recursal/Fanatic-Fandom huggingface dataset:
Intellect Devourer

From Monster Manual, page 191.

**Hit Points:** 21 (6d4 + 6)
 **STR**
6 (-2)
14 (+2)
13 (+1)
12 (+1)
11 (0)
 **Skills:** Perception +2, Stealth +4
**Damage Resistances:** bludgeoning, piercing, slashing from nonmagical attacks
**Condition Immunities:** blinded
**Senses:** blindsight 60 ft. (blind beyond this radius), passive Perception 12
**Languages:** understands Deep Speech but can't speak, telepathy 60 ft.
 ***Multiattack.*** The intellect devourer makes one attack with its claws and uses Devour Intellect.
***Claws.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d4 + 2) slashing damage.
***Devour Intellect.*** The intellect devourer targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.
***Body Thief.*** The intellect devourer initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it that isn't protected by protection from evil and good. If it wins the contest, the intellect devourer magically consumes the target's brain, teleports into the target's skull, and takes control of the target's body. While inside a creature, the intellect devourer has total cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everything the creature knew, including spells and languages.
If the host body dies, the intellect devourer must leave it. A protection from evil and good spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its devoured brain by means of a Wish. By spending 5 feet of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies, unless its brain is restored within 1 round.
Magmin

From Monster Manual, page 212.

**Hit Points:** 9 (2d6 + 2)
 **STR**
7 (-2)
15 (+2)
12 (+1)
8 (-1)
11 (0)
 **Damage Resistances:** bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** fire
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** Ignan
 ***Death Burst.*** When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in the area are ignited.
 ***Touch.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. *Hit:* 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.
Charm Person

From Player's Handbook, page 221.

## Description

*1st-level enchantment*

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

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

## Learned By

* **Classes:** Bard, Druid, Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Trickery Domain*), Fighter (*Eldritch Knight*), Paladin (*Oath of Treachery*), Ranger (*Fey Wanderer*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*)
* **Races:** Abyssal Tiefling, Fierna Tiefling, Tiefling (Devil's Tongue)
* **Backgrounds:** Selesnya Initiate
* **Feats:** Fey Touched, Magic Initiate, Strixhaven Initiate
Mirror of Life Trapping

From Dungeon Master's Guide, page 181. Found on Magic Item Table H.

## Description

*Wondrous item, very rare. 50 lbs.*

When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points.

If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again.

Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically.

An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed.

If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it.

While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally.

In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it.
Living Loot Satchel

From Acquisitions Incorporated, page 25.

## Description

*Wondrous item, varies by rank*

As a rank 2 hoardsperson, you are granted the use of a Living Loot Satchel, which is an uncommon magic item. It functions as a Bag of Holding and is available in a variety of colors and styles.

The Living Loot Satchel is a kind of magical being that safeguards the franchise's funds and valuables. Its innards are connected to a secure coffer within Head Office's vault in Waterdeep, to which the satchel periodically transfers the franchise's wealth. As an action, you can transfer any amount of your franchise funds back to your satchel with a successful DC 15 Dexterity (Sleight of Hand) check.

***Secret Satchel.*** As a rank 3 hoardsperson, your Living Loot Satchel gets an upgrade to function as the replica chest used for the Leomund's Secret Chest spell, becoming a rare magic item. You can open the secret chest through your Living Loot Satchel to deposit or withdraw items — even items that wouldn't normally fit in your satchel, but which fit within the chest. Thanks to Head Office striking deals you don't want to know about with extraplanar creatures you really don't want to know about, there is no chance for the spell to end.

***That Thing You Need.*** At rank 3, you can use a bonus action to reach into your Living Loot Satchel and make a DC 15 Dexterity (Sleight of Hand) check. On a success, you draw forth an item of your choice on the Adventuring Gear table. The item must be of a size that can fit into your secret chest and be worth no more than 15 gp. Once you attempt to draw five items from your satchel, you cannot draw forth any more items until the next dawn.

***Portable Hole Satchel.*** At rank 4, your Living Loot Satchel receives another upgrade, becoming a very rare magic item. The secret chest accessed by your satchel now has the storage capacity of a Portable Hole — 6 feet in diameter and 10 feet deep. As before, you can place any appropriately sized object into the Portable-Hole-sized chest, even if it wouldn't normally fit into your satchel.

***That Expensive Thing You Need.*** Also at rank 4, when you use your That Thing You Need feature, you can requisition any item of up to 250 gp in value, as long as it would fit into the confines of your satchel's Portable Hole.
Manual of Golems

From Dungeon Master's Guide, page 180. Found on Magic Item Table H.

## Description

*Wondrous item, very rare.*

This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a Manual of Golems and attempts to read it takes 6d6 psychic damage.

 6-17
 18
 19-20

To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.

Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
Hex

From Player's Handbook, page 251.

## Description

*1st-level enchantment*

* **Casting Time:** 1 bonus action
* **Range:** 90 feet
* **Components:** V, S, M (the petrified eye of a newt)
* **Duration:** Concentration, up to 1 hour

You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.

If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.

A Remove Curse cast on the target ends this spell early.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

## Learned By

* **Classes:** Warlock
* **Subclasses:** Sorcerer (*Aberrant Mind*)
* **Races:** Hexblood, Mul Daya Elf
* **Feats:** Fey Touched, Magic Initiate
Locathah

From Locathah Rising, page 24.

## Traits

Your locathah character has an assortment of inborn abilities, part and parcel of locathah nature.

***Ability Score Increase.*** Your Strength score increases by 2 and your Dexterity score increases by 1.

***Age.*** Locathah mature to adulthood by the age of 10 but have been known to live up to 80 years.

***Alignment.*** Most locathah are true neutral or have some aspect of neutrality in their alignment. They tend toward good, coming from a culture where compassion for the downtrodden is a commonality.

***Size.*** Locathah stand between 5 and 6 feet tall and average about 150 pounds. Your size is Medium.

***Speed.*** Your base walking speed is 30 feet, and you have a swim speed of 30 feet.

***Natural Armor.*** You have tough, scaly skin. When you aren't wearing armor, your AC is 12 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.

***Observant & Athletic.*** You have proficiency in the Athletics and Perception skills.

***Leviathan Will.*** You have advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.

***Limited Amphibiousness.*** You can breathe air and water, but you need to be submerged at least once every 4 hours to avoid suffocating.

***Languages.*** You can speak, read, and write Aquan and Common.
Infernal Calling

From Xanathar's Guide to Everything, page 158.

## Description

*5th-level conjuration*

* **Casting Time:** 1 minute
* **Range:** 90 feet
* **Components:** V, S, M (a ruby worth at least 999 gp)
* **Duration:** Concentration, up to 1 hour

Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil's type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil. The devil appears in an unoccupied space that you can see within range. The devil disappears when it drops to 0 hit points or when the spell ends.

The devil is unfriendly toward you and your companions. Roll initiative for the devil, which has its own turns. It is under the Dungeon Master's control and acts according to its nature on each of its turns, which might result in its attacking you if it thinks it can prevail, or trying to tempt you to undertake an evil act in exchange for limited service. The DM has the creature's statistics.

On each of your turns, you can try to issue a verbal command to the devil (no action required by you). It obeys the command if the likely outcome is in accordance with its desires, especially if the result would draw you toward evil. Otherwise, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil's true name. If your check fails, the devil becomes immune to your verbal commands for the duration of the spell, though it can still carry out your commands if it chooses. If your check succeeds, the devil carries out your command — such as "attack my enemies," "explore the room ahead," or "bear this message to the queen" — until it completes the activity, at which point it returns to you to report having done so.

If your concentration ends before the spell reaches its full duration, the devil doesn't disappear if it has become immune to your verbal commands. Instead, it acts in whatever manner it chooses for 3d6 minutes, and then it disappears.

If you possess an individual devil's talisman, you can summon that devil if it is of the appropriate challenge rating plus 1, and it obeys all your commands, with no Charisma checks required.

**At Higher Levels:** When you cast this spell using a spell slot of 6th level or higher, the challenge rating increases by 1 for each slot level above 5th.
Mind Spike

From Xanathar's Guide to Everything, page 162.

## Description

*2nd-level divination*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** S
* **Duration:** Concentration, up to 1 hour

You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can't become hidden from you, and if it's invisible, it gains no benefit from that condition against you.

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

## Learned By

* **Classes:** Sorcerer, Warlock, Wizard
* **Subclasses:** Fighter (*Eldritch Knight*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*)
Hippopotamus

From Plane Shift: Amonkhet, page 38.

**Hit Points:** 76 (8d12 + 24)
 **STR**
22 (+6)
9 (-1)
17 (+3)
3 (-4)
11 (0)
 **Senses:** passive Perception 10
**Languages:** —
 ***Hold Breath.*** The hippopotamus can hold its breath for 30 minutes.
 ***Bite.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 19 (3d8 + 6) piercing damage.
***Stomp.** Melee Weapon Attack:* +8 to hit, reach 5 ft., one prone creature. *Hit:* 22 (3d10 + 6) bludgeoning damage.
Kyrzin's Ooze

From Eberron: Rising From the Last War, page 278.

## Description

*Wondrous item, very rare (requires attunement)*

This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar's interior. To attune to this item, you must first drink the contents of the jar, unlocking the following properties.

***Resistant.*** While attuned to *Kyrzin's ooze*, you have resistance to poison and acid damage, and you're immune to the poisoned condition.

***Amorphous.*** As an action, you can speak a command word and cause your body to assume the amorphous qualities of an ooze. For the next minute, you (along with any equipment you're wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can't be used again until the next dawn.

***Acid Breath.*** As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 36 (8d8) acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can't be used again until the next dawn.

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

If you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding allied with the daelkyr.
Hold Person

From Player's Handbook, page 251.

## Description

*2nd-level enchantment*

* **Casting Time:** 1 action
* **Range:** 60 feet
* **Components:** V, S, M (a small, straight piece of iron)
* **Duration:** Concentration, up to 1 minute

Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

## Learned By

* **Classes:** Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Order Domain*), Druid (*Circle of the Land (Arctic)*), Fighter (*Eldritch Knight*), Monk (*Way of the Four Elements*), Paladin (*Oath of Conquest*), Paladin (*Oath of Redemption*), Paladin (*Oath of Vengeance*), Rogue (*Arcane Trickster*), Sorcerer (*Aberrant Mind*), Sorcerer (*Divine Soul*), Sorcerer (*Giant Soul (Frost Giant)*), Wizard (*Theurgy*)
* **Backgrounds:** Azorius Functionary
Kobold Underling

From Explorer's Guide to Wildemount, page 221.

**Hit Points:** 7 (3d6 - 3)
 **STR**
7 (-2)
16 (+3)
9 (-1)
8 (-1)
9 (-1)
 **Senses:** darkvision 60 ft., passive Perception 9
**Languages:** Common, Draconic
 ***Messy End.*** The kobold explodes 3 rounds after it dies, or immediately if it was killed by a critical hit. The explosion destroys the kobold's body, leaving its equipment behind. Each creature within 5 feet of the exploding kobold must make a DC 10 Dexterity saving throw, taking 4 (1d8) bludgeoning damage on failed save, or half as much on a successful save.
***Pack Tactics.*** The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.
 ***Shortsword.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage.
***Hand Crossbow.** Ranged Weapon Attack:* +5 to hit, range 30/120 ft., one target. *Hit:* 6 (1d6 + 3) piercing damage.
Metal Wasp

From Waterdeep: Dungeon of the Mad Mage, page 174.

**Hit Points:** 13 (3d8)
 **STR**
10 (0)
14 (+2)
10 (0)
1 (-5)
10 (0)
 **Damage Immunities:** poison, psychic
**Condition Immunities:** charmed, frightened, paralyzed, petrified, poisoned
**Senses:** darkvision 60 ft., passive Perception 10
**Languages:** —
 ***Sting.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one creature. *Hit:* 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Mabaran Resonator

From Wayfinder's Guide to Eberron, page 118.

## Description

*Eldritch machine, legendary (requires attunement).*

This horrific device draws on the power of Mabar, infusing the dead with the malign energies of the Endless Night. While it is active, any creature that dies within two miles of the resonator reanimates in one round as a zombie under the control of creature attuned to the device. At the DM's discretion, more powerful creatures can return as other forms of undead.
Inheritor

From Sword Coast Adventurer's Guide, page 150.

## Overview

You are the heir to something of great value — not mere coin or wealth, but an object that has been entrusted to you and you alone. Your inheritance might have come directly to you from a member of your family, by right of birth, or it could have been left to you by a friend, a mentor, a teacher, or someone else important in your life. The revelation of your inheritance changed your life, and might have set you on the path to adventure, but it could also come with many dangers, including those who covet your gift and want to take it from you — by force, if need be.

* **Skills:** Survival, plus one from among Arcana, History, and Religion
* **Tool Proficiencies:** Your choice of a gaming set or a musical instrument
* **Languages:** Any one of your choice
* **Equipment:** Your inheritance, a set of traveler's clothes, the tool you choose for this background's tool proficiency (gaming set or musical instrument), and a pouch containing 15 gp

### Feature: Inheritance

Choose or randomly determine your inheritance from the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.

The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.

When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.

 2-3
 4
 5
 6
 7
 8

## Suggested Characteristics

Use the tables for the Folk Hero background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as an inheritor.

Your bond might be directly related to your inheritance, or to the person from whom you received it. Your ideal might be influenced by what you know about your inheritance, or by what you intend to do with your gift once you realize what it is capable of.
Last Stand Armor

From Explorer's Guide to Wildemount, page 267.

## Description

*Armor (any), very rare.*

You gain a +1 bonus to AC while wearing this armor, which shimmers softly.

If you die while wearing this armor, it is destroyed, and each celestial, fey, and fiend within 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
Investiture of Wind

From Xanathar's Guide to Everything, page 159; and Elemental Evil Player's Companion, page 19.

## Description

*6th-level transmutation*

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

Until the spell ends, wind whirls around you, and you gain the following benefits:

* Ranged weapon attacks made against you have disadvantage on the attack roll.
* You gain a flying speed of 60 feet. If you are still flying when the spell ends, you fall, unless you can somehow prevent it.
* You can use your action to create a 15-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube.

## Learned By

* **Classes:** Druid, Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Mask of the Dragon Queen

From Rise of Tiamat, page 94.

## Description

*Wondrous item, artifact (requires attunement).*

Individually, the five dragon masks resemble the dragons they are named for. When two or more of the dragon masks are assembled, however, they transform magically into the Mask of the Dragon Queen. Each mask shrinks to become the modeled head of a chromatic dragon, appearing to roar its devotion to Tiamat where all the masks brought together are arranged crown-like on the wearer's head. Below the five masks, a new mask shapes itself, granting the wearer a draconic visage that covers the face, neck, and shoulders.

While you are attuned to and wear this mask, you can have any of the properties from any one mask. Additionally, you gain the Damage Absorption from each of the five dragon masks, and you gain five uses of the Legendary Resistance property.

* Black Dragon Mask
* Blue Dragon Mask
* Green Dragon Mask
* Red Dragon Mask
* White Dragon Mask
Lightbringer

From Lost Mine of Phandelver, page 48.

## Description

*Weapon (mace), uncommon. 4 lbs.*

This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.
Homunculus Servant

From Eberron: Rising From the Last War, page 62.

**Hit Points:** 1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level)
 **STR**
4 (-3)
15 (+2)
12 (+1)
10 (0)
10 (0)
 **Saving Throws:** Dex +2 plus PB
**Skills:** Perception +0 plus PB x 2, Stealth +2 plus PB
**Damage Immunities:** poison
**Condition Immunities:** exhaustion, poisoned
**Senses:** darkvision 60 ft., passive Perception 14
**Languages:** understands the languages you speak
**Challenge Rating:** —
 ***Channel Magic.*** The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.
Investiture of Stone

From Xanathar's Guide to Everything, page 159; and Elemental Evil Player's Companion, page 19.

## Description

*6th-level transmutation*

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

Until the spell ends, bits of rock spread across your body, and you gain the following benefits:

* You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
* You can use your action to create a small earthquake on the ground in a 15-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone.
* You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it, but you can't end your movement there. If you do so, you are ejected to the nearest unoccupied space, this spell ends, and you are stunned until the end of your next turn.

## Learned By

* **Classes:** Druid, Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*)
Larva

From Dungeon Master's Guide, page 63.

**Hit Points:** 9 (2d8)
 **STR**
9 (-1)
9 (-1)
10 (0)
6 (-2)
10 (0)
 **Senses:** passive Perception 10
**Languages:** understands the languages it knew in life but can't speak
 ***Bite.** Melee Weapon Attack:* +1 to hit, reach 5 ft., one target. *Hit:* 1 (1d4 - 1) piercing damage.
Iron Golem

From Monster Manual, page 170.

**Hit Points:** 210 (20d10 + 100)
 **STR**
24 (+7)
9 (-1)
20 (+5)
3 (-4)
11 (0)
 **Damage Immunities:** fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons
**Condition Immunities:** charmed, exhaustion, frightened, paralyzed, petrified, poisoned
**Senses:** darkvision 120 ft., passive Perception 10
**Languages:** understands the languages of its creator but can't speak
 ***Fire Absorption.*** Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.
***Immutable Form.*** The golem is immune to any spell or effect that would alter its form.
***Magic Resistance.*** The golem has advantage on saving throws against spells and other magical effects.
 ***Multiattack.*** The golem makes two melee weapon attacks.
***Slam.** Melee Weapon Attack:* +13 to hit, reach 5 ft., one target. *Hit:* 20 (3d8 + 7) bludgeoning damage.
***Sword.** Melee Weapon Attack:* +13 to hit, reach 10 ft., one target. *Hit:* 23 (3d10 + 7) slashing damage.
***Poison Breath (Recharge 6).*** The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.
Hunter's Mark

From Player's Handbook, page 251.

## Description

*1st-level divination*

* **Casting Time:** 1 bonus action
* **Range:** 90 feet
* **Components:** V
* **Duration:** Concentration, up to 1 hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

**At Higher Levels:** When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

## Learned By

* **Classes:** Ranger
* **Subclasses:** Paladin (*Oath of Vengeance*)
* **Races:** Mark of Finding (Half-orc, Human)
* **Feats:** Fey Touched
Manes

From Monster Manual, page 60.

**Hit Points:** 9 (2d6 + 2)
 **STR**
10 (0)
9 (-1)
13 (+1)
3 (-4)
8 (-1)
 **Damage Resistances:** cold, fire, lightning
**Damage Immunities:** poison
**Condition Immunities:** charmed, frightened, poisoned
**Senses:** darkvision 60 ft., passive Perception 9
**Languages:** understands Abyssal but can't speak
 ***Claws.** Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. *Hit:* 5 (2d4) slashing damage.
Mind Blade

From Volo's Guide to Monsters, page 81.

## Description

*Weapon (any sword), rare (requires attunement by a specific individual).*

Mind flayers can turn any nonmagical sword into a mind blade. Only one creature can attune to it: either a specific mind flayer or one of its thralls. In the hands of any other creature, the mind blade functions as a normal sword of its kind. In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits.
Madness

From Dungeon Master's Guide, pages 258-260.

In a typical campaign, characters aren't driven mad by the horrors they face and the carnage they inflict day after day, but sometimes the stress of being an adventurer can be too much to bear. If your campaign has a strong horror theme, you might want to use madness as a way to reinforce that theme, emphasizing the extraordinarily horrific nature of the threats the adventurers face.

## Going Mad

Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as contact other plane and symbol, can cause insanity, and you can use the madness rules here instead of the spell effects in the Player's Handbook. Diseases, poisons, and planar effects such as psychic wind or the howling winds of Pandemonium can all inflict madness. Some artifacts can also break the psyche of a character who uses or becomes attuned to them.

Resisting a madness-inducing effect usually requires a Wisdom or Charisma saving throw. If your game includes the Sanity score, a creature makes a Sanity saving throw instead.

## Madness Effects

Madness can be short-term, long-term, or indefinite. Most relatively mundane effects impose short-term madness, which lasts for just a few minutes. More horrific effects or cumulative effects can result in long-term or indefinite madness.

* A character afflicted with **short-term** madness is subjected to an effect from the Short-Term Madness table for 1d10 minutes.
* A character afflicted with **long-term madness** is subjected to an effect from the Long-Term Madness table for 1d10 x 10 hours.
* A character afflicted with **indefinite madness** gains a new character flaw from the Indefinite Madness table that lasts until cured.

### Short-Term Madness

 21-30
 31-40
 41-50
 51-60
 61-70
 71-75
 76-80
 81-90
 91-00

## Curing Madness

A Calm Emotions spell can suppress the effects of madness, while a Lesser Restoration spell can rid a character of a short-term or long-term madness. Depending on the source of the madness, Remove Curse or Dispel Evil and Good might also prove effective. A Greater Restoration spell or more powerful magic is required to rid a character of indefinite madness.
Mighty Servant of Leuk-o (Monster)

From Tasha's Cauldron of Everything, page 132.

**Hit Points:** 310 (27d12 + 135)
 **STR**
30 (+10)
14 (+2)
20 (+5)
1 (-5)
14 (+2)
 **Saving Throws:** Wis +9, Cha +7
**Skills:** Perception +9
**Damage Resistances:** piercing, slashing
**Damage Immunities:** acid, bludgeoning, cold, fire, lightning, necrotic, poison, psychic, radiant
**Condition Immunities:** all conditions but invisible and prone
**Senses:** blightsight 120 ft., passive Perception 19
**Languages:** understands the languages of creatures attuned to it but can't speak
**Challenge:** —
 ***Immutable Existence.*** The servant is immune to any spell or effect that would alter its form or send it to another plane of existence.
***Magic Resistant Construction.*** The servant has advantage on saving throws against spells and other magical effects, and spell attacks made against it have disadvantage.
***Regeneration.*** The servant regains 10 hit points at the start of its turn. If it is reduced to 0 hit points, this trait doesn't function until an attuned creature spends 24 hours repairing the artifact or until the artifact is subjected to lightning damage.
***Standing Leap.*** The servant's long jump is up to 50 feet and its high jump is up to 25 feet, with or without a running start.
 ***Destructive Fist.** Melee or Ranged Weapon Attack:* +17 to hit, reach 10 ft. or range 120 ft., one target. *Hit:* 36 (4d12 + 10) force damage. If the target is an object, it takes triple damage.
***Crushing Leap.*** If the servant jumps at least 25 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures is pushed to an unoccupied space within 5 feet of the servant and must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 26 (4d12) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.
Modify Memory

From Player's Handbook, page 261.

## Description

*5th-level enchantment*

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

You attempt to reshape another creature's memories. One creature that you can see must make a Wisdom saving throw. If you are fighting the creature, it has advantage on the saving throw. On a failed save, the target becomes charmed by you for the duration. The charmed target is incapacitated and unaware of its surroundings, though it can still hear you. If it takes any damage or is targeted by another spell, this spell ends, and none of the target's memories are modified.

While this charm lasts, you can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event.

You must speak to the target to describe how its memories are affected, and it must be able to understand your language for the modified memories to take root. Its mind fills in any gaps in the details of your description. If the spell ends before you have finished describing the modified memories, the creature's memory isn't altered. Otherwise, the modified memories take hold when the spell ends.

A modified memory doesn't necessarily affect how a creature behaves, particularly if the memory contradicts the creature's natural inclinations, alignment, or beliefs. An illogical modified memory, such as implanting a memory of how much the creature enjoyed dousing itself in acid, is dismissed, perhaps as a bad dream. The DM might deem a modified memory too nonsensical to affect a creature in a significant manner.

A Remove Curse or Greater Restoration spell cast on the target restores the creature's true memory.

**At Higher Levels:** If you cast this spell using a spell slot of 6th level or higher, you can alter the target's memories of an event that took place up to 7 days ago (6th level), 30 days ago (7th level), 1 year ago (8th level), or any time in the creature's past (9th level).

## Learned By

* **Classes:** Bard, Wizard
* **Subclasses:** Cleric (*Ambition Domain*), Cleric (*Trickery Domain*), Sorcerer (*Aberrant Mind*)
* **Backgrounds:** Dimir Operative
Inflict Wounds

From Player's Handbook, page 253.

## Description

*1st-level necromancy*

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

Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

**At Higher Levels:** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

## Learned By

* **Classes:** Cleric
* **Subclasses:** Paladin (*Oathbreaker*), Sorcerer (*Divine Soul*), Wizard (*Theurgy*), Mage of Witherbloom (*Druid, Warlock*)
* **Backgrounds:** Witherbloom Student
* **Feats:** Magic Initiate, Shadow Touched, Strixhaven Initiate
Horn of Blasting

From Dungeon Master's Guide, page 174. Found on Magic Item Table G.

## Description

*Wondrous item, rare. 2 lbs.*

You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.

Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
Molten Bronze Skin

From Mythic Odysseys of Theros, page 197.

## Description

*Armor (breastplate, half plate, or plate), rare (requires attunement).*

This magical armor appears as a jug of molten bronze. When you attune to it, the bronze adheres and contours to your skin. The armor can be worn under normal clothes, but it doesn't impede bodily functions. Once you put it on, it can't be removed unless you choose to do so.

While wearing the armor, you have resistance to fire damage. The armor also doesn't impose disadvantage on Dexterity (Stealth) checks.
Mantrap

From Tomb of Annihilation, page 227.

**Hit Points:** 45 (7d10 + 7)
 **STR**
15 (+2)
14 (+2)
12 (+1)
1 (-5)
10 (0)
 **Skills:** Perception +4, Stealth +7
**Condition Immunities:** blinded, deafened, exhaustion, prone
**Senses:** tremorsense 30 ft., passive Perception 10
**Languages:** —
 ***Attractive Pollen (1/Day).*** When the mantrap detects any creatures nearby, it can use its reaction to release pollen out to a radius of 30 feet. Any beast or humanoid within the area must succeed on a DC 11 Wisdom saving throw or be forced to use all its movement on its turns to get as close to the the mantrap as possible. An affected target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
 ***Engulf.** Melee Weapon Attack:* +4 to hit, reach 5 ft., one Medium or smaller creature. *Hit:* The target is trapped inside the mantrap's leafy jaws. While trapped in this way, the target is blinded and restrained, has total cover from an attacks and other effects outside the mantrap, and takes 14 (4d6) acid damage at the start of each of the target's turns. If the mantrap dies, the creature inside it is no longer restrained by it. A mantrap can engulf only one creature at a time.
Minor Illusion

From Player's Handbook, page 260.

## Description

*Illusion cantrip*

* **Casting Time:** 1 action
* **Range:** 30 feet
* **Components:** S, M (a bit of fleece)
* **Duration:** 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object — such as a chair, muddy footprints, or a small chest — it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

## Learned By

* **Classes:** Bard, Sorcerer, Warlock, Wizard
* **Subclasses:** Cleric (*Arcana Domain*), Fighter (*Eldritch Knight*), Monk (*Way of Shadow*), Rogue (*Arcane Trickster*), Sorcerer (*Giant Soul (Cloud Giant)*), Wizard (*School of Illusion*)
* **Races:** Aereni (High) Elf, Blue Merfolk, Cosi (Trickster) Creed Merfolk, Eladrin (UA), Forest Gnome, Half-elf (High Elf Descent), High Elf, Glasya Tiefling, Mark of Shadow Elf, Ula (Water) Creed Merfolk, Valenar (Wood) Elf
* **Feats:** Aberrant Dragonmark, Magic Initiate
Master of Cruelties

From Guildmasters' Guide to Ravnica, page 196.

**Hit Points:** 127 (15d10 + 45)
 **STR**
18 (+4)
17 (+3)
16 (+3)
19 (+4)
16 (+3)
 **Saving Throws:** Con +7, Int +8, Wis +7, Cha +9
**Skills:** Deception +9, Intimidation +9, Performance +9, Persuasion +9
**Damage Resistances:** cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical attacks
**Damage Immunities:** poison
**Condition Immunities:** poisoned
**Senses:** truesight 120 ft., passive Perception 13
**Languages:** Abyssal, Common, telepathy 120 ft.
 ***Aura of Blood Lust.*** When any other creature starts its turn within 30 feet of the master, that creature must succeed on a DC 17 Wisdom saving throw, or it must immediately take the Attack action, making one melee attack against a random creature within reach. If no creatures are within reach, it makes a ranged attack against a random creature within range, throwing its weapon if necessary.
***Feed on the Crowd.*** Whenever a creature within 60 feet of the master dies, the master gains 15 temporary hit points and has advantage on all attack rolls, ability checks, and saving throws until the end of its next turn.
***Innate Spellcasting.*** The master's innate spellcasting ability is Charisma (spell save DC 17). The master can innately cast the following spells, requiring no material components:
*At will:* Charm Person (as a 3rd-level spell), Crown of Madness
*1/day:* Dominate Person
 ***Multiattack.*** The master makes two melee attacks with its spear.
***Spear.** Melee or Ranged Weapon Attack:* +8 to hit, reach 5 ft. or range 20/60 ft., one target. *Hit:* 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 13 (3d8) psychic damage.
***Captivating Presence (Recharge 6).*** Each creature within 120 feet of the master must succeed on a DC 17 Wisdom saving throw or be charmed by the master for 1 hour. While charmed in this way, a creature's speed is 0. If the charmed creature takes damage, it can repeat the saving throw, ending the effect on itself on a success. A target that succeeds on the saving throw is immune to the Captivating Presence of all masters of cruelties for the next 24 hours.
Living Burning Hands

From Eberron: Rising From the Last War, page 298.

**Hit Points:** 15 (2d8 + 6)
 **STR**
10 (0)
12 (+1)
16 (+3)
3 (-4)
6 (-2)
 **Damage Resistances:** bludgeoning, piercing, slashing from nonmagical attacks
**Damage Immunities:** fire
**Condition Immunities:** blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone
**Senses:** darkvision 60 ft., passive Perception 8
**Languages:** —
 ***Amorphous.*** The living spell can move through a space as narrow as 1 inch wide without squeezing.
***Magic Resistance.*** The living spell has advantage on saving throws against spells and other magical effects.
 ***Magical Strike.** Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 6 (1d6 + 3) fire damage.
***Spell Mimicry (Recharge 5-6).*** The living spell unleashes a thin sheet of flames in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.