkvision 60 ft., passive Perception 13
**Languages:** Vegepygmy
 ***Plant Camouflage.*** The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.
 ***Multiattack.*** The vegepygmy makes two attacks with its claws or two melee attacks with its spear.
***Claws.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 5 (1d6 + 2) slashing damage.
***Spear.** Melee or Ranged Weapon Attack:* +4 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.
***Spores (1/Day).*** A 15-foot radius cloud of toxic spores extends out from the vegepygmy. The spores spread around corners. Each creature in that area that isn't a plant must succeed on a DC 12 Constitution saving throw or be poisoned. While poisoned in this way, a target takes 9 (2d8) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Stone of Golorr

From Waterdeep: Dragon Heist, page 192.

## Description

*Wondrous item, artifact (requires attunement).*

The Stone of Golorr is a glossy, greenish-gray stone that fits in the palm of your hand. The stone is actually an aboleth named Golorr, transformed by magic into an object.

***Random Properties.*** The Stone of Golorr has the following properties, determined by rolling:

* 1 minor beneficial property
* 1 minor detrimental property

***Legend Lore.*** The Stone of Golorr has 3 charges and regains 1d3 expended charges daily at dawn. While holding the stone, you can expend 1 of its charges to cast the Legend Lore spell.

By using the stone to cast Legend Lore, you communicate directly with the aboleth, and it shares its knowledge with you. The aboleth can't lie to you, but the information it provides is often cryptic or vague.

The aboleth knows where Lord Neverember's secret vault is located. It also knows that three keys are needed to open the vault and that a gold dragon named Aurinax inhabits the vault and guards its treasures.

***Failed Memory.*** When your attunement to the Stone of Golorr ends, you must make a DC 16 Wisdom saving throw. On a failed save, you lose all memory of the stone being in your possession and all knowledge imparted by it. A Remove Curse spell cast on you has a 20 percent chance of restoring the lost knowledge and memories, and a Greater Restoration spell does so automatically.

***Sentience.*** The Stone of Golorr is a sentient lawful evil magic item with an Intelligence of 18, a Wisdom of 15, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. It can communicate telepathically with the creature that is attuned to it, as long as that creature understands at least one language. In addition, the aboleth learns the greatest desires of any creature that communicates telepathically with the stone.

The Stone of Golorr hungers for information and prefers not to remain in the clutches of any creature for too long. Whenever the stone desires a new owner, it demands to be given to another intelligent creature as quickly as possible. If its demands are ignored, it tries to take control of its owner.

***Personality.*** The Stone of Golorr has an alien intellect that is both domineering and hungry for knowledge. It thinks of itself as an ageless and immortal god.

***Destroying the Stone.*** While in stone form, the aboleth isn't a creature and isn't subject to effects that target creatures. The Stone of Golorr is immune to all damage. Casting an Antipathy/Sympathy spell on the stone destroys it if the antipathy effect is selected and the spell is directed to repel aberrations. When the spell is cast in this way, the stone transforms into mucus and is destroyed, and Golorr the aboleth appears in an unoccupied space within 30 feet of the stone's remains. The aboleth is incensed by the stone's destruction, and it attacks all other creatures it can see.
Zephyr Strike

From Xanathar's Guide to Everything, page 171.

## Description

*1st-level transmutation*

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

You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.

Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
Wind Walk

From Player's Handbook, page 288.

## Description

*6th-level transmutation*

* **Casting Time:** 1 minute
* **Range:** 30 feet
* **Components:** V, S, M (fire and holy water)
* **Duration:** 8 hours

You and up to ten willing creatures you can see within range assume a gaseous form for the duration, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can't move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.

If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can't land after 1 minute, the creature falls the remaining distance.
Young Bronze Dragon

From Monster Manual, page 108.

**Hit Points:** 142 (15d10 + 60)
 **STR**
21 (+5)
10 (0)
19 (+4)
14 (+2)
13 (+1)
 **Saving Throws:** Dex +3, Con +7, Wis +4, Cha +6
**Skills:** Insight +4, Perception +7, Stealth +3
**Damage Immunities:** lightning
**Senses:** blindsight 30 ft., darkvision 120 ft., passive Perception 18
**Languages:** Common, Draconic
 ***Amphibious.*** The dragon can breathe air and water.
 ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.
***Bite.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 16 (2d10 + 5) piercing damage.
***Claw.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 12 (2d6 + 5) slashing damage.
***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons.
* **Lightning Breath.** The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.
* **Repulsion Breath.** The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.
Wheel of Stars

From Acquisitions Incorporated, page 222.

## Description

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

While attuned to this device, you have a +1 bonus to Wisdom saving throws, and you can use an action to cast the Dancing Lights, Guidance, or Message cantrips.

***Portent of the Stars.*** As a reaction when a creature you can see within 60 feet of you makes an attack roll, saving throw, or ability check, you make that creature roll a d10 and add or subtract the number rolled (your choice) from the roll. Once you use this feature of the Wheel of Stars, it cannot be used again until the next dawn.

***Alter Gravity.*** As an action, you can cast Fly on yourself or you can cast Levitate (save DC 15). Once you use this feature of the Wheel of Stars, it cannot be used again until the next dawn.

***Part of a Whole.*** While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
Wild Cunning

From [ /2/21/UA36\_-\_Starter\_Spells.pdf Unearthed Arcana: Starter Spells].

## Description

*1st-level transmutation (ritual)*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S
* **Duration:** Instantaneous

You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects:

* If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again.
* If there is edible forage within range, you know it and where to find it.
* If there is clean drinking water within range, you know it and where to find it.
* If there is suitable shelter for you and your companions with range, you know it and where to find.
* Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption.
* Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish.

## Learned By

* **Classes:** Druid, Ranger
* **Feats:** Magic Initiate, Strixhaven Initiate
Warding Wind

From Xanathar's Guide to Everything, page 170; and Elemental Evil Player's Companion, page 23.

## Description

*2nd-level evocation*

* **Casting Time:** 1 action
* **Range:** Self
* **Components:** V
* **Duration:** Concentration, up to 10 minutes

A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell's duration.

The wind has the following effects:

* It deafens you and other creatures in its area.
* It extinguishes unprotected flames in its area that are torch-sized or smaller.
* It hedges out vapor, gas, and fog that can be dispersed by strong wind.
* The area is difficult terrain for creatures other than you.
* The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.

## Learned By

* **Classes:** Bard, Druid, Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
Trostani

From Guildmasters' Guide to Ravnica, page 252.

**Hit Points:** 252 (24d10 + 120)
 **STR**
19 (+4)
14 (+2)
20 (+5)
16 (+3)
30 (+10)
 **Saving Throws:** Con +11, Wis +16, Cha +13
**Skills:** Arcana +9, Insight +16, Nature +9, Perception +16, Persuasion +13
**Condition Immunities:** charmed, grappled
**Senses:** darkvision 120 ft., passive Perception 26
**Languages:** Common, Druidic, Elvish, Sylvan
 ***Innate Spellcasting.*** Trostani's innate spellcasting ability is Wisdom (spell save DC 24). She can innately cast the following spells, requiring no material components:
*At will:* Dispel Magic, Druidcraft
*3/day each:* Bless, Conjure Animals, Giant Insect, Moonbeam, Plant Growth, Spike Growth, Suggestion
*1/day each:* Conjure Fey, Mass Cure Wounds
***Legendary Resistance (3/Day).*** If Trostani fails a saving throw, she can choose to succeed instead.
***Magic Resistance.*** Trostani has advantage on saving throws against spells and other magical effects.
***Magic Weapons.*** Trostani's weapon attacks are magical.
***Speak with Beasts and Plants.*** Trostani can communicate with beasts and plants as if they shared a language.
 ***Multiattack.*** Trostani takes three actions: she uses Constrict and Touch of Order, and she casts a spell with a casting time of 1 action.
***Constrict.** Melee Weapon Attack:* +11 to hit, reach 5 ft., one target. *Hit:* 15 (3d6 + 5) bludgeoning damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained. Trostani can grapple no more than three targets at a time.
***Touch of Order.** Melee Spell Attack:* +16 to hit, reach 5 ft., one creature. *Hit:* 23 (3d8 + 10) radiant damage, and Trostani can choose one magic item she can see in the target's possession. Unless it's an artifact, the item's magic is suppressed until the start of Trostani's next turn.
 Trostani 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. Trostani regains spent legendary actions at the start of its turn.
**Voice of Harmony.** Trostani makes one melee attack, with advantage on the attack roll.
**Voice of Life.** Trostani bestows 20 temporary hit points on another creature she can see within 120 feet of her.
**Voice of Order.** Trostani casts Dispel Magic.
**Chorus of the Conclave (Costs 2 Actions).** Trostani casts Suggestion. This counts as one of her daily uses of the spell.
**Awaken Grove Guardians (Costs 3 Actions).** Trostani animates one or two trees she can see within 120 feet of her, causing them to uproot themselves and become awakened trees for 1 minute or until Trostani uses a bonus action to end the effect. These trees understand Druidic and obey Trostani's spoken commands, but can't speak. If she issues no commands to them, the trees do nothing but follow her and take the Dodge action.
Vampiric Ixitxachitl Cleric

From Out of the Abyss, page 226.

**Hit Points:** 44 (8d8 + 8)
 **STR**
14 (+2)
18 (+4)
13 (+1)
12 (+1)
13 (+1)
 **Senses:** darkvision 60 ft., passive Perception 11
**Languages:** Abyssal, Ixitxachitl
 ***Spellcasting.*** The ixitxachitl is a 5th-level spellcaster that uses Wisdom as its spellcasting ability (spell save DC 11, +3 to hit with spell attacks). The ixitxachitl has the following cleric spells prepared:
*Cantrips (at will):* Guidance, Thaumaturgy
*1st level (4 slots):* Charm Person, Create or Destroy Water
*2nd level (3 slots):* Hold Person, Silence
 When a creature provokes an opportunity attack from the ixitxachitl, the ixitxachitl can make the following attack instead of using its bite.
***Barbed Tail.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (1d10 + 4) piercing damage.
Weird

From Player's Handbook, page 288.

## Description

*9th-level illusion*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S
* **Duration:** Concentration, up to 1 minute

Drawing on the deepest fears of a group of creatures, you create illusory creatures in their minds, visible only to them. Each creature in a 30-foot-radius sphere centered on a point of your choice within range must make a Wisdom saving throw. On a failed save, a creature becomes frightened for the duration. The illusion calls on the creature's deepest fears, manifesting its worst nightmares as an implacable threat. At the end of each of the frightened creature's turns, it must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends for that creature.

## Learned By

* **Classes:** Warlock (OCF), Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Tsucora Quori

From Eberron: Rising From the Last War, page 307.

**Hit Points:** 68 (8d8 + 32)
 **STR**
17 (+3)
14 (+2)
18 (+4)
14 (+2)
14 (+2)
 **Saving Throws:** Wis +5, Cha +6
**Skills:** Insight +5, Perception +5
**Damage Resistances:** psychic
**Condition Immunities:** charmed, frightened
**Senses:** darkvision 60 ft., passive Perception 15
**Languages:** Common, Quori
 ***Innate Spellcasting (Psionics).*** The quori's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no components:
*At will:* Charm Person
 ***Multiattack.*** The quori makes three attacks: one pincer attack, one attack with its claws, and one stinger attack.
***Pincer.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 8 (1d10 + 3) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature. The quori has two pincers, each of which can grapple one target.
***Claws.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13 (4d4 + 3) slashing damage.
***Stinger.** Melee Weapon Attack:* +6 to hit, reach 10 ft., one target. *Hit:* 8 (1d10 + 3) piercing damage plus 10 (3d6) psychic damage, and the target must succeed on a DC 14 Wisdom saving throw or be frightened of the quori 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.
***Possession (Recharge 6).*** One humanoid that the quori can see within 5 feet of it must succeed on a DC 14 Charisma saving throw or be possessed by the quori; the quori then disappears, and the target is incapacitated and loses control of its body. The quori now controls the body but doesn't deprive the target of awareness. The quori can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.
The possession lasts until the body drops to 0 hit points, the quori ends it as a bonus action, or the quori is forced out by an effect like the Dispel Evil and Good spell. When the possession ends, the quori reappears in an unoccupied space within 5 feet of the body. The target is immune to this quori's Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Tsunami

From Player's Handbook, page 284.

## Description

*8th-level conjuration*

* **Casting Time:** 1 minute
* **Range:** Sight
* **Components:** V, S
* **Duration:** Concentration, up to 6 rounds

A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration.

When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 6d10 bludgeoning damage, or half as much damage on a successful save.

At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d10 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall's height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the spell ends.

A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your spell save DC in order to move at all. If it fails the check, it can't move. A creature that moves out of the area falls to the ground.
Zone of Truth

From Player's Handbook, page 289.

## Description

*2nd-level enchantment*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S
* **Duration:** 10 minutes

You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.

An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth.

## Learned By

* **Classes:** Bard, Cleric, Paladin
* **Subclasses:** Cleric (*Order Domain*), Paladin (*Oath of the Crown*), Paladin (*Oath of Devotion*), Sorcerer (*Divine Soul*), Ranger (*Monster Slayer*), Wizard (*Theurgy*)
* **Races:** Mark of Sentinel Human
* **Backgrounds:** Orzhov Representative
Wand of Smiles

From Xanathar's Guide to Everything, page 140; and The Wild Beyond the Witchlight, page 215.

## Description

*Wand, common*

This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute.

The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a Wand of Scowls.
Young Brass Dragon

From Monster Manual, page 105.

**Hit Points:** 110 (13d10 + 39)
 **STR**
19 (+4)
10 (0)
17 (+3)
12 (+1)
11 (0)
 **Saving Throws:** Dex +3, Con +6, Wis +3, Cha +5
**Skills:** Perception +6, Persuasion +5, Stealth +3
**Damage Immunities:** fire
**Senses:** blindsight 30 ft., darkvision 120 ft., passive Perception 16
**Languages:** Common, Draconic
 ***Multiattack.*** The dragon makes three attacks: one with its bite and two with its claws.
***Bite.** Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. *Hit:* 15 (2d10 + 4) piercing damage.
***Claw.** Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) slashing damage.
***Breath Weapons (Recharge 5-6).*** The dragon uses one of the following breath weapons.
* **Fire Breath.** The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.
* **Sleep Breath.** The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.
Verbeeg Longstrider

From Icewind Dale: Rime of the Frostmaiden‏, page 311.

**Hit Points:** 119 (14d10 + 42)
 **STR**
19 (+4)
15 (+2)
16 (+3)
13 (+1)
14 (+2)
 **Saving Throws** Dex +5, Con +6, Wis +5
**Skills** Animal Handling +5, Athletics +7, Stealth +5
**Senses:** passive Perception 12
**Languages:** Common, Giant
 ***Innate Spellcasting.*** The verbeeg's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components:
*1/day each:* Animal Messenger, Fog Cloud, Freedom of Movement, Pass Without Trace, Silence, Water Walk
 ***Multiattack.*** The verbeeg makes two melee attacks.
***Spear.** Melee or Ranged Weapon Attack:* +6 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 14 (3d6 + 4) piercing damage, or 17 (3d8 + 4) piercing damage if used to make a ranged attack or used with two hands to make a melee attack.
***Sling.** Ranged Weapon Attack:* +5 to hit, range 30/120 ft., one target. *Hit:* 9 (3d4 + 2) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn.
Wall of Thorns

From Player's Handbook, page 287.

## Description

*6th-level conjuration*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S, M (a handful of thorns)
* **Duration:** Concentration, up to 10 minutes

You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.

A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing 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 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.
Yeth Hound

From Volo's Guide to Monsters, page 201.

**Hit Points:** 51 (6d10 + 18)
 **STR**
18 (+4)
17 (+3)
16 (+3)
5 (-3)
12 (+1)
 **Damage Immunities:** bludgeoning, piercing, slashing from nonmagical attacks not made with silvered weapons
**Condition Immunities:** charmed, exhaustion, frightened
**Senses:** darkvision 60 ft., passive Perception 11
**Languages:** understands Common, Elvish, and Sylvan but can't speak
 ***Keen Hearing and Smell.*** The yeth hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
***Sunlight Banishment.*** If the yeth hound starts its turn in sunlight, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can't affect or be affected by anything on the other plane. Once it is adjacent to its master or a pack mate that is on the Material Plane, a yeth hound in the Border Ethereal can return to the Material Plane as an action.
 ***Bite.** Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage, plus 14 (4d6) psychic damage if the target is frightened.
***Baleful Baying.*** The yeth hound bays magically. Every enemy within 300 feet of the hound that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the hound's next turn or until the hound is incapacitated. A frightened target that starts its turn within 30 feet of the hound must use all its movement on that turn to get as far from the hound as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the baying of all yeth hounds for the next 24 hours.
Young Cloud Giant

From Storm King's Thunder, page 112.

**Hit Points:** 105 (10d12 + 40)
 **STR**
21 (+5)
8 (-1)
19 (+4)
10 (0)
9 (-1)
 **Skills** Insight +4, Perception +4
**Senses:** passive Perception 14
**Languages:** Common, Giant
 ***Innate Spellcasting.*** The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:
*At will:* Detect Magic, Fog Cloud, Light
*3/day each:* Feather Fall, Fly, Misty Step, Telekinesis
*1/day each:* Control Weather, Gaseous Form
 ***Multiattack*** The giant makes two greatclub attacks.
***Greatclub.** Melee Weapon Attack:* +8 to hit, reach 10 ft., one target. *Hit:* 18 (3d8 + 5) bludgeoning damage.
***Rock.** Ranged Weapon Attack:* +8 to hit, range 60/240 ft., one target. *Hit:* 21 (3d10 + 5) bludgeoning damage.
Vox Seeker

From Explorer's Guide to Wildemount, page 270.

## Description

*Wondrous item, common.*

This clockwork device resembles a metal crab the size of a dinner plate. Every action used to wind up the device allows it to operate for 1 minute, to a maximum of 10 minutes. While operational, the item uses the Vox Seeker statblock. This automaton is under the DM's control. A vox seeker reduced to 0 hit points is destroyed.

**Hit Points:** 7 (2d4 + 2)
 **STR**
2 (-4)
10 (0)
12 (+1)
1 (-5)
10 (0)
 **Damage Immunities:** psychic, poison
**Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 10
**Languages:** —
 ***Voice Lock.*** The vox seeker must move toward and attack the source of the nearest voice within 60 feet of it, to the exclusion of all other targets, for as long as it remains operational.
 ***Pincer.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 2 (1d4) piercing damage plus 3 lightning damage.
Winged Thrull

From Guildmasters' Guide to Ravnica, page 221.

**Hit Points:** 31 (7d6 + 7)
 **STR**
9 (-1)
15 (+2)
12 (+1)
8 (-1)
9 (-1)
 **Saving Throws:** Dex +4
**Damage Immunities:** poison
**Condition Immunities:** exhaustion, poisoned
**Senses:** darkvision 60 ft., passive Perception 9
**Languages:** understands Common but can't speak
 ***Claws.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) slashing damage.
 ***Self-Sacrifice.*** When a creature within 5 feet of the thrull is hit by an attack, the thrull swaps places with that creature and is hit instead.
Water Walk

From Player's Handbook, page 287.

## Description

*3rd-level transmutation (ritual)*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** V, S, M (a piece of cork)
* **Duration:** 1 hour

This spell grants the ability to move across any liquid surface — such as water, acid, mud, snow, quicksand, or lava — as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.

If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

## Learned By

* **Classes:** Artificer, Cleric, Druid, Ranger, Sorcerer
* **Races:** Water Genasi
* **Subclasses:** Druid (*Circle of the Land (Coast)*), Druid (*Circle of the Land (Swamp)*), Sorcerer (*Clockwork Soul*), Wizard (*Theurgy*)
* **Backgrounds:** Prismari Student
Witherbloom Student

From Strixhaven: A Curriculum of Chaos, page 36.

## Overview

You filled your childhood with rudimentary alchemical experiments, all in the hope of becoming a student of Witherbloom College. The life sciences are the focus of your reading, which include biology and necromancy. Brewing strange concoctions with medicinal properties, exploring the anatomies of monsters, and cataloging swamp flora are the kinds of studies you might pursue at Witherbloom College.

* **Skills:** Nature, Survival
* **Tools:** Herbalism kit
* **Languages:** One of your choice
* **Equipment:** A bottle of black ink, an ink pen, a book about plant identification, an iron pot, an herbalism kit, a school uniform, and a pouch containing 15 gp

### Feature: Witherbloom Initiate

You gain the Strixhaven Initiate feat and must choose Witherbloom within it.

In addition, if you have the Spellcasting or Pact Magic feature, the spells on the Witherbloom Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)

#### Witherbloom Spells

Consider customizing how your spells look when you cast them. Your Witherbloom spells might rely on material components or a spellcasting focus drawn from the swamp environment of Witherbloom, and your spells might take on an appearance suggesting those natural elements. Spectral shapes of swamp animals or plants might form amid your spell effects.

## Building a Witherbloom Character

Druids and warlocks make up most of Witherbloom's student body. A few wizards (mostly those who study the School of Necromancy) and clerics (including those with the Divine Domains of Life or Nature) also find their home in Witherbloom.

A number of rangers and barbarians study at Witherbloom as well, and some rogues learn how to create and use poisons during their studies at this college.

***Suggested Characteristics.*** Students of Witherbloom College are equally likely to be found picking herbs for a healing tincture or riding zombified swamp beasts through the bayou. The Witherbloom Personality Traits table suggests a variety of traits you might adopt for your character.

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***Witherbloom Trinkets.*** When you make your character, you may roll once on the Witherbloom Trinkets table, instead of on the Trinkets table in the Player's Handbook, for your starting trinket.

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Wall of Fire

From Player's Handbook, page 285.

## Description

*4th-level evocation*

* **Casting Time:** 1 action
* **Range:** 120 feet
* **Components:** V, S, M (a small piece of phosphorus)
* **Duration:** Concentration, up to 1 minute

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.

When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.

One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.

**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, Wizard
* **Subclasses:** Artificer (*Artillerist*), Cleric (*Forge Domain*), Cleric (*Light Domain*), Fighter (*Eldritch Knight*), Monk (*Way of the Four Elements*), Rogue (*Arcane Trickster*), Warlock (*The Celestial*), Warlock (*The Fiend*)
* **Backgrounds:** Boros Legionnaire, Prismari Student, Rakdos Cultist
Webs

From Dungeon Master's Guide, page 105.

*Hazard*

Giant spiders weave thick, sticky webs across passages and at the bottom of pits to snare prey. These web-filled areas are difficult terrain. Moreover, a creature entering a webbed area for the first time on a turn or starting its turn there must succeed on a DC 12 Dexterity saving throw or become restrained by the webs. A restrained creature can use its action to try to escape, doing so with a successful DC 12 Strength (Athletics) or Dexterity (Acrobatics) check.

Each 10-foot cube of giant webs has AC 10, 15 hit points, vulnerability to fire, and immunity to bludgeoning, piercing, and psychic damage.
Walking Statue of Waterdeep

From Waterdeep: Dragon Heist, page 219.

**Hit Points:** 314 (17d20 + 136)
 **STR**
30 (+10)
8 (-1)
27 (+8)
1 (-5)
10 (0)
 **Saving Throws:** Con +14
**Damage Immunities:** cold, fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned
**Senses:** truesight 120 ft., passive Perception 10
**Languages:** —
 ***Crumbling Colossus.*** When the statue drops to 0 hit points, it crumbles and is destroyed. Any creature on the ground within 30 feet of the crumbling statue must make a DC 22 Dexterity saving throw, taking 22 (4d10) bludgeoning damage on a failed save, or half as much damage on a successful one.
***Immutable Form.*** The statue is immune to any spell or effect that would alter its form.
***Magic Resistance.*** The statue has advantage on saving throws against spells and other magical effects.
 ***Multiattack.*** The statue makes two melee attacks.
***Slam.** Melee Weapon Attack:* +16 to hit, reach 5 ft., one target. *Hit:* 29 (3d12 + 10) bludgeoning damage.
***Hurled Stone.** Ranged Weapon Attack:* +16 to hit, range 200/800 ft., one target. *Hit:* 43 (6d10 + 10) bludgeoning damage.
Virtue

From [ /2/21/UA36\_-\_Starter\_Spells.pdf Unearthed Arcana: Starter Spells].

## Description

*Abjuration cantrip*

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

You touch one creature, imbuing it with vitality. If the target has at least 1 hit point, it gains a number of temporary hit points equal to 1d4 + your spellcasting ability modifier. The temporary hit points are lost when the spell ends.

## Learned By

* **Classes:** Cleric
* **Subclasses:** Sorcerer (*Divine Soul*), Wizard (*Theurgy*)
* **Fighting Styles:** Blessed Warrior
* **Feats:** Magic Initiate
Watery Sphere

From Xanathar's Guide to Everything, page 170; and Elemental Evil Player's Companion, page 23.

## Description

*4th-level conjuration*

* **Casting Time:** 1 action
* **Range:** 90 feet
* **Components:** V, S, M (a droplet of water)
* **Duration:** Concentration, up to 1 minute

You conjure up a sphere of water with a 5-foot radius at a point you can see within range. The sphere can hover but no more than 10 feet off the ground. The sphere remains for the spell's duration.

Any creature in the sphere's space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space of the creature's choice outside the sphere. A Huge or larger creature succeeds on the saving throw automatically, and a Large or smaller creature can choose to fail it. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.

The sphere can restrain as many as four Medium or smaller creatures or one Large creature. If the sphere restrains a creature that causes it to exceed this capacity, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it.

As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, a cliff, or other drop-off, it safely descends until it is hovering 10 feet above the ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw.

When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. The water then vanishes.

## Learned By

* **Classes:** Druid, Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
Vortex Warp

From Strixhaven: A Curriculum of Chaos, page 38.

## Description

*2nd-level conjuration*

* **Casting Time:** 1 action
* **Range:** 90 feet
* **Components:** V, S
* **Duration:** Instantaneous

You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.

## Learned By

* **Classes:** Artificer, Sorcerer, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*)
* **Backgrounds:** Quandrix Student
Witchlight Hand (Background)

From The Wild Beyond the Witchlight, page 11.

## Overview

You crept into the Witchlight Carnival as a child or youth and never looked back, earning a place among those who work behind the scenes to keep the carnival in business. As a hand, you work hard and party hard. The carnival has borne you to many fantastic worlds, circling back around to your home world once every eight years, but you know almost nothing about these worlds because you spend all your time in the carnival. You know the other hands well, but the carnival's owners — Mister Witch and Mister Light — remain mysterious to you even after all these years.

Maybe you joined the carnival to escape a dismal life at home, or maybe you were enchanted by the idea of visiting new places or the dream of becoming one of the carnival's star attractions. Now that you're older, carnival life has lost some of its appeal. The daily routine has grown tedious, the cyclical nature of the carnival's journey monotonous. The carnival no longer fills your heart with a sense of wonder. Perhaps greater adventures await you beyond the carnival's gates.

* **Skill Proficiencies:** Performance, Sleight of Hand
* **Tool Proficiencies:** Disguise kit or one type of musical instrument
* **Languages:** One of your choice
* **Equipment:** A disguise kit or a musical instrument of your choice, a deck of cards, a carnival uniform or costume, one trinkets (each determined by rolling on the Feywild Trinkets table), and a pouch containing 8 gp

### Carnival Companion

Over the years, you have earned the friendship of another carnival fixture. Roll a d8 and consult the Carnival Companion table to determine whom or what you've befriended, or you can choose an option that you like. Work with your DM to flesh out this friendship. This companion hangs around you while you're in the carnival, but it won't voluntarily leave the carnival.

The DM can use the Witchlight hand stat block to represent hands, performers, and animal trainers who serve as carnival companions.

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### Feature: Carnival Fixture

The Witchlight Carnival provides you with free, modest lodging and food. In addition, you may wander about the carnival and partake of its many wonders at no cost to you, provided you don't disrupt its shows or cause any other trouble.